The text from the scenarios of Star Wars Galaxies Trading Card Game, mostly extracted from game files, and presented here for easy access to rather restricted material by GA and FA writers. Does not include the non-canon outcomes, in which the player loses; also some older scenarios are missing their outcomes, which are currently impossible to be accessed. Please do not edit.
Contents
- 1 Introductory Scenario:The Codex of Tython
- 2 CHAMPIONS OF THE FORCE
- 3 SQUADRONS OVER CORELLIA
- 4 GALACTIC HUNTERS
- 5 AGENTS OF DECEPTION
- 6 THE SHADOW SYNDICATE
- 7 THE NIGHTSISTER'S REVENGE
- 8 THREAT OF THE Conqueror
- 9 THE PRICE OF VICTORY
- 10 PROMOTIONAL SCENARIOS
- 10.1 Happy Live Day
- 10.2 Festival of Love
- 10.3 House Pack Up
- 10.4 Destroy All Droids
- 10.5 Mad Zoo
- 10.6 Empire Day
- 10.7 Those Nasty Tuskens
- 10.8 Art of Smuggling
- 10.9 Punish the Pirates
- 10.10 Utinni!
- 10.11 Booster Shot
- 10.12 Crazy Wookiees
- 10.13 Singing Mountain Assault
- 10.14 Nightsister Roundup
- 10.15 Minstyngar Hunt
Introductory Scenario:The Codex of Tython
Battle a dark side Sith opponent and his minions of the Empire to escape from Dantooine and return to the Rebel Alliance
When your landspeeder crashes in a remote area of Dantooine, you discover a secret cache of Jedi relics. The most important of these is a holocron called the Codex of Tython.
Your band of Jedi is racing to the spaceport when you are ambushed by a Sith apprentice and his minions. You must battle these servants of the Empire to get the ancient relic safely into the hands of the Jedi.
Outcome unavailable
CHAMPIONS OF THE FORCE
When a landspeeder crashes in a remote part of Dantooine, a hidden cache of Jedi artifacts is found. One of them is a broken holocron called the Codex of Tython. Recording thousands of years of technological accomplishments, several missing fragments will make it operational again. This priceless find will become a boon for the Rebel Alliance or a weapon for domination by the Galactic Empire.
Light Side Campaign: Constructing the Codex
You've found the Codex of Tython on Dantooine, but now you have to find the fragments to complete it. It's an important resource for the Rebel Alliance, and now it's up to you to complete this important mission.
Scenario 1: Escape from Dantooine!
Ambushed by a squad of stormtroopers, you must fight your way to the spaceport.
As you emerge from the dark chamber of relics beneath the surface of Dantooine, the sunlight stings your eyes. Carrying the Codex of Tython wrapped in a tarp, you eye the horizon. It seems that no one was aware of the crash of your landspeeder in this remote location. Warily, you start the long trek back to the spaceport.
After a day's travel, you're making good progress. That night, you're surprised by the sounds of something approaching. Hoping it's an animal, you hear instead the metallic voice of a stormtrooper's comlink. 'The perimeter is secured, sir.'
An Imperial officer steps forth from the growing circle of white-armored soldiers. 'I am Captain Adrick, servant of the Empire.' A slight nod and a wry smile betray his confidence. 'We detected the crash of your speeder in a routine patrol. We found the cache, but it was empty.' His demeanor becomes intense as he barks out his demands. 'You have something I want. I intend to take it. Give it to me now, and we'll let you go.'
Standing to your feet, you gather the Codex in one hand. 'I have no love for the Empire,' you begin. 'And no reason to believe you'll let me leave alive, whether I do what you say or not.' You draw your weapon, ready to fight. 'If you want this, you'll have to kill me first.'
Adrick actually sighs a little and says quietly, 'Very well, if that's what you want.' Then he gives a simple order to his troops: 'Kill this fool. Take the relic.'
The troopers of Captain Adrick were many, but their poor training and lack of motivation were no match for your courage. They seemed to lose track of you, and you were able to make your escape into the night.
Soon, you meet a lone woman on the road. You are somewhat startled, having not noticed her approach. She is a Zabrak, and dressed in simple brown robes. She raises her hand in peace before speaking. 'I am Drakka Judarrl. I helped you escape. Please let me speak with you.' She seems sincere, and you immediately trust her. You put away your weapon and allow her to speak.
'I am a Jedi. I clouded the minds of those Imperials to allow you to get away. Then she asks, 'Did you find the Codex? My father searched for it for many years. I have a fragment myself.' She holds a small crystal in her hand. 'Here, let me show you.'
Drakka takes the Codex and inserts the crystal into one of its many sockets. An image activates on the surface of the holocron. It shows a Zabrak, a Dark Jedi by the look of him. 'His name is Mellichae,' she begins. 'The image shows him on Dathomir. You must go there to find another codex fragment. You must complete the Codex and return it to the Alliance.'
Scenario 2: The Sith Shadows
Your next destination is Dathomir to question Mellichae, the Dark Jedi held prisoner there, to find another holocron fragment.
Arriving on Dathomir, you go to the village of Aurilia, where the Dark Jedi you seek is reported to be held prisoner. Captain Sarguillo, the Zabrak with a long history of defending the town, has only bad news.
'Stormtroopers attacked the jail two nights ago. Mellichae made good his escape,' says Sarguillo, through clenched teeth. 'It was my job to hold him here, and I've failed.'
He takes a deep breath and continues. 'I believe he is in one of the caves to the north.' He points to a local map on the wall. 'I must remain in Aurilia to keep the peace, but I can deputize you to bring Mellichae back. He's probably rejoined those armed thugs, the Sith Shadows.'
You tell the Captain, 'Don't worry, we'll have this Dark Jedi back in custody soon.' You give Sarguillo a hearty handshake and leave on your mission.
Climbing into the hills, you find the coordinates supplied by Sarguillo. You find humanoid tracks. Examining the cave with your electrobinoculars, you detect no activity.
Then a Zabrak with a cybernetic arm shows himself - the Dark Jedi you seek. Behind him are several cloaked figures, most certainly some of his Sith Shadows.
Arming yourself, you step forward. 'Mellichae! I come here as a deputized agent of Captain Sarguillo,' you announce. 'I am here to return you to custody!'
Mellichae says, 'I have had enough of the good Captain's hospitality.' The forest is so quiet you can hear the whine of his mechanical arm. 'I dispatched Adrick's troopers, and you are next.' He ignites his lightsaber.
Without warning, the Dark Jedi leaps toward you to attack. At the same time, his Sith Shadows begin firing their blasters. The most difficult part of your task has just begun.
The clearing outside the cave is littered with the fallen bodies of the Sith Shadows. Mellichae is disarmed, and you have placed him in shackles. 'You and I have some special business' you say to the defeated Dark Jedi. 'You have a fragment of the Codex of Tython, and I need to recover it.'
"Do you expect me to help you find it?' asks Mellichae bitterly.
"I'm learning more each day about how to operate this holocron,' you reply, taking the Codex from your backpack. As you hold the device in both hands, images flicker on its surface. The Zabrak's eyes widen as he sees it.' Sometimes, I think it's talking to me.'
Walking toward the cave, the images begin to slow. Among the crates and containers inside, the Codex starts to glow. You find one spot that glows most brightly, accompanied by a steady hum. You blast open the container and find the fragment within.
Installing this shard into the Codex, you see a vision appear on the new fragment. It shows a woman riding a Rancor beast, and you recognize her as one of the Witches of Dathomir.
Scenario 3: Nightsisters
You discover that Axkva Min, one of the Witches of Dathomir, has been locked away in the Chamber of Banishment and she has another Codex fragment.
Captain Sarguillo greets you with congratulations. The Dark Jedi Mellichae is again an unwilling guest of Aurilia. Without mentioning the Codex, you show the Captain your image of the Dathomir witch.
Sarguillo puts a hand to his chin in thought. 'That is Axkva Min, queen of the Nightsisters,' he begins, using the other name for the Force-sensitive witches. 'She is imprisoned in a Chamber of Banishment. Getting to her will be difficult. You'll need a key to enter the Nightsister stronghold.' He provides you with the Key of Exile you need.
Days later, you travel through cavernous chambers to cross a bridge and reach the Chamber of Banishment. Weapon drawn, you cautiously enter. You find several Nightsisters guarding a large crystal which contains the essence of Axkva Min trapped within. 'Begone, interloper,' says one of the Nightsisters to you.
'Axkva Min has something I need. I must speak with her.' You take the Codex out of your backpack.
'She is imprisoned for a reason,' says another Nightsister. 'We are here to make sure she remains so.'
'It seems we are at cross purposes,' you say, watching the Codex vibrate and glow.
'Then you will die here,' says one of the Witches.
A bolt of energy suddenly arcs from the Codex to the crystal. With a crash, the crystal is destroyed, and the shimmering form of Axkva Min takes shape. Her eyes fill with malevolence as she ignites her lightsaber. 'Who dares awaken me?'
You must now defeat the Nightsisters and their Queen together to get the next holocron fragment.
Her Nightsister warders defeated, Axkva Min kneels before you. 'You have released me, but humbled me in defeat. Take my life, it is yours.' She spreads her hands wide and bows her head, expecting a final stroke to dispatch her. 'A preferable fate to eternal imprisonment.'
You put away your weapon, holding the Codex in your other hand. You approach the Nightsister Queen, and lift her head to face you. 'I will not kill you, Min.' The Codex glows, and so does a crystal on a chain around the witch's neck. 'I want only this,' you add, reaching forward to snap the chain and take the crystal.
'Tython's Codex!' she breathes, looking hungrily at the holocron you hold. 'What secrets it must hold!'
You fit the fragment into another socket on the Codex, and images flash on its surface. At the same time, another arc of energy jumps from the Codex to the banishment crystal. The figure of Axkva Min shimmers and she is transported inside again. The scattered pieces of the crystal reform themselves with her essence inside. Once again, the Queen of the Nightsisters is trapped within.
On the surface of the holocron, an image of an Imperial admiral on the bridge of a Star Destroyer flickers to life. You don't recognize the officer, but you resolve to find out who he is and how to get to him.
Scenario 4: Hutt Hijack
Investigations lead you to the smuggler Ubis Reendorr. To convince him to divulge what he knows, you must hijack a shipment of battle droids from Shalera, the Hutt crime lord.
With little to go on, you travel to many planets trying to discover the identity of the Imperial officer in the holocron image. Desperate for information, you progress from more reputable sources to those of questionable legality.
Finally, your search leads you to a Rodian smuggler on Corellia named Ubis Reendorr. His numerous 'business' contacts make many kinds of information available to him.
'As a matter of fact,' says Reendoor, 'I do have some contacts that will be able to discover that officer's identity.' He reclines in his comfortable office chair. 'Before I contact them, however, you need to do a small favor for me.'
Your eyes narrow and your jaw clenches as you realize you have nowhere else to turn. 'Go on,' you reply.
It's hard to tell with a Rodian, but he seems to be smiling. 'A shipment of battle droids, headed for one of my clients, has been hijacked. I want you to recover it for me. In the meantime, I'll utilize my sources - at no small personal risk to myself - to find out what you want to know.'
Three days later, you find yourself on the other side of Corellia, sneaking into a Hutt warehouse. The shipment of battle droids is there, ready to be loaded onto a shuttle for transport off the planet.
Peering over some large cargo containers, you're surprised to see the infamous crime boss, Shalera the Hutt, personally overseeing the loading of the contraband. A dozen or more of her pirates and thugs are doing the actual manual labor.
A voice rings out clearly over the hum of the repulsor loaders, 'Hey! There's somebody up here!' Blaster bolts start to fire from all corners of the warehouse, and you know there will be only one way to end this.
When the shootout ends, Shalera has escaped. You've defeated her guards, and they've all scattered. You have no trouble commandeering the shipment and bringing it to Reendorr as he instructed.
He seems surprised to see you. You get the idea that he didn't think you could get the job done. 'By the way, Reendorr,' you begin, 'according to the manifests for this shipment, it wasn't hijacked. In fact, there's a good chance that I just stole it from its rightful owners to bring it to you.'
The Rodian pauses for a second, startled. Then he says, 'Let's not quibble about the details, my friend! A job well done for whatever reason.' He waves his hand, like he's making all the problems go away, charming and despicable at the same time. 'I have that information you wanted right here.'
You both take a seat in his office, after he closes the door. 'So I hear you're looking for holocron fragments,' he begins. At your obvious surprise, he adds, 'No, no, it's okay, I won't let this get around. Anyway, your friend here is, in fact, a Grand Admiral. His name is Andal Sait. He's the captain of the Star Destroyer Blackguard. Rumor has it he might have one of these items in his personal trophy room.'
The smuggler shows you some holos to back up his claim, and they look authentic. You slump back in the chair in despair. 'How will I get aboard an Imperial capital ship?' you wonder aloud.
'Hey, who's your buddy, man?' asks Reendorr. 'I can smuggle you aboard in a supply shipment, and then you contact Chief Engineer Olum. I've dealt with him before, you can trust him. After that, you're on your own.'
Scenario 5: The Grand Admiral
When you return, Ubis tells you that more of the Codex fragments are held by the captain of the Star Destroyer Blackguard, Grand Admiral Andal Sait.
You decide to go along with Reendorr's plan. You'll be smuggled inside a cargo container with a shipment of bacta, which has to remain in normal atmosphere. This is reassuring, since most cargo holds are cold vacuum.
It's comfortable enough for the few hours you have to spend inside. Finally, you hear the 'secret knock' you were instructed to wait for, and spring the door to get out.
You meet Chief Engineer Olum, the man that the smuggler told you about. He hands you a datapad. 'Here's a layout of the ship,' he says. 'The item you're looking for must be here, just off the Admiral's office.'
As you stand up, Olum says, 'Straighten your uniform, this ain't the Rebel Alliance!' Then the old man cracks a smile and claps a hand on your shoulder. 'Good luck to you.'
Trying to look busy, you walk through the corridors of the huge Star Destroyer. You nod and keep moving when anyone takes notice of you.
The only problem on the route is a large common area near the port side main airlock. Olum said he didn't know if there would be anyone in there. As you arrive, you find a dozen crewmen working at various tasks. You also see Grand Admiral Sait himself, speaking with another officer and a few stormtroopers.
You think you're going to make it through without incident until you get a good look at the officer. It's Adrick. Your heart jumps into your throat, but you keep walking, hoping he didn't notice.
'Stop right there!' cries Adrick, pointing directly at you. The stormtroopers ready their carbines. You'll have to fight your way out past the Grand Admiral now.
The battle is fast and furious. Your forces get the upper hand and capture Adrick. The remaining Imperials, including Grand Admiral Sait, disperse. It's certain they're heading for reinforcements, so you have to act quickly.
Even in defeat, Adrick is defiant. 'They'll be back in no time. You don't really expect to escape, do you?'
You begin going through the pockets of Adrick's uniform. 'You already have it, don't you? You haven't had time to hide it elsewhere.'
'What are you doing? I don't know what you're talking about!' cries Adrick. Then you find the Admiral's holocron fragment. Adrick quiets down, but shoots you an angry glare.
'You probably played to the Admiral's ego and toured his little trophy room. Then you took this when he wasn't looking. Thanks for saving me the trouble!' You pocket the fragment and grab your weapon. 'Time to get out of here.'
Rushing to the nearby airlock, you find a shuttle docked, and Chief Engineer Olum is there. 'I've adjusted the transponder, and I'll cover your escape from here.' Thanking the Chief once again, you board the shuttle and make a hasty exit, heading for a nearby planet.
Safely away, you insert the Admiral's fragment into the last remaining socket of the holocron. Images flash with a new intensity, and you gape at the wonders within. You're anxious to return it to your Rebel contacts on Dantooine so that the Alliance can begin to analyze the completed Codex of Tython.
Dark Side Campaign: Building the Weapon
Imperial Security agents who have infiltrated the Rebel Alliance report that a holocron of ancient history called the Codex of Tython has been reassembled and taken to Dantooine for safekeeping. It is believed that this relic contains the plans for a shipboard super weapon that could be important to the Empire's fleet - or the captain of the Blackguard.
Scenario 1: Capture the Holocron
Journeying to Dantooine, you battle a Jedi to capture the Codex of Tython for the Empire.
You arrive on Dantooine and begin to collect information, looking for clues as to the whereabouts of the Codex of Tython. Interrogating the locals provides a tip that a Jedi Zabrak lives in a cave in a remote area.
After a lengthy search, you find what must be this hidden cavern. You have gathered from your intelligence that the woman is dangerous and may be accompanied by Rebel troops.
You are surprised when the woman steps forth from the cave to face you. 'I am Drakka Judarrl,' she begins haughtily. 'You have no business here. Leave, before something unfortunate happens.'
You laugh out loud. 'I haven't come this far to be turned away by a simple request. Your Jedi tricks are not that powerful.' You notice behind her several troopers with guns. These must be the Rebels that Imperial agents traced to Dantooine.
'Remember always that you brought this upon yourselves,' says Judarrl, igniting her lightsaber. Her defiance is impressive, though it will prove ultimately futile. The Rebels begin to move out of the cavern.
'Your Rebel Alliance will remember this day when the Empire captured the Codex of Tython,' you declare. Motioning your forces forward in an attack, you add, 'Let's get this done.'
As an archaeologist experienced with such ancient recording devices, you are able to examine the holocron and activate it. The surfaces of the object flash with many images of all kinds of worlds and cultures. Your mind is dazzled by the assortment of wonders it portrays.
You are intrigued by the plans for a massive device that moves asteroids. Evidently the Jedi planned to use this tractor beam for mining purposes, placing ore-bearing planetoids in easier reach for advanced civilizations to construct skyscrapers and power plants.
You immediately begin to imagine the military applications of this asteroid mover. Such a device could crush a starship with its power or be used to bombard a planet with asteroids.
Pleased with your most precious acquisition, you wonder who might make best use of such a device. Clearly, the possession of this completed weapon would make its owner a key player in the fate of the Empire and the galaxy itself.
Scenario 2: A Focusing Crystal
A two-bit smuggler on Kashyyyk has a rare artifact you need to fashion a focusing crystal for the World Killer.
The reputation of Grand Admiral Andal Sait, captain of the Star Destroyer Blackguard, identifies him as someone who would be interested in the Codex of Tython. In a secret location on Dantooine, you contact Sait, explaining the 'asteroid mover.'
The flickering holo of the Admiral laughs sardonically. 'Asteroid mover? Is that what they call it? World Killer is more like it! Ah, those Jedi, so lacking in ambition.'
'Not like you and I,' you reply. 'I assume you're interested?'
'You clearly have something of value. However, I don't know you, so it's hard for me to trust you.' The Admiral thinks for a moment. 'Find a focusing crystal - I'm sure it's detailed in the plans - and bring it to me with the Codex. Then I'll know you're sincere.'
'Yes, Admiral! I'll be in touch soon to arrange a meet.' As the Admiral's holo flickers and dies, you wonder where you're going to find such a crystal. You decide it's worth the effort to please such an influential officer in the Empire's fleet.
After days of visiting spaceports, you hear that a two-bit smuggler on Kashyyyk has acquired a Krayt dragon pearl, which could be the crystal you need.
'Just 'cause you got the drop on me don't mean I got to roll over for you!' In a dark corner of a spaceport on Kashyyyk, you hold your weapon threateningly toward a smuggler named 'Shady' Pers. 'I've got friends in high places!' he adds.
'I bet you attend all the fancy parties,' you begin.
'That's not what I meant.' Pers snaps his fingers, and thugs jump down from every nearby rooftop to stand behind him. 'Now who's got the drop on who?'
The many acquaintances of 'Shady' Pers quickly tired of the battle when it started to go your way. They're nowhere to be seen. Only 'Shady' remains, hands tied and stumbling down a dark alley in the spaceport in front of your brandished weapon.
'You know, we can still make a deal here,' he begins. 'I can get you just about anything you want.' Still thinking, still dealing, Pers keeps trying to talk his way out of trouble.
'All I want is that package from Tatooine you recently received,' you say, poking him further down the street. Pers glances over his shoulder, surprised at your comment, and that shuts him up.
Shortly thereafter, you have left Pers tied and gagged in his warehouse office. In a shipping crate, you carry a white pearl the size of a human head, taken from the gizzard of a Krayt dragon. Worth easily a hundred thousand credits, these rare crystals can be used in lightsabers. They're also described in the specifications for the focusing crystals in the World Killer tractor beam.
Scenario 3: The Jedi Exile
A Human Jedi teacher hiding out at Tansarri Point Station has knowledge of the methods to polish and shape the Krayt pearl you have acquired.
According to what you can puzzle out from the blueprints for the World Killer tractor beam, the Krayt pearl that you've obtained needs polishing. Not just any polishing either, but a special technique known to few practitioners.
This sends you on another fact-finding mission. The trail leads to a Jedi hiding out at Tansaari Point Station. Supposedly this human is a teacher to users of the Force, and his name is Nos'lyn.
In a remote corner of the station, on a lower level, you find the one you seek. You hail him as he walks down the street. 'Teacher! I'd like to hire you for a little job.'
Nos'lyn stops and turns warily, regarding you with suspicion. 'I'm not interested,' he says flatly.
'Ever seen one of these?' you say, revealing the Krayt pearl.
'I'm not interested,' he repeats. 'Take your business elsewhere.'
'Look, I don't know anybody else who can polish this crystal, so you're gonna have to do if for me.' You pull out your weapon and put the pearl away.
'You don't want to do this,' says the Jedi, pulling something from beneath his robes. For a moment, you think maybe he's right. But then, like a mist, that thought passes.
'I don't want to kill you, but I'll convince you if I have to,' you declare. As you approach Nos'lyn to attack, his lightsaber suddenly ignites.
'Enough!' cries Nos'lyn, and he turns off his lightsaber and throws it aside. 'I'll do what you want, you don't have to torture me.'
'So you do know how to polish a Krayt dragon pearl?' you ask.
'I have no idea why you would want to make a lightsaber, but yes, I do know the technique.' Even in defeat, Nos'lyn stands straight and composes himself.
'It's not for a hand weapon. It's for something much larger than that.' You show him the Codex of Tython, one side displaying the plans for the 'asteroid mover.'
The human's eyes grow wide. 'You have no idea what you have in your hand there. That is a priceless artifact.'
'That's not your concern, Jedi,' you say. 'Just do the job you're asked to do.'
Over the next few days, you supervise the work that Nos'lyn does in his small workshop. You keep a sharp eye out for any funny business, but the Jedi keeps to his part of the bargain. Soon, you have a finely polished focusing crystal for the World Killer, ready to deliver to the Grand Admiral.
Scenario 4: CorSec Attack
An agent of Corellian Security takes the Codex of Tython from you at blaster point. You must fight him to recover it.
Contacting the Grand Admiral once more, you arrange a shuttle trip to meet with him aboard the Blackguard. Arriving at the spaceport with the focusing crystal and the Codex of Tython in a secure metal case, you approach the boarding platform for the shuttle.
Suddenly, you feel the muzzle of a blaster pistol in your back. A voice from behind you quietly says, 'Don't move. Not if you want to keep on living. I'll take that case.' A hand removes the case from your grip.
You turn to see a shady character, still holding the pistol trained on your midsection. 'Jasper, Mack Jasper. CorSec.' He nods slightly and grins. 'I understand you have something here that the Rebel Alliance is very interested in.'
'What kind of CorSec agent are you that introduces himself?' you ask, as you watch him carefully for an opening.
'Actually, I'm a very good one-' he begins, and that's when you knock away his pistol and pull your weapon.
'We'll see about that,' you add.
Jasper grabs his pistol with a quick snap roll, and the firefight begins.
Jasper wipes blood from his split lip as he looks up at you in defeat. You bend over to recover the case and say, 'Not good enough this time, Jasper.'
'We're not done here, not by a long shot,' says the CorSec agent, trying to sound defiant.
'We're done for now. See ya later.' You pocket his pistol and leave him sitting on the ground, making your way toward the shuttle platform.
Scenario 5: His Newest Acquisition
The World Killer is installed aboard the Blackguard. Grand Admiral Sait shows off his newest acquisition - a prototype battle droid.
Meeting with Grand Admiral Andal Sait aboard the Star Destroyer Blackguard, you deliver to him the Krayt pearl focusing crystal and the Codex of Tython.
'My faith in you was justified,' beams the Admiral, shaking your hand vigorously. 'With the addition of the final focusing crystal, the World Killer will soon be operational. In fact,' continues the Admiral, 'I would like to include you in the unveiling of my newest acquisition at a ceremony here this evening.' Intrigued, you agree.
You are present with officers and dignitaries aboard the Blackguard when the Admiral conducts his pompous ceremony. 'I have been able to acquire many unusual artifacts in my many travels,' he begins. 'One of the finest is my most recent prize, recovered by my devoted troops on Mustapha.'
