STAR WARS: BATTLEFRONT (PlayStation 2) Final Version By KindUndrTheMtn Copyright 2004-2006 by Tim Filla =============================================================================== TABLE OF CONTENTS 1. Introduction 2. Basic Gameplay, Controls, and Obbreviations 2a. Basic Gameplay 2b. Controls 2ba. Ground Controls 2bb. Aircraft Controls 2bc. Vehicle Controls 2c. Obbreviations 3. Units 3a. CIS 3b. Republic 3c. Empire 3d. Rebels 3e. NPC's (None-Player Characters) 3ea. Gungans 3eb. Royal Palace Guards 3ec. Wookies 3ed. Geonosians 3ee. Tusken Raiders 3ef. Sarlaac 3eg. Jawas 3eh. Ewoks 3ei. Jedi 4. Maps 4a. Clone Wars 4aa. Naboo 4aaa. Naboo: Plains > 4aab. Naboo: Theed * 4ab. Kashyyk 4aba. Kashyyyk: Islands * 4abb. Kashyyyk: Docks * 4ac. Geonosis 4aca. Geonosis: Spire * 4ad. Kamino 4ada. Kamino: Tipoca City ~ 4ae. Rhen Var 4aea: Rhen Var: Harbor ~ 4b. Galactic Civil War 4ba. Tatooine 4baa. Tatooine: Dune Sea 4bab. Tatooine: Mos Eisely ~ 4bb. Rhen Var 4bba. Rhen Var: Citadel 4bc. Yavin 4 4bca. Yavin 4: Arena 4bcb. Yavin 4: Temple * 4bd. Hoth 4bda: Hoth: Echo Base 4be. Bespin 4bea: Bespin: Cloud City 4beb. Bespin: Platforms 4bf. Endor 4bfa. Endor: Bunker 5. Galactic Conquest 5a. General Info 5b. The Birth of the Rebellion 5c. The Dark Side Rising 5d. Attack of the Clones 5e. Revenge of the Sith 5f. The Galactic Civil War 5g. A Galaxy Divided 5h. The Clone Wars 5i. The Balance of the Force 5j. Planet Order 6. Instant Action 7. Vehicles 7a. CIS 7b. Republic 7c. Empire 7d. Rebels 7e. All Faction Vehicles 7f. Turrets 7g. Creatures 8. Weapons 8a. CIS 8b. Republic 8c. Empire 8d. Rebels 9. Multiplayer 9a. Splitscreen 9b. Online 10. Cheats 11. FAQ 12. Strategies and Tips 13. Contact 14. Copyright 15. Version History and Plans 16. Thanks ------------------------------------------------------------------------------- Key: * Separate faction walkthrough ~ Separate unit walkthrough > Command post tutorial (none) None, of course =============================================================================== 1. Introduction Well, here you are. My guide. Hope you enjoy it! This game is similar to the Battlefield games, except this is Star Wars, which in my opinion makes it better. This gives you diversity of units, each with special abilities, and maps which each have effective strategies. This guide was made mostly by me, but now, a good deal of it has been made by the readers. My Thanks section is growing very long! If you have any suggestions, questions, or comments, please see the Contact section. =============================================================================== 2. Basic Gameplay, Controls, and Obbreviations Here you will find the basic objectives and controls of the game. Also, if you see an obbreviation you don't know, here is the spot for it. ------------------------------------------------------------------------------- 2a. Basic Gameplay: The game's point in battle is to reduce your enemy's reinforcement count to 0. You can see the enemy's reinforcements at the top of the screen. There are two bars and numbers under them. The green bar and number is you, and the red bar and number is your enemy. When the green bar goes all the way down and the green number (that starts at either 200 or 250) is 0, you lose, and it will say "Defeat" on the screen. If the red bar and reinforcement number is all the way down, you see "Victory" across the screen. A commander will keep you updated verbally on your status, like saying "Our reinforcements are taking casualties" or "Victory is imminent!" and other phrases. The second and more difficult way of winning is holding all the command posts for about 20 seconds. Ok, let's clear up what reinforcements are and stuff. This is not stated in the game or any booklet or strategy guide, but visualize this: there is a star- ship overhead (which there is) and it has 200 men on it, and there are 200 men on the battlefield. The number of reinforcements represent the number on the star-ship. If one dies on the battlefield, one has to come down from the ship to a command post, and that means one less is on the ship. If there are no people on the ship for one side and there are on the other side, then victory is assured for the team that still has reinforcements. Let's also say that there are groups on the ship that are each assigned to a command post. If that command post is taken, they can't spawn, and die slowly. That's not really how it is in the game, but gives you a good perspective on how reinforcements work. So, in summary, to win the easiest way is to capture command posts. Your fellow soldiers will do this, but you have the power to lead attacks, and you are a whole lot smarter than your computer friends (I hope). You can use battle strategy and good combat skills. If you try to win just by killing and not capturing command posts, then most likely you will lose, unless you are depriving the enemy of taking main battle routes or holding them at one command post while your allies take other ones easily. ------------------------------------------------------------------------------- 2b. Controls: ------------------------------------------------------------------------------- 2ba. Infantry Controls D-pad: Commands Up: Move out. Right: Follow me. Down: Hold your position. Left: At ease. Left analog stick: Move/strafe Right analog stick: Aim X: Jump Square: Reload Triangle: Get in vehicle Circle: Tap once to crouch, tap twice to lay prone R1: Fire basic weapon R2: Change basic weapon R3: Zoom L1: Fire secondary weapon L2: Change secondary weapon L3: None ------------------------------------------------------------------------------- 2bb. Aircraft Controls: D-pad: Commands Up: None Right: Pile in Down: None Left: Move out Left Analog Stick: Navigate Right analog stick: Aim X: Take off/Land Square: Reload Triangle: Get out/get in Circle: None R1: Fire Basic Weapon R2: Switch Position R3: None L1: Fire Secondary Weapons L2: None L3: None ------------------------------------------------------------------------------- 2bc. Vehicle Controls: D-pad: Commands Up: None Right: Pile in Down: None Left: Move out Left Analog Stick: Navigate/Strafe Right Analog Stick: Aim X: None Square: Reload Triangle: Get out/get in Circle: None R1: Fire R2: Switch positions R3: Zoom L1: Fire Secondary Weapon L2: None L3: None ------------------------------------------------------------------------------- 2c. Obbreviations MAV: Medium assault vehicle (i.e. AAT) AW: Assault Walker (i.e. AT-ST) HT: Heavy Assault Transport (i.e. AT-TE) HWU: Heavy weapons unit (i.e. ARC Trooper) AT: Air Transport (i.e. Republic Gunship) SV: Scout Vehicle (i.e. Speeder bike) FC: Fighter Craft (i.e. X-wing) NPC: Non-player character (i.e. Tusken Raider) CP: Command Post MD: Medical Droid AD: Ammo Droid (Gonk Droid) RD: Repair Droid (R5 Unit) TPM: The Phantom Menace AotC: Attack of the Clones RotS: Revenge of the Sith ANH: A new hope TESB: The Empire Strikes Back RotJ: Return of the Jedi =============================================================================== 3. Units Each unit will help you do something different, like snipe people or blow up vehicles. Units rated on a 1 to 10 scale, 10 being the highest. ------------------------------------------------------------------------------ 3a. How to Use Each Unit 1. Soldier Class The soldier is the bread and butter of the entire game. He is the only one capable of destroying multitudes of enemies in short periods of time. If you want to capture most command posts, the soldier is your guy. He is equipped with a fully automatic blaster rifle, a semi-automatic blaster pistol, thermal detonators to throw at groups of enemies, and concussion grenades, which stick to vehicles when it hits them. 2. Pilot Class The main job of the pilot is to man vehicles, repair vehicles and build and repair turrets. Pilots can also use their mortar and grenade launchers to fire at nearby enemies. The Rebel pilot is special because he has a Blast Cannon, a very damaging weapon if used at close range. 3. Heavy-Weapons Unit (HWU): The HWU has a missile launcher which allows him to destroy vehicles far more efficient than anything else (except other vehicles, that is). So, they, like snipers, should conceal themselves so they are not found by the enemies, for if in a vehicle, enemies target these guys first. 