the Rebel Alliance turns its attention to a new Imperial threat — Moff Kohl Seerdon. Seerdon is consolidating Imperial power in preparation for an attack aimed at capturing Thyferra, a planet that produces the healing substance bacta. Rogue Squadron is ordered to disrupt his operation with hit-and-run missions against key targets on Taloraan and Fest. In retaliation, Seerdon attacks and holds a city on the planet of Chandrila hostage. Rogue Squadron and the Alliance strike back by initiating a Kasan Moor-engineered raid on an Imperial base located inside a volcano on Sullust. While still on Sullust, however, General Rieekan informs the Squadron that Moff Seerdon has used their raid as a diversion and begun his attack on Thyferra. With Seerdon in control of the planet's bacta and their own supply threatened, Rogue Squadron quickly reaches Thyferra, kills Seerdon and frees the planet. In the final chapter, the game moves into the future, six years after the Battle of Endor. Rogue Squadron, now under the command of Wedge Antilles, continues to fight the wounded Empire. On the planet of Mon Calamari, new Imperial weapons called World Devastators are destroying the planet. Rogue Squadron is deployed, disables all three Devastators and destroys the Imperial presence. Development After the success of Star Wars: Shadows of the Empire on the Nintendo 64 in 1996, LucasArts began planning a follow-up. At the time, Factor 5 was developing a game engine to create large terrain maps for their planned sequel to LucasArts' Rescue on Fractalus! After LucasArts signed a three-game exclusivity deal with Nintendo, Factor 5 was allowed to convert their work on the new Fractalus sequel into a Star Wars game instead. The game's focus would be flight combat; this direction was inspired by a level of Shadows of the Empire in which the player flies a snowspeeder during the Battle of Hoth. Rogue Squadron and LucasArts production manager Brett Tosti stated, "That whole scene was actually the genesis for Rogue Squadron because everybody said, 'Why don't you do a whole game like that?' So we did." Factor 5 and LucasArts divided the game's development load. Factor 5 designed the game engine, the music, and worked closely with Nintendo, while LucasArts produced the game's content and ensured it was faithful to Star Wars canon. Factor 5 initially pitched a concept to allow gamers to play through missions similar to the fans' favorite action sequences from