With a dramatic flourish, a curtain is removed and a huge mechanical creation is revealed. 'I present to you, my friends, the CY-M Prototype Battle Droid.' The droid stands with a large vibro-axe in an imitation of an Imperial soldier at attention.
Unknown to all the guests, a group of undercover CorSec slicers aboard the Star Destroyer altered the programming of the droid. Just as the viewers rise to their feet with polite applause, the eyes of the droid are illuminated.
As the Prototype begins to whine with activation, a murmur of terror passes through the crowd. The droid grasps its vibro-axe with both hands and assumes a combat stance. As stormtroopers stationed at the doorways begin to react, the droid jumps into the crowd and starts swinging its weapon in a merciless arc.
The battle prowess of the mighty battle droid is too much for you to overcome. However, you are able to push it back into a nearby airlock. When CY-M crouches to avoid heavy blaster fire from the remaining stormtroopers, you hit the emergency close button for the airlock.
The droid immediately realizes what's happening. Even as the doors are coming to a close, its massive vibro-axe crashes against the window in the airlock door. Spidery cracks appear. CY-M is banging viciously against the inner airlock door when the outer door snaps open. A rush of atmosphere sweeps the droid into space, where it slowly turns in the void. The battle droid seems to become smaller and smaller as it plummets away from the Blackguard.
'Now for the first demonstration of the World Killer,' announces the Grand Admiral in a proud, booming voice. A massive hum comes from somewhere in the Star Destroyer as a bright blue beam stabs toward CY-M Prototype. The droid stops suddenly, and actually struggles against the force of the tractor beam. Then the beam glows more brightly, and the droid is crushed, as if by a mighty hand, into worthless scrap. It moves no more.
SQUADRONS OVER CORELLIA
With direct orders from the Emperor himself, Imperial Special Forces have established a head hunter squadron on the planet of Corellia. Their mission is to seek out and destroy a secret Rebel base on the Corellian moon of Talus. Long rumored to be just a reconnaissance post, the Imperials have learned the base acts as a launching point for Rebel sabotage efforts in the Corellian system and is harboring one of the last known Jedi Knights, Rachi Sitra.
Dark Side Campaign: Imperial Base
At the Imperial academy on Raithal, you are briefed about an upcoming operation in the Corellian system. After traveling to Imperial headquarters on Corellia, you will help plan and execute an attack on the Rebel base recently discovered on the Corellian moon of Talus.
Scenario 1: Academy Attack
You are forced into action when Rebel troops attack the Imperial academy at Raithal.
The planet Raithal is the location of the most prestigious Imperial Academy, and you are there under direct orders from Imperial Special Forces and the Emperor himself. You are involved in planning for an Imperial operation with Sith support in the Corellia system.
A long week of briefings is coming to an end. As you enter a conference room for the final summation, alarms ring out. The many cadets in training start to scramble about in terror.
You spy a single Imperial first lieutenant who is trying to restore order. 'Lieutenant, report,' you demand of him.
'We're under attack. A Rebel strike force has landed just outside the Academy. I was trying to organize these cadets...'
You hold up a hand to stop him. 'That's enough. Take me to the location of this attack.'
He leads you through the maze of corridors to the Academy's armory. The whine of blaster fire gets louder as you approach. 'Wait here,' you say to the young officer.
From your vantage point, you see a Zabrak captain leading the Rebel troops. You recognize him from an intelligence briefing as Coret Bhan, an officer who has had many recent successes against difficult odds.
The Rebel force is small, but the commandos are well-trained and efficient. They can't hope to capture or destroy the Academy by themselves. This must be another Rebel hit-and-fade attack to disrupt Imperial planning. Not to mention the propaganda created from reports of the Rebels striking at the Raithal Academy.
'What... is your plan?' asks the lieutenant. 'We're going to make these Rebel scum pay for their insolence,' you reply with a wry smile. 'Let's organize these cadets and show the Rebels what we're made of!'
With the young lieutenant's help, you are able to rally the cadets and drive away the Rebel troops. The Rebels fall back in good order and rush towards their landing craft. Your trainees let loose a hearty cheer of victory. 'You have all done well, in this most realistic of training exercises,' you say to them.
'The Rebels left some explosives behind,' calls the first lieutenant, holding up a thermal detonator. 'They probably planned to blow up the starport on the way out.'
'That won't be happening now, and it's thanks to you cadets for your courage under fire,' you announce. 'Let's tend to the wounded and get things back to normal here at the Academy. You all have classes to attend this afternoon,' you say with a proud smile.
Scenario 2: Relocation
You meet a pirate captain on the way to the Corellian system.
When order is restored at the Raithal Academy, you complete your final briefing for the Corellian operation. Coret Bhan is mentioned as a local Rebel organizer, and expected to be in the system is Rachi Sitra, one of the last-known Jedi knights. You are also given an update on Binayre pirate activity in the sector.
Your work on Raithal is now complete, and you board a Lambda-class shuttle that will take you to the Imperial headquarters on Corellia. On the way, you go over the datatapes with the Imperial officers making the trip with you.
The trip is uneventful until you hyperjump into Corellian space. Your starship is attacked by a KSE Firespray marked with the livery of the Binayre pirates. Her ion cannon targets your hyperdrive, disabling it and preventing your escape. The shuttle is grappled and boarded by the pirates.
As the airlock is forced open, two thugs step through, blaster carbines at the ready. They step aside and a smiling woman enters, carrying a heavy pistol. 'Permission to come aboard? Oh never mind, I'm already here. I'm Kath Scarlet, captain of the Binayre pirates, and I don't like trouble. Surrender and take me to your cargo hold. Or die. Up to you.'
Several other pirates arrive behind her in the airlock, and you realize this is a well-armed and organized band of thugs. One of them is wearing the insignia of Black Sun, and that's a disturbing portent for the Corellian sector.
'I don't think so,' you reply, the cue for you and the Imperial officers to reveal your hidden weapons. 'This is no mercantile starship. We're on a mission for the Empire and you've boarded your last ship, Scarlet.'
After a vicious battle with Scarlet's pirates, you and the Imperial officers finally gain the upper hand. Sensing the situation worsening for her side, the pirate captain deftly escapes back through the airlock to her Firespray. 'See you later, chief,' she says with a wink.
Helpless to follow the escaping pirate ship, you take prisoner several of the Binayre and put them into a makeshift brig aboard the shuttle. Your pilot comes up from below decks and announces, 'The hyperdrive is repaired.' Soon, you are back on course for Corellia.
Scenario 3: Ground Support
A squadron of TIE bombers supports your attack on the Rebel base on Talus.
The makeshift drive repairs on the Lambda shuttle hold together and finally you arrive at the Imperial headquarters on Corellia. Handing off your pirate prisoners to interrogators, you join a briefing on the current situation.
A Rebel base has been built in secret on the Corellian moon of Talus. It's the belief of Imperial intelligence that this base is designed to conduct sabotage and spy operations on the Imperial presence in the system.
An attack is being planned on this base, and you're invited to help with the strategy. Onyx Squadron, a group of TIE bombers, will be escorting a flight of landing craft to land near the Rebel base. It's hoped that this sudden strike, carried out in secrecy, will disable the Rebel operations.
The strike force is assembled quickly and leaves later that same night. Traveling silently to the moon of Talus, Onyx Squadron lays down a barrage that allows your transports to land beside the Rebel facility. Imperial troops disembark and immediately engage the Rebel defenders.
A protocol droid stands lookout near a small building with a number of people in simple robes nearby. A Twi'lek Jedi bursts into the open, leading a band of Jedi followers. You hear the splash and hum of several lightsabers igniting.
The ragtag band of Jedi includes wizened hermit types as well as young Padawans. Their leader shouts orders and points with her lightsaber. This Twi'lek woman must be Rachi Sitra, the Jedi knight you were told about in the briefing. She takes command of the situation and wields her weapon with authority.
Since the Imperials have already engaged the Rebels at the base, you signal your group to engage Rachi Sitra. 'Take out the Jedi,' you command, 'But I want the Twi'lek alive.'
Rachi Sitra and her band of Jedi are too much for your forces. Their flashing lightsabers turn away your blaster bolts with ease. As you begin to fall back, you see that the battle with the Rebels goes no better.
The combined troops of the Rebel Alliance and their Jedi supporters have successfully defended their base on Talus, and you are forced to retreat to a nearby Imperial outpost.
When you meet with the officers of the Empire, they are arguing about the intelligence provided for this failed operation. The defenses available to the Rebel base were severely underestimated, and you were lucky to conduct a successful retreat. Now, it's time to start planning the next attack on the Rebel base.
Scenario 4: Garrison Attack
A chance to settle the score with a Rebel officer occurs when the Imperial outpost on Talus is attacked.
Licking your wounds, you retreat to the Imperial outpost on Talus, the moon of Corellia. Your recent defeat at the hands of the Rebels still stings in recent memory. Meeting with the Imperial officers, you begin a hasty debriefing session to assess the damage.
At this meeting, you are introduced to Lieutenant Barn Sinkko, an Imperial pilot trainer from the Naboo system. He was leaving the Imperial headquarters on Corellia and stopped only briefly on Talus. Sinkko's insights and immediate grasp of the situation are impressive.
While your forces were forced to fall back, the retreat was in good order. The damage to the troops and facilities at the Rebel base certainly thinned the ranks of the defenders there. It was the unexpected presence of the Jedi, both their numbers and their tenacity, which doomed your operation.
Before your troops can even get a night's rest, the blaring of alarms throughout the Imperial outpost signals a Rebel counterattack. Sinkko has jumped into the fray and is already organizing the defenses.
In the harsh spotlights from the perimeter of the outpost, you see once again the Rebel captain Coret Bhan leading the attack. Illuminated by flashes of blaster fire, you see that his commandos are supported by heavy troopers and Y-wing bombers.
Rested or not, your troops have no choice but to defend themselves. Grabbing helmets and blaster rifles, all available soldiers rush to defend the outpost. Snopel makes sure that they are deployed correctly. You see this as an opportunity to settle the score with Bhan, the upstart Zabrak Rebel, and advance your own career as a result.
Your defense of the barracks and armory of the Imperial outpost is successful. As your troops begin to make headway against the Rebels, captain Bhan gives the order for the Alliance forces to fall back.
You hear several explosions from the direction of the outpost's starfighter hangars. Evidently their attack was yet another strike-and-fade operation, planned to disrupt Imperial operations on Talus. The Rebels are quickly escaping back to their base, and your troops are in no shape to pursue them.
A junior officer from the comm shack reports that Imperial reinforcements are soon to arrive. The planning for the second assault on the Rebel Ease will soon begin.
Scenario 5: Important Mission
The Imperial attack on the Rebel base commences, but you'll have to defeat a Hero of the Alliance.
The morning dawns with the arrival of troops and TIE fighters to bolster the upcoming second assault. Hard work through the night has repaired the starfighter hangars damaged by the Rebels, and the snubfighters are welcomed into the facility.
According to all intelligence reports, the Rebels have received no reinforcements since the previous attack, so the new forces at the Imperial outpost should be enough to conduct a successful operation. A coordinated assault is planned, including two squadrons of TIEs operating in concert with troops on the surface of the moon itself.
Later that same night, the operation begins. Your TIEs detect a group of transports evacuating from the Rebel base and give chase. Ground troops report that most of the Alliance personnel on Talus have already escaped.
In a battle against the escorting Y-wings, your TIE fighters fired on the Rebel transports, forcing them down in a remote part of Corellia. Your landing craft are redeployed and head for the location of the evacuated Rebels.
Your snubfighters take care of the Alliance air defense and you land near the Rebel transports. You first see a pair of Aqualish commandos, and searching behind them with your electrobinoculars you see Luke Skywalker, hero of the Battle of Yavin, coordinating the defenses.
The troops on Talus report that the Rebel base was sparsely defended and already in Imperial hands. Only the evacuees before you remain as a Rebel presence in the Corellian system. It's time to take care of Skywalker, his Jedi supporters, and his Rebel friends once and for all.
Luke Skywalker and his Jedi put forth a stalwart defense, but your troops realize that this is the all-or-nothing battle for the Corellia system, so they press on and prevail. Unfortunately, the key Alliance leaders including Skywalker are able to escape in a hastily-repaired Y-wing before you can chase them down.
However, the other Rebels and Jedi that remain alive are rounded up to have their day with Imperial interrogators. With the destruction of the Rebel base on Talus and this victory over the escaping Alliance troops on Corellia, the entire system is now cleansed of Rebels. You're confident that Emperor Palpatine himself will be pleased with your success.
Light Side Campaign: Rebel Base
After recovering the Z-95 starfighter that is a family heirloom on the Corellian moon of Talus, you become involved with the Rebel Alliance forces operating in the Corellian system. Discovering the Empire plans to attack a Rebel base there, you play a key role in its defense.
Scenario 1: Family Heirloom
You journey to the Corellian moon of Talus to recover your aunt's starfighter.
'I want to tell you a story,' begins your favorite aunt Evgenia, during a visit with her on Corellia. 'You've never heard this story before, but I think it's time to share it with you now.' You've spent many hours over the years sharing reminiscences with her, but her tone seems more serious than ever.
'You know that I've lived on Corellia for a long time, and I've told you that I used to be a shuttle pilot, traveling all over the system.' You nod, recalling your parents sharing that story. 'There is more to it than that. I used to fly a snubfighter as well. I was a privateer, hunting down pirates and bringing them to justice.'
This revelation makes your jaw drop, and all you can do is stare as she continues. 'I flew a Z-95, the fighter they call the Headhunter.' A smile crosses her face as she remembers the starship. Evgenia places a hand on your arm and leans closer to add, 'It's hidden in a hangar on Talus. I want you to recover it.' Her faith in you is rewarded when you declare you'll use it to fight against the Empire.
Shortly thereafter, you obtain passage on a mining transport and travel to the moon of Corellia. Your datapad's coordinates lead you to the secret hangar. There is your aunt's snubfighter, with the name 'Dire Hound' emblazoned just below the cockpit.
That's not all you find in the secret hangar. You are surprised by a team of Imperial soldiers. 'This fighter belongs to my family,' you offer proudly, facing the blaster carbines they train on you.
'I don't care what your story is, you're not taking this ship,' begins their leader, an officer named Brek. 'It's been impounded by the Empire.' You quickly assess that there's only one way out of this situation.
You'd always heard the troops of the Empire were cowards, and this group is no exception. When the battle goes against his soldiers, Brek deserts them and makes good his escape.
Finally alone with the Dire Hound, you climb up the ladder and seat yourself into the tight-fitting cockpit. A smile crosses your face as you pass your hand across the controls. It's a lot like the smile that crossed your aunt's face when she talked about this snubfighter.
That smile fades when you begin to wonder how the Imperials found this secret hangar. Why were they looking here, and why now?
Scenario 2: Return Trip
A pirate captain is after your aunt's starship and you'll have to defend the honor of the Dire Hound again.
Seated in the cockpit of the Dire Hound, a Z-95 snubfighter that is your family's heirloom, you find a preflight checklist and begin to go through it carefully. It's been years since these engines were fired, and you want to proceed with caution.
You are surprised by a proclamation from someone else in the hangar. 'You look good in this Headhunter. Not as good as I'm going to look, of course. Come down here and give up so I don't have to clean up a mess in the cockpit.'
A red-headed woman in a flight suit is aiming a heavy blaster pistol at your head. Behind her are several other thugs with blasters. A few have boarding axes. One of them says to the woman, 'Be careful, boss... this one sent the Imperials running.'
'Pirates,' you say. They're the kind of criminals that your aunt rounded up throughout the Corellian system.
'Observant, too,' she says with a chuckle. 'I'm Kath Scarlet, captain of the Binayre pirates. We followed the Imps here to find the hangar.' She waves her blaster at the Z-95. 'She's got uprated 2b engines, and I like the old bubble canopy. That's why we're taking her with us.'
You've made your way down the ladder to talk to her face to face. 'This fighter belongs to my family,' you begin again, just like you told the Imperial officer. Why is everyone so interested in this snubfighter?
'Aww, that's cute,' says Scarlet, mockingly. Then her face gets a stern look. 'Now, hand it over.'
'I don't deal with pirates,' you reply with a quick-draw of your blaster. The fight is on.
'That's enough boys, it's not worth this,' says Scarlet from the back of the hangar. The firefight was brutal and short, but you've shown them what you're made of. 'We'll meet again, fighter jockey,' she calls to you as she escapes with a couple of her pirates.
You're wounded and too exhausted to give chase, but you've defended the Dire Hound's honor a second time. After a brief rest, you complete the preflight and fire up the engines. They blaze into action the first time, even after all these years. You're able to make your way from the secret hangar on Talus and return to Corellia.
Scenario 3: Join the Alliance
Your talk with a Rebel officer is interrupted by a Sith attack on the Corellian spaceport.
At a remote landing pad outside your aunt's home in Corellia, you are happy to see Evgenia reunited with her snubfighter at last. With that same broad smile on her face, she inspects the ship carefully. Then she hugs you and says, 'You brought her home. Thank you.'
'There were a lot of people interested in the Dire Hound,' you begin, as you describe to her the Imperials and pirates who were interested in the old Z-95. 'Why were all these people looking for your old starship?'
After listening quietly to your story, she explains, 'I can't explain it to you now. But there is someone I want you to meet.'
The next day, you're in a tavern at the Corellian spaceport with your aunt and an older man named Lennart. 'It sounds to me like you showed considerable courage on Talus,' he says as you tell him your story. 'The Dire Hound is the stuff of legend here in the Corellian system,' he adds with a nod toward Evgenia. 'We're pleased that this fine starship has been recovered for the Alliance.'
'So it's true, you are a Rebel officer?' you ask of Lennart.
Lennart smiles. 'I am in contact with Rebel leaders in this sector. We'd like to talk to you about helping us fight the Empire.'
An explosion punctuates his words, and several blaster shots are heard from the nearby common area of the spaceport. Lennart says, 'It's the Sith. We heard they might attack today.' He rises to his feet and pulls a blaster from under his jacket.
Moving to the door of the tavern, you see a firefight between Rebels and what must be CorSec operatives battling a group of dark-robed Sith. Lennart is already taking cover and firing his blaster. Realizing that many innocent bystanders are threatened by this attack, you jump into the fray as well.
The battle is chaotic, filled with the swish and hum of lightsabers and the whine of blaster fire against a backdrop of screaming bystanders who are trying to get out of the line of fire.
The leader of the Sith is an imposing warrior, calling for no quarter in this brutal attack. As the pitched battle continues, it's clear that he didn't expect the CorSec agents and Rebels to be positioned in the spaceport at this time. After several of the Sith have fallen, their leader orders a retreat and he escapes with a few of his adepts.
The Alliance fighters begin to tend to the wounded bystanders, and can't give pursuit. 'That Sith's name is Namman Сha,' offers the Rebel commander. 'We've tangled with him several times recently. He misjudged the effectiveness of our intelligence about this attack, but we'll see him again.'
Commander Lennart looks at you and says, 'You fought well. We could use someone like you.'
'I'd be happy to help,' you reply, shaking his hand. Evgenia is watching this encounter and beams happily.
Scenario 4: Infiltration Mission
A clandestine mission to infiltrate the Imperial outpost on Talus is interrupted by an old Imperial friend.
At a Rebel planning meeting regarding an upcoming mission, Commander Lennart is giving the briefing. 'From our secret Rebel base on Talus, we have been staging sabotage attacks on key Imperial positions on Corellia.'
'Our newest recruit,' he adds, nodding in your direction, 'has recovered, from its hidden location on Talus, the Dire Hound herself.' A murmur passes through the Rebels at this news. 'Our plan is to sneak that ship through the Empire's defenses and infiltrate the Imperial outpost on Talus.'
'We believe that one ship and one operative can best discover the Empire's plans for the Corellian system.' Lennart looks at you again. 'Are you willing to do this?'
'Yes, I am ready,' you reply.
'Then the legend of the Dire Hound lives again!' declares Lennart, and the other officers cheer.
The next day you are piloting the Z-95 from Corellia to Talus. There are many enhancements to the avionics aboard the Dire Hound, and her jamming equipment allows you to avoid detection and land near the Imperial outpost.
Checking your datapad, you locate an unguarded entry point previously scouted by Rebel agents. Inside the outpost, you locate a data terminal and download the planning documents you came for. Sliding through the darkened hallways, heading back to the Dire Hound, a voice cries, 'Halt!'
You turn to see the Imperial officer Jeffren Brek and a squad of stormtroopers. 'You again?' he says. 'Keep getting in the way like this and you're going to get hurt.' Faced with no other option, you're going to have to fight your way out.
Quickly picking off a couple of the stormtroopers, you put up a surprising defense. Brek jumps behind cover and barks out orders to the rest of his squad.
The Imperials seem disorganized, and you take this opportunity to attack. With a bold charge, you take out two more of the stormtroopers and Brek has no choice but to make a cowardly escape. 'Stop the intruder! I'll get reinforcements!' yells the officer, over his shoulder.
With your weapon trained on the last remaining stormtrooper, he throws his carbine at your feet and raises his empty hands in surrender. You wave your hand toward the exit, and the trooper follows his commander in a craven retreat.
Breathing a heavy sigh of relief, you rush back to the Dire Hound and head for the Rebel base on Talus.
Scenario 5: Special Delivery
An evacuation attempt crash lands on Corellia and you must battle the Dark Lord of the Sith.
'The Imperials plan to attack this base,' says Lennart, examining a holodisplay of the data you retrieved. Several Rebel officers are in the briefing room along with Rachi Sitra, one of the last Jedi knights. The Twi'lek woman says, 'We can't defend this facility. Many Padawans are in danger.'
Looking over Lennart's shoulder, you speak up. 'I'll defend the base, Commander. Just give me a squad and...'
Lennart interrupts. 'You have a more important mission. You must evacuate all critical personnel. Get them safely away from Talus.'
Soon, you are in the cockpit of the Spirit of Corellia, a SoroSuub transport. As you engage the sublight engines to leave the landing pad, flashes of blaster fire on the edge of the compound indicated that the Imperial attack has begun.
Breaking away from Talus, you are jumped by a flight of TIEs. Evasive maneuvers aren't good enough, and their cannon damage your flight controls. You must make an emergency landing in a remote part of Corellia.
The landing is rough, but survivable. Your passengers survive with only bruises. Checking your position, you find that you're dangerously close to Imperial headquarters.
Suddenly, you are confronted by a group of Imperials and Sith investigating the crash. You are chilled to discover that they are led by Darth Vader himself.
Rachi Sitra says, 'I'll distract Vader. Take the rest to safety.' She ignites her lightsaber and rushes the Dark Lord. Suddenly, the Sith strikes her down with a Force ability and she falls, unconscious.
You realize that you are the last line of defense to allow the others to escape. You must now face Darth Vader.
The battle with Vader's Imperial and Sith troops has been fierce and brutal. Many bodies are now strewn around the crashed transport starship. Your weapon is unable to penetrate the flashing crimson lightsaber of the Dark Lord.
As he closes to bring his weapon down in a final deadly blow, it is knocked aside at the last moment. Turning away from you, Vader sees behind him the Jedi knight, Rachi Sitra. Recovered from her injuries, she advances with her lightsaber ready.
Assessing the situation, you see that only a few of Vader's troops remain, and some of the Rebels have returned to fight, blasters at the ready. The Dark Lord and the Jedi Knight stand facing each other in a frozen confrontation.
One of the Rebel officers cries out, 'Fire!' and a barrage of blaster fire is aimed at Vader. He deflects all the shots with flashing parries of his lightsaber.
'We must escape! Fall back behind me!' says Rachi Sitra. You retreat from the battle with the other Rebel officers, as they keep up their suppressive fire. The Jedi Knight is the last to withdraw, and Darth Vader does not pursue. You are lucky to escape with your lives.
In the next few hours, you make your way to the spaceport on Corellia. Despite the crash landing and attack of the Dark Lord, most of the Rebels and Jedi have survived. Even though the Rebel base on Talus was destroyed, key personnel have been evacuated and will soon reconnect with the Rebel Alliance to combat the Empire once again.
GALACTIC HUNTERS
Disturbed by Rebel espionage in the Corellian system, the Emperor has lost confidence in the Imperial Army. Determined to squash this Rebel activity, he has contracted the most notorious bounty hunters to capture Rebel officials. When the cunning bounty hunters succeed, the Rebel Alliance is left in disarray. The captured leaders must be located and freed. The Alliance deploys a team of operatives to defeat the bounty hunters and rescue the Rebel leaders!