4. Sniper A sniper is to obviously, pick off enemies from long range. They have a high- powered blaster rifle that is not automatic. The Republic and Empire class have more ammo than their foes 3a. CIS Units: Battle Droid Basic Weapons: Blaster Rifle, Blaster Pistol Secondary Weapons: Thermal Detonator, Concussion Grenade Class: Soldier Usefulness: 8 When to use: When you want to kill a lot of soldiers These guys are only found on Naboo: Plains and on Naboo: Theed in Historical Campaigns. Super Battle Droid Basic Weapons: Wrist Blaster, Tri Shot Secondary Weapons: Wrist Launcher Class: Soldier Usefulness: 9 When to use: Anytime These are good. They can rapidly deplete forces with there Wrist Blaster, and can destroy stuff with the Wrist Launcher. Assault Droid Basic Weapons: Missile Launcher, Blaster Pistol Secondary Weapons: Thermal Detonators, Mines Class: Heavy-Weapons Usefulness: 8 When to use: To destroy vehicles Assault droids are basically used to destroy vehicles with their missle launcher and to set traps with the mines. Assault droids' missiles go straight in a line, making them good to take out groups of men (or even just one). Pilot Droid Basic Weapons: Grenade Launcher, Blaster Pistol Secondary Weapons: Fusioncutter, Health/Ammo Dispenser Class: Pilot Usefulness: 8 When to use: To destroy large groups and repair vehicles and build turrets You will want to use these guys when you have a lot of vehicles. They can also build turrets. Assassin Droid Basic Weapons: Sniper Rifle, Blaster Pistol Secondary Weapons: Thermal Detonators, Recon Droids Class: Sniper Usefulness: 8 When to use: In places where you can see long distances and to scout enemy territories The Assassin droid is a sniper, so put them either a long distance away from enemies or on a highly elevated spot. Use the recon droids to quickly move into enemy territories. Assassin Droids can zoom more than the Clone Sharp- shooter, but carry less ammo. Droideka Basic Weapons: Repeating Blasters Secondary Weapons: Personal Shield Class: None Usefulness: 9 When to use: When you have to kill A LOT of soldiers These units are feared by enemies and loved by allies. They can destroy dozens of troops without taking damage. You might think: "These are way to slow!" and they are. But press triangle to go into roll form, where you can roll anywhere. NOTE: cannot use vehicles/turrets Strategy to Kill (from Ryan K): A good way to kill a droideka with the ARC/Jet trooper is to aim at the feet of the enemy. You can take out paired droideka shields at the same time this way. It also works with any enemy. So, basically aim at the ground in front of your enemy with missile type ammo; you have a better chance at hitting them and a better chance of taking more enemies out. ------------------------------------------------------------------------------- 3b. Republic Units: Clone Trooper Basic Weapons: Blaster Rifle, Blaster Pistol Secondary Weapons: EMP Grenade, Concussion Grenade Class: Soldier Usefulness: 8 When to use: To destroy troops These are your basic soldier units. They're the same thing as Battle droids, except they're clones. ARC Trooper Basic Weapons: Missile Launcher, Blaster Pistol Secondary Weapons: EMP Grenade, Mine Class: Heavy-Weapons Class Usefulness: 8 When to use: To destroy vehicles ARC (Advanced Recon Commando) troopers, are the vehicle-destroying units of the Republic. Their missiles do not go straight, so don't launch them without first locking on. I think they look the coolest of all the clones... Clone Pilot Basic Weapons: Plasma Disrupter, Blaster Pistol Secondary Weapons: Fusion Cutter, Health/Ammo Dispenser Class: Pilot Usefulness: 7.5 When to use: To repair vehicles and kill tightly grouped enemies Clone Pilots are a little different than the Pilot Droids. They can shoot out plasma plasts, which are electrical beams. Hold down the trigger for maximum damage. Clone Sharpshooter Basic Weapons: Sniper Rifle, Blaster Pistol Secondary Weapons: EMP Grenade, Recon Droid Class: Sniper Usefulness: 8 When to use: Elevated spots and to scout Clone Sharpshooters are your basic snipers. Carries more ammo than the Assass- in Droid, but less of a zoom level. Jet Trooper Basic Weapons: Pulse Launcher, Commando Pistol Secondary Weapons: EMP Grenade Class: None Usefulness: 9 When to use: To reach far away spots and destroy droideka shields Jet Troopers take jumping to a whole new level. Press X twice to use your jetpack, which can let you stay in the air for long periods of time. ------------------------------------------------------------------------------- 3c. Imperial Units: Stormtrooper Basic Weapons: Blaster Rifle, Blaster Pistol Secondary Weapons: Thermal Detonator, Concussion Grenade Class: Soldier Usefulness: 8 When to use: To destroy several enemies Stormtrooper are again your basic soldiers. Nothing much. Shocktrooper Basic Weapons: Missile Launcher, Blaster Pistol Secondary Weapons: Thermal Detonators, Mines Class: Heavy-Weapons Usefulness: 8 When to use: To destroy vehicles The shocktrooper is another assault unit, use them to destroy vehicles, turrets, and special buildings. They have missiles much like the CIS, they go perfectly straight. Imperial Pilot Basic Weapons: Mortar Launcher, Blaster Pistol Secondary Weapons: Fusioncutter, health/ammo dispenser Class: Pilot Usefulness: 7 When to use: To repair vehicles and destroy groups Use to repair vehicles and launch little grenades on enemies. Scout Trooper Basic Weapons: Sniper Rifle, Blaster Pistol Secondary Weapons: Thermal Detonator, Recon Droid Class: Sniper Usefulness: 8 When to use: To snipe and to scout Basic sniper units. Identical to Clone Snipers; less of a zoom level, but can carry more ammo. Dark Trooper Basic Weapons: Blast Cannon, Blaster Pistol Secondary Weapons: Thermal Detonator Class: None Usefulness: 9 When to use: To suprise enemies and close combat Dark Troopers are like Jet Trooopers, except their jetpacks go faster and wear out quicker. And they have shotguns. ------------------------------------------------------------------------------- 3d. Rebel Units: Rebel Soldier Basic Weapons: Blaster Rifle, Blaster Pistol Secondary Weapons: Thermal Detonators, Concussion Grenade Class: Soldier Usefulness: 8 When to use: To deplete enemies Rebel soldiers are, again, soldiers. They have no armor, but have more will than any other soldier class. Rebel Vanguard Basic Weapons: Missle Launcher, Blaster Pistol Secondary Weapons: Thermal Detonator, Mine Class: Heavy-Weapons Usefulness: 7 When to use: To destroy vehicles and set traps Vanguards are efficient at destroying the Imperial walkers. Useful on Hoth and on Yavin 4: Temple, and on Endor: Bunker. Their missiles are NOT straight. Rebel Pilot Basic Weapons: Blaster Cannon, Blaster Pistol Secondary Weapons: Fusioncutter, health/ammo dispenser Class: Pilot Usefulness: 8 When to use: To repair vehicles and close combat Rebel Pilots carry shotguns, making them efficient at close combat and at repairing vehicles. Rebel Marksman Basic Weapons: Sniper Rifle, Blaster Pistol Secondary Weapons: Thermal Detonator, Recon Droid Class: Sniper Usefulness: 8 When to use: To snipe and to scout Rebel Marksmen are your snipers, and I think they're the only female units in the game, if they are females (I'm not sure). They are almost identical to the assassin droids. They can zoom farther, but do not have as much ammo. Wookie Smuggler Basic Weapons: Bowcaster, Grenade Launcher Secondary Weapons: Time Bomb Class: None Usefulness: 8 When to use: To sneak past groups of enemies These are the only playable Wookies in the game. They can take more damage than any other unit. ------------------------------------------------------------------------------- 3e. NPC's (Non-player characters) There are a few units that you can't play as. They will appear yellow on the map. They only appear in historical campaigns (except Tusken Raiders and the Sarlaac). 3ea. Gungans Weapon: Boomers Classes: One (no name) Toughness: 7 Map: Naboo: Plains Alliance: Republic You will want to watch out for their boomers. They are kind of like grenades that burst into electricity when they throw them. In groups, they destroy the AATs easily. 3eb. Royal Palace Guards Weapon: Blaster Rifle, missile launcher, fusion cutter, etc. Classes: Three: Soldiers, pilots, heavy-weapons Toughness: 8 Map: Naboo: Theed Alliance: Republic These guys are about normal fighting skills, they aren't anything special. 3ec. Wookies Weapon: Bowcasters, missile launchers, fusioncutters Classes: Soldiers, heavy weapons, pilots Toughness: 8 Map: Kashyyyk: Islands, Kashyyyk, Docks Alliance: Rebels/Republic You are probably going to say, "You can play as these!" but you can't. The Wookie Smugglers are a little bit different from the regular Wookies. 3ed. Geonosians Weapon: Sonic Blaster Classes: One (no name) Toughness: 7 Map: Geonosis: Spire Alliance: CIS These ones have very weak weapons. The sonic blaster barely does any damage. They are not to be feared. They can move fast, so try to shoot them on the ground. 