Dark Side Campaign: Capturing the Prey
Disturbed by the recent successes of Rebel espionage activities within the Corellian system, the Emperor has lost confidence in the integrity of the Imperial Army. Determined to squash this Rebel activity once and for all, the Emperor has contracted the most notorious bounty hunters in the galaxy to capture key Rebel officials, a task his own Imperial forces have been unable to accomplish.
Scenario 1: Hero of Yavin
Capture the first of the Emperor's Most Wanted list, a well-placed Alliance officer.
The Emperor's list of Most Wanted officials in the Rebel Alliance includes Wedge Antilles, a well-placed officer in the Alliance High Command. Antilles doesn't often leave the safety of the fleet, so finding a time to attack is difficult. Your Imperial friend arranges a meeting with an information broker who can help.
In a cantina on Tatooine, you approach a dark corner table with a hooded figure. A well-mannered voice asks you to sit down. The mysterious figure claims to have downloaded an itinerary for Antilles.
A metallic hand reaches from the dark and hands you a datapad. As the hood falls away, you see a specialized protocol droid. You realize it's 4-LOM, the bounty hunter.
The datapad has a schedule for Antilles that includes inspecting the Corellian Engineering Company. 'In exchange for this,' continues 4-LOM, 'I collect the bounty on Antilles.' You agree to the droid's terms.
A few days later, you find yourselves in a narrow mountain pass overlooking a CEC starship yard. The landspeeder carrying Antilles approaches right on schedule, and a shot from 4-LOM's concussion rifle cripples it. It lands with a crash, and the passengers quickly disembark.
The two of you emerge from cover, weapons aimed at the Rebels. 'Drop your weapons, Antilles!' you shout. He has several troopers with him, and one has already pulled his blaster. 'I am targeting the armed trooper,' says 4-LOM.
'Bounty hunters,' mutters Antilles. 'We're not going without a fight,' he says, firing from the hip.
You're surprised to find out that the Rebels accompanying Antilles are not green troopers, but a few of his veteran Rogue Squadron pilots. This is not their first firefight. However, your ambush plan provided you with excellent position and surprise was enough to swing the battle in your favor.
Finally, the wounded Rogues throw up their hands in surrender. His pilots can do nothing as you take Antilles into custody. Shortly thereafter, 4-LOM delivers the Rebel officer to Imperial authorities and you can mark another target off your list.
Scenario 2: Smuggler Extraordinaire
Pay a visit to a notorious import/export businessman charged with aiding the Rebels.
After helping 4-LOM turn Wedge Antilles over to Imperial authorities, you discuss with him another target on your list. The notorious 'import/export businessman' Talon Karrde is charged with trafficking in information about Imperial troop movements, and selling this to the Alliance.
The droid puts you in touch with the Gand findsman called Zuckuss. He has been observing Karrde and has a plan. It's an inside job, and he welcomes your help.
You will enter Karrde's organization by impersonating an engineer with a stolen datafile. Zuckuss will conceal himself nearby aboard Karrde's starship.
'I have performed a ritual and have foreseen that this stratagem will be successful,' says the uncanny Zuckuss.
You arrange a meeting with Karrde aboard his ship, the modified freighter Wild Karrde. Zuckuss will stowaway in a shipment of starship parts.
With little undercover experience, you are nervous with Karrde. The smuggler looks suspicious as he examines the information on your datapad.
Karrde pushes an alarm button. You can't wait for Zuckuss. 'Alright Karrde, put your hands up!' you yell, as you grab your weapon. 'You're coming with me!'
Behind you, the door slides open and you hear, 'No, he's not.' Karrde laughs when he sees you realize that his guards have arrived. A firefight breaks out, and the vent grid on the wall falls to the floor. Zuckuss leaps out of the shaft and begins firing, and the battle is joined.
In the small confines of Talon Karrde's meeting room, you are able to get the upper hand and deal with his guards effectively. 'Put the blasters down, boys,' says Karrde, raising his hands in surrender. 'I'll give you credit, whoever you are... it was a bold plan, boarding my ship to shoot up my guards. Now, what do you want?'
'We want you, smuggler,' is your answer. Holding your weapon on Karrde, you nod to Zuckuss. He presses a few buttons on a comlink. 'An Imperial shuttle will be docking with the Wild Karrde shortly. You, me, and Zuckuss will be leaving and you're headed for an Imperial prison.'
Scenario 3: CorSec Operative
Use some family leverage to apprehend a Corellian Security Force operative.
Your next bounty is Corran Horn, a highly-placed operative in the Corellian Security Force. CorSec is one of the best intelligence organizations in the galaxy. Horn in particular will be difficult to ambush and even more difficult to deceive.
Arriving early for a meeting with an information broker on Corellia, you find a man wearing Ubese armor talking to your contact. You recognize him as the masked bounty hunter, Boushh. You strike up a conversation with Boushh and decide to pool your resources.
Once you work out the terms, namely that Boushh will collect the bounty on Horn, he's willing to proceed. The Ubese agrees that it will be difficult to use a direct approach in apprehending Corran Horn.
'In certain operations, I've found it useful to leverage the relatives of the target,' offers Boushh. 'I've compared the itineraries and defenses of both men, and I believe that Corran's father, Hal Horn, will be easier to apprehend.'
Even though Corran's father is also a CorSec operative, you capture the older man to hold him in a secure location. 'When CorSec finds out I'm missing, you'll have more trouble than you can handle,' says Hal Horn.
'We're after your son, Corran. You're just the bait.'
The elder man smiles. 'That's the worst trouble of all.' It doesn't take long for Corran to discover his father is missing. The flashing lights of Boushh's perimeter alarms awaken you. 'Arm yourself,' whispers the Ubese.
A shock grenade crashes through the window, and stuns you as CorSec operatives break down the door. 'Put down your weapons!' yells Corran Horn as he bursts into the room.
Taking Corran Horn's father hostage made him more determined. He fights like a man possessed. You were expecting a tough fight, and your preparation has paid off. The battle turns into a standoff, but you have the trump card. 'You can't win,' you say to Corran. 'Stop this now. Surrender, Horn, and we'll release your father.
'Don't do it, son,' says the elder man. 'We knew this might happen someday.'
Corran Horn throws down his blaster, and so his men do the same. He holds his wrists out for you to cuff them. 'Alright, take me instead.' Then he looks you in the eye. 'You're going to pay for this. And pay dearly.'
Scenario 4: Rebel Officer
Find an Alliance major so good at his job that he can't get a promotion.
Another Rebel on the list is Coret Bhan, a Zabrak whose career is rising. According to reports, Bhan's field command skills are so valuable that the High Command won't promote him to a desk job. He's been a Major longer than anyone else in the Alliance.
You'll be able to attack Bhan while he's on a mission, but he'll be surrounded by veteran commandos. Your Imperial contacts put you in touch with a bounty hunter who has obtained Bhan's deployment orders from a Rebel courier.
In a warehouse near a mining outpost on Dantooine, you meet with the assassin droid known as IG-88. The dim lighting makes the glowing red optical sensors of the bounty hunter even more dreadful. When IG-88 speaks, his voice is a deep, cold metallic rasp that chills your bones.
'The target will lead a strike-and-fade operation on Dantooine two days from now,' begins the droid. He hands you a datapad with a schedule and map for the attack.
'The target is an Imperial outpost,' you note. 'If you're to collect this bounty, we'd better take him before he gets there.'
'Affirmative,' answers IG-88. 'Failing to include the interests of the client during the hunt can affect the bounty payment.' He takes the datapad and indicates a spot on the route. 'This is the chokepoint for our ambush,' he says.
In the rough terrain surrounding the Imperial outpost, the Rebels must cover the last kilometers on foot. On a hilltop, you and IG-88 lay in wait. As Bhan leads the commandos into a clearing, trip wires set off flechette mines and smoke bombs placed by the assassin droid. The Rebels are confused, so you launch your attack.
The assassin droid has none of the veneer of civilization that 4-LOM displayed. IG-88 is nothing but a mechanical killing machine. The ambush works to perfection, and soon the Rebels are forced to surrender.
Raising his hands, Coret Bhan says to his men, 'Must be something important in that outpost if they hired these assassins to guard it.'
'We're not defending the outpost,' you say as you take Bhan's blaster rifle. 'We're after you. There's a price on your head, you know.'
IG-88 puts binders on the Rebel officer. 'What the bounty knows is not my concern,' croaks his metallic voice. 'Only the payment matters.'
Scenario 5: Jedi Knight
Capture the most important remaining target, a powerful Force-sensitive.
Checking in with Imperial authorities, you update your list of Most Wanted. The most important remaining target is one of the last known Jedi Knights. The Jedi are always formidable opponents, and this is proven when you are put in touch with the most famous bounty hunter in the galaxy, Boba Fett.
Aboard his starship, Slave I, Fett informs you that he has been stalking Rachi Sitra, the Jedi Knight from the Most Wanted list. The bounty hunter never removes his helmet or armor, and his voice is a crackling rasp. 'I've been tracking Sitra's movements for weeks,' he says.
'I have reports of her actions during the battle on Talus,' you say, showing him the briefings you received from Imperial contacts. 'Rachi Sitra is no meditating healer, but an intimidating fighter and a leader of the Jedi.'
'The Jedi are involved with politics,' says Fett. 'That is their weakness.' He flicks on a screen that shows a comm stream. 'This transmission details Sitra's upcoming diplomatic mission to Dathomir.' You could almost swear that he's smiling beneath that helmet.
When Sitra's shuttle jumps into Dathomir space, Slave I is waiting behind an asteroid. Under hard acceleration, the Firespray bursts from cover, and Fett blasts away with heavy blaster cannon. Targeting the hyperdrive of the Jedi starship, the precise shots immobilize it.
Fett docks the two ships and you stand by him when the airlock is forced open. There you see Rachi Sitra, standing to meet you with calm assurance. Without turning to her Jedi bodyguards, she says, 'Get behind me. I'll take care of these bounty hunters.' She spits out the last two words with contempt. Her lightsaber springs to life, Fett fires a rocket from his wrist launcher, and the boarding action begins.
With a precise attack, your weapon knocks away the lightsaber of the Jedi Knight. Bruised and battered, Rachi Sitra staggers back a few steps and stands calmly. 'My guards are defeated, and so am I,' she declares. 'Take me in, bounty hunter, I'm sure I'm worth more credits to you alive.'
As Boba Fett puts a pair of binders on Sitra, he says, 'Yes, you're right, Jedi. And you're worth quite a lot.' To you, he says, 'Let's take her to Imperial authorities.' You have captured the highest bounty on the Emperor's Most Wanted list.
Light Side Campaign: Interrogating the Predators
The efforts of the cunning bounty hunters have been successful, leaving the leadership of the Rebel Alliance in disarray. To ensure the survival of the Rebellion, the captured leaders must be located and freed. The Alliance quickly regroups and deploys a team of less than desirable operatives of their own to defeat the bounty hunters and rescue the Rebel leaders!
Scenario 1: Koona t'chuta?
Your search for the Rebel leaders begins with a Rodian bounty hunter.
As the saying goes, to find a mercenary, you have to think like one. If you were a bounty hunter looking for work, where would you go? The likely answer is one of the most notorious dives in the galaxy, Chalmun's Cantina in the city of Mos Eisley on Tatooine.
A wide assortment of smugglers and criminals are in attendance, and after greasing the palms of the bartender Wuher with a few credits, you are introduced to the Rodian bounty hunter known as Thuku.
'I'm sure I have some information that will help you. Why don't we sit down here and talk it over?' says Thuku in his whiny voice, offering you a chair. You begin to describe the Emperor's Most Wanted list and the Alliance supporters that have already been captured. The Rodian listens intently, but offers little when you ask him pointed questions. Like all of his species, Thuku is hard to read, and you can't tell if he's listening intently or falling asleep.
After several rounds of drinks, you are looking about the cantina for some other likely candidate to pump for information. Thuku covers his mouth with his hand and barks out a curious noise that might be a cough. As he looks around the room, you realize it's a signal to his associates at nearby tables.
A dozen thugs throughout the room rise to their feet and arm themselves with blasters, vibroknives, and even a few clubs. The commotion is noted by the other patrons, who abruptly stop talking and stare. After a moment, even the band stops playing. Wuher cries out, 'No blasters!' and runs into the cantina. When the fight begins, the poor bartender is right in the middle of the action.
The room erupts into chaos as the thugs attack you from every corner. Screaming patrons exit the cantina in droves, and soon it's just you and Thuku and his associates. As the firefight continues, you begin to pick off his thugs one by one. Seeing things going badly, his cowardly friends desert him, and Thuku puts up his hands in surrender.
You find that without muscle to back him up, the Rodian bounty hunter is much more cooperative. Thuku knows about the Most Wanted list, but he hasn't yet apprehended any of them. No surprise there. That means he has no knowledge of where the prisoners might be held right now. All he has to offer is a rumor that the bounty hunter known as Dengar reportedly scored a big bounty, and he left Tatooine recently for Naboo.
Scenario 2: Payback
Travel to Naboo and find the Corellian bounty hunter known as Dengar.
After confirming Thuku's information with some low-lifes at the Mos Eisley spaceport, you travel to Naboo to look for the Corellian bounty hunter nicknamed 'Payback.' From everything you have discovered so far, most of the people that find Dengar end up dead rather quickly.
At Moenia, you receive Alliance reports that include sightings of Dengar near the Imperial outpost at Dee'ja Peak. The Rebels provide you with a landspeeder and a cover story to get you close to the outpost.
You pass by the glorious triple waterfalls, with the natural beauty that draws so many visitors to Naboo. Searching with your electrobinoculars in the fading moonlight, you see Dengar talking with some sneaky-looking individuals on the mountain trail ahead.
Flying up in your landspeeder, you announce, 'Hey, aren't you the famous bounty hunter? We've got a job for you!' Dengar and the others put their hands on their weapons. 'We work for Borvo, he's a first-class employer.'
'Hutt crime lord, eh?' asks Dengar, raising an eyebrow. 'What kind of money are we talking about? I just put away one of the Emperor's Most Wanted.'
'That's just the kind of man we're looking for,' you say, quickly pulling your weapon. 'Now just put up your hands and we'll have a nice little talk.'
With uncanny speed, the Corellian draws his blaster and puts the drop on you before you can do anything. It's a standoff, and Dengar growls, 'Go ahead. Try it. I've got nothing to lose.' His other associates are going for their blasters, and there's no way out of this situation without a firefight.
The Corellian bounty hunter puts up a strong defense, but Dengar's friends are killed and he is eventually overwhelmed and must surrender. He throws down his blaster and puts his hands up. 'Where did you turn in that bounty?' you begin.
'To Imperial authorities at the outpost here,' says Dengar. 'And I was well paid too.' He smiles.
'Where are the captives being held?' you demand.
'I'm just a bounty hunter, what do I know about that?' replies Dengar. 'I have another tip for you, though. The guys I was talking to said they saw Snoova in Dee'ja Peak parading around a bounty in cuffs.'
The Wookiee bounty hunter Snoova has a nasty reputation, almost as bad as Dengar's. 'I'm sure that Snoova will be friendly and helpful,' you comment. 'We'll check that out right after we turn you over to Alliance authorities.'
Scenario 3: Madclaw
Enter an Imperial outpost to find the Wookiee bounty hunter known as Snoova.
They call a Wookiee who uses his claws in combat a 'madclaw,' and he is shunned by Kashyyyk society. Snoova carries a death mark for violating Wookiee honor precepts. That's just the beginning of the stories about the famous Wookiee bounty hunter. He's worked for mercenaries and also for the criminal organization known as Black Sun.
If you have to enter Dee'ja Peak to find Snoova, you'll need to continue your cover as smugglers looking for work. The streets are crawling with stormtrooper patrols, so you choose carefully who you ask for information. Along with the many Imperials you find, there are also smugglers, information brokers, and mercenaries. Dodging the Imperials and being careful, it's not hard for you to blend in.
Making your way to the center of the outpost, you are pushed into an alley by a huge Wookiee bounty hunter. 'I heard you're looking for Snoova,' growls the towering mercenary. 'You've found him. I don't like people who ask questions about me,' he adds, flexing his huge claws.
'We're just looking for information,' you begin. 'About the bounty you turned in.'
'You don't know much about bounty hunters, do you?' says Snoova, unslinging his heavy blaster rifle from his shoulder. 'We're not chatty.' Behind the Wookiee, a few Black Sun thugs have shown up. They seem to be Snoova's associates. It's time to give up trying to talk your way out of this situation.
It's a long and vicious firefight. When one of your attacks fells the wounded Wookiee bounty hunter with a massive thud, his Black Sun friends decide it's time to run. Reluctantly, Snoova surrenders. 'I'll tell you what you want to know,' he says with a growl, under his breath.
'Where are the Imperials holding these prisoners?' you ask. 'They must be held at a detention facility somewhere.'
'I turned in my captive to Imperial officers here at Dee'ja Peak,' begins Snoova. 'Wait... I did see another bounty hunter. He said he'd escort the prisoners, but didn't mention the destination.'
'Who was this bounty hunter?' you ask.
'Bossk, the Trandoshan,' replies the Wookiee. 'He must know where they're being held.'
Scenario 4: Devours His Prey
Find the Trandoshan bounty hunter Bossk on Tatooine.
Returning to Moenia, you are debriefed by Alliance intelligence. They provide a datafile on your new quarry Bossk, which identifies his personal starship and includes tracking of his recent movements. You are reminded that in Bossk's language, his name means 'devours his prey.'
The Trandoshan is often seen in Bestine on Tatooine, so you head there. Keeping a low profile and your smuggler identity, you search the cantinas to find information about Bossk. At a landing pad at the starport, you see a YV-666 light freighter that must be the Hound's Tooth, Bossk's starship.
Pushing a repulsorlift stacked with cargo, Bossk approaches the landing ramp of his freighter. You introduce yourselves as working for Borvo the Hutt, and looking for information. The Trandoshan puts down the repulsorlift, but says nothing.
'We understand that you recently turned in a bounty to Imperial authorities, is that correct?' you ask.
'If I tell you, I'll have to kill you,' says Bossk. He puts his hands on his hips, very close to his holstered blasters.
'Borvo sent us to find out.'
'I'll share nothing with lackeys like you,' he replies. Others walk over to stand behind Bossk. They're working for him.
'It's time to send a message to Borvo about how he does business,' begins Bossk. 'I don't like go-betweens.' A chorus of clicks tells you his friends are readying their weapons. Another of your undercover operations ends with a fight.
You've defeated Bossk's thugs and the Trandoshan has no other choice besides surrender. He throws down his blaster and raises his hands. 'Like I said before, all we want is information,' you begin. 'Tell me where the Alliance prisoners are being held.'
Bossk laughs cruelly. 'That's what you want to know? Sure, I'll tell you. You've got no chance of even getting close, much less springing the captives. Besides, I've already been paid, so it's no loss for me.' He describes a rough mountain area just outside of Bestine. It's going to be a tough trek just to get there, and Bossk says it's heavily defended.
'We'll have to make sure you don't alert the Imperial authorities,' you say, pulling out a pair of binders. 'You're going back with us to Mos Eisley to be held for questioning.'
'You've got nothing on me. I'm just a businessman,' growls Bossk.
'Doesn't matter,' you say. 'All I want is for you to be held up for a day or two while we free the prisoners.' Bossk laughs again.
Scenario 5: Mandalorian
Battle the best bounty hunter in the galaxy to free the Rebel prisoners.
When you arrive at Mos Eisley, you get in touch with Rebel contacts there, and turn Bossk over for a few hours of questioning. You secure extra ammunition for the prison break attempt and they supply you with body armor and heavy weapons for the assault.
Traveling into the mountain range and following Bossk's directions, you crest a ridge and spy the prison facility in a valley below. It looks to be well defended indeed. Near the main building is a starship landing pad, and you can see a KSE Firespray there.
As you examine the ship with your electrobinoculars, a chill goes down your spine. That ship is Slave I, and that means that the most famous bounty hunter in the galaxy, Boba Fett, is nearby.
You decide to wait for the few moments of dusk on this planet of two suns, and then make your way down the mountain pass. Careful sniping takes out a few guards, and you're able to sneak into the prison compound. You're heading toward what seems to be the main cell block and turn down a corridor to see Boba Fett, blaster at the ready, blocking your way.
'Looking for someone?' asks Fett. Klaxon horns begin to echo throughout the facility, and red flashing lights illuminate the corridor. Imperial troops pour from every doorway. The whine of blaster fire fills the air, and now it's a fight to the finish to rescue the Alliance prisoners.
Your training and discipline enable you to hold the corridor to defend against the tide of Imperial troopers. The body armor and ammo supplied by your Alliance contacts are also key to your victory. The Mandalorian bounty hunter, however, is nowhere to be seen.
As you sweep the adjacent corridors looking for stragglers, you see a cape disappear around the corner. Running to a window nearby, you see Boba Fett's starship already warmed up for launch, and the bounty hunter running aboard. Soon, Slave I lifts into the night sky and blasts away.
The remaining Imperials surrender the prison to your control. The captives held there are released from their cells, and soon you will be returning them to their friends and families in the Rebel Alliance.
AGENTS OF DECEPTION
Slaving, spice mining, smuggling, gun-running... whenever there is demand for a product, someone will supply the goods. As the Galactic Civil War between the Rebel Alliance and the Empire continues, the forces of law and order struggle to control the growth of the lucrative and dangerous smuggling market. A large shipment of ryll is missing, and both sides are looking for it. The Alliance wants to return it to the medical facility it was intended for, and the Empire wants to impound it as contraband.
Light Side Campaign: Return Medical Supplies
Despite Lando Calrissian's new status as a legitimate businessman, winning the title of Baron Administrator of Cloud City, he keeps close to his roots in the underworld. Join Lando as he makes a clandestine journey to Smuggler's Run, a hidden collection of asteroids serving as a hideout for hundreds of smugglers. While Lando seeks to get his hands on the shipment of a lifetime, become embroiled in an Imperial and Rebel conflict for that same precious cargo.
Scenario 1: At the Palace
With a cover story from Lando, infiltrate Jabba's fortress on Tatooine.
Lando Calrissian, the Baron Administrator of Cloud City, arranges a meeting aboard his shuttle, the Cobra. Calrissian makes you feel comfortable and says, 'A shipment of ryll headed for a medical facility became... misplaced.' The Baron grins. 'Smugglers can turn a tidy profit selling ryll to the right people. This is a very large shipment. I'd like you to help me recover it.'
'Will we make sure the Alliance gets this ryll to that medical facility?' you ask. 'Certainly,' replies Calrissian, with a wave of his hand. 'The less-than-scrupulous days of my career are behind me.' He offers you a datapad and identity card. 'This is your cover, a smuggler from Glakka. I'll give you some chemical agents to obtain warheads to bargain with. Get an invitation to Jabba's Palace. Some of that scum must know about the shipment.'
The Hutt's palatial home is a hive of criminal activity. You gain entry as a smuggler looking for work. Eyebrows rise with interest (for those who have them) when you ask about a missing shipment of ryll. Somebody names a ryll smuggler on Corellia, but you get no information about the shipment.
As you mingle, a nasty-looking Chevin comes your way. It's Ephant Mon, Jabba's head of security. 'I hear you were on Glakka,' he begins. 'Remember that Imperial that got killed? What was his name... Jeffren Brek?' You laugh and say, 'Sure, I remember him, what an idiot.' Mon replies, 'Too bad. Brek was never there, and he's not dead. You're a liar.'
You can't rescue your story, so you make a break for it. 'Stop that fool!' yells Mon. You're going to have to fight your way out of Jabba's Palace.
You're not sure if it's your quick feet and combat skills or the heat of a chase across the dunes of Tatooine, but eventually Ephant Mon gives up.
'Come back here again... and you'll never... leave alive!' he hollers, panting heavily. It's an empty threat, probably to impress the guards that came with him.
All you care about is that you're alive and anxious to leave Tatooine. You have a tip to follow up, that ryll smuggler on Corellia. Time to get to the spaceport.
Scenario 2: Red Circle Gang
Track down a ryll smuggler on Corellia to find out what he knows. In the city of Kor Vella on Corellia, you meet Lon Cope, a CorSec lieutenant who investigates ryll smuggling. You ask him about the missing shipment and give him the name you obtained at Jabba's Palace.
'If anybody is gonna know about a shipment of ryll, that's Ubis Reendorr,' says Cope when he hears the name. 'That Rodian works with the Red Circle Gang. They have a hideout where they refine the ryll. I've been trying to crack that place for some time.'
'Just get me a meeting with Reendorr, and we'll go from there,' you ask. 'I can't make you any promises about the bunker.'
'We've got a man in the organization,' replies Cope. 'He has unauthorized access to obtain access data cards. I'll set it up.' The next day the officer hands you an invitation to meet with the Rodian smuggler. The note is signed with a single red circle.
Soon, you meet with Ubis Reendorr at a small cantina in Kor Vella. After some small talk, he leans in to say, 'Someone is smuggling a spice known as ryll into Kor Vella. Oh yeah, that's me.' He laughs at this, and you try to laugh as well. 'What do you know about a large missing shipment of ryll?' you ask.
The Rodian leans back in his chair. 'The question,' he begins, pointing a finger in the air, 'is not what I know.' Thugs all over the room kick back their chairs and stand. Reendorr points at you. 'The question is - what do you know?' You're surrounded now, with all exits blocked. 'And I think you're gonna tell us. With a little persuading.'
Even though they surrounded you, with the element of surprise, the Red Circle Gang wasn't very tough. The few that stayed to fight now litter the floor of the small cantina. Pulling one to his feet, you ask, 'What kind of security do you have at the bunker?' The one you're holding spits in your face. Another gang member says from the floor, 'It's tight! You can't get in without an access card.'
Reendorr groans at this comment. 'Why don't you tell them everything, bonehead?' You drop the thug you were holding, who hits the floor with a thud. Walking over to Reendoor you say, 'I bet you've got one of those.' With a disgusted sneer, he hands you the card. Your CorSec friend will be happy to have it.
Scenario 3: Imperial Entanglement
Follow a lead from the Bothan Spynet to find an Imperial officer in Bestine.
The access card you obtained pleases Lieutenant Cope. 'This will tell us about their security,' he says. As you leave, Cope says, 'Wait - there's a message for you.' He shows you a comm console, where you see Calrissian. 'The Bothan spynet is following an Imperial officer who's looking for the shipment,' he says. 'Meet Loza Sil'ban in Bestine.' Cope says, 'You may need some help for this, so I'll give you someone to call for a favor so you can get smuggler backup.'
You enter the warehouse district in Bestine. On a deserted corner, a Bothan woman steps from the shadows. 'Calrissian sent me,' you say. Sil'ban nods. She walks down an alley and motions for you to follow.
'I've been tailing this Imp officer, Jeffren Brek,' she says. No wonder your cover was blown when you agreed he was dead. She climbs on boxes and peers in a window. Joining her, you see an Imperial officer that must be Brek. He speaks to a spacer in a flight suit. A few stormtroopers stand nearby.
The meeting finishes and the spacer leaves. 'I'll see what Brek knows,' you say. Sil'ban asks, 'Talk to the Imp? Think that's wise?' You answer, 'I have to.' She says, 'You're on your own then. Good luck.' The Bothan disappears into the shadows.
You enter the warehouse and the troopers level their blasters at you. 'Hey! I'm just a merchant from Glakka,' you say. 'I heard you're looking for a ryll shipment.' Brek motions for them to put their guns down.
'You're from Glakka?' Brek asks. 'Do you know Zoort?' You shake your head. 'Raurlu Eloz?' You reply, 'Uh, no.' He pulls out his pistol. 'I don't think you're a merchant,' he says. 'I think you're a Rebel spy.'
You strike down the last stormtrooper, and Brek raises his hands. 'Okay, I surrender.' You take his weapon and throw it aside. 'What do you know about the missing shipment of ryll?' you ask. 'No more than you do,' he says. 'That's why I was talking to that spacer.'
'Turn around,' you say to Brek. You put him in restraints and say, 'Give me the spacer's name.'
'He's a Corellian pilot named BoShek,' he answers. 'What are you gonna do with me?'
'I'll take him in,' says Loza Sil'ban, stepping from the shadows. Surprised, you say, 'Thanks,' and head out to look for BoShek.
Scenario 4: Kessel Runner
Locate the mysterious spacer that the Imperial officer was talking to.
Jeffren Brek had no useful information. If the Imperials are looking for the shipment too, then time is running out. You return to Bestine to look for the Corellian pilot the Imperial was talking to.
After a few hours, you're approached by a cloaked Bothan. Loza Sil'ban removes her hood, and you can see she's injured. 'Brek got away,' she says. 'Conked me on the head and stole my blaster. I'm sorry.'
'That's alright,' you say. 'It's the shipment we're after, not him. Are you okay to travel?'
'Yes, I'm fine, just embarrassed,' she says. 'I checked with the Bothan spynet about BoShek. Rumor has it that he set a new record for the Kessel Run, taking bragging rights from Han Solo. He's also been known to traffic in illegal transponders. Ran afoul of the Imps, so Brek must have been pretty desperate just to talk to him.'
'Thanks,' you say. 'Now all I have to do is find this BoShek.' Sil'ban says, 'Call a favor for smuggler backup if you need it.' She leaves again, and you head for another cantina. Walking down the street, you feel a tap on your shoulder. 'I hear you're looking for me.' BoShek stands behind you, still wearing his flight suit. You wonder if he ever takes it off. 'Why yes,' you begin. 'I'm a merchant from Grakka-'
'You're looking for a big missing shipment of ryll,' says BoShek. He looks at you strangely, and somehow you feel like he can read your mind. 'I'm looking for that shipment too - and that makes you competition.' He pulls his blaster, a few of his friends reveal themselves nearby, and you have a firefight on your hands.
'You win,' says BoShek, throwing down his blaster. 'Now what are you gonna do? I know you won't kill me,' he says. 'That means you can't threaten me either.' He still seems to be reading your mind.
'Shut up and put your hands on your head,' you say. Then you frisk him for weapons and find a datafile. You thumb the activate button, and it shows a flight plan. 'The planet Wrea?' you ask. BoShek says, 'I'm telling you nothing.' You say, 'I'll just turn you over to the Imperials. There are several warrants for your arrest.'
BoShek's face turns pale. 'Okay, if I tell you where the shipment is, will you let me go?' he says. 'Talk,' you reply. 'Smuggler's Run is an asteroid belt near Wrea. The shipment is in a hideout on Skip 52,' he says. You find a maintenance closet and throw BoShek inside. 'Cool your heels in here, hotshot,' you say. 'I won't tell the Imps where you are. For a while, anyway.' Then you close the door and lock it.
Scenario 5: To Smuggler's Run
Travel through an asteroid belt full of criminals to find the missing shipment.
You contact Calrissian with an update. When you tell him your destination is Skip 52 in Smuggler's Run, he raises an eyebrow. 'Navigating that belt is nearly impossible, and rock storms surround that asteroid,' he says. 'I'll arrange for a pilot to meet you there.'
Soon, you're at the spaceport on Wrea. You stand near a two-seater Z-95 Headhunter and a pilot in a floppy hat greets you. 'Nice disguise,' you say to Wedge Antilles. 'Rebel officers are unwelcome here,' he says. 'Take these counterfeit credits. We can use them to get credit sticks.'
You board the snubfighter and when Antilles punches the throttle, you realize this is no ordinary Z-95. 'She's got uprated engines and extra maneuver thrusters,' he says. He does a sideslip that makes your stomach turn.
While your fighter dodges the asteroids and the skipper vehicles that the locals use, you hold on to your lunch for the whole trip. Antilles makes the final approach through a hailstorm of rocks and lands inside a hollowed-out asteroid.
You see a hundred ryll crates stacked to the ceiling. Lying on the ground are many dead smugglers. Standing around them are some shadow stormtroopers and a few heavily armed agents - Imperial Security Bureau operatives.
From the corner of the chamber walks a mechno-assembly. Projected above it is a strange holographic figure. 'We have visitors,' says the image. You realize that this is the head of the ISB, a mysterious figure called Blackhole. You'll have to overcome this elite band of soldiers to recover the shipment.
The agents and stormtroopers put up a terrific fight, but finally the battle turns in your favor. With nowhere to retreat, the Imperials fight to the death. Blackhole's mechno-assembly lies on the ground, damaged in the firefight. His holoprojection flickers and buzzes as he says, 'You've made a new enemy today. I'll make you regret ever crossing my path!' Then the holo fizzles and fades. 'He gives me the creeps,' says Antilles.
'Let's contact Calrissian and get this shipment back where it belongs,' you say. In a few hours, Calrissian arrives with a small freighter and the ryll is loaded aboard. He looks at the many crates and says, 'A man could make a fortune selling this to the right buyer.'
'Remember, Lando, you're a respectable baron administrator now,' you say, eyeing him curiously. 'Yeah, that's right,' he says with a sigh.
'Don't worry; I'll make sure this gets to the medical facility.' He smiles and says, 'It's a new Lando Calrissian that stands before you today.'
Dark Side Campaign: Locate Missing Contraband
Working for the Imperial Security Bureau, you must track down a medical shipment of ryll before it falls into the wrong hands. Rebel hands. The trail has gone cold at Jabba's Palace, and the ISB wants you to infiltrate the crime syndicate and track down the cargo. The trail leads to Smuggler's Run, which is not a favorite destination among Imperial officers. The hundreds of smugglers who live there make short work of any authority figure that wanders in. As you track this cargo, you will cross paths with a Rebel strike force and a group of renowned smugglers, all going for the same treasure.
Scenario 1: Majordomo
Get a false identity from your Imperial contact and enter Jabba's Palace on Tatooine.
Jeffren Brek, a captain with the Imperial Security Bureau, meets you at the Mos Eisley spaceport. He offers you a datapad and ID card. 'The bureau has created an undercover identity for you. Here is some false information that you can use to get classified data discs to bargain with. This should get you into Jabba's Palace where you can find out more about the ryll. I'll be investigating some other leads myself, but get back in touch with me when you can.'
The next day, disguised as a smuggler, you hold your ID card up to the gatekeeper droid at Jabba's fortress in the Dune Sea. After some disagreeable squawking, the droid finally opens the door.
You mingle with the many criminals circulating inside the palace. Posing as a simple 'merchant' from Corellia looking for work, you ask about the missing ryll shipment. Many are interested, but none has any information for you.
You're enjoying a private concert by Max Rebo's band when you feel a tap on the shoulder. Jabba's majordomo, Bib Fortuna, crooks a finger at you and you have no choice but to go with him. 'New here, aren't you?' asks the Twi'lek. 'Sorry I couldn't meet you at the door. Come with me.'
He takes you into a private office with a couple of guards nearby. 'Let's talk about your experience.' Fortuna listens in sinister fashion while you try to remember the details of your cover story. You think it's going well until he says, 'I make it my business to know things about people like you. I'm unfamiliar with all of the references you've supplied.'
The Twi'lek rises to his feet. 'I do have a job for you though - rancor food.' He presses a button under the table, and the guards run into his office. You're not going to talk your way out of this.
You fight your way through Fortuna's guards and make your way to the vehicle hangar. Next to Jabba's massive sail barge is a swoop bike, and you jump on and fire it up. Cranking the throttle you blast out of Jabba's Palace and head towards Mos Eisley. You quickly reach the limit of your swoop piloting skills, and barely manage a crash landing in a dead end alley. Bruised and battered, you dust yourself off and call this a fine escape.
Scenario 2: Alley Arrest
Face a tough CorSec officer while trapped in a dead-end alley in Mos Eisley.
You're in a dead-end alley in Mos Eisley. Your crashed swoop bike is beyond repair. You wait for a few moments to make sure that Jabba's guards haven't followed you. During your investigation, you scored chemical agents that you can use to get some chemical warheads. When you finally decide to leave the alley, several figures step in your way. Judging from their body armor and the blasters they're packing, you figure you're in big trouble.
One of them steps forward. 'Major Walden, CorSec,' she says, showing you an ID badge. 'We'd like to ask you a few questions about a missing ryll shipment.'
'I'm just a simple merchant-,' you begin. 'That's enough,' she interrupts. 'We know you're a smuggler. There's a warrant out for your arrest on Corellia.' Your cover story wasn't good enough to convince Jabba's majordomo, but it's good enough to get you arrested by CorSec.
You quickly evaluate your options. Explaining to her that you're not really a smuggler and actually working undercover for the Imperial Security Bureau doesn't seem like a good choice. They have your exit blocked, so you'll have to fight your way out.
With your back to the wall, you put up a fierce defense. When the fighting stops, you look around to see you're the only one standing. You take a moment to search the CorSec agents, and find a datapad on Walden. Some of them start to wake up, so you rush out of the alley. You compose yourself and try not to act like a wanted criminal as you stroll away as quickly as possible.
Scenario 3: Rebel on the Trail
Get the jump on a group of Rebels looking for the same shipment you are.
When you're convinced that the CorSec agents aren't following, you take a moment to examine the datapad you took from them. The warrant for your smuggler cover story details quite a career, and you wonder if it's based on a real criminal. If things get worse, you can always call Lando for a favor and get some smugglers to help.
Another file describes an Alliance major named Coret Bhan who's on the trail of the ryll shipment. Walden was supposed to meet him at a landing pad here in Mos Eisley. Looks like she's going to be late for that meet, but you still have time to check it out. You decide to contact Captain Brek to give him an update, but he's not available. Perhaps he's following up on a different lead.
When you get to the landing pad, you hear the whine of blaster fire. Peeking around the corner, you see Bhan and a few Rebels holding smoking pistols. Lying on the ground around them is what seems to be a band of smugglers. Some of them were carrying crates. They were probably trying to leave the spaceport.
The Rebels look tired and wounded. You decide this is a good a time to get the drop on Coret Bhan. Arming yourself, you step around the corner. 'I have a message from Major Walden,' you say. 'She's going to be a little late. I left her bleeding in an alley.' This gets the attention of the Rebels, but you're aiming at their leader. 'Tell me what you know and I'll be nicer to you.'
'Here's what I know,' says Bhan. 'I don't deal with scum like you.' In a flash, he readies his blaster and fires. The battle begins.
The Rebel commandos put up a strong defense, but they're weakened from the previous firefight. Soon, you're the only one left standing. Major Bhan survives, and you grill him for information. 'What do you know about the missing ryll shipment?' His answer is nothing but an angry glare.
You turn your attention to another Rebel, wounded and lying in a pool of blood. He looks young and scared. Before you can ask him anything, he blurts out, 'When the Major meets Han Solo on Corellia, they'll get that ryll before you do!' Bhan says, 'Shut up, corporal!' You smile and give a salute to the wounded Rebels. 'Thanks boys, I'll be moving on now.' They're too weak to do anything about it.
Scenario 4: Tag the Scoundrel
Confront Han Solo and some of his friends in a cantina on Corellia.
You travel to Corellia and try to deduce where you can find Han Solo. As a former smuggler, he could be found in a back-street cantina full of criminals. Lately though, Solo has been respectably working for the Rebel Alliance. You suppose his shady past will keep him out of the finer places, so you choose establishments somewhere between elegance and villainy.
Using unauthorized access, you obtain a few account access data cards to bargain with. Garbed in your smuggler persona, you have to visit only a couple of cantinas before you find Han Solo. He sits at a table alone and when you approach, he seems puzzled. 'Hey actually I'm waiting for somebody, so move along, buddy.' You smile and say, 'I just need a few moments of your time. How about a round of drinks?' Solo grins and says, 'Okay, now you're talking. Have a seat!'
You steer the conversation to the subject of the missing ryll shipment. 'I'm sure lots of people would be interested in something like that,' says Solo. Someone stops by and whispers to him. You recognize Solo's friend and fellow smuggler Col Serra.
A look of surprise crosses Solo's face and he looks at you. His hand goes to his blaster. 'Looks like you bushwhacked the guy I was supposed to meet,' he says. You see a few Rebels enter the cantina with blasters drawn.
'You got me all wrong, Solo,' you say. 'I'm a businessman, that's all.' He says, 'Why don't you tell us who you really work for?' You can see this conversation is going nowhere.
You're able to subdue Solo and his Rebel friends. Picking himself up off the floor, Solo says, 'Alright, let's call this off and call it even. I've got a few other deals going, so losing this one is no big deal.' You back off and decide to let him go - especially since you've planted a homing beacon on him.
Scenario 5: Meet the Baron
Find the shipment in a dangerous asteroid belt and battle the smugglers that are loading it.
Han Solo leaves Corellia and heads for the planet Wrea as you follow him with your homing beacon. The asteroid belt known as Smuggler's Run is in the same system, and that's where Solo goes. This belt is home to hundreds of smugglers, and nearly impossible to navigate. While you're there, you call a favor to find some smugglers to help.
You hire a fast light freighter and a hotshot pilot who takes you into the Run to find Solo. 'This is gonna cost extra,' says your pilot when you determine Solo's destination - an asteroid called Skip 52. 'It's surrounded by rock storms, and getting in there will be tough,' the pilot says. 'I'll give you a thousand extra credits if you get us in there safely,' you tell him. He seems satisfied.
After a terrifying final approach, your pilot sets the freighter down in a hollowed-out asteroid. In a large chamber, you find Lando Calrissian, Han Solo, and a group of Rebels beginning to load crates of ryll aboard the Millennium Falcon. This is the missing shipment that the ISB is looking for.
Occupied with loading the cargo, the Rebels don't notice your arrival. You position yourselves to arrange the ambush. When everyone is ready you shout, 'I'm taking possession of this shipment.' They stop loading the crates, but don't throw down their blasters. 'You again,' says Solo. 'You don't give up easy, do you?'
'Put down your weapons and nobody gets hurt,' you say. The two ex-smugglers exchange a glance. 'Not a chance,' says Calrissian. The Rebels draw their blasters and choose to do things the hard way.
Blaster bolts ricochet all around the cavern as the firefight continues. You gain the upper hand and it looks like the Rebels have no chance. Solo and Calrissian decide to cut their losses and run up the ramp to board the Millennium Falcon. They'll get away with a few crates of ryll, but you'll capture the rest, so you let them go.
In a few days, you're delivering the ryll shipment to Captain Brek in Mos Eisley. 'I have to admit, I brawled with those smuggler thugs, and they got the best of me,' says Brek. 'You've done a good job and a service to the Empire.'
THE SHADOW SYNDICATE
The Rebel Alliance uses any means to move supplies beneath the notice of the Galactic Empire. Swoop racers transport their teams from planet to planet, providing a cover for Rebel movements. The Falleen prince Xizor owns a transport company looking to sponsor a swoop team. His Black Sun agents investigate Alliance activities so Xizor can reveal them to the Emperor. Xizor focuses on star driver Kimmi Chyler, who hired Dash Rendar to provide transport.
Light Side Campaign: Supply the Alliance
Kimmi Chyler is the most successful female swoop racer in the sport. Originally from Corellia, and she has outraced both Han Solo and Dengar on the Agrilat circuit. Dash Rendar, the famous Corellian smuggler, has hired out his light freighter Outrider to provide transport for Kimmi and her team. The Rebel Alliance has contacted Rendar about transporting valuable cargo as he moves from race to race on different planets. When Imperial officers, Sith lords, and even Prince Xizor of Black Sun become suspicious, traveling with Kimmi becomes more dangerous with every passing day.
Scenario 1: Under Arrest
Dash Rendar wants you to guard his starship while he provides security for a famous swoop racer.
Dash Rendar has contacted you with an offer of employment. You travel to the planet Lok and meet the famous Corellian pilot at the starport near Nym's stronghold. 'Ever heard of Kimmi Chyler?' he asks. 'She's a real crackerjack swoop racer. Anyway, she's hired me to provide transport for her team.' Dash picks up his drink and leans back in his chair. He seems quite pleased with himself.
'So what do you want me to do?' you ask. 'You'll be providing security,' says Dash. 'Just keep an eye on my ship during the race.' You wonder why Dash needs security for a simple transport contract, but the money is too good to turn down.
The next day, you're at the landing pad where Dash's ship is parked. A tall woman walks down the ramp, wearing a leather racing outfit. 'Who the frink are you?' she asks. 'I'm security,' you reply. 'Whatever,' she says. 'Just stay out of my way, laserbrain.' She hops aboard a swoop and blasts out of the landing pad. 'A real people person,' says Dash from the top of the ramp. 'Stay here and protect the ship. I'm going to watch the Lok Marathon.'
You step inside and find a repair droid in the cargo hold. 'Welcome to the Outrider,' says the droid, standing over an open crate. 'I am Leebo.' Inside the crate, you see military body armor. The droid hastily closes the lid. 'Perhaps you could guard the ship from the outside,' says the droid.
At the bottom of the ramp, you are met by an Imperial officer and several stormtroopers. 'Captain Jeffren Brek. Step aside, I'm here to inspect this ship,' says the officer. He's not regular army. You're thinking perhaps Imperial Security Bureau. 'You have no right to board this ship,' you reply. 'Swoop racing is illegal,' says the officer. 'You are under arrest for crimes against the Empire.' As you arm yourself, you think, 'No amount of money is worth this.'
Eventually you gain the upper hand in the firefight. 'Leave us alone, Brek! You've got nothing on us!' you cry. The Imp soldiers are wounded and ready to retreat. Captain Brek looks around to assess the situation. Then he motions to his troopers to fall back.
'This isn't over!' he says, backing away. 'I know what Rendar is up to!' You aren't even sure what he's talking about, but you're glad they didn't board the Outrider. 'I knew the money was too good to be true,' you think to yourself.
Scenario 2: Sith Shadows
Rendar makes a deal with the Rebel Alliance and you have to defend the Outrider from a Sith lord.
The Outrider leaves Lok on the way to Rori for the next race. You join Leebo and Dash in the cockpit. 'What have you done to make the Imps chase after you?' you begin. 'I hear swoop racing is illegal,' shrugs Dash. 'Besides, they're always stickin' their noses where they don't belong.' He grins broadly. 'What about that cargo you're carrying?' you ask. Dash turns to face you and pokes a finger in your face. 'Look here, buddy, you're just supposed to protect the ship, not ask questions.'
When you leave the cockpit, you find Kimmi in the hallway. She's idly shuffling a sabacc deck with both hands. 'You play?' she says. 'A little,' you reply. She smiles. 'C'mon, you might learn something.' An hour later, she owns every credit you brought aboard. 'I did learn something,' you say. 'Never play sabacc with a card shark.' She laughs and picks up her winnings. You don't see her again before Rori.
Before the Narmle Memorial Rally gets underway, Dash meets with two shady characters at the starport. They take possession of the crate of body armor, and Dash takes a shipment of bacta kits aboard. You can't be sure, but all your instincts tell you that the Outrider is transporting supplies for the Alliance. When Dash's Rebel friends take their leave, you notice a pair of Sith Shadow agents following behind.
Dash and the team leave for the race, and things are quiet at the landing pad for most of the day. Hours later, the team is out celebrating Kimmi's victory when you hear some suspicious noises. Arming yourself, you see the Sith Shadows step into the open. 'We don't have to do this the hard way,' one of them says. 'Yes we do,' you say as you begin your attack. Leaping over a stack of crates is a tattooed Sith lord, igniting his lightsaber and joining the fray. 'You'll never leave here alive!' he cries.
As the Sith Shadows take more casualties, their will to continue begins to ebb. You have battled their Sith leader to a standstill. 'Do you think for a moment that the Empire doesn't know what's aboard that ship?' asks Namman Сha. 'I think you're not going to find out tonight,' you reply. One of the Sith Shadows breaks away in a rout, and the Sith turns off his lightsaber. 'You've chosen the wrong side,' says Сha. 'Soon, you'll pay for your lack of vision.' Then he leaps away.
You hear Dash and Kimmi laughing as they enter the landing pad area. Dash looks around to see the signs of a struggle. 'What happened here?' he asks. 'A Sith lord attacked, demanding to know what's on board. Is there anybody who's not after you. Dash?' you ask. 'Everybody wants to ride with vapebait,' says Kimmi, as she punches Dash in the arm and laughs.
Scenario 3: A Good Night
The boss of your boss wants to play sabacc, and you go with her to keep her safe.
The Corellian moon of Talus is your next stop. You arrive in the city of Nashal, and Kimmi is dressed to kill. 'I want to play sabacc. You'd better come with me,' she says. She walks into town, knowing that you'll follow. After all, she is your employer's employer.
You find the largest casino in town, where Kimmi sizes up the competition. A Twi'lek in garish jewelry comes in the front door. 'Show me to the high-stakes sabacc table,' he commands. Two greasy thugs accompany him.
Kimmi heads for the same table as the Twi'lek. Your card shark smells blood. 'Welcome,' he says. 'I am called Lonay.' They take a seat, and you exchange meaningful glares with Lonay's thugs. The dealer droid begins, and several hands progress without incident.
Crowd whispers say that Lonay is a Vigo - an important lieutenant in the powerful Black Sun criminal organization. He has wagered all his credits on a final showdown. Kimmi reveals a pure sabacc, and the Vigo loses.
Kimmi scoops up her winnings while Lonay fumes. 'No jumped up Corellian dirt farmer swoop jockey beats me at sabacc!' he bellows. His boys hustle him out of the casino.