3ee. Tusken Raiders Weapon: Blaster Rifle, Sniper Rifle Classes: Two, Soldiers and Snipers Toughness: 8.5 Map: Tatooine: Dune Sea Alliance: None These are tough. Do not underestimate them. They will strike both sides, so basically there are three enemies on the Dune Sea. You do not need to kill all Tusken Raiders to win, though. 3ef. Sarlaac Weapon: Tentacles Classes: One (only one appears) Toughness: Unbeatable Map: Tatooine: Dune Sea Alliance: None The Sarlaac is an invulnerable doom thing, that will destroy everything that comes near it. Stay away from it. It is unbeatable and a problem. 3eg. Jawas Weapon: Fusioncutter Classes: One: Repairers Toughness: Not warriors Map: Tatooine: Mos Eisley Alliance: Both Jawas go around constructing turrets and repairing vehicles. Don't kill them unless they help the enemy. Every kill of one of these counts as a minus. 3eh. Ewoks Weapon: Spears and rocks Classes: One (no name) Toughness: 6 Map: Endor: Bunker Alliance: Rebels These guys are hard to see, so don't be a stormtrooper and walk into one as he stabs you. 3ei. Jedi Weapon: Lightsaber Classes: Count Dooku, Mace Windu, Darth Vader, Luke Skywalker Toughness: 10 Map: Count Dooku: Kashyyk Islands, Mace Windu: Geonosis Spire, Darth Vader: Tatooine Mos Eisley, Luke Skywalker: Hoth Echo Base Alliance: Count Dooku: CIS, Mace Windu: Republic, Darth Vader: Empire, Luke Skywalker: Rebels Steer clear of these guys. They will deflect your bullets, and kill you with one slash of their lightsaber. Killing Strategy: Draw them toward the edge of a drop that will kill you, shoot a missile right next to the Jedi, and he will fly up, and plunge into the pit, killing him. He will respawn. Best levels to kill on: Bespin: Platforms, Rhen Var: Citadel, Kamino: Tipoca City Second Killing Strategy: Run over with a speeder bike (or push him around with a vehicle). Third Killing Strategy: Make them chase you, then turn around and run back- wards. Then shoot at his feet. Fourth Killing Strategy: Use grenades, and throw them at the feet of the Jedi, and down they go! Much like the first one, just use grenades. Fifth Killing Strategy: Land a starfighter on him. Sixth Killing Strategy: Step on him with an AT-AT (this one is kind of hard). Seventh Killing Strategy: (Only for Tatooine: Dune Sea) In a vehicle, push him into the Sarlaac pit or make him chase you to the Sarlaac. Eighth Killing Strategy: (only for Geonosis) The Sonic Blaster may not have a huge effect on the battle, but are excellent for killing Jedi. ------------------------------------------------------------------------------- Still having problems with the units, or don't know when to use one? Go to Tutorials on the main menu, and there will be intros to all the unit classes, vehicles, and the ones you get at the start of Historical Campaigns, and the one you get at the start of Galactic Conquest. =============================================================================== 4. Maps Here we are, the main walkthrough. Scale: Easy, Average, Moderate, Hard. ------------------------------------------------------------------------------- 4a. Clone Wars Main Factions: Republic, CIS Secondary Factions: Gungans, Naboo Royal Guard, Wookies Difficulty: Moderate Number of Battles: 7 Maps: Both Naboos, Both Kashyyyks, Geonosis: Spire, Kamino: Tipoca City, Rhen Var: Harbor ------------------------------------------------------------------------------- 4aa. Naboo Planetary Overview: (From Prima Strategy Guide) An idyllic world close to the border of the Outer Rim Territories, Naboo is known throughout the galaxy for its rolling plains, green hills, and beautiful cities. The underwater Gungan settlements are a wondrous dispaly of exotic hydrostatic bubble technology, and Naboo's river cities are respledant with classical architecture and greenery. The natural landscape of Naboo is breath- taking, but Theed, with its canals, bridges and Royal Palace, is the pride and joy of Naboo. While the rolling plains and hills are perfect for stationing a large force, gaining control of Theed's Royal Palace is the key to claiming Naboo as a galactic trophy. Number of Maps: 2 Difficulty to Claim: Easy Galactic Conquest Planetary Bonus: Bacta Tanks (Recharge Health) Native Forces: Gungans, Theed Royal Guards ------------------------------------------------------------------------------- 4aaa. Naboo: Plains Default Player: CIS Difficulty: Easy Command Posts: The Redoubt, The Command, The Center, The Pillars, The Heads Key Command Post: Redoubt/Command Recommended Unit: CIS: Assault Droid/Any Republic: ARC Trooper/Any Rebels: Rebel Vanguard/Any Empire: Shocktrooper/Any COMMAND POST WALKTHROUGH Introduction/Battle Plan The rule of thumb on this battle: do not attack any command post on foot. There are too many vehicles to worry about. The first thing should be attack the center on a SV. Either that or get in a MAV and take down other MAVs and then move in to any command post to take it. The main command posts are the Redoubt and the Command, because if you lose one, then you just lost your vehicles, which are CRITICAL to victory here. Defending those two command posts (or attacking theres) is the thing to do here. The other two command posts can be finished off once you've done your job. The Command Main Control: CIS/Empire Type: Heavy Vehicles, Turrets, Droids AAT/AT-ST: 4/2 STAP/Speeder Bike: 2/3 Gun Turrets: 4 MD: 1 AD: 1 RD: 1 Defense: The command sits on a hilltop. This is both good and bad. Good because you can see almost the whole battlefield, and you have good warning of any attacks. Bad because there is indestructible cover except for the command post light projecter. The turrets (if properly manned) can make it nearly impossible for enemy infantry to approach this command post. A few HWU at this CP can take down any vehicular threats on this command post. And I assure you, there will be vehicle assaults if you can't hold them off with your own vehciles. There is a large plain that separates this from the other CPs. This plain isn't usually a battlefield, but it is an area you need to watch if you choose to defend this CP. The hill is a sniper's haven. You have a perfect view of the battlefield, making this a sniper's dream. You have to watch out for high speed SV attacks, though because avoiding them is nearly impossible. But if a SV approaches, it's only one guy you have to deal with. Mines will help defend against ground assaults if you are not at this CP to watch over it. Attack: Like I said in defense, it is hard to attack this command post. The best way for the A1 player to attack is a SV. Just get up there, and don't get off until turrets are not of any threat. To destroy the turrets in a SV, the best thing to do is keeping moving and firing. If you attack in a vehicle, just destroy the turrets and ground units. Since this is a heavy command post that is hard to attack, huge battles will occur here in the last minutes of the game when all other enemy command posts are down. Vehicles (if controlled by the human) are threatening to the CPU. The only challenge is other vehicles. Ground assaults are futile, unless you have quite the squad and if the turrets are down. But most of the time, either the turrets or the vehicles will get you. The Redoubt Main Control: Gungans/Republic/Rebellion Type: Heavy Vehicles, Turrets and Droids IF T-X/Combat Speeder: 3/2 Jedi Starfighter/X-wing: 1/1 Kaadu: 2 Gun Turrets: 4 MD: 1 AD: 1 RD: 1 Defense: The Redoubt is as critical to the Republic/Rebellion as the Command is to the Separtists/Empire. This one is a little harder to defend in its own ways, but is not prone to snipers like the Command is. You are not on a hilltop so you don't have as much warning of an attack as you do at the command, but the ancient ruins provide good cover for ground assaults as well as vehicular assaults, plus you get a starfighter, which can put the enemy's vehicles at bay (if used properly). Attack: Ground assaults are good against this command post, but only if the turrets guarding the front are unoccupied. If you plan to begin a ground attack, this is the best formula: spawn as a sniper and use your recon droid and make sure the turrets are unoccup ied. Wait for a large group of enemies to spawn, then call an orbital strike. If you want to make this interesting, attack the command post with your sniper. If you want to play it safe, make sure a SV is available at a command post that is yours before beginning the plan. Then quickly respawn as a soldier, hop on the vehicle, and go. There is no worry of turrets or a huge group of enemies, just watch out for tanks. A tank assault is a better idea. Go straight towards the command post, and look towards the gap between the ruins and the hill to the west. Go there and do not allow enemies into their tanks. Then hop out and take it. If any spawn during your time taking it (which they will) then shoot the ones