'Did you have to beat him that badly?' you ask Kimmi as she cashes in her winnings. 'Is there any other way?' she asks. 'This could get rough,' you warn as you make your way to the door. You don't go far before Lonay and his thugs bar your way. 'You had a skifter,' he says to Kimmi. 'You're a cheat and a liar!'
Before you can do anything, Kimmi grabs your arm and runs toward a nearby swoop. She jumps on and you can't do anything but join her. Lonay and his thugs hop into his XP-38, and a high-speed chase through the streets of Talus begins.
Kimmi swings your swoop into a dead-end alley and punches the throttle. Lonay's speeder follows just behind. You're sure she's going to hit the wall at full speed when she stands on the braking vanes and the swoop heads straight up out of the alley. The speeder is not so lucky, and hits the wall hard.
Kimmi hovers for a second to appreciate the wreckage. 'Don't bring a landspeeder to a swoop race,' she says. Lonay holds his head as he rolls out of the speeder and hits the ground. He shakes his fist at Kimmi. She blasts the throttle again and you can barely hold on as she speeds back to the Outrider. 'It's been a good night. Won a sabacc game and a street race,' she says with a laugh. 'Good thing we're leaving tomorrow,' you say.
Scenario 4: Human Replica Assassin Droid
You're in over your head as Dash meets with Bothan spies and a bad-tempered droid attacks.
The next race is on Corellia, at the famous circuit that winds through the crystal swamps of Agrilat. This is Kimmi's home track, the place where she beat Dengar and Han Solo. She spends more time than usual getting her swoop ready to race. You're looking forward to a little down time when Dash approaches. 'I want you to come with me to Kor Vella,' he says. 'I'm supposed to watch the ship,' you say. 'You're security,' says Dash. 'Come along and keep me secure.'
Dash soon leaves the nice part of town and heads toward a shady district. Ahead, you see a couple of Bothans on a street corner. 'Stay here and keep a lookout,' says Dash as he continues to meet them. Trying to stay discreet, you hear them talking about an 'Imperial datafile' and something about 'battle plans.' Not for the first time in Dash's employ, you feel like you're in over your head.
The Bothans leave and Dash rejoins you. 'Let's get back, they said they were being tailed,' he says. 'We're looking for you, Rendar,' says a woman's voice from behind him. You see a group of armed thugs led by a young blonde woman. 'Me?' says Dash in his most innocent voice. 'Why me?'
The woman strikes downward with her fist and smashes in the roof of a nearby landspeeder. 'Don't play stupid, dirt flyer!' she says. 'My name is Guri. Black Sun wants some answers.' She picks up the wreckage of the roof in one hand and flings it at you like a toy. You don't know who or what she is, but this is going to be a tough fight.
'She must be some kind of droid,' you say to Dash as Guri pounds a hole in the wall of a building. 'I've never seen a droid like that.' says Dash. As the fight continues, the Black Sun thugs become casualties or flee the scene. Eventually, Guri decides she's had enough. 'Black Sun is going to find proof of your crimes, Rendar,' she says.
She's not even winded after all this intense combat. She can't be human. 'The Empire will pay well for that information.' Then she runs away into the darkness. 'I hope we never see her again,' says Dash. 'I have a feeling we will,' you reply.
Scenario 5: Kill Them All
When Dash delivers important data to a Jedi, Prince Xizor of Black Sun attacks.
On Tatooine is the final swoop race of the season. Kimmi has won enough races that if she wins Mos Espa, she'll capture the championship. A lavish party is presented by Xizor Transport Company, and Kimmi is invited. Dash will escort her and you'll provide backup. The company is owned by a Falleen prince named Xizor who is looking to sponsor a swoop racing team.
When you arrive at the party, you're stunned to see the replica droid Guri at Xizor's side. Kimmi chats with the Falleen and Guri smiles quietly.
'Does Xizor know who Guri works for?' you whisper to Dash. 'She works for him. He's a Vigo in Black Sun,' says Dash. 'Then what are we doing at a party thrown by a gangster?' you ask. 'No questions, remember?' says Dash as he returns to Kimmi.
After the party, you stop by a cantina in Mos Espa. Kimmi seems taken with Xizor. 'Did you hear what he said about me?' she asks with dreamy eyes. It's like he has some kind of magical power over her. 'Stow it girl, I don't want to hear it,' you reply.
A hooded figure enters the cantina and walks to a back room. Dash grabs your arm and follows. He hands a datapad to the other man, who removes his hood, revealing Luke Skywalker, hero of Yavin. Luke looks at you for a moment, and decides you're not a threat.
'The Alliance is indebted to you,' he says to Dash. 'These files will save many lives.' Suddenly a lightsaber springs to life in Luke's hand. Xizor and Guri enter the room. 'Not when that datapad belongs to me,' he says. 'Take the files, Guri. Kill them all.'
The battle rages on, and eventually spills out into the streets of Mos Espa. The night is lit by the flashes of Luke's lightsaber as he spins to block blaster bolts. You strike down Xizor with one mighty blow, but as he lies on the ground, Guri steps forward to protect him.
Xizor gets up groggily and wipes blood from his chin. 'We're done here,' he says to Guri. 'We've found out enough about Rendar's involvement, and I'm sure the Emperor wants to know about Skywalker.' With Guri protecting Xizor, the two of them take their leave.
'They don't have any proof, do they Dash?' you ask. 'Nah, they're just talking tough, that's all.' He claps a hand on your shoulder. 'You did good, kid.' Kimmi gives you a smile. 'You've done everything we asked you to do, and more.' Luke puts away his lightsaber and shakes your hand. 'Thank you again for helping us.'
Dark Side Campaign: Expose the Traitors
The Empire suspects that the Rebel Alliance is using swoop racing to move supplies and personnel secretly from planet to planet. The Imperial Security Bureau believes that Dash Rendar, the famous Corellian smuggler, is the key to this Rebel operation. He has hired out his light freighter Outrider to provide transport for famous swoop racer Kimmi Chyler. You will be working alongside Imperial officers, Sith lords, and even Prince Xizor of Black Sun to expose Dash Rendar as a Rebel traitor. Along the way, you will battle against swoop gang thugs, Bothan spies, Rebel troops, smugglers, and a young Jedi named Luke Skywalker.
Scenario 1: Delivery for Captain Rendar
Find out what cargo Dash Rendar is carrying at the swoop race on Lok.
Captain Jeffren Brek from the Imperial Security Bureau contacts you to arrange a meeting. A few days later, you arrive at the Imperial outpost on the planet Lok. Brek escorts you to a briefing room, where holodisplays illustrate the situation he presents to you.
'Here are vids of Rendar speaking with known Rebel operatives,' says Brek as he clicks through a series of incriminating holos. Then he shows a young female swoop racer accepting a trophy. 'The smuggler is providing transport for Kimmi Chyler's swoop racing team. The first race is the Lok Marathon, just outside of Nym's Stronghold right here on Lok.'
Brek provides you with datafiles on Rendar and Chyler, including the swoop race itinerary for the current season. You discover that Rendar is fond of a sickly sweet pastry called Smuggler's Delight. Developing a cover story for a courier service, you make your way to the landing pad where Rendar's ship, the Outrider, is located.
The pilot and his repair droid stand working at an open access panel. 'Delivery for Captain Rendar,' you announce. 'We aren't expecting any... hey, is that Smuggler's Delight?' asks Rendar. You say, 'I'll just put this inside,' and walk into the ship's cargo hold. You see an open crate of Rebel-issue body armor as you set the box down.
Then you pull your weapon and walk out to face Rendar, saying, 'You are transporting military supplies. You're a part of the Rebel Alliance, and a traitor.' Rendar innocently holds up his hands and says, 'I'm just here to transport Chyler's racing team.' The repair droid drops a hydrospanner with a clang. At that moment, Rendar quick-draws his blaster and the firefight begins.
Dash Rendar is not the kind of smuggler who dumps his cargo and runs, and he's handy with a blaster. The fight turns into a stalemate, and you decide that you've found out what you want to know. The Corellian pilot retreats into his ship, and you make a break for it.
You return to the Imperial outpost and report to Captain Brek. 'I could have taken him out,' you say, 'But I figured you'd want to know what I found.'
'Just as we suspected. Rendar is transporting supplies for the Rebels. Good job returning with the information. If you'd gotten killed in the firefight, we'd never have known for sure,' he says. 'The swoop races have moved on to Rori. Meet with Namman Cha there and he'll provide your next assignment.'
Scenario 2: No Trouble
Impersonate a swoop racer to identify Dash Rendar's Rebel contacts.
At a secluded location on Rori, moon of Naboo, you meet with the Sith lord Namman Cha. An imposing figure clad in dark crimson robes, Cha examines you for a moment. Perhaps he is probing your mind. His tattooed face is impassive and his eyes have an eerie reddish glow.
'From time to time,' he begins, 'I am tasked by the Emperor to work with the Imperials.' He says this as if he has a bad taste in his mouth. 'As I have shadowed Rebel movements in this sector, I see more and more of this Corellian pilot, Rendar, with each passing day.'
The Sith sighs heavily. 'I'd prefer to simply destroy him, but we need you to discover who his Rebel contacts are.' Cha hands you a racing outfit and helmet. 'Your cover identity will be a rookie swoop racer. Get close to Rendar and find out who his contact is. Then report back to me.'
The next day, you are at the track for the Narmle Memorial Rally. Dressed in your racing leathers and carrying your helmet, you look for Kimmi Chyler's team. 'Are you the rookie?' asks a woman's voice from behind you. When you turn around, you see Kimmi Chyler sizing you up. She smiles and says, 'Try not to get in my way.' Then she turns and walks away. She returns to her swoop and the rest of her team. There, you see Dash Rendar.
You follow Rendar when he leaves the track. Behind one of the grandstands, he gives a package to a Zabrak wearing a long duster. 'Do you guys work for a racing team?' you ask as you approach, with one hand on your weapon.
'I'm here to watch the race, friend, just like you. I don't want any trouble,' says the Zabrak. You recognize him as an Alliance officer. 'No trouble at all, Major Bhan? I think you're here to smuggle for the Rebels!' you say as you draw your weapon and attack.
Coret Bhan may be a major in the Alliance, but his combat skills are as good as any Rebel soldier in the field. You have him pinned down, but it'll be too dangerous to try to kill or capture him now. You remember what Namman Cha wanted from this mission, so you decide to disengage.
When you meet again with the Sith lord, he is pleased with your report. 'The Major? I've heard of him more than once,' says Namman Cha. 'If he's involved, this is a larger operation than I originally thought.' The Sith pauses in thought for a moment. 'The next race is on Talus. Go there and find Lonay, he's a Vigo from Black Sun. Tell him I sent you.'
Scenario 3: A Better Card
A Black Sun Vigo wants you to exact his revenge for a sabacc game loss.
When you arrive at Nashal on Talus, the Twi'lek Vigo Lonay is not hard to find. Gambling at the casino, drinking at the cantina, or dining at a fine restaurant, Lonay's passion seems to be spending credits.
The Vigo's bodyguards make a wall in front of him when you approach. 'He don't want to talk to you,' one of them says. 'Namman Cha sent me,' you say, looking for Lonay's reaction. The Twi'lek raises an eyebrow and parts the wall of thugs. 'Easy boys,' he says. 'Come on friend, let's talk.'
Sitting across the table from Lonay, you see that he has bumps and bruises on his face, head, and arms. 'I've had a recent... setback at the sabacc table,' he begins. 'The cheater that took my credits still needs to be taught a lesson. You want the job?' Lonay gives you a look that shows he can be dangerous when crossed. 'Yes, Vigo,' you respond. 'Good. If Cha recommends you, you'll get the job done. The Corellian woman, Kimmi Chyler. Show her what it means to embarrass a Vigo.'
You find Kimmi at another cantina, dressed in an evening gown. She is playing sabacc again, and still winning. You wait patiently until she leaves. Following her into an alley you say, 'I have a message for you from Vigo Lonay.' Then you pull your weapon.
Kimmi doesn't seem to recognize you. She also doesn't seem to be afraid. 'You're going to kill an unarmed woman?' she asks. Then she drops her handbag. She rises with a hold-out blaster in her hand. 'There's always a better card on top of the deck,' she says. This is going to be harder than you thought.
Kimmi Chyler handles herself in a firefight almost as well as she does at the sabacc table or the track. The battle becomes deadlocked, and eventually she escapes to her swoop and races away into the night.
When you tell your story to Lonay, she turned tail and ran, barely escaping with her life. 'You took her down a notch!' laughs Lonay. 'Listen... I want you to go to Corellia and meet with Jix. He's one of the other racers who'd love to see Chyler crash and burn in the next race. Just like me!' The Vigo laughs again, and so do his bodyguards. It seems you've pleased Vigo Lonay enough that he won't put a death mark on you, so it's time to take your leave.
Scenario 4: Secret Meeting
In the crystal swamp of Agrilat, you find Dash Rendar talking to a Bothan spy.
The crystal swamp of Agrilat on Corellia is the site of the next swoop race. When you find Jix and his swoop racing team, they are more like a gang than a bunch of gearheads. When you tell him about working for Lonay on Talus, he nods his head. 'Sure, I want to win this race, and if something happened to Chyler, that would help my team,' he says. 'Tell you what... you're hired as a mechanic. Get some gear from one of the guys and go snoop around her swoop. It's got some illegal modifications, I'm sure of it.'
You're not concerned with Lonay's vendetta or Jix's victory in the Agrilat race. However, working for Jix you can find out more about Rendar's smuggling operation. The Imps and that Sith will welcome anything you can give them on the secret Alliance activities going on.
You secure the welding goggles that came with your mechanic's outfit. You hope that Chyler and Rendar won't recognize you. As you approach the pit area, you see that she is out doing test laps on her swoop. Rendar is there, and for the moment, nothing seems suspicious.
When Rendar leaves the pit alone, you follow him. He walks along the track until he gets to a turn called the Sink Hole. You have to duck when he looks around to see if anyone is watching. Then he goes into the swamp. At a desolate, secluded location, he meets with Koth Melan, a member of the Bothan Spynet.
You overhear Melan say, 'There are agents of the Empire here on Corellia. We must be careful.' He gives Rendar a datapad, which the Corellian examines closely. 'In fact,' adds the Bothan, raising his carbine, 'There is one watching us.' Then he aims right at you. You wonder if Bothans are strong in the Force as you dive for cover.
During the battle, the Bothan is wounded. You hear Melan say to Rendar, 'I said, go on! Get away if you can. I'll be alright.' The Corellian stops for a moment, and then runs for the race track. You choose not to follow and approach Melan, who throws up his hands in surrender. 'The Empire will be glad to have you in custody,' you say. Melan says nothing as you place him in binders.
In a few hours, you're transferring the Bothan spy to Captain Brek in the city of Bela Vistal. 'Good work,' he says. 'There have been new developments. I've been in touch with Black Sun, and arranged for you to meet with Skahtul on Tatooine.'
Scenario 5: The Trap Is Sprung
Join forces with a Barabel bounty hunter to track down Luke Skywalker.
The last swoop race of the season is at Mos Espa on Tatooine. Long ago, major podracing events were held there, but now only the swoops race. In a dark corner of a cantina in the city, you meet with your contact, the Barabel bounty hunter Skahtul. 'I have a contract from Xizor,' she begins. Her voice hisses through her many sharp teeth. 'The bounty is on Luke Skywalker.'
Skahtul pauses to await your reaction, and then continues. 'I have tracked him here to Tatooine.' A waitress approaches your table, and the Barabel bares her teeth to hiss at her. The waitress drops her tray and runs away. Skahtul continues, 'Xizor Transport Company is providing several large sand barges from which spectators can watch the race. I will kill Skywalker when he arrives aboard Xizor's personal barge.' She looks at you and adds, 'With your help, of course.'
The luxury sail barges are thirty meters long, and accommodate dozens of passengers. Only the finest criminals from Tatooine are aboard Xizor's barge, dressed in their most expensive clothes. The Vigo holds court on the elevated rear deck. Xizor's assassin droid Guri stands by his side and eyes the crowd carefully.
Finally, you spot Skywalker, moving quietly toward the aft of the barge. Skahtul steps in front of him, armed with a heavy blaster pistol. 'At last, Skywalker, we meet,' she hisses. Women scream and criminals scatter out of the way. Skywalker says, 'Your attempts to track me down have succeeded. However, this will not end the way you expect.' With a snap and a hiss, his lightsaber ignites. You suspect he has lured you into a trap, and not the other way around.
Every time you gain the upper hand, Skywalker leaps aside or swings his lightsaber in a deadly arc and the battle begins anew. An errant blaster bolt hits the steering vane for the sail barge, and it slowly careens out of control. Screaming passengers cling to any available railing as the barge crashes to the desert surface.
You and Skahtul are thrown aside, landing in a dune nearby. When you regain your feet and look around, there is no sign of the Jedi. 'It's not over between me and Skywalker,' says Skahtul. 'We fought him to a standstill, despite his Jedi tricks and lightsaber,' you tell her. 'Only the crash of the sail barge enabled his escape.'
THE NIGHTSISTER'S REVENGE
A Force-sensitive Nightsister exile has made a new home deep within the icy caverns of Hoth. She uses mind control over a pack of wampas to devastate nearby installations and steal supplies. Her manipulation of the beasts is so complete that both the Jedi and the Empire want this knowledge, or at the very least to remove the Force-user as a threat to the people living on the surface.
Dark Side Campaign: She Will Be Sith
Search for a renegade Nightsister on the desolate snow planet of Hoth. Get your mission from a Sith adept and battle against a Jedi Knight. Encounter a Rebel captain and discover a secret Rebel outpost. Fight against the beasts of Hoth and their dangerous mistress.
Scenario 1: A Brief Encounter
A Sith adept tasks you with the job of finding a Nightsister from Dathomir who is now on Hoth.
You receive a message from Namman Cha, a Sith adept you have dealt with before. 'Meet me on Hoth,' he says, and that transmission provides exact coordinates. A planet in the Anoat sector - a remote part of the Outer Rim territories - Hoth is a desolate, snow-covered ice world.
'I have tracked a gifted Force-user to this worthless planet,' says Namman Cha when you meet with him. 'A Nightsister from Dathomir.' He hands you a datapad showing a holo of a rancor walking through a canyon. Mounted on the rancor is a woman wielding an energy lance.
'You came all this way just to find her?' you ask.
'She is strong in the Force,' says Cha. 'Kyrisa is her name. She will be a powerful ally and serve the Emperor as I do.' His stern look says it's not wise to ask more questions. He thumbs the datapad and it displays a holo search grid. 'I'll take this quadrant. You take this one. Stay in touch.'
After a few hours of searching with your electrobinoculars, a green flash catches your attention. Increasing magnification, you see a lone figure dispatching a Hoth hog with a lightsaber. You approach carefully, but the figure easily senses your presence and soon you meet.
The Twi'lek woman drops her weapon to the side, but does not deactivate it. 'I am Rachi Sitra,' she says. 'I don't want to fight you. I'm looking for an exiled Nightsister.' Her feet are wide apart in a combat stance.
'I too search for this Nightsister,' you say. 'I will take her to the Emperor.'
The Jedi raises her lightsaber and grips it with two hands. 'I don't think so,' she says as she leaps to attack.
With a kick, you knock the Jedi off her feet. She jumps up in a flash. 'Neither of us has to die,' she says, stopping the fight for a moment. 'Let's go our separate ways and see who finds the Nightsister first.'
You watch her carefully, but she seems to be sincere. 'Alright then, that's it,' you say. 'The Nightsister will be a Sith soon enough.'
With a salute, she backs away. In a few moments, the swirling snow obscures her completely. It's time to return to your search.
Scenario 2: Mounted Patrol
Encounter a Rebel patrol riding tauntauns, led by two members of Renegade Squadron.
The wastes of Hoth are nearly featureless. As you continue to explore your assigned quadrant, occasionally there are caves but none are large and all are vacant. Only a few times have you seen indigenous creatures like snowmice or an ice scrabbler.
The next beast you see is a tauntaun and it catches your eye because it's carrying a rider. He's wearing what looks like Alliance cold weather gear. There are several in the party, and you start wondering why there would be Rebels on Hoth. They're too well-armed to be regular troops. You suppose they could be SpecOps, but probably SpecForce. Arming themselves with blaster carbines, they fan out to cover your position.
One of them rides forward, putting his goggles up. 'You're gonna have to tell us what you're doing here,' he begins. You recognize him as Captain Han Solo, a hero of the battle of Yavin.
'I don't think this planet is under Alliance control,' you reply. 'I don't think I have to tell you anything.'
'We can't let you go back to your Imperial pals now,' says Solo. 'Look, just come back with us and we can sort things out. This doesn't have to get messy.'
'Actually,' you say drawing your weapon, 'it does.' The battle begins.
The battle lasts until the wind and snow make it impossible to continue. A storm on Hoth puts a halt to any kind of outdoor operation. You don't have to answer Solo's questions, but you didn't find out what they were doing here either.
You remember a small cave you passed before the encounter with the Rebels, and take shelter there to wait out the storm.
Scenario 3: Wampa Attack
Discover the largest of the indigenous reptomammals on the planet Hoth and find out why few live to tell the tale.
After the storm clears, you step outside to get your bearings. A Hoth snowfall completely changes the local terrain configuration, so electronic positioning is the only way to avoid getting lost.
Your comlink activates. 'Captain Jeffren Brek, ISB. Hold your position, we'll be there soon.' Brek arrives on foot with a small party of agents. 'The ISB is interested in this Force-user as well. Blackhole has some theories about beast mastery and espionage.'
He hands you a datapad using his cybernetic arm. 'This is the search grid we've been covering.' You indicate where your search has progressed so far. You also brief him about the Jedi and Rebels you encountered. Brek is surprised. 'If they're looking for Kyrisa too, we'd better get a move on.'
The roar of a distant beast interrupts your planning. You exchange worried glances with Brek and the other agents. You hear another roar, followed by a roar from a second beast. Swirling winds make it difficult to determine their direction.
'Over there,' you say, pointing to a ridge at the north. A wampa appears at the crest, and then a second one. A titanic roar, much louder than any you've heard yet, shakes the ground and your confidence. Then, the head of a gigantic beast appears above the ridge. It's a wampa, but much larger than any that have ever been reported.
'Genetic engineering,' mutters Brek. 'That's another of Kyrisa's specialties. That beast isn't natural.' You form a battle line and prepare to defend against a pack of vicious wampas.
After the smaller wampas were dealt with, you were able to focus your efforts on taking down the giant beast.
Hamstringing the huge wampa limited the range of its deadly claw swipes, and eventually it tired enough that you could deliver a killing blow.
Scenario 4: Queen of Beasts
The Nightsister exile wants revenge for the death of her pets, and she brings many friends.
The lifeless bodies of the wampas cover the ground surrounding your location. Their blood runs red in the snow. The gashes from their claws cut right through your body armor and cold weather gear.
Some of the ISB agents take claws or teeth as souvenirs. One of the agents rubs his head and says, 'That thing swatted me with its big paw and I was out like a light.'
Brek says, 'They stun you and take you back to their cave. Then kill you later.'
The agent asks, 'I thought they only hunted when they were hungry?'
Brek says, 'They do what that Nightsister trains them to do.'
Suddenly a voice rings out across the plain. 'You have slain my prize. Now you will pay the price!' Standing on a ridge, you see the figure of a lone woman holding a bladed staff high over her head. Dressed in white and blue cold weather gear, her face has the red tattoos of the Nightsisters of Dathomir.
You have finally found Kyrisa, the exiled beast master. Her face fills with anger, and her red eyes smolder with rage. A pack of Hoth beasts joins her on the ridge. They seem to obey her commands, like an army of trained soldiers. 'Kill them, my pets!' she screams.
Breaking through the ranks of beasts that surround Kyrisa, you knock her down. She springs up with a Force jump and assesses the situation. It's obvious that many more of her pets have been slain, and the battle is going against her. Warily, she backs away and the beasts that remain form a line to cover her retreat. Kyrisa escapes into the blowing snow and you're too tired to follow.
Brek gathers up his agents and says. 'I'll track the Nightsister. You go back to where you saw those Rebels and try to find out more about why they're here.'
Scenario 5: A Small Outpost
The Rebel patrol leads to a small military facility, and you meet with another famous Alliance officer.
Checking your datapad, you retrieve the coordinates for your encounter with Solo and the Rebels. You return there with no incident. Recalibrating your comlink to known Alliance frequencies, you detect Rebel chatter.
Heading in that signal's direction, you stop to search with your electrobinoculars. For a brief moment, you see a Rebel mounted on a tauntaun on a ridge. Then he disappears from view.
Approaching carefully, you lay down to look over that ridge. Below, you see a handful of temporary structures and many stacks of boxes and supplies. A dozen or more Rebel troops are working to assemble a small outpost.
You pull back from the ridge to avoid detection. Looking down the ridge through the blowing snow, you see another Rebel patrol. You have nowhere to hide, so you stand and ready your weapon.
The leader of the party approaches and dismounts, blaster at the ready. She pushes back her parka and you recognize Leia Organa, former senator and now officer in the Rebel Alliance. 'You need to tell me what you're doing here,' she says.
'That's just what I was going to ask,' you reply. 'Nice little facility you're constructing.'
'You know we can't let you leave,' she says, leveling her blaster in your direction.
'You know I can't let you capture me,' you say as you begin your attack.
You're able to battle Organa and her SpecForce elite troops to a standstill. However, it's only a matter of time before reinforcements arrive from that outpost. When there's a lull in the fight, you make a break for it. The Rebels are wounded enough that they can't follow, so they don't pursue.
After putting some distance between you and the Rebel patrols, you contact Jeffren Brek. 'Did you get any vids?' he asks. 'No. Nothing concrete. All I have is a recording of some comm chatter. It wasn't safe to hang around.'
'What about Kyrisa?' you ask.
'No sign of her,' says Brek. 'She knows her way around this frozen rock better than anybody.'
A few days later, you're with Brek aboard the Devastator when he reports about your operation to his superior, General Nevar. 'Rebels on Hoth? All I have is your word for it?' asks the general. 'What could they be doing on such a worthless planet? I'm deleting your reports. This ridiculous adventure was a mistake from the beginning!'
As a result of Nevar's error in judgment, the Imperials didn't know about the base that the Rebel Alliance was building on Hoth... until over a year later.
Light Side Campaign: Find the Nightsister
Meet a Jedi knight on Dathomir and begin a search for a deadly Nightsister exiled to the ice planet Hoth. Battle against Imperial snowtroopers and dangerous Hoth beasts. Defend a secret Rebel outpost against an Imperial walker attack.
Scenario 1: Unfriendly Competition
The Singing Mountain Clan hoped to capture the renegade Nightsister on Dathomir, but now you must travel to Hoth.
You receive a comlink transmission from Rachi Sitra, the Jedi Knight. 'Meet me on Dathomir. I'll be at Singing Mountain.' When you arrive, Rachi greets you and escorts you to Augwynne Djo, leader of the Singing Sisters.
'The Singing Mountain clan is in constant conflict with the Nightsisters, another clan of Force-users here on Dathomir,' begins Augwynne. She activates a holo of a Nightsister riding a rancor. 'This one is Kyrisa,' says Augwynne. 'She became such a threat to her own clan that they exiled her. She is perhaps the most dangerous of all.'
'We hoped to capture Kyrisa here on Dathomir,' says Rachi. 'However, she has been sent away and now she is on Hoth.' Then Rachi looks at you. 'You and I will go there and find her.'
A few days later, you join Rachi on Hoth. Far on the edge of the Outer Rim, the planet has no cities and no spaceports. 'We'll have to split up and follow a strict search protocol,' says Rachi. 'Stay in communication and report on the hour. Good luck.'
For hours, you find nothing but harsh winds and bitter cold. You spot a large, hog-like creature, roaming alone. It suddenly charges away into the swirling snow. Getting closer, you see a lone figure with a red lightsaber battling the Hoth hog. He easily kills the beast.
Then the mysterious figure looks at you. Sith tattoos streak his face. 'I am looking for a Nightsister,' you call to him. 'Have you seen her?'
The Sith smiles. 'I search for the same woman,' he says. 'For my own reasons. Which, I am sure, differ from yours.' Then he executes a mighty Force leap and attacks.
Your battle with the Sith adept continues with no clear victor. Then you knock away his lightsaber and he leaps away to recover it. 'As much as I'd like to kill you,' he says, out of breath. 'My mission is to find Kyrisa.' Backing away he adds, 'I will turn her to the dark side and she will serve the Emperor!'
You are too exhausted to follow, and you must save your strength if you are to find the Nightsister before the Sith does. It's time to report to Rachi.
Scenario 2: Defend the Outpost
Discover the secret Rebel base under construction on Hoth and fight back when Imperial troops attack
When you report to Rachi with a description of your encounter with the Sith, she tells you to stay there and she will be there soon. 'I was concerned that you might be injured,' says the Jedi knight when she arrives. 'That Sith must certainly be Namman Cha. You did well to fight him to a standstill.'
Rachi's comlink buzzes again, and she talks on it for a moment. 'I've been in touch with a Rebel SpecForce unit on Hoth,' she says. 'They have a small outpost in need of security.'
'I'll help the Rebels,' you say, 'Go look for Cha.' She gives you the coordinates for the outpost and then she quickly leaves.
Near the Rebel camp, you meet with a mounted patrol on tauntauns. 'Rachi Sitra sent me,' you tell them. 'We've been expecting you. Come with us,' says the sergeant.
They bring you to Major Bren Derlin, the chief of operations for the Rebel outpost. 'There have been reports of Imperial activity on the east ridge,' he says. 'Take a squad to investigate.'
Staying just behind the ridge for cover, you peer through your electrobinoculars. The wind and snow let up for a moment, and you see two Imperial snowtroopers. 'I've got 'em,' you say to the rest of the squad. Leading the cold-weather soldiers is Jeffren Brek, an ISB officer.
You move quickly toward their position but can't catch them unawares. They spot you and get ready for battle. 'Take some prisoners,' you say. 'We need to find out what they know.' Blaster shots are exchanged and the firefight begins.
The battle goes well. Your Rebel squad is SpecForce trained and most capable. Before you can surround Brek's troopers and force them to surrender, the weather kicks up again. This storm is a bad one. Not only do you fail to capture the Imperials, you are separated from your troops.
Scenario 3: Seeking Shelter
Driven into a cave to escape the ice storm, you find a huge unnatural beast in its lair
Survival is your primary concern at this point. Nobody can withstand an ice storm on Hoth, so you have to find some shelter. You discover an icy cave in the side of a hill and duck inside to wait out the storm. The harsh winds whip past the cave entrance.
Rachi told you that there were deep caves of thermal activity on Hoth, and some stranded travelers found enough warmth there to keep alive for days. You see a passage that leads deeper, so you decide to follow it.
You jump at the squeaks of a few snowmice that scatter away down the passage ahead of you. The smell of animals gets stronger and then you stub your boot on an ice scrabbler carcass. The light from the cave mouth is starting to fail this far inside, and you struggle to see what's ahead.
The passage branches in two directions and you decide to go right. As the tunnel turns sharply, you step off a ridge in the poor light and fall a couple of meters with a thud.
You can tell you're in a larger chamber, but it's dark. You hear a snorting sound. Then another. Then a squeal like a pig. You can make out the shapes of a couple of Hoth hogs. Then behind them is another hog, larger than any you've seen or heard of. Suddenly they all snort and squeal, and they charge to attack.
The vicious, close quarter combat finally ends when you administer the killing blow to the giant Hoth hog. You have heard that Kyrisa is not only skilled in training beasts, but she dabbles with genetic engineering. That is the only explanation for the oversized creature that you just narrowly defeated.
Scenario 4: Mother of the Beast
The one who made the giant beast you slayed now demands satisfaction.
With the pack of hogs now dead, the cave is quiet again. You find a path from the chamber you've fallen into that leads back to the cave entrance. Following back along the way you came in, you're relieved that you no longer hear the winds whistling past the mouth of the cave.
Snow covers your exit, but digging through the mound is not difficult. The storm has relented, and the winds are now quiet. You break through into the sunlight, and soon you're standing by the cave that saved your life.
'My Maraki is gone,' says a woman's voice from behind you. You turn to look up the hill and see Kyrisa, the exiled Nightsister, standing on top. 'You have slain one of my children,' she says. Her red eyes flash and the tattooed streaks on her face contort with anger.
'I took shelter from the storm,' you say. 'The beasts attacked and I defended myself.'
'Enough of your lies!' she screams. At her side now are two fierce wampas. 'You invaded their home and murdered them!'
It's obvious she's going to attack any second. You ready your weapon as she says, 'You will die like all the humans on this planet! Hoth belongs to Kyrisa!' She throws her arms forward and her deadly menagerie attacks.
Kyrisa's beasts are well trained and fight to the death to defend her. Still, the battle turns against the exiled Nightsister and she jumps on the back of a hog to make her escape.
'Your fate is sealed!' she cries. 'I will find you again to exact my revenge!' Then she rides away into the swirling snow.
Scenario 5: Walker Attack
Back at the Rebel outpost, the Imperials attack again with a small detachment of vehicles.
Your comlink buzzes, and the message is from your squad of Rebels. 'We have your location,' says one of them. 'Sit tight, we're on the way.' Soon they come into view, and you happily reunite with the troopers. 'Thought we'd lost you,' says the young lieutenant.
'Not that easily,' you reply. On the way back to the outpost, you entertain them with your heroic tales of battling Kyrisa and her beasts. When you arrive at the camp, Major Derlin wants a full report. You tell the story one more time, but now without so much embellishment.
Then Captain Han Solo comes in from a patrol, riding a tauntaun. He quickly dismounts and says, 'Walkers coming. Small ones, but any walkers are trouble.' Derlin starts barking out orders, and a well-rehearsed defensive plan springs into motion. Troopers take positions along the perimeter of the outpost, and you join the ones on the edge where Solo came from.
About a kilometer away, you see Imperial vehicles advancing. A pair of AT-PTs - the small, one-man walkers - approaches side-by-side. Your troops have heavy weapons that should be able to take out these lightly armored vehicles.
A squad of snowtroopers runs with the walkers on foot. Your troopers open fire with their blaster rifles and send them running. Your heart sinks as you see a larger walker coming up to support. It's an AT-ST, and its twin blaster cannons are already blazing away at your position.
Your SpecForce heavy weapons have crippled the Imperial walkers. The snowtroopers are still putting up a good fight, and you've lost many good men. Finally, Hoth decides to end the battle with a roaring blast of ice and snow. The force of the wind blows over one of the crippled walkers with a crash. The battle ends as the storm engulfs both armies. You run with the Rebels back to the temporary shelters in the outpost.
There's no way to tell what happened to the Imperials until the storm blows over. After about an hour, you can finally make your way outside the outpost perimeter to examine the battlefield. One of the AT-PTs is missing, carried away by the fury of the wintry blast. Few of the Imperial bodies remain, and none is alive.
Several patrols are formed to reconnoiter the immediate area. No signs of the Imperials are found. With nowhere to hide, they were swept away by the full force of the storm. For now, the Rebel outpost on Hoth remains concealed from the Galactic Empire.
THREAT OF THE Conqueror
The Conqueror, an Imperial Star Destroyer, is armed with a planet-destroying weapon like the one on the Death Star battle station. The Rebels of Col Serra's Renegade Squadron will battle the Imperial Storm Commandos of Admiral Victor Strang to end the Conqueror's threat to galactic peace!
Dark Side Campaign: Storm Commandos
With information that the Rebel Alliance has recruited new special forces units such as Renegade Squadron, the Emperor assigns the Imperial Storm Commandos to shut them down. Sith overseers accompany the Imperial special forces to ensure success.
Scenario 1: Wrong Place, Right Time
Down time and training exercises for the imperial Storm Commandos are canceled when a crack team of Rebel Soldiers leads a surprise attack.
Your success in operations against the Rebel Alliance brings you to an Imperial special forces team in a remote region of Rori. Between assignments, this group of Storm Commandos awaits repairs to their starship at a small Imperial facility.
After your briefing with Captain Sarkli, the unit commander, you spend some down time meeting with the soldiers. They're spending this time with maintenance to their equipment and running training simulations.
An alarm sounds throughout the repair facility. 'A team of Rebels is attacking the outpost!' says an Imperial lieutenant.
'I bet they didn't expect to find a team of Storm Commandos!' you say.
'Should be a good training exercise,' says the lieutenant with a grin.
You grab your weapon and head for the roof. You can see the Alliance assault ship landed a few hundred meters away. The Rebels are forming up at the bottom of its landing ramp.
Captain Sarkli is there, examining the attackers with his electrobinoculars. 'Looks like Renegade Squadron,' he says. 'I see Col Serra. He's one of Han Solo's buddies. Get ready for a tough fight.' Sarkli puts down the binoculars and grabs his blaster rifle as the other Storm Commandos take up firing positions.
'We're in the wrong place at the right time. Let's take care of this upstart Rebel unit once and for all,' you say.
Commandos like Renegade Squadron would have overwhelmed the usual garrison troops assigned to defend an Imperial starship repair facility. Your Storm Commands surprised them with a sturdy defense and the Rebels were forced to withdraw.
As Col Serra and his men fall back to their assault craft, Sarkli calls off the firefight.
'If we follow them now, we can take out all of Renegade Squadron!' says one of the lieutenants.
'Hold your fire, soldier,' you say. 'We can't pursue now with our ship under repairs.'
'We'll get another chance,' says Sarkli. 'We bloodied their noses this time, but I'm sure our paths will cross again.'
Scenario 2: Too Close
A simple assault on a Rebel outpost leads to an unexpected encounter with a powerful student of the Force.
Sarkli calls a briefing of his key personnel, and you're invited. 'Imperial intel has discovered a Rebel outpost right here on Rori. The Renegades are off planet now, so we should meet with only token resistance.'
A holo pops up from the briefing room table, showing a map of Rori and the mission target. 'Our orders are to secure any information there about other Rebel facilities on the planet. There's been a lot of Alliance activity lately, so there must be a hidden base nearby. Too close for comfort.'
That evening, a landing craft drops you off with the Storm Commandos a few hundred meters away from the Rebel outpost. Under cover of darkness, your crack troops make a stealthy advance to the underground facility.
Things seem too quiet as you enter the bunker. No scouts are in evidence above, and there seem to be no active security systems.
The team slicer is running scanning equipment at the intersection of four dark corridors. 'No activity at all. Captain,' he reports.
'We still need to scrub the place looking for leftover intel,' says Captain Sarkli. 'I want every piece of furniture examined. Even if the whole facility is abandoned,' he says with disgust.
'Not abandoned, Sarkli,' says a voice from down a dark corridor. A woman's voice. 'Personnel evacuated. Except for us.' The snap-hiss of a lightsaber illuminates the face of a Twi'lek Jedi Knight. Down each of the other three corridors, another lightsaber activates.
The combat was short-ranged and vicious in the underground Rebel outpost. Corridors illuminated by the flashes of Imperial blaster fire and the arcs of Jedi lightsabers are dark and silent.
'Storm Commandos, sound off!' says Sarkli, and his men check in one by one. Many Imperials are wounded, some with severed limbs from the lightsaber battle at close quarters.
The result is that their ambush failed, and the Jedi have retreated. 'We took the best they could give and we're still here,' you say to the Storm Commandos. 'That was Rachi Sitra. She's a Jedi Knight. They don't get much tougher than that.'
Scenario 3: Nowhere to Hide
When the Royal Security Forces of Naboo harbor Rebel traitors, it’s your job to lead the Storm Commandos in an operation to expose them all.
'Assaulting a Royal Naboo station... what if that creates a political firestorm?' you ask Sarkli. Along with the Storm Commandos, you're aboard a landspeeder skimming over the swamps of Naboo. Information found in the hidden Rebel bunker named a security forces office that's been a front for Rebel activity.
'They're hiding Rebel traitors there,' Sarkli says with a shrug. 'That makes them traitors in the eyes of the Empire. It's been double-checked this time by Imperial intelligence. Besides, we have our mission. I'm not a politician.'
You make a mental note not to discuss politics with the Captain again. The speeder lands and your troops rush to deploy. You encounter a few RSF scouts on the approach, but the Storm Commandos take them out.
You arrive at the side door of the facility, and a small demo charge takes out the door mechanism with a muffled thump. Blaster fire sprays from the opened door, and inside are Rebel troops behind cover.
A grenade flies in the doorway and after it goes off, you and the Imperials move inside. When the smoke clears, you see a leader barking out orders to the Rebel defenders.
You're surprised to recognize Garm Bel Iblis, a former member of the Rebel High Command who was released from the Alliance. Now he's leading a band of Rebels in a secret operation on Naboo, so his hatred for the Empire must still be intact.
Your mission is data retrieval, and these Rebels are in the way.
The Corellian tactician trained them well, but the Rebels are no match for your Storm Commandos. Iblis escapes, along with the rest of his troops. 'Let them go,' says Sarkli. 'Get the data from these computers.' The slicers go to work, while the other Storm Commandos tend to their wounds and pack up their equipment.
'We've got Rebel movements for the last three weeks. Captain,' says one of the slicers as he looks up from a computer screen.
'Get it all, lieutenant,' says Sarkli. 'Data analysis is for the headquarters, not while we're on a field op.'
Scenario 4: Bunker Busting
Hidden deep in the forests of Corellia is a Rebel stronghold that the Storm Commandos are assigned to destroy.
The Storm Commandos have traveled to Bela Vistal, the Imperial stronghold on the planet of Corellia. According to the data analyzed by the slicer team, the secret Rebel stronghold is in a bunker hidden by a deep forest.
'Maybe that's how Iblis got involved with all this,' you say to Captain Sarkli. 'He's a Corellian.'
'Not my problem,' says Sarkli. 'What is my problem is getting into this bunker. We don't know much about the facility, but it's a bigger operation than anything we saw on Rori. I expect this time we'll face fortified structures with well-trained defenders.'
'That's why you guys get the big credits, right?' you say with a grin to the room full of soldiers. Not a one of them laughs. Sarkli continues to finish the briefing.
An Incom gunship puts your team on the ground about two klicks from the bunker. As the sun begins to set, you make the approach in twilight. A few Rebel sentries are taken out as the Storm Commandos approach.
One of your snipers takes out another Rebel, but when you get to the sentry's position, she lies on her back still holding her comlink. 'Roger that Bravo Two, incoming Imps. Fall back to bunker. Bravo Two, do you copy? Bravo Two?' The dead sentry doesn't reply as the comlink buzzes away.
'No more surprise,' you say to Sarkli.
'Then let's get moving,' he says.
The blast doors of the bunker slide open and Rebel commandos step outside, one by one. 'Looks like we're going to have a party on the patio before we get inside,' you say.
'Inside, outside, makes no difference to me,' says Sarkli.
The Bothan general Polo Se'lab has trained his troops well, but the Storm Commandos win the firefight. Se'lab escapes capture as your soldiers regroup before entering the bunker.
'Nice of 'em to leave the door open,' says Sarkli.
'Just because we took out their mobile strike force doesn't mean there aren't more troops inside,' you say.
'Agreed,' says Sarkli. 'Look sharp, men. Let's go.'
Scenario 5: Final Strike
Inside the Rebel headquarters bunker, the Storm Commandos find the Alliance last line of defense and a Force-using war hero.
After a tough fight against Rebel commandos led by a Bothan general, the Storm Commandos are inside the Alliance bunker headquarters. Sarkli has double-checked the loadouts for every Imperial soldier. Slicers have cut the power to the lights for the facility. The alarms and security cameras are also shut down.
'Any messages transmitted from this bunker?' you say to the team's comm techs.
'Just one sir,' says one of the techs. 'Priority transmission to another location on Corellia. Heavily encrypted. We can't determine the recipient'
'Alright, we'll call that a good sign. Only one transmission. Let's get a move on,' says Sarkli.
The Storm Commandos move through the darkened corridors with practiced ease. They clear each room, one by one, leaving none behind them. Twice they find workers hiding under furniture, but they are dispatched.
With the top floor cleared, only the basement level remains. After all the other rooms are secured, you stand in the corridor leading to the large control room in the center of the facility. The security panel is shorted out, and the heavy doors swing open.
'I thought you'd never get here,' says a voice from inside, punctuated once again by the snap-hiss of a lightsaber. You see the Hero of Yavin — now a Commander in the Rebel Alliance — none other than Jedi Luke Skywalker. 'I was on my way when I got the coded message. Looks like I got here just in time.'
'He's alone!' says Sarkli. 'One man against my squad of commandos?'
'One Jedi,' you say as you ready your weapon. 'More than just a man.'
Skywalker looks like he's not even breaking a sweat as his lightsaber swings back and forth. Sometimes it hacks off a blaster rifle, and other times it reflects a blaster bolt back at its firer. 'This base is abandoned,' he says. 'The Rebel Alliance has moved on.'
'Think what a prize it would be,' you shout over the whine of blaster fire, 'to return with the head of Luke Skywalker!'
The Jedi smiles. 'Not likely,' he says with a leap backwards out of range. Skywalker slashes at a door behind him, and it swings open. 'I've done enough damage to your troops for today,' he says as he bounds through the door.
When you race to the doorway, you look up to see a narrow ventilation shaft. The Jedi is already leaping out of the top and escaping the bunker. You turn around to face the other troops. 'He's gone,' you say.
'Skrag!' says Sarkli. 'Now we've got nothing to show for this whole mission.'
'Well, we closed down several Rebel operations,' you say. 'Not to mention shooting up a few of their troops in the process. I think we can call this a good day for the Storm Commandos.'
Light Side Campaign: Renegade Squadron
Renegade Squadron traverses the galaxy looking for an Imperial secret weapon that outfits devastating technology on a single Star Destroyer. This breakthrough will serve as a replacement for the Death Star battle station lost at Yavin IV. The Jedi have assigned key personnel to help the Rebels in their search.
Scenario 1: In the Shadows
A simple mission to take out an Imperial weapons depot on Naboo leads to a startling revelation.
Your exploits in the battle against the Galactic Empire have been recognized. Col Serra, one of the leaders of the Rebel unit called Renegade Squadron, contacts you. You meet him at a small camp in the forests of Naboo. 'We're gettin' ready to raid a weapons depot,' says Serra.
'What kind of weapons are we looking for?' you ask.
'Sorry buddy,' he says with a laugh. 'Every mission can't be about saving the galaxy. Taking out this depot will hurt the Imps on Naboo, and that's all we're after.'
Renegade Squadron has an excellent reputation among Rebel special forces units. The commandos you meet are rough around the edges and not regular military. However, you're impressed by the way that a few words from Serra get them ready for action. Planning for the operation is simple and effective, and there are no questions. They work together like a well-oiled machine.
Soon, you're on a ridge spying on the depot with electrobinoculars. 'That's Sarkli,' you say.
'Captain Sarkli?' asks Serra, taking the binoculars.
'He's a leader of an elite group of commandos,' you say.
'This is gonna be tougher than we thought,' says Serra. 'Storm Commandos,' he says to the Renegades, and their grim looks show that they know what he's talking about.
Your troops get about halfway across the broken terrain to the north of the depot building when the Imperials sound the alarm. From the roof of the building, you can hear Sarkli say, 'Get off your butts, men. We're under attack!' Blaster shots force you and the Renegades to take cover, and the firefight begins.
Sarkli's Storm Commandos put up a good fight, but Renegade Squadron gets the upper hand. You take control of the weapons depot as Sarkli and his men escape into the wilderness. Inside, there are dozens of crates of weapons and ammunition. The Renegades begin to take inventory, examining each crate in turn.
The only office in the building has a small safe, which one of the Rebels opens with slicer gear. 'Datafiles,' he says, holding up a fistful of the plastic cartridges.
'Let's take a look,' you say as you shove one of them into the computer console. A holo appears of an Imperial Star Destroyer.
'Just another ISD,' says Serra.
'Wait,' you say as the image rotates. 'Look at the bow. That weapon is not standard issue.'
Serra switches off the console and pulls out the datafile. 'Alright, collect all these files and we'll have the slicers look 'em over. We're done here. Renegades.'
Scenario 2: Behind the Shroud
A research facility on Naboo is your next target, and it’s guarded by an unexpected adversary.
You watch over the shoulder of a tech as she examines the data from the weapons depot. Data streams across her screen, and the holo of the Star Destroyer rotates nearby.
'What is that weapon?' you say, pointing at the bow of the image.
I'm not sure,' she says. 'But it's big. Really big.' She scrolls through more data and stops with a gasp. 'It's a superlaser. Like the one on the Death Star.'
'Watch,' she says, as the holo shows a green beam from the prow of the starship. 'There are beam generators here and here,' she points, 'They focus here.' She points at where the beams converge.
'This weapon was developed at a research facility here on Naboo,' says Serra. 'Then that's our next target,' you say.
Soon, Renegade Squadron breaks into the facility. You move through testing bays and fabrication chambers looking for the main control room. You hear the hiss and hum of a lightsaber. You see a single figure dressed in dark Sith robes, bathed in the red light of the weapon.
This is as far as you get,' says the man you recognize as Sith Acolyte Namman Cha. 'The eradication of Renegade Squadron will keep this facility's secrets safe.'
'We came here to find out more about that superlaser,' you say.
'You have no idea what you're dealing with,' says Cha. With a powerful leap, he closes the gap between you and the battle begins.