heading for your tank first. If you're lucky (or playing multiplayer) the main gunner of your tank will take control and keep them away as well. The Center Main Control: Neutral Type: Light Vehicles, Turrets and Droids Gun Turrets: 4 MD: 1 AD: 1 RD: 1 Defense: This command post is at the dead center of the battlefield, hence the name. Probably the CP with the most combat, it will change sides frequently, and is like a breeding ground for Jedi. There are four turrets for the defense of this command post, so a soldier is not necessarily needed to defend this CP, although these turrets have a limited field of view, so it can't defend against attackers far away. The best unit to play if defending this command post is the HWU, because turrets can dispatch ground units and vehicles can be taken out by a missile launcher. Attack: The word is: vehicles. Get in a MAV and get in there. Kill all the nearby units and jump out and take it. This of course is if the CP has already been taken by the enemy and you are converting it. If it is in the start of the battle, then the best thing would be a soldier on a SV or a Kaadu, hopping off and taking it, then wait for the rush of attackers. Defend it for a little bit, then continue your battle plan. This command post is not difficult to take. The Pillars Main Control: CIS/Empire Type: Light Vehicles, Turrets and Droids Gun Turrets: 5 MD: 1 AD: 1 RD: 1 Defense: Defense of this command post is easy, but critical. This is probably the hard- est command post to capture, which is better for the CIS and Empire, but if it falls, then it will probably be very hard to retake. This place is equipped with five turrets, and usually survives until the reinforcement count drops to 40 or 30. This is the perfect place to assemble an attack crew to go to the center. The turrets should be constructed as fast as possible. This CP is in between a small grove of trees that can hide an incoming attacker, but only concealment, not for cover) and a hill which can work to the advantage of both factions. For you it can catch them uprepared, because once they reach the top, they are right in the combat. Attack. Capturing this command post is HARD. Vehicles will fall prey to turrets and HWUs, and a ground assault will be cut short by the turrets as well. That means its sniper time. Get one and pick off the turrets and other defenders, then respawn as a soldier and get on a SV or Kaadu and ride in there. Keep an eye on the turrets and kill any who approach them. The clones have it the hardest because this is where the droidekas mainly come from, so get 'em before they can put their shields up. It may take a few lives and a few squads but it is possible to get this command post. The Heads Main Control: Republic/Rebellion Type: Light Vehicles, Turrets and Droids Gun Turrets: 4 MD: 1 AD: 1 RD: 1 Defense: This command post has a ton of cover, making it easy for one to defend the CP. Ground assaults are easy to defend with the turrets, but vehicular assaulst are not so easy. This area should be reinforced with a vehicle of its own, or a very talented HWU. The best place for infantry to attack is inside the stone heads which name this command post, and then fire out the mouth to kill them. This command post will switch sides throughout the battle, unless properly defended. Since this CP is on a flat plain, cover is extremely important to use. Fast moving units can prove a threat on this battle, because the defenders are occupied with the vehicles, so make sure none slip past you. Attack: Like the defense section says: vehicles, SV and Kaadu are the best thing to use. Vehicles should wipe out the turrets first, but if there is a vehicle defending this place, then take it out first, duh. Then go in for the HWU, which allow you to rip through the soldiers and pilots defending from ground assaults. Then hop out and take it, but first make sure the turrets are down. Now, for SV and Kaadu, do the snipe and move in strategy for the turrets and then rush it! Alternate Strategy 1 (from aznguy777): Let them capture the Center, and then capture all of the other command posts. This way you can surround them and they will have a hard time fighting back. ------------------------------------------------------------------------------- 4aab. Naboo: Theed Default Player: CIS Difficulty: Easy Command Posts: The Office, The Palace, The Guard, The Embassy, The Rotunda, The Plaza Key Command Post: Palace Recommended Unit: CIS: Super Battle Droid/Battle Droid Republic: Clone Trooper Rebels: Rebel Soldier Empire: Stormtrooper MULTI-FACTION WALKTHROUGH CIS/Rebels: Spawn as a HWU at the Rotunda, first thing. Place a mine or two on each of the three bridges leading to that. The Rotunda is your main command post, although it doesn't spawn vehicles. It is your main point to siege the Palace, although the fighting will be difficult in the gap. Once your done with that, you have three choices: number one you sit around in a safe place and shoot the crap out of every vehicle that comes near, or you can respawn as a soldier, and lastly you can get in a vehicle and siege the Palace (that comes later in this guide). Now I will write like you respawned as a soldier. Now, even though most of your army is going to attack the Palace through the wide gap and across the courtyard, they will get hammered by either the turrets, the vehicles, or just the Palace defenders. You want to spawn at either the Embassy or the Plaza. If there is a vehicle there, your in luck, get in it. If not, oh well, deal without it. The best of the two places to spawn is the Embassy, because the Guard is much easier to take than the Office. The Office sits up on a perch with two staircases on either side, so snipers and other defenders can sit up there and clobber you while you try life after life to get there. The guard is in a small little mini courtyard, guarded by two turrets (which aren't often manned). Once the turrets are down, just hop in there, and there won't be too many defenders, so have a blast. Then you have a staging point to attack the Palace. Get together a strike team. By now the vehicular sieges on the Palace by your allies should have softened it up, so just make sure the turrets are down and get on in there and fight. Once the Palace is taken, then you will have to attempt to attack the Office. The Office at the end of the battle as the last command post is freakishly hard to take because of the EXTREME combat. The battle should end sometime during that battle. Republic/Empire: These guys have it a little easier, but with less of a defined strategy. You HAVE to spawn at the Palace and get into a vehicle, then pick right or left once you are out of the Palace courtyard. Either way be prepared for combat against another vehicle. The best way I think is left, because although I said not to attempt to attack the Office as the CIS/Rebels, now would be a good time to attack the Office's twin, the Plaza. You can go right up to the stairs, clear the area out, and then hop out while your Main Gunner takes care of any resistance. Then you probably want to go to the Rotunda. Pick any of the three bridges, then go on it to the Rotunda. The Rotunda has so little combat its not even funny. There is NO guards whatsoever, and only one maybe two guys spawn there while your taking it. Once it is taken, the battle should be draw- ing to a close. Don't bother taking their last command post, just seek out a tank and clean up the Palace area, or recapture the Palace if it has been taken (highly unlikely). ------------------------------------------------------------------------------- 4ab. Kashyyyk Planetary Overview Kashyyyk is a lush world teeming with immense forests standing many kilometers tall. The planet has several horizontal levels of ecology throughout the trees; the Wookies occupy the uppermost level and dnager increases at each lower level. The mighty wroshyr trees have limbs so thickly interwined that the Wookies have perches cities in the natural cradle they form. Wookie architecture uses many narrow catwalks and ladders that connect the large huts and platforms that aid in the defense of Wookie cities. Number of Maps: 2 Difficulty to Claim: Medium Galactic Conquest Planetary Bonus: Secondary Reinforcements Native Forces: Wookies ------------------------------------------------------------------------------- 2aba. Kashyyyk: Islands Default Player: CIS Difficulty: Average Command Posts: West Harbor, East Harbor, North Village, Village Center, South Village, Landing Zone Key Command Post: North Village/Landing Zone Recommended Unit: CIS: Super Battle Droid Republic: Clone Trooper Rebels: Rebel Soldier Empire: Stormtrooper INTRODUCTION Kashyyyk: Islands is my least favorite of the two Kashyyyk levels. It is fairly simple in Historical Campaign, but the Wookies do have a lot of health. Spawn as any unit (preferably a soldier) and get to the starfighter, not a transport ship or bomber. They are slow and are torn through by the star- fighters. This way, you can tear through the enemy's bombers or transports. This will not work in Historical Campaigns because the Wookies do not have vehicles of their own. Taking the skies is not difficult unless it is on multiplayer, because it is two on two always in the skies, and a regular dog- fight. On the ground, a good strategy is needed. ALTERNATE FACTION WALKTHROUGH Empire/CIS: The Landing zone is not a good place for ground units to spawn, but gives you an excellent place far away for your ships to spawn in peace without battle raging around them. This is, however, a good spawning point for snipers , as they can shoot across the valley to the South Village. A better Empire/ CIS spawning place would be one of the northern harbors. The West Harbor is on an island of its own and a straight divides you from the Village Center, which is the main command post for your enemies. Snipers can pick off enemies in the Village Center, but be prepared to fight other snipers going for both you and the infantry crossing the dock or fording the water below you in the valley. As a soldier, you can try to avoid snipers and get the big advantage of the Village Center. Watch out for enemies around the buildings, and reinforcements from the South and North Villages. Droidekas are simply devastating on this level. Get the droidekas in the village, and the defenders will give way and lose to you. Republic/Rebels: This level is a lot more difficult for the forces of good. Your ships spawn in the middle of battle. You are also surrounded. You can try to risk to gather a lot of men in some ship and strike at the Landing Zone, which allows them to have no ships and no more waves coming from the south. With the ships you gained there, you can start destroying the ground units that are fighting against your men at the Villages. The Republic Gunships are esp- ecially good at that. The Rebels have it the hardest on this level, because one going for the Landing Zone will have to do either alone or with one other ally. The Republic can use a gunship to take it and have a strike team, which will probably win. In the village, you have to use all your droideka-killing skills and your keen eyes to take them down. Droidekas are hard to see, until their shields are up, and when that happens your most likely dead, or you have to take cover while droids rush in on your command posts. A Jet Trooper is good on this level, because he can easily dispatch droidekas and can fly over and shoot attacking droids. If the Landing Zone is in your hands, they will have less reinforcements, but there will be more attackers in the north, which may weaken your defenses and might even allow the villages to fall. You need to keep and eye on your map to see if any enemies have snuck past you. Try to not bring battle here in Galactic Conquest until you've secured Rhen Var. Even risking orbital censors to be used here is a bad choice. ------------------------------------------------------------------------------- 4abb. Kashyyyk: Docks Default Player: Republic Difficulty: Moderate Command Posts: City Hall, Pier One, Pier Two, Dock One, Dock Two, Beachhead, Landing Key Command Post: Landing SEPARATE FACTION WALKTHROUGH I love this level! I got a record 92 kills on this level. I know its not much but it felt good. Republic/Rebels: As the Republic the main thing you should do as spawn as a Jet Trooper, although you will only want to play as him once, maybe twice. Spawn at either Pier One or Pier Two, then fly down to the Landing. Just use your pistol to finish off any incoming droids, and once the command post is captured just defend it with the best of your ability and once your dead fight as a soldier there. But I'll get back to that. As the Rebels take a soldier from City Hall south to the Landing, and pray the Empire doesn't have it, and pray even more that there isn't an AT-ST coming your way. If neither happens, your in good shape. If the Empire has it, retake it. If there is an AT-ST, run away and hide like a little girl. Once that is over, just go in and capture it. It shouldn't be hard, but just watch and make sure no stormtroopers are sneaking up to you on any of their three flanks. The minimap is your best re- source for that. Once that has been captured and the area secured for the most part, the next thing is to attack one of the Docks, either One or Two. Both are identical, so it doesn't really matter. For either one, don't go directly on it from the stairs that lead into the lake. Go around to the raised terrace and from there you have a healing/ammo refilling oppurtunity, plus you have a much safer entry onto the dock, from the north. The Docks provide little cover especially from droidekas and turrets. Once everything is done and you managed to get all the way up there, go on the raised lip looking back at the command post itself. That way you can kill anyone spawning. Plus a little tip: before you go up there, turn the turret around facing the terrace, so you have time to blast the guy before he gets into it. Once that is done, take the other one. Then just spend the rest of your time defending your command posts, or attack the Beachhead, using Alternate Strategy 3. CIS/Empire: You guys have it good on this level. Not only do you start out with all the vehicles, you got some great staging points for attacks on almost any CP. The first thing is either spawn at one of the Docks and go on foot to the Landing or get in a SV. If you really want to tear some enemies to shreds, get in a MAV, but when you get to the Landing (especially as the CIS) it will most like- ly have already been taken, but that shouldn't be a problem, because if manned by a good driver, a MAV can survive the whole battle. All you have to do is watch out for Vanguards and ARC Troopers. Waste them first. Once you have the landing, you could just protect it, but it would be wise to take one and even better two of the Piers, which is a sniper's haven. Take your MAV up to the terrace by the catwalk leading up to these Wookie-made structures, and once the turrets and most of the enemies are down, run up in there and waste the survivors. Once that one is taken, then do the same for the other one. City Hall is the hardest to take of all the command posts, and the hardest to escape if you are pinned down there. The most important thing is to make sure ALL of the turrets are down, in front of it and in the two smaller buildings behind it, because if those are manned you'll be (as the CIS, quoting Episode III the game) "scrap metal" in a few seconds. But if they're down, the command post is relatively easy to conquer, unless you aren't a soldier. Alternate strategy (from Adurbin 09): This level is also my favorite in the game for any side you chose. Appear at Pier 1 or 2. Be a sniper (note: the overall technique has nothing to do with sniping). Run along the tops towards that weird hut looking thing. Throw detonators down near the docks to slow the enemy. When you get to the ammo and healing droids, stop by them and look at the other pier. Now send a recon droid of the edge and it should land on the dock. call an air Strike in the middle of the enemies and wait for them to blow. If you want to call another immediately after go ahead. As long as the ammo droid lives, you have unlimited air strikes. If you are at the point where they only have eight reinforcements stop and just snipe them.