The ferocity of Namman Cha is impressive, but your superior numbers begin to take their toll. The Sith decides that escape is preferable to death. With another impressive Force leap, he bounds skyward to crash through a skylight and run away into the night.
You enter the main control room of the weapons facility. Your slicers download all available data from the consoles there. As the data streams are collected, one of them says, 'Conqueror.'
'What?' you ask.
'That's the name of the Star Destroyer with the superlaser,' he says. 'It's called the Conqueror.'
'Now we know what to look for,' you say. 'It can't be that hard to find a starship that's sixteen hundred meters long.'
Scenario 3: Blackguard Battle
When you try to hijack a shuttle on Mustafar, an unusual alliance between the Blackguard Dark Jedi and Imperial intelligence stands in your way.
The green beams converge again, forming a single destructive blast. Again, you watch the rogue moon blow into a thousand million fragments, crowned by a ring of exploding energy. No matter how many times you watch the holo, it chills you. 'This is what it must have been like to watch the destruction of Alderaan,' you say.
'Except that this was a small, uninhabited planetoid in the Mustafar system,' says Serra. 'Still, the power of this weapon is incredible.'
'Now that we know there's been a successful test, we have to move quickly,' you say.
One of the techs speaks up. 'According to the timestamps on these recordings, the Conqueror should still be in the Mustafar system.'
'We have to find a way to get aboard,' you say.
Soon, you're on Mustafar, talking with a Rebel intelligence officer. 'Supply shuttles travel from the surface to the Conqueror once each day,' he says.
'If we can hijack one while it's grounded, we can get aboard,' you say.
Just before dawn. Renegade Squadron is in position, ready to attack when the shuttle lands. A speeder shows up with a squad of local Blackguard Elite Minions. Ysanne Isard, director of Imperial intelligence, leads them.
'If they're working together, this must be important,' says Serra. 'We'll have to take 'em out before the shuttle lands.'
You can hear Isard talking to the Blackguard. 'This operation is of the highest importance to the Empire,' she says.
'That's why we're here,' you say. She turns to face you, and the firefight begins.
'Fall back!' says Isard, as she retreats to the Blackguard speeder. They lay down a volley of suppressive fire that keeps you pinned down. The Renegades are unable to pursue as the Blackguard survivors jump into the speeder and it flies away.
'Alright men, focus on the mission,' says Serra as he slams a fresh energy cell in the grip of his blaster rifle. 'Get back into position now!' Once again, the expert commandos of Renegade Squadron deploy under cover around the perimeter of the site.
When the shuttle arrives, your plan works to perfection. The hapless crew is subdued, and soon you are putting on their uniforms and boarding the shuttle to complete your infiltration.
Scenario 4: Fall of the Conqueror
Aboard the Conqueror, you head for the reactor core, where you must battle the ship's captain and his squad of Imperial commandos.
'Admiral Strang?' asks Col Serra as your shuttle travels on autopilot from the surface to the Conqueror. 'Victor Strang? He's the captain? He used to lead a team of Storm Commandos,' says Serra. 'Stay sharp, men. This will be no ordinary boarding action.'
Identifying codes are exchanged and the shuttle lands in the huge docking bay of the Star Destroyer. Your uniform disguises provide a moment of surprise, and a quick firefight takes out the stormtroopers there.
'Aft to the reactor core,' you say as you head down a passageway. The rest of Renegade Squadron follows, shedding their shuttle crew uniforms on the way.
Navy troopers are swept away as your team approaches the reactor. An alarm horn begins to blare and red emergency lights flood the corridor. Blast doors shut ahead of you, blocking your path.
Serra waves a hand forward, and two of the Renegades apply a strip of thermal detonator tape on each side of the door. 'Three, two one,' says one of them, and everyone falls back to take cover. Two loud bangs are followed by one of the blast doors clanging to the deck.
When the smoke clears, you see an Imperial officer wearing commando body armor. 'Isard warned me you were coming,' he says. 'I am Victor Strang. This is my personal guard,' says the admiral, brandishing a heavy blaster rifle towards a squad of commandos behind him. 'This is my ship. You're not taking her from me.'
'We're not here to capture your ship,' you say. 'We're here to destroy it.'
'I like that even less,' says Strang with a laugh. Then he steels himself and says, 'Defend yourselves.' The battle begins.
The battle between two special forces teams is brutal and swift. Renegade Squadron employs overlapping supporting fire to gain the upper hand, and you see Strang give his troops the order to fall back. Before you can pursue the admiral, another blast door clangs shut behind him. 'Let him go,' you say.
Serra says, 'Set those charges on the reactor, men.' Your medics treat the wounds from the firefight as the demolition experts do their jobs. 'Timers set sir,' says one of them. 'Back to the docking bay,' says Serra.
Scenario 5: No Chance
The demolition charges are set, but blocking your escape from the doomed Star Destroyer is a formidable Force-sensitive opponent.
With the timers set on the demolition charges that will destroy the Conqueror, Renegade Squadron rushes through the Imperial Star Destroyer to get back to the docking bay. The plan is to commandeer a shuttle and then escape the starship and return to the surface of Mustafar.
The alarms are still blaring throughout the massive starship. You encounter resistance from Navy troopers and stormtroopers at several critical junctions. They are no match for the heavy firepower carried by your team, so you're making good progress.
However, ten precious minutes have expired by the time you reach the docking bay. The shuttle that brought you to the Conqueror is still there. 'We're going home on the shuttle that brought us here,' says Serra.
Although there are several groups of workers throughout the huge hangar, your team heads straight toward the shuttle with no time to lose. Before you can board, you're stunned to see a massive, armored, cloaked figure stroll down the landing ramp.
'Vader!' says one of your men. 'What's he doing here?' whispers another.
'As I said, they will return here,' says the dark lord of the Sith. From inside the shuttle, a squad of elite stormtroopers gathers. 'Your plan is foiled,' says Darth Vader. 'I am here to see that the Emperor's new superweapon is safely delivered to him.'
'And we are here to destroy this ship,' you say. 'Detonation charges are set on the reactor core. You'll never get there in time.'
'We'll see about that,' says Vader. 'Either way, you have no chance of leaving this ship alive!'
'No chance?' says Serra, raising an eyebrow. With a quick wave of his hand, the Rebel commandos attack.
The firefight ebbs back and forth as the clocks on the detonators move toward the explosions that will destroy the Conqueror. When the Sith Lord and his stormtroopers take cover beneath a Lambda-class shuttle, your Renegades fire missiles into the starship.
In a sudden explosion, fire and debris engulf Vader and the Imperials. 'Get to the shuttle!' you say, and your team boards the same starship you arrived in. In moments, the tiny starship blasts out of the docking bay.
Several tense moments go by as you wonder if your shuttle can get far enough away to escape the explosion. Then, you begin to wonder if the charges are going to explode. Two other starships escape from the Star Destroyer in these fleeting seconds. A TIE advanced starfighter and then an Incom gunship blast out of the docking bay.
At long last, massive explosions tear through the hull of the Conqueror and a cheer goes up from the Renegades aboard your shuttle. Secondary blasts pop off in a spectacular display as the Star Destroyer begins to break into pieces.
'Looks like the end of Darth Vader,' says Serra with a grin.
'I don't think so,' you say. 'That TIE was probably his ship. In addition, I wonder if Strang was on that gunship. Either way our mission is a success, and the Conqueror is no longer a threat.'
THE PRICE OF VICTORY
You are at the Battle of Hoth when the evacuation of Echo Ease leads to General Crix Madine being captured by Imperial Snowtroopers. The Alliance uses any measures necessary to follow his path. The trail leads to the Tyrant, the depths of space, and then to Cloud City.
Dark Side Campaign: A Fine Catch
From the Echo Base battlefield on Hoth, Imperial forces have captured the traitor, General Crix Madine. As Rebel forces rally, the Imperials fight off desperate rescue attempts and raids by the rebels. The trail leads from Hoth to the Tyrant, the depths of space and then to Cloud City.
Scenario 1: Secure The Prisoner
Escort an important Imperial prisoner to a waiting shuttle and fight the Rebel ambush.
Your service to the Empire secures a special assignment with the scout detachment of the 501st Legion at the Battle of Hoth. When the walkers fall to the harpoons of the Rebel snowspeeders at the Battle of Hoth, you are there. Imperial morale holds its breath while the ground troops regroup. The finest officers of the Empire assemble their snowtroopers for an infantry assault on the trenches that protect Echo Base.
The 501st will be with the first wave of the attackers, and you're getting your equipment ready. Then an officer pulls you aside. 'You've got a special escort assignment,' he says. 'We've captured a valuable prisoner. He was once the leader of the Storm Commandos. This scum has defected to the Rebels.'
He takes you to a squad of snowtroopers led by an Imperial captain. They hold three prisoners in binders. One of them is a Rebel general. 'Take General Madine and his aides to the shuttle and then secure him aboard the Tyrant,' says the officer.
You're disappointed to miss the chance to attack the Rebel base, but this is an important mission and sure to be a credit to your career. The shuttle is landed only a kilometer away. However, the snow falls heavily and visibility is poor.
You have only two hundred meters to go when bolts of blaster fire thud into the snow near your position. 'Move the prisoners to the rear!' you say. The troopers fall into battle formation and start firing their blaster carbines. The attackers are a group of Rebel commandos, better armed and trained than the regular Echo Base troopers. They're taking Madine's capture very seriously.
During the firefight, the Rebels rescue Madine's aides. However, you still have the general in custody. The rear guard action fought by your snowtroopers holds off the Rebels long enough. You board the shuttle with the most important prisoner. As the shuttle lifts off from the surface of Hoth, you can see below the battle near the trenches that assures you the Empire will capture Echo Ease.
Scenario 2: Report to Captain Lennox
Battle a boarding party of Rebel commandos to keep the important prisoner in the brig.
Your shuttle lands in the docking bay of the Star Destroyer Tyrant. A squad of Imperial Navy Troopers meets you there. 'We'll take the prisoner to the detention block,' says one of them. 'You're to report to the Captain on the bridge.'
In the huge, windowed bridge of the Tyrant, Captain Lennox greets you warmly. 'What news do you have of the Battle of Hoth?' he asks. You tell him of the walkers' defeat, and the troops rallying to attack Echo Base. While you describe the failed attempt by the Rebel commandos to rescue Madine, the Tyrant shudders with an explosive impact. Half of the data screens on the bridge blink out. Sirens sound as a technician says to Lennox, 'Ion cannon, sir. Turbolaser targeting disabled.'
'Get those systems up and running, Helmsman,' says Lennox. 'We're blind. We could be boarded by a Rebel ship at any minute.' Then he turns to you. 'Go to the brig and make sure our prisoner is secure,' he says.
When you arrive at the detention block, all is quiet until one of the troopers gets an urgent comlink transmission. 'We've been alerted, sir,' he says. 'Rebels have boarded the Tyrant.'
Explosive charges blow the brig door open and it lands on the deck with a clang. Another party of Rebel commandos, this time led by a Major, pours into the cell block. The Navy troopers begin firing, and you must defeat the Rebel boarders to keep Madine secure in his cell.
You were sure your blaster shot brought down the Rebel leader. Then everything went black. When you wake up, the Alliance commandos are gone, and Madine's cell stands wide open. Since when do Rebels have stun grenades? You thought only Imperial troops used them.
You locate a comlink to make your report. 'The Rebels have Madine,' you say. Captain Lennox sighs. 'I'm aware,' he says. 'They took him to the docking bay and hijacked a shuttle. They've returned to Hoth, and the Tyrant is still ion shocked. There's nothing we can do.'
Scenario 3: Before the Storm
An assignment from the Dark Lord of the Sith leads to an encounter with a Jedi Knight.
You're called to the ready room of Captain Lennox for a conference. 'We've received a communication. From Lord Vader,' he says. You take a seat and a hologram of the Dark Lord of the Sith appears.
'Now that the operation on Hoth has concluded, I have a new assignment for the Tyrant,' says the image of Darth Vader. 'Go to the Bespin system. Remove a Jedi diplomat who undermines the Empire's negotiations on Cloud City. You failed to capture the traitor. Do not fail me again.' With that ominous threat, the hologram ends. 'Take care of this Jedi scum,' says Lennox.
Two days later, the Tyrant enters the Bespin system. A shuttle takes you to a landing pad on Cloud City. A slim, robed figure waits there. 'I am Rachi Sitra,' she says. She removes her hood and you see her Twi'lek head tails. Her eyes dart for a moment to the stormtroopers coming down the shuttle ramp behind you.
'We have much to discuss,' you say. The blaster carbines of your troopers clatter into firing position. 'You are a member of the Rebel Alliance. The Empire has dealings with Cloud City that must be completed. You are an obstruction that must be removed.'
Rachi smiles slightly. 'This assignment will prove to be more difficult than a lackey like you can handle,' she says. A lightsaber ignites in her hand and she assumes a combat stance. 'Return to your Star Destroyer and leave Cloud City now.' With a simple hand gesture from you, the stormtroopers begin firing. The Jedi whirls her lightsaber to block the blaster bolts. The battle is joined.
The battle rages back and forth across the wide expanse of the Cloud City landing pad. Your superior numbers and Imperial training begin to decide the conflict. The Jedi is forced to retreat dangerously close to the edge.
With a dramatic leap, she escapes from your circle of stormtroopers and lands near an Actis snubfighter. The cockpit opens and she quickly climbs aboard. Before your troopers can react, the fighter lifts off and blasts away into the clouds of Bespin.
'We drove that Jedi out of Cloud City,' you say to your trooper squad leader. 'She won't interfere with the Empire's business here again.' The trooper nods in agreement.
Scenario 4: Cloud City Police
Amidst a chaotic evacuation, fight the Cloud City Wing Guard and their cyborg leader.
'I have dealt with the Jedi diplomat,' you report to the hologram image of Captain Lennox. 'I have another task for you,' says Lennox. 'Rebel sympathizers are meeting with contacts in the lower levels of Cloud City. Root them out and remove them as a threat.' Lennox provides intel that includes locations and names for you to investigate.
You descend level after level, moving from the landing pads atop the mining platform to the criminal underworld beneath. Citizens going about their business slink out of the way when your squad of stormtroopers marches past.
In Bespin's underworld, seedy criminal types lurk in the shadows. An illegal deal is being made on every dark corner. Dimly lit cantinas are meeting places for smugglers and slavers.
Arriving at one of locations mentioned in the intelligence report, you search for the clandestine Rebels and their Ugnaught contact. Everyone in the cantina stops talking when your squad enters.
Suddenly, an announcement blares from speakers throughout Cloud City. 'Attention! This is Lando Calrissian. The Empire has taken control of the city. I advise everyone to leave before more Imperial troops arrive.'
Panicked citizens pour out of the buildings and into the darkened street. Every passageway and plaza is choked with evacuating residents. As you try to find your way amidst the chaos, a group of Cloud City police block your path. Behind them is Calrissian's chief administrative aide, a cyborg named Lobot.
The policemen look to Lobot for instructions. He makes a few quick hand gestures without saying a word. The Cloud City troopers pull out their blaster pistols and take up combat positions. 'You are under arrest,' says a Wing Guard corporal. You'll have to fight your way out of this situation.
When his Wing Guard can't contain your Imperial stormtroopers, Lobot tells his men to cease fire and throws up his hands in surrender. They'll no longer impede your progress to the surface. Now it's time to find out what they know about the Rebels.
Scenario 5: Covering the Extraction
Make sure that Lord Vader's deal with Boba Fett is free of Rebel interference.
Lobot and his Cloud City policemen have surrendered to your squad of stormtroopers. The chief of security seems willing to cooperate in exchange for his life. 'I know the Rebels were meeting with an Ugnaught gang,' you say. 'Where are they now? What are their plans? As Calrissian's top aide, you must know.'
Lobot nods at his one of his Wing Guard. 'We're tracking the Rebels, as ordered by Lord Vader,' he says. Then he looks at a datapad. 'They're making their way toward landing pad 327. That's where the bounty hunter is taking the prisoner.'
'What prisoner?' you ask. 'Who is the bounty hunter?'
'Boba Fett has made a deal with Darth Vader to collect a bounty on a Rebel captain,' says the corporal. 'The Ugnaughts froze Han Solo in carbonite. The Rebels must be going there to stop Fett and rescue Solo.'
'Than that's where we're headed,' you say. The stream of panicked citizens throughout the streets of Cloud City lessens as more of them evacuate. When you approach the landing pad, you see a Firespray attack craft which must be Boba Fett's Slave I.
The famous bounty hunter blasts into the sky with his jetpack. Nearby, stormtroopers carry the carbonite frozen body of Han Solo on repulsorlifts. A group of Rebel commandos open fire on Fett. Lord Vader wants Fett to take this prisoner, so it's your job to stop the Rebels from rescuing Han Solo.
The Rebels are forced to fall back. Wedge rallies them to escape to another landing pad, but that's not your concern. Stormtroopers load the body of Captain Solo aboard Slave I.
As Boba Fett strides up the landing ramp. he stops for a moment to nod your way with a small salute. Soon, the sublight engines of Slave I roar to life. The starship lifts off from Cloud City and blasts away into the clouds of Bespin.
A shuttle takes you aboard the orbiting Tyrant once again. 'You dispatched the Jedi and stopped the Rebels from interfering with Lord Vader's deal,' says Captain Lennox in your debriefing. 'This is good work. I'm sure the Empire will soon have another assignment worthy of your many talents.'
Light Side Campaign: Rescue General Madine
When the evacuation of Echo Base during the Battle of Hoth leads to General Crix Madine being captured by Imperial Snowtroopers before he is able to evacuate, the Alliance takes any measures necessary to follow his path.
Scenario 1: Imperial Entaglements
You're defending a trench at the Battle of Hoth when Wedge Antilles gives you a special mission.
'Keep your heads down!' says Wedge Antilles. You're in a trench at the Battle of Hoth. Fresh from bringing down an AT-AT with his snowspeeder, Wedge has taken command of your detachment while the evacuation from Echo Base continues. A group of Imperial snowtroopers heads toward your emplacement while your unit lays down covering fire. 'Concentrate your fire on that squad to the right,' says Wedge.
An Echo Base trooper gives his comlink to Wedge. He speaks into if for a moment, and then springs into action. 'Come with me!' says Wedge, pointing at you. Grabbing your weapon, you follow him out of the trench as he jumps into his snowspeeder.
'General Madine has been taken by the Imps,' says Wedge. 'We're going to get him back.' He flips a few switches and the snowspeeder rises into the cold air of Hoth. You can see the battle still raging, as stormtroopers fire on the entrenched Rebels. From behind Echo Base, you see an Alliance transport blast away into the sky.
Your snowspeeder races across the icy plains. 'Squad of snowtroopers at three o'clock,' you say to Wedge. 'Good eye,' he says. 'I'll put the speeder down behind that ridge.' With a deft maneuver, Wedge lands your vehicle on the hard packed snow with a thud.
Looking over the ridge, you see General Madine in binders along with two members of his personal staff. The snowtrooper squad is led by a captain in Imperial uniform. The group heads for an Imperial shuttle a few hundred meters away.
'We've got to act fast,' you whisper to Wedge. 'Agreed,' says the Rebel officer, as he bounds over the ridge. He rushes forward, pulling his blaster as he runs. You follow him at a dead run towards the Imps.
You've rescued both members of Madine's staff that were captured with him. Unfortunately, that Imperial officer, Captain Brek, got away with the general himself. Before you can act, the two of them reach the waiting shuttle and it takes off into the wintry sky.
'This is no good,' says Wedge. 'Where did they say they were taking him?' you ask of the general's aides. 'Aboard the Tyrant,' says one. 'They're gonna take him to a prison on Dathomir!' says the other.
'I'll stay here with these two,' says Wedge. 'You take my speeder and get back to Echo Base. Tell Toryn Farr that you have to get aboard the Tyrant.'
'I can't fly a snowspeeder...' you say.
'It's easy, look here,' says Wedge, pointing in the cockpit as you get in. 'Throttle here, that's the stick.' He claps you on the shoulder and says with a grin, 'You'll be fine.'
The cockpit slams shut as you ease forward the throttle and pull back the stick. You rise uneasily into the air, and put the snowspeeder into a wide bank. Below, you see Wedge and the two aides waving. You punch the throttle and fly away towards Echo Base.
Scenario 2: Aboard the Tyrant
Battle a squad of Imperial Navy troopers led by a Sith to free General Madine.
Over the snowspeeder's comlink, you hear the anxious chatter. 'T-47 comin' in hot!' says one. 'Get the fire crews ready!' says another. 'I don't see gear down,' says a third. You fumble for the gear switch and hear the landing struts lock.
Your wobbly landing is a hard one, and the snowspeeder skids sideways on the metal surface of the Echo Base hangar. You screech to a halt with the starboard wing just inches from the wall. A deck officer says, 'What are you doing flying a T-47?'
'Wedge Antilles sent me back,' you say. 'I've got to see Toryn Farr.' The deck officer says, 'Alright then. Come this way.' He leads you through the corridors of Echo Base to the ion cannon control room.
'Chief?' says the officer as he leads you in. 'I'm very busy,' says the young officer as she turns to face you. 'Wedge Antilles said to tell Toryn Farr to get me aboard the Tyrant,' you say. 'Is that right?' says Toryn Farr. 'Well, you're in luck, I'm the one who makes that happen.' She turns to another technician. 'Target the Tyrant now. Fire!' she says. The room shudders with a blast from the heavy ion cannon above. The deck officer says, 'Come on, there's a shuttle ready in the hangar.'
Soon, you're boarding the Imperial Star Destroyer Tyrant with a squad of Rebel commandos. You've got to battle your way to the brig through a group of Navy troopers. Suddenly, a red lightsaber ignites and you see a dark-robed Sith among them. You get a bad feeling about this.
It's a fierce firefight, and when your troopers get the upper hand, the Sith escapes to another part of the starship. 'Glad to see you,' says Crix Madine as you open the door to his cell. 'Your aides are safe,' you say. 'Let's get out of here. General.'
In the docking bay, you commandeer a Lambda-class shuttle and return to the surface of Hoth. The battle is winding down and evacuations are nearly complete. A shuttle takes you aboard the Mon Calamari cruiser Champion that is heading for the Rendezvous Point.
Scenario 3: Clash in the Void
Jump into a snubfighter to defend your Mon Calamari cruiser from a TIE fighter attack.
Aboard the Mon Calamari cruiser Champion, you have evacuated from Hoth. Your next destination is the designated Rendezvous Point for the Alliance. You stand watch on the bridge as the ship prepares for the jump to lightspeed. Suddenly, alarms blare throughout the starship and the bridge crew members spring into action.
'Incoming starship,' says one scanner operator. 'Star Destroyer,' says another. 'Imperial-class... it's the Tyrant!' says a third. 'She's scrambling TIE fighters,' reports yet another technician.
'This is Captain Lennox of the Imperial Star Destroyer Tyrant,' says a voice over a comlink. 'You have General Crix Madine aboard. Give him to me, and I'll call off my attack.'
'There will be no deals,' says the captain of the Champion as he snaps off the comlink with the Tyrant. 'Launch fighters!' he says to the deck officer. Through the massive windows of the cruiser's bridge, you can see the X-wings and Y-wings of the ship's complement blasting into space.
'We've got to hold off the Tyrant long enough to make the jump to lightspeed,' says the captain. He turns to you and says, 'Get into a fighter and get out there!'
'I've had some basic flight training,' you say. 'Get into an X-wing! We need all the help we can get,' says the captain. 'Just stick by your wingman and you'll be fine.' A few minutes later, you're strapped into a snubfighter and flying into a space battle.
You're lucky enough to survive the space battle and even get your X-wing back aboard the Champion safely. 'They tell me you're not an experienced snub pilot,' says General Madine, who greets you in the docking bay. 'You have impressed me today. Join me in the Officer's Lounge when you're free.'
After your post-flight debrief, you make your way to the lounge. Wedge and Madine are both there already. 'Your callsign was Vapebait, I don't know if you knew that,' says Wedge with a laugh. 'But you came through with flying colors. Your wingman says you earned an assist on one of the TIE kills.' Good job!'
Scenario 4: City in the Clouds
Journey to the criminal underworld of Cloud City to meet with a gang of Ugnaughts.
You've arrived at the Rendezvous Point and you're included in a meeting of high-ranking Alliance officers. 'I overheard a coded message on the Tyrant,' says General Madine. 'With the help of slicers aboard the Champion, we've decoded it. The Tyrant received orders to move to Bespin and support an ambush of Rebel forces there.'
'We must find out the situation on Bespin as soon as possible,' says Wedge. Then he turns to you. 'Get to Cloud City and meet with one of our underground contacts. His name is Yoxgit.'
The next day finds you at Cloud City on Bespin, the floating facility originally built to service the tibanna gas mines of the planet. Disguising yourself as one of the locals, you descend into the lower levels of the city.
In a cantina filled with unruly Ugnaughts, you find your contact. He looks to be the leader of the gang. 'Yes, I am the one you seek,' he says in a whisper as he leans close. 'I was chosen because of my valuable community relations.' He waves his hand toward a table full of Ugnaughts nearby. They smile and raise their drinks.
'I was told that you were well paid for your loyalty,' you say. 'Tell me what you know about Imperial activity on Cloud City.'
'Here's what I can tell you,' says Yoxgit. 'I've looked at both sides of the situation, and I've decided that the Imperials will pay me even more credits when all you Rebels are killed! Get 'em, boys!'
The surviving members of Yoxgit's gang have run away. Their leader lies on the ground and cowers. 'I'll tell you what you want to know!' says Yoxgit. 'Don't kill me!' You don't bother to pursue the rest of his gang as they escape into the dark streets below Cloud City.
Scenario 5: Hunting the Hunter
Tangle with the best bounty hunter in the galaxy as he tries to escape with a precious cargo.
'Just put that blaster down! I'll tell you everything!' says the Ugnaught gang leader Yoxgit. 'I want to know about the Imperials,' you say. 'What are they doing on Cloud City? This is supposed to be an independent station.'
'It's the new administrator,' says the Ugnaught. 'Calrissian made a deal with Vader. He probably regrets it now! Anyway, one of your Rebels has been frozen in carbonite.'
'Frozen in carbonite? Who is it?' you say.
'I don't know why the Imperials are so interested in a Corellian smuggler,' says Yoxgit. 'His name is Solo. Han Solo.'
'He's a captain in the Alliance!' you say. 'We've got to rescue him. Where is he now?'
'A bounty hunter took possession of your frozen captain,' says the Ugnaught. 'Name is Boba Fett. You'd better hurry, he's making his getaway right now.'
They say Fett is the best bounty hunter in the galaxy. If he's working for the Empire, then the whole Rebel Alliance is threatened. You head for the landing pad and see a Firespray attack craft there. It's Boba Fett's Slave I, his personal starship.
The carbonite slab containing Solo's frozen body is moving towards the loading ramp, hovering on repulsors and escorted by stormtroopers. The swirl of a cape follows, revealing Boba Fett in full battle armor.
'Stop right there, Fett!' you say. 'You're not taking Solo anywhere!
'He's mine now!' says Fett. 'He's worth a lot to me, and you're not going to slow me down.' Fett's jetpack ignites and as he rises, he fires his blaster.
Boba Fett is a formidable enemy. Aided by a squad of Imperial stormtroopers, he holds off your attack. When the Imperials are finally defeated, Fett makes good his escape, taking the frozen carbonite body of Han Solo aboard Slave I. All you can do is watch helplessly while his ship rises from the docking pad and then blasts away into space.
'That's what the Imps were up to on Cloud City then,' says Wedge over the comlink. 'Now we know that Fett has Captain Solo, we can get started on a plan to rescue him. You've been an asset to the Alliance. Return to the Rendezvous Point. We have an officer's commission waiting for you. There's a lot of work still to be done if we're going to defeat the Empire.'
PROMOTIONAL SCENARIOS
Happy Live Day
A scurrilous smuggler has gathered all the Orga root that Wookiees use to celebrate their most important holiday. Return the roots to their rightful owners so that Life Day can continue.
You often find yourself spending time in a spaceport. It's unusual to find a Wookiee in a long, red robe, accompanied by a protocol droid, talking to various people there. Curiosity gets the better of you, and you can't help but inquire as to what they're looking for.
'My name is Tebeurra, and it's true I am far from my home on Kashyyyk.' The Wookiee speaks in his native Shyriiwook, but the droid quickly translates. 'I ask for your help in recovering some lost items. The smuggler 'Shady' Pers has stolen all the Orga root on Kashyyyk, and we must recover it before the Life Day holiday!'
He goes on to explain that the Wookiee celebration includes a spiritual passage to the Life Tree, and eating Orga root helps them complete this journey. You wave off the rest of the details and tell him, through the translator droid, that you're willing to help.
Just a few days later, you are watching the warehouse where 'Shady' Pers is storing all the shipments. Breaking into a rear entrance, you hope to sneak in and recover all the boxes one at a time.
Before you can grab the first crate, you hear the metallic voice of a Battle Droid. 'Intruder alert! Security breach!' The droid starts firing its blaster and your infiltration plans are ruined.
As you begin to defend yourself, a loud voice rings out through the facility. 'You'll never get past my droid guards!' says 'Shady' Pers over the loudspeaker. 'Surrender now and I'll let you live!'
You're sure from Shady's reputation that isn't a viable option. Your only chance now is to defeat his droid guards to rescue the Orga root for Life Day. Each crate is guarded by one droid, so you'll have to defeat them all to get all the Orga root.
Outcome unavailable
Festival of Love
Lady Valarian and D'Wopp request the honor of your presence at the celebration of their marriage, to be held at the Lucky Despot on Tatooine. Reception afterward, featuring Max Rebo and the Modal Nodes.
When you heard that the famous Whiphid crime boss Lady Valarian was going to get married at the Lucky Despot, the hotel she converted from an old cargo hauler, you knew this was an event not to be missed. A gathering of gangsters like this is seldom seen, even in Mos Eisley on Tatooine.
The ceremony is truly a festival of love, as Valarian pledges her vows to her beloved D'Wopp, a famous Whiphid bounty hunter. You are amazed that the scum and villainy present seem to be quietly respectful. The reception begins at a nearby cafe, with the two lovers dancing to the music of the Modal Nodes.
Lady Valarian is called away, and when she returns, an altercation begins. 'You accepted a bounty? On our wedding day?' screams Valarian at the groom. D'Wopp can do nothing but raise his hands in confusion. The confrontation quickly becomes a shouting match, which bodes ill for the happy couple.
Many partygoers produce hidden weapons, and the thin veneer of civilization is stripped away from this gangster gathering as a massive brawl breaks out. Imperial stormtroopers arrive and try to maintain order. The only chance you have for surviving this melee and calming the cafe full of criminals is to disarm Valarian and talk some sense into her.
Outcome unavailable
House Pack Up
A simple training mission for a TIE bomber group goes horribly wrong when an Imperial army officer is placed in command.
When deserted houses occupy too much space on a planet's surface, new construction becomes impossible. Demolition is the way to make room for future growth. Imperial regional commands have turned this into a training exercise for TIE bomber groups. The houses meant for destruction are marked with electronic beacons, and rookie pilots lock in on them to drop their bombs.
You are present at a bomber command center during one of these operations. The usual training officer was not able to attend this year, and he has been replaced by Sergeant Snopel. While Snopel has distinguished himself as a superior commando trainer and non-commissioned officer, he seems out of his element commanding a TIE bomber group.
The TIEs leave properly on schedule and in formation, vectored toward the houses they are assigned to destroy. As you track their progress with the large holoprojector in the command center, you notice something is wrong. All of the houses are targeted for demolition, not just the empty ones!
'Snopel, you must abort this mission! There are too many houses targeted!' you plead. The sergeant casually swivels his chair to face you. 'Look, I don't know when you arrived here, but I've had two weeks of orientation and I think I know what I'm doing...'
'No, you're wrong! Send the abort code now!' you exclaim, heading for the comm console. Snopel blocks your way saying, 'Calm down now, I'll do no such thing.' He grabs your arm and a scuffle begins. Snopel is a man who is set in his ways, and he's not going to listen to reason. You've got to find a way to subdue him and send that abort code before hundreds of innocent citizens are killed.
Outcome unavailable
Destroy All Droids
A mysterious bounty hunter wants you to help the Meatlumps with their droid problem.
While traveling through the starport at Corellia, a messenger hands you a datadisk. Activating its holoprojector, you see the image of a helmeted figure. 'Meet me in the cantina right away.' You are mystified by the anonymous request, but you can't resist checking it out.
Soon, you are meeting in a dark corner of the cantina with the person from the hologram. From a faceless, opaque helmet, a metallic voice says, 'I am Bane Malar.' You hear the whine of an atmosphere compressor. 'I have many enemies, and must conceal my identity, so I apologize for the envirosuit.'
You respect the reputation of this bounty hunter, but your patience is wearing thin. 'What is this about, then?'
'I can sense your questions, as I am able to read your mind,' he begins. 'Let us get down to business. The Meatlumps, a local gang here on Corellia, have a problem.' The compressor whines again, and Malar takes a deep breath inside his helmet. 'A droid lava collector has gone rogue, and a group of droids there are out of control. I want you to accompany me there to destroy them. All of them.'
A few days later, one of the Meatlumps opens a concealed hatch leading to a ladder down into the lower levels of their hideout. Malar is muttering to himself. 'Can't read the droids. Won't know what they're planning. Programming failsafes are gone.'
Only a few small indicator lights break the near-total darkness of the lower level. The noise of many small servo motors means that droids are nearby. Malar snaps on a light, and you see dozens of droids, all swiveling their optical receptors in your direction.
Behind them, on what seems like a throne, is an old and battered lava mining droid from Mustafar. Its eyes are flashing wildly as it begins to scream, 'Intruders! Intruders!' and the droids become agitated. Malar wades into the crowd, firing his slug rifle, and the battle begins.
Outcome unavailable
Mad Zoo
Clear out the menagerie in Doctor Maldien's illegal laboratory.
An officer from CorSec contacts you with a mission. Lieutenant Joth has discovered an illegal laboratory on Corellia. 'We have tracked shipments of smuggled chemicals, tranquilizers, and animal feed to this location.' Joth hands you a datapad that shows surveillance reports that back up his claims.
'The head doctor of this laboratory is named Maldien.' The lieutenant touches a button on the datapad. You see a dossier with a picture of a Mon Calamari. 'Doctor Maldien is using bio-engineering to create monsters at this facility. We don't know why he's doing this or what his plans are for them, but we can't wait to find out. We need you to enter this facility and destroy the creatures.'
Soon, you find yourself breaking into that same laboratory. The downstairs lab is protected by automatic security. You obtain a security code from one of the guards to access one of the researcher's terminals and disable the security system. You also download notes on the experiments from the terminal, which CorSec will find valuable.
Entering the lab, you find the hallway filled with womp rats. Pushing past them, you see the Doctor himself operating a terminal near a huge table with a rancor laying on it. The rancor seems to be subdued or sedated.
Suddenly, the Doctor points and says, 'You! How did you get in here? You have no right to be here!' and then to the room in general, 'Kill them, my pets!' The rancor roars and wakes. Other creatures around the lab move menacingly towards you. You ready your weapon and prepare to finish the mission.
Outcome unavailable
Empire Day
Make your way across Theed to the Naboo starport through throngs of celebrating Gungans.
Finishing an important mission in the remote reaches of Naboo, you make your way back to civilization. It's important that you return to base as soon as possible. When you reach the streets of Theed near the starport, you find them blocked by wildly celebrating Gungans. You had completely forgotten that today is Empire Day.
First celebrated on Coruscant, this holiday commemorates the establishment of the Galactic Empire. Since that time, Empire Day has been celebrated on many planets throughout the Empire. The cities on many worlds are virtually shut down by streets filled with revelers, and Naboo is one of those.
Giant holoprojectors show the image of Boss Nass, leader of the Gungans. 'Meesa want yousa to have fun on Naboo for Empire Day!' Every time his voice booms out across the city, there are cheers from the dancing, singing Gungans.
As you try to fight your way through the crowds, 'Happy Empire Day!' is the phrase you hear over and over again. They don't seem to care that you have to get to the starport as soon as possible, and the fate of the galaxy hangs in the balance.
Trying to make your way across town politely is not working. You're going to have to be more determined if you're going to leave Naboo on time. 'Don't start slaughtering them,' you think to yourself. 'Just push them out of the way.'
Outcome unavailable
Those Nasty Tuskens
A minor crime boss at Jabba's Palace wants you to take care of a Tusken Raider Leader.
While cooling your heels in a cantina on Tatooine, a desert-worn traveler finds you. Dusting himself off, he says, 'Your presence is requested at Jabba's Palace.' The bartender raises an eyebrow and says, 'You'd better go. If you know what's good for you.'
Making the trek to Jabba's Palace, you are ushered to an office where the fattest Rodian you've ever seen sits behind a desk. He doesn't get up when you enter. 'I'm Reelo Baruk, a businessman from Nar Shaddaa, but I'm helping out the mighty Jabba here with some local trouble.'
Baruk offers you a seat and continues. 'Some of those nasty Tuskens are starting to get brazen, hanging out too close to the palace. Jabba hates that. If you can take care of them, I might help you out in the future.'
You seem unimpressed, so he goes on. 'You know, the Sand People? They wear those dirty robes and carry spiked clubs? Heads wrapped in bandages? But just take care of the leader and we'll call it done. Deal?'
Outcome unavailable
Art of Smuggling
The mighty Jabba wants to see how good a smuggler you are.
Sometimes you think that you shouldn't spend all your time in cantinas, entertaining the crowd by telling them how terrific you are. However, self-promotion is an important part of your career path.
When you brag about helping a smuggler move his wares to Tatooine, this catches the ear of Bib Fortuna, the majordomo at Jabba's Palace. Shortly thereafter, you find yourself in a meeting with the Twi'lek.
'I hear that you are quite a smuggler,' begins Fortuna. Lying your way into a lucrative job for the powerful Hutt seems appealing, so you answer in the affirmative.
'We're going to give you a little test.' The majordomo smiles with many pointed teeth, and you feel a chill run up your spine. 'My Master wants to see how many goods you can smuggle into Mos Eisley in the next two weeks. If you do well, you will get more work. How does that sound?'
Outcome unavailable
Punish the Pirates
Battle the pirate leader Nym in his own personal stronghold.
You are contacted by the Corellian bounty hunter Dengar. You meet with him on the planet Lok, and he begins to make his offer. 'You can imagine that someone as famous as me gets more bounties than he can accept. So I've got a little job for you if you're up to it.'
You nod silently, and he continues. 'Nym is a pirate leader of some repute that holds up in his personal stronghold here on Lok. Somebody wants to get even with him for... I don't even know what for. But the contract is to take him out.'
You inquire about the 'personal stronghold,' and Dengar replies, 'You can't just knock on the door and get in. You'll probably need some skilled operatives to get through the security and make it to Nym himself.'
The bounty for the mission is generous, and you wonder who put this price on Nym's head. But that's not your concern, so you tell Dengar you'll take the job and begin to make plans to get through the pirate leader's defenses.
Outcome unavailable
Utinni!
Wuher wants his droid detector returned, and you have to find the Jawa that stole it.
'They don't order drinks.' That was Wuher's answer for anyone who questioned his 'no droids' policy at the Mos Eisley Cantina. The grizzled bartender even went to the expense of installing a Fabritech EPT-12 droid detector at the entrance. Most patrons were pleased with the lack of droids in the establishment. The prying optical receptors of Imperial security droids were not allowed, encouraging a steady flow of illegal credits and shady deals.
Dathcha was a Jawa trader and adventurer trying to make a name for himself. He had dreams of exploring the galaxy someday. He didn't like Wuher's 'no droids' policy, since his stock and trade was dealing in used droids. In a daring midnight raid, he stole Wuher's droid detector.
'That's what I'm telling you,' says Wuher. 'It was that one they call Dathcha. Find him and get my droid detector back!' The crowd moans as another protocol droid walks through the door. 'By the Emperor's black heart! There's another one!'
Finding a particular Jawa in the Dune Sea is no easy matter. After a long day of searching through sandcrawlers, you find the Jawa trader known as Dathcha. 'Wuher wants his EPT-12 back,' you tell him. 'I'm not leaving here without it!'
'A beton nya mombay m'bwa!' says the Jawa. 'This is mine, all mine!' says your translating datapad. Dathcha has already drawn his ion blaster. 'Hkeek nkulla,' he says, and your datapad can't translate it. The way Datcha spits out those words, you're sure it's a curse. There is only one way to settle this.
The plucky Jawa trader is finally knocked unconscious. You think for a moment about finishing him off. Then your basic good nature takes over, and you just pick up the droid detector and make your way back to Mos Eisley.
When you get to the cantina, there's a roar from inside. Droids are everywhere - protocol droids, astromechs, assassin droids, every model and shape. Fights are breaking out all over the place. You hold the droid detector over your head and Wuher sees you. He fights his way through the crowd and plugs it in immediately. 'No droids!' he yells, as the detector starts blinking and beeping. 'Get these bolt buckets out of here!'
'Thank the stars! You saved my cantina!' says Wuher. 'Your drinks are free here any time, day or night.'
Booster Shot
Talon Karrde wants you to teach Booster Terrik a lesson.
'I deal in information,' says Talon Karrde. You are meeting with him at a cantina on Corellia. You know that Karrde is a smuggler and that he deals with the Rebel Alliance. The Empire certainly has warrants out for his arrest, but you're here to find employment.
'Sometimes in my dealings,' says Karrde, 'I encounter a businessman named Booster Terrik.' Karrde takes a moment to calm himself. It doesn't work. 'That no-good, double-dealing swindler needs to be taught a lesson!' He pounds his fist on the table. 'Sorry,' he says, composing himself again. 'Just find Terrik. Rough him up. Tell him Karrde sent you. Tell him to stay out of my business.'
Booster and his daughter Mirax live on a refueling station that orbits Corellia. You secure passage on a freighter, and when it docks at the station, you jump ship. Finding Terrik's office, you watch it an hour and wait for his employees to leave. Then it's time to go to work.
As you enter, a young woman carrying a hydrospanner bumps into you. 'Sorry. We're closed,' she says. 'You must be Mirax,' you say, arming yourself. She backs into the office, a wary look on her face. 'Father?' she asks, without turning around. 'We have company.'
You hear banging noises from the inner office and the large figure of Booster Terrik enters. 'What kind of moron shows up at this hour...' he stops as he sees you. 'Who are you?' he asks.
'Never mind that. I've got a message from Talon Karrde. Stay out of his business.' Terrik laughs a big laugh. 'Karrde? That small-timer? He gets no respect from me.' You point your weapon at Terrik and say, 'Then I'll have to teach you some respect.'
It's an intense firefight with the gundark-sized Terrik, but eventually he falls unconscious. 'Message delivered,' you think to yourself. Just to be clear, you bash in a few data terminals before leaving.
When you tell the whole story to Karrde, he is pleased. 'That ought to get his attention,' says the information broker. 'Good work. Now, make yourself scarce. I'm sure Terrik's associates will be looking for you.'
Crazy Wookiees
Something is driving the Wookiees crazy and it's your job to calm them down.
Your travels bring you to the city of Kachirho on Kashyyyk. On the coast of the Wawaatt Archipelago, the city winds around the trunk of a massive wroshyr tree. At the Kachirho starport, you receive a tip that Sera Jossi is looking for some help.
Jossi barely looks up from her datapad when you enter her office. 'Fanatic Wookiees, that's our problem,' she says. 'We don't know what made them crazy. We do know we need help to keep them under control. Bounties are being offered. Now get out there and get to work!' She starts typing on a data terminal, ignoring you completely now.
You make your way down through the tree city to arrive at the forested plains of Kashyyyk. As you approach the appointed coordinates, you can hear the bellows of the mighty Wookiee warriors. You take a moment to consider the wisdom of trying to subdue a Wookiee, and especially one that has somehow been driven berserk.
However, a job is a job, so you advance with caution. Through your electrobinoculars, you spy a Wookiee with black and white fur who is giving orders. Perhaps he is the cause of the Wookiee insanity.
It doesn't take long for one of the crazy Wookiees to find you, and attack with a ferocious charge. It's going to be a long day.
It's a knock-down, drag-out battle, but at last the mighty Wrhisch falls in defeat. You've scored enough bounties for today, and it's time to return to Kachirho and cash in.
You never found out why the Wookiees were going crazy, but that's not your concern at the moment. You return to Sera Jossi and collect your credits, already thinking about where you might be headed when you leave Kashyyyk.
Singing Mountain Assault
Nandina, recently released from a banishment chamber with her pet rancor Gorvo, hungers for revenge, and you can help her.
Visiting the Trade Outpost on Dathomir, you hear an outrageous story from another patron. 'There's a Nightsister witch roaming the edge of the forest with her rancor,' says the storyteller. 'She's looking for someone to teach those Singing Mountain girls a lesson!' This elicits much laughter from everyone around.
Hungry for credits, fame, and fortune, you decide to see if the story is true. It's not hard to find a Nightsister riding a rancor, and when she sees you, she jumps down to greet you.
'So he spread my tale of woe and found someone to help!' says the Nightsister. 'I am Nandina, recently released from a banishment chamber with my pet here, Gorvo,' she says. 'I hunger for revenge, and you can help me.'
'As long as the money's good,' you reply.
'Don't worry, you'll be richly rewarded,' says Nandina with a wave of her hand. 'I want you to go to Singing Mountain and find the Arch Witch Azzenaj. I've always hated her and now it's time to settle the score.'
The next day, you're approaching Singing Mountain village with the instructions Nandina gave you. One of the Singing Sisters comes out to meet you. 'It is I for whom you search,' she says. You check the datapad image and yes, this is Azzenaj herself. 'The seers of Singing Mountain have foretold it.'
'I didn't come here to talk,' you say. 'I came here to kill you.'
Azzenaj smiles slightly. 'You came to try.'
The Force powers of the Singing Mountain Clan witches make them formidable opponents, and Azzenaj is one of the most powerful of all. When she finally falls in battle, you take her elaborate jewelry as a prize.
Nandina is excited when you greet her. 'Did you defeat the Arch Witch?' she asks.
You throw the jewelry of Azzenaj on the ground before her saying, 'Does that answer your question?'
Nightsister Roundup
Nandina roams the forests of Dathomir with her pet rancor Gorvo on a roaring rampage of revenge. Return her to the chamber of banishment.
Through a series of contacts, you discover that the Singing Mountain Clan elders are looking for someone to take on a special mission. Traveling to Dathomir, you meet with Arch Witch Azzenaj. 'The Sisters are the only force on Dathomir that keeps the Nightsisters in check,' she says.
'One of the evil witches has become a serious threat,' continues Azzenaj. 'The Nightsister called Nandina escaped from the chamber of banishment. She was responsible for a recent attempt on my life, but I used the Force to mask my life signs so that her assassin thought I had perished.'
'Nandina roams Dathomir with her pet rancor Gorvo on a roaring rampage of revenge,' says the Arch Witch. 'You must return Nandina to the chamber of banishment.'
You leave Azzenaj to search for Nandina. You're visiting the Science Outpost when someone runs in screaming, 'The witch and her beast destroyed everything!' When it's determined that the hysterical citizen is from a nearby camp, you head in that direction.
When you arrive, Nandina is riding her rancor and the beast is throwing a swoop into a building with a huge crash. Bodies litter the ground.
'Nandina!' you shout. Her head whips around and her eyes glare. 'I come from Singing Mountain to banish you!'
'The Arch Witch is dead!' she cries. 'They have no leader!'
'Azzenaj lives,' you say. 'She deceived your assassin with the Force.'
'Nooo!' cries Nandina, in a rage. She spurs her rancor to attack.
Outcome unavailable
Minstyngar Hunt
Krepauk the big game hunter says, 'Travel down the Rryatt Trail, bring me the head of Scratch, and I'll make you famous!
On the Wookiee homeworld of Kashyyyk, there is a long and winding path called the Rryatt Trail. Leading from the city of Rwookrrorro all the way to the Well of the Dead, this trail is home to many of the most ferocious fauna on the planet.
The massive simian creatures called Minstyngar are among the largest and most dangerous of all such beasts. One such Minstyngar in particular is sought after by hunters from all over the galaxy, known only as Scratch.
The famous Wookiee big game hunter Krepauk wants the head of this dangerous creature. Defeating Scratch is not the only challenge to be found in this adventure, since many Minstyngar and other beasts of Kashyyyk must certainly be defeated on the way.
From his comfortable rustic cabin in Rwookrrorro, Krepauk issues his challenge: 'Travel down the Rryatt Trail, bring me the head of Scratch, and I'll make you famous!' You are not the only fortune seeker to answer the call.
The descent down the Rryatt Trail is like traveling through the Nine Corellian Hells. You battle dozens of ferocious beasts including banthas, feral Wookiees, katarns, wallugas, and several different kinds of minstyngar. Good thing you brought an ample supply of provisions and weapons.
Exhausted but determined, you travel off the path in search of your prey. Finally you see Scratch himself... larger than any minstyngar you've seen on the Rryatt Trail. You try to move silently behind him, but then he sniffs the air and snorts. He turns to look right at you, bellows a terrifying roar and attacks.
Outcome unavailable