(note: You can shoot enemies with the recon droid. this gives you a chance to get a tremendous amount of head shots and will lose their lives so some snipers can actually go through that level without dying and possibly shooting the rifle). Alternate Strategy 2 (from James Farmer): You start out at one of the Piers as a Jet Trooper and go to the Landing, you capture the command post and defend the Landing as a Jet Trooper until you die. Then you respawn as a Clone Trooper or a ARC Trooper depending on what you are defending against. Once you get the CIS' command points to a comfortably low level, or they stop coming go and try to caputer the docks. Victory should come shortly after. Using this strategy is best during the clone wars and WILL NOT work during the galactic civil war. Alternate Strategy 3 (from Metzeten XX): This works best on splitscreen, but can also work on singleplayer, but it is harder. And it only works for the Republic/Rebels, but mainly the Republic. Splitscreen (Republic): One person plays as a Jet Trooper and the other a sniper. The sniper should fire on the Beachhead, picking off any that he can. Then the Jet Trooper should fly in and wipe out the droidekas and capturing the command post. Once captured, it is easy to hold. Splitscreen (Rebels): One spawns as a sniper and one as a soldier. The sniper should fire down on the Beachhead and the soldier goes up and just does what the Jet Trooper would normally do, except with more difficulty because they have to cross the lake and they have to avoid vehicles, but if the sniper is good there won't be any- one in the vehicles. On singleplayer, eliminate the sniper for the Republic and the soldier for the Rebels, but if it is Rebels on singleplayer, then just don't try it unless you are REALLY good. ------------------------------------------------------------------------------- 4ac. Geonosis Planetary Overview: Geonosis is a ringed planet, located among the outer rim of the galaxy, near Tatooine. Its uninviting surface is marked by mesas, buttes, and barren stretches of parched desert hardpan. The rocks and sky are tinted red. The creatures that evolved on Geonosis are well equipped to survive in the harsh terrain. Geonosis is also hope to sentient insectoids that inhabit the tower- ing spire-hives. The Geonosians, as they are known, maintain large factories for the production of droids and weapons. The droid foundries and planet's remote location make it an ideal base of operation for the Separtists. Number of Maps: 1 Difficulty to Claim: Moderate Galactic Conquest Planetary Bouns: Blockade Native Forces: Geonosians ------------------------------------------------------------------------------- 4aca. Geonosis: Spire Default Player: Republic Difficulty: Moderate Command Posts: Techno Union Ships 1, 2, 3, Spire, West Bunker, East Bunker, Derelict, Assembly Area Key Command Post: Derelict/Techno Union Ships Recommended Unit: Republic: Clone Trooper or Pilot CIS: Droideka INTRODUCTION Geonosis is a long and complicated level. In Historical Campaign, it intro- duces you to the Clone Army. There is no way of giving a good walkthrough of the level without dividing it into two parts, so that's what I'll do. ALTERNATE FACTION WALKTHROUGH Republic: First things first: get in a Gunship. Load up on allies. Gunships are virtually indestructable on this level. The only thing that can possibly take them down are the Geonosian Starfighters. Go on the west side of the Spire and take down the Hailfire Droid and Spider Walker, and if you want get out and take the command post. This clears a path for your AT-TE allies. I advise you not to get in an AT-TE on this level. They move slow and everyone concentrates on killing them, so they go down fast. Anyway, get back in your gunship and go as high as you possibly can, so your almost eye-level with the tip of the Spire. Shoot down on the Techno Union Ships, using your guns and missiles. If you run out of missiles, go back to the Derelict and refill your ammo. Then head back and finish up the dirty work. Once that's done, your probably going to want to return to the Derelict and exit your ship. Then fend off the enemies from the Derelict (and there will be enemies nearby). Once you've secured the area, proceed north to the Spire. The Spire is easy to get up to, because the defenses are weak there because they all attack the Derelict and such. Once the Spire is taken, their forces will start to crumble at a good rate. Hopefully by now they only have one command post, two tops, and that one should be one of the bunkers. Those are easy to take but hard to keep. They aren't necessary to win the battle, but stop the CIS's hailfire droids and spire walkers from spawning, and gives you an excellent staging point to attack the Spire. Without the Spire and the Techno Union Ships, the CIS is doomed. CIS: The separtists have it harder on this level, because in the movie they lose. First things first: spawn at the Spire and hop in a Geonosian star- fighter. Take down both gunships (preferably before they take off) and start attacking the Assembly Area. With that down there won't be any more gunships, which are one of the two big threats to the precious Techno Union Ships. If you see an AT-TE reach one of the bunkers, go and take it down with your star- fighter. The reason for this little ship your in is the doom of the AT-TE threats. The Assembly Area takes a long time to destroy, and unfortunately can't be taken. Keep your eye on the map for units advancing to your front to the north, and if any command posts are captured go and get 'em, although there is a possibility of losing your starfighter. You should have a warning on the state of the Spire, because it takes a long time to capture and hopefully you will see it blinking before its too late. Another good way to destroy the AT- TEs is the Hailfire Droid, which has missiles equipped for just the purpose. The Spider Walker can be effective too, because of the powerful beam shot out of it. The Derelict should be captured by you, too. Land your starfighter right up next to it, and go in. Defending yourself should be simple in there, because there is only one way attackers come in, except the tiny space they can crouch and go through, but unless you're in multiplayer odds are this won't happen. Alternate Strategy 1 (from aznguy777): Get in a Republic Gunship and go to the Techno Union Ships (you MUST be by yourself!). Fire at it, switching places alternatively. Then go to the main battlefield and go to either side of it, either the right or left side, then snipe them all with one of the turrets. ------------------------------------------------------------------------------- 4ab. Kamino Planetary Overview: A lonely world beyond the Outer Rim and just south of the Rishi Maze, Kamino is a planet of tumultuous oceans and endless storms. Mysteriously, its entry was at one time purged from the otherwise-complete Jedi Archives. Few hints of technology mark Kamino's surface, save for massive stilt-mounted cities where the austere Kaminoans reside. Floating above the vast ocean, Tipoca City is the primary operation for Kamino's most prize export: a clone army. Though non-native pilots often have a difficult time navigating through the stormy climate, Tipoca's city terrain base structural design houses main landing pads and temporary residences for visitors. Number of Maps: 1 Difficulty to Claim: Moderate Galactic Conquest Planetary Bonus: Rebellion Native Forces: None ------------------------------------------------------------------------------- 4aba. Kamino: Tipoca City Default Player: Republic Difficulty: Moderate Command Posts: Cloning Center, Beta 2, Beta 1, Beta 3, Alpha 1, Alpha 2, Alpha 3 Key Command Post: Cloning Center Recommended Unit: Republic: Jet Trooper CIS: Any (Droideka) SEPARATE UNIT/FACTION WALKTHROUGH Republic Soldier: This level is filled with brutality that is hard to escape. Your job as a soldier is to push the frontlines forward. This map is divided up into different platforms, much like Bespin, but on this one the only difference in them is size. The bridges connecting the platforms is where you need to be. Unfortunately, your main opponents, the Super Battle Droids, blend in good with the platforms. When on a bridge approaching and enemy controlled platform, follow this strategy: 1) Empty Turrets, 2) Kill droidekas, 3) Exterminate other soldiers. Some platforms will be easy to take, others will take the whole battle. The other thing you HAVE to watch out for: the cloning center. Unlike the exterior of this map, the interior blends in with your men. So you have a slight advantage. Droidekas will siege the CP more than anyone else, so watch out. Just take out anyone that comes in here. If you see them taking it on your minimap, respawn right away. To prevent sieges of the Cloning Center, make sure the platforms connected to it are controlled by your faction. Pilot: Not much to do. Construct turrets and distribute health. HWU: Blast the droidekas. You're better off guarding the cloning center, although you may lose the battle still. Stay in one place only in multiplayer. Sniper: There are some little boxes that go off platforms. They are perfect for sniping onto the next platform. If they're not available, just stand on a plat- form and shoot to the next one. Jet Trooper: This is your level. Follow the soldier strategy. Your EMP launcher is your friend...plus your jetpack can get you to platforms hastily. CIS Soldier: Basically the same as the Republic soldier strategy, except on yours you have to attack the cloning center. First, gain control of a platform adjacent to the center, then go in. Have some fun. It shouldn't be hard to take, but note it is a heavy CP. Pilot: Same as republic. HWU: Blast everything, mainly turrets. Sniper: Same as republic. Droideka: Go on the bridges and prevent anyone from going. Before you roll up to go, make sure you are clear of enemies. ------------------------------------------------------------------------------- 4af. Rhen Var: Harbor Default Player: Republic Difficulty: Moderate Command Posts: Western LZ, Ice Caves, Lighthouse, Citadel, Fortress, AT-TE/AT- AT Key Command Post: Lighthouse Recommended Unit: Republic: ARC Trooper/Pilot CIS: Assault Droid Empire: Shock Trooper/Pilot Rebels: Vanguard ALTERNATE UNIT AND FACTION WALKTHROUGH Republic/Empire Soldier: The soldier's main job is to secure the area for the passing of your walker. The first thing that should be done is spawning at the Ice Caves. The Ice Caves will normally have an on going battle at the end of it, and unless you are the Empire, avoid this. The Empire can probably take down the enemies, but the Republic has it harder because of those dang droidekas. If you are the Republic, get out of the caves and pray that there is still a MAV at the Western LZ. If there is, lucky you! You can either escort the walker or ride up to the Lighthouse. If you survive out of the Ice Caves, go to the Light- house. Another but longer way is to spawn at the walker and either walk or ride to the Lighthouse, or wait until a MAV comes and get in that. Either way, get to the Lighthouse. Once you're there, do the obvious and capture it. Now go up on the deck that is to the right of the stairs heading to the Ice Caves, if you are looking at the Ice Caves from the Lighthouse. If they have con- structed turrets there, take them down. Then head to the stairs that lead to the frozen lake where the walker should be on. Take down that turret. That takes care of the left flank of the walker. Now either man a turret or head over to the Fortress. Either way take down that turret sitting out on the front porch. If you are in a turret shoot down the MAVs coming in to attack the walker. If you are at the Fortress, take that command post, but watch out there are many places to hide there. One that is taken, go up the front right stairs if you are facing the Lighthouse. Up those stairs is another walker threat, a turret. Take that down, and the walker should be turret free, except for the Citadel's turrets which are clearly visible and in range of the walker and can be taken down by it. Finish up by taking the Citadel. Take any lost command posts. Pilot: The pilot's job on this level is manning the vehicles (how unexpected). the recommended thing to do is man the walker. Simple and easy. An AT-AT (if properly manned) can survive the whole battle and get at least sixty kills. It's harder in an AT-TE because of the AATs which are stronger and the fact that the AT-TEs are weaker than the AT-AT. Either way, that is the easier choice. Another choice would be to man a MAV at the Western LZ and escort the walker. Finally, you can go and take the Lighthouse (which is harder as a Pilot) and construct those turrets. You can also go around repairing vehicles and dispensing health to the soldiers and snipers fighting the brutal war in the large courtyard. Heavy Weapons Unit (HWU): You're job is like normal; take down vehicles and secure the areas with mines. Spawn at the Western LZ, and put a mine on one of the MAVs and a few at the entrance to the Ice Caves. Now go and refill your ammo and get to the the courtyard somehow. Once you're their, you need to take the Lighthouse, although it may be difficult. Once you've done that, you mine up the stairs leading to it, the exit of the courtyard in front of the walker, or the exit of the Ice Caves. Now sit back and blow the crap out of the enemy MAVs. You may die a few times because the MAVs will pick you off if they see you, so continously relocate. Sniper: The sniper class has a few oppurtunities. There is the Lighthouse oppurtunity, in which you take the Lighthouse and lay prone in front of the stairs leading into the main courtyard. Fire into that, and you should always have enemies to fight. A more difficult idea is capturing the citadel, but it most likely wouldn't work for a few reasons: 1) snipers are not equipped for capturing command posts, 2) that area seems to be a Jedi haven, 3) it's a heavy command post. But if by a miracle you can take it, you can stop a lot of enemy vehicles from spawning and you have a sniper oppurtunity that you can either shoot to the Fortress or to the courtyard, or pick off enemies that are behind or under your walker. A way to clear out the Citadel is the simplicity of the recon droid. Jet and Dark Trooper: The Jet Trooper here has an interesting secret (sent in by DarthWaffle7). Start at the Western LZ. Jet up on top of the entryway to the Ice Caves. Then make your way through the few pathes that there are for a longtime (the jetpack is useless) Eventually you'll make it to the top. You can see everything from up there. If you attempt to jump, you will slide, per- haps down the mountain. If you simply walk off the edge, you will fall and die. If you jump off, you'll slide down, take no damage, and wind up in some random point on the map. Ok, back to the main strategy. The Jet Trooper should spawn at the walker. Jet to the Lighthouse. Use your pistol to dispatch normal foes and EMP launcher for droidekas and groups, and as the Dark Trooper use your shotgun for everything. The Lighthouse should not be hard to take. Once that's finished, jetpack over to the Fortress. It may take a few tries to take the Fortress. After that, fly over to the Citadel. The Citadel is normally taken in the last minute or two of the battle. It is kind of hard to take because it is heavy and enemies are always behind the pillars. Rebels/CIS Soldiers: The main rule for soldiers here: do not get massacred by the walker. A soldier may want to man a vehicle. If you want to do this, see the Pilot section for details. Your units will normally take the Lighthouse, so do not bother with it unless it is taken by the enemy. A load of troopers will come out of the Ice Caves. You may have some fun up there (droidekas especially). The Ice Caves is not a hard command post to take. You may die once or twice, but if you clear out the entryway, your home free. Once that's done, you should first check to see if you have all your command post (the walker can clear the way for a lot of enemies) and if not, go get 'em! If you have them all, proceed to the Western LZ, the daddy of all enemy command posts. The exit of the Caves is full of brutal warfare if you control the Ice Caves, because that's where your allies will go. If you manage to liberate enough enemies to have peace, destroy the guarenteed mines in front. There will always be mines unless you are fairly early in the battle in doing this. It will take a few lives usually to capture the Western LZ, if you do it at all. Go back and get any lost command posts. See the Republic/Empire strategies to capture them. Pilots: The Pilot NEEDS to man a vehicle. In truth, you are kind of advantaged if you are the Rebels. Go behind the beast and fire away, the only thing that can hit you are the vehicle and missile launcher equipped escorts. The easiest thing you can do the whole time is to continously take down the walker the whole battle, keeping the thing away from the main courtyard. You could go to the Western LZ and have a vehicle assault there. It is easy, even for one vehicle. Just blast everything and make sure the turret is down, then head in. The Pilot has a simple strategy, but a hard one to execute. HWU: You know what to do already. Get the Lighthouse and blast the crap out of every enemy vehicle without getting hit. Or place mines on the vehicle and ride through enemies without getting hit. Enough said. Sniper: The sniper should just go to any command post and snipe. It's your job and you should do it. There aren't any battle strategies you should use, just get 'em at the Ice Caves and coming to the courtyard. Don't get hit by the enemy walker. Droideka: The droideka should go to the Ice Caves and blast all crap that comes out. The walker can spot you easily, so watch out for that. Do not try to threaten the escorts of the walker. It ain't gonna work. The only other thing to do is to guard a command post, but that's boring. Wookie: Get in a vehicle and run under the AT-AT (after destroying all escorts) and plant time bombs on the legs, then run! Otherwise, do what a soldier does. ------------------------------------------------------------------------------- 4b. Galactic Civil War ------------------------------------------------------------------------------- 4ba. Tatooine Planetary Overview Tatooine is an Outer Rim world of seemingly endless desert, cooked by the in- tense energy of twin yellow suns. Rocky mesas, canyons, and arroyos break up the monotony of shifting dunes. The days are hot and the nights are frigid. Yet life persists on Tatooine, with a mixture of hard-working locals attempting to extract a living from the unforgiving environment or and transients visiting the world for illegal ventures. Controlled by the Hutts and their shady op- erations, Tatooine's few port cities attract mainly spacers, bounty hunters and thieves and other malcontents. Anyone attempting to gain control of Tatooine is faced with the dangers of an open desert and a wretched hive of scum and villainy lurking in the city streets, looking for profit from someone else's demise. Number of Maps: 2 Difficulty to Take: Easy Galactic Conquest Planetary Bonus: Jedi Hero Native Forces: Tusken Raiders, Jawas ------------------------------------------------------------------------------- 4baa. Tatooine: Dune Sea Default Player: Empire Difficulty: Easy Command Posts: Bluff, Homestead, Tusken Camp, Cistern, Sandcrawler, Dune Sea Key Command Post: None SEPARATE FACTION WALKTHROUGH Empire/Republic: Start out at the Sandcrawler, and grab a speeder. Zoom over to the Homestead, under that big arch. Then jump off the speeder at the top of the Homestead. Run down into the Homestead, and stand by the health droid, and kill the attackers until you have captured it. This should drive the Rebels from this area, and bring in some troops and a vehicle. Then, the Rebels will flock in from the Bluff. You should get in an vehicle, but be prepared for a ton of missiles and concussion grenades. You might encounter a combat landspeeder. Hold back the foes, and once you got that in control, jump out and slowly take the command post. Then, they might have taken the Sandcrawler or retaken the Homestead. You can take those back if you want, but if you have got the Bluff, you should be close to winning. If there's nothing to do, or taking the Bluff is too hard, get in a medium assault vehicle and head up to the Tusken Camp. Then, massacre the tuskens! This is an easy way to get a lot of kills with no resistance; the tuskens have no grenades or missile launchers, only blaster and sniper rifles. And, there is always action at the Cistern. For Snipers: get in a starfighter, and land on one of the stone pillar things. Then, snipe away! The only danger you might have is if enemy starfighters destroy yours, and your stuck. The only way to get down is if you jump off and land in a vehicle. Rebels/CIS: Ok, start out at the Bluff. Get a medium assault vehicle and get a copilot. Siege the Dune Sea or Sandcrawler, but be prepared for medium assault power. Take them down, but it may be difficult. The Dune Sea is VERY hard to get, because you are surrounded by turrets and vehicles when you try to take it, and seemingly endless troops spawn there. The Sandcrawler is easier, but you have no cover, so being a soldier could help here. The enemy has a knack for taking the Homestead, because it is extremely simple to take, read the guide above this one. If you are frustrated or bored, there is always the three-way clash at the Cistern, or some starcraft to battle. The Empire and Republic have unit disadvantages, because the CIS has the almighty droidekas, and the Rebel Pilots seem very tough, but on this level, you're sort of wandering, searching for a fight. Alternate Strategy 1: (Suggested lone wolf., for both factions) This level also has aircraft, although it is not as popular as a style of fighting on this level as it is on other levels. Fighting in the air is hard on this level, yet easy to defend yourself in aircraft, due to the pillars of rock. Anyway, the best way to effeciently use your starfighter is to go in for attack runs on enemy troops, especially droidekas, Jedi, and MAVs. This can make it a lot easier for your troops fighting on the ground. ------------------------------------------------------------------------------- 4bab. Tatooine: Mos Eisely Default Player: Empire Difficulty: Easy Command Posts: Market, Shops, Hangar, Cantina, Warehouse, Housing Key Command Post: Hangar/Housing SEPARATE UNIT AND FACTION WALKTHROUGH Empire/Republic: Soldier: (The soldier guide is a basic strategy guide as well as a guide for that unit type) Ok spawn at either the Market or Warehouse. Here is the strategy if you spawn at the Market: Run down the road towards the shops. When your almost there, enemies will undoutabely spew out of the road that connects to the road your on. Either fight them defending the Market or trying to make your way to the Shops. Or just run. Then jump over the short walls and get into a little courtyard with the Shops CP in it. Kill the nearby enemies, and easily take that command post. If you spawn at the Warehouse, go south until your almost at the end of the map and then turn right. There should be some enemies in that area, kill them if you can. then go into the little doorway of the Cantina, kill the defenders (some hide near the walls by the tables, so be careful). There are usually masses of enemies grouped around this command post, and it is a major spawning point for the enemy. Now once that is taken, the next best place is their main command post (and in the Clone Wars the CISs' AAT spawning command post) which is the Hangar. Go in through the southwest entrance, but take out the turrets first. Then take cover with the walls that fortify this command post while the enemy's infantry fires at you. Fire back, and once they are cleared (at least for the most part) run in there, but keep your eyes peeled for spawning foes. This CP has two sail barges, like the ones Jabba uses in RotJ. Before charging this sail barge, be sure the two Barge Turrets are empty, then go up there. Most of the time there is a guard on top of the Sail Barge, so kill him, and be ready because most of the time one will spawn up there. If you did the Market Strategy, after you capture the Shops sneak behind the Hangar and get in it. Then do the Hangar strategy above^^. Pilot: The pilot class is really out of luck here. Construct turrets and get in one and defend the CP its at. If you are daring, you can follow the sold- ier strategy up above. Once the Empire gets control of the Hangar, then you can pilot the AT-ST. Heavy-Weapons Unit (HWU): Sorry, buddy. You're out of luck too, for the Emp- ire. If you are the Republic, seek out the AAT and destroy it, preferably from rooftops. The best thing you can do otherwise is mine up the entrances to all the CPs. Sniper: The Sniper has many oppurtunities here. Stick to the rooftops. Hop from each one until you find a nice one to snipe from, then lay prone and go for 'em. The best place to do this is near the Hangar, because that's where they'll come from. Near the Shops is good too, and so is the Cantina, for that matter. So basically, stay near an enemy command post and snipe away. Dark Trooper: Ah, you got it made. These guys are designed for fighting in areas like this. Follow the soldier strategy. You're shotgun can really help especially when navigating near the Shops. One thing though: you have a special access to the Hangar. Go anywhere near it, and then use your Jetpack to reach the first slope where you can stand on. You probably have made it to the top, but there's a wall in front of you. Just go to the side and wait for your Jetpack to recharge, then jet over to the Sail Barge. Then, you got it. Jet Trooper: Same as Dark Trooper, without the shotgun. Rebels/CIS: Soldier: Ok, the soldier should first spawn at the Cantina. Then move in to the CP the Warehouse. Move against the southern wall of the city and try to sneak around, don't come in the main entrance, because it may be mined. The command post may take a few tries to capture, but your the best, and you can do it, right? Yeah, sure. Anyway, The next priority is the Housing. Well, actually, first of all make sure you own all of the CPs you owned at the start of the game (except for the Warehouse, because you just got it). The Shops especially, because that is where they will pour in like crazy. Retake that if necessary, then get back to the Warehouse. Now go north to the Housing. Go on the main roadway, and be prepared for a fight vs. troops from Market. When you have ad- vanced far enough, sneak away into the small allyway right in front of the Housing. Move in, but be prepared for a one on a few fight. Then, go into the uneven sand that supports the CP the Housing. If an enemy comes and you can't see him, don't be nervous, because most of the time he can't see you either, and most likely your smarter than him (unless you are on multiplayer, or else you are really stupid). Now, the battle for the Market. Now's a good time to go get the CPs you lost. Here's how you fight on the Market. There are three easy steps to victory here. 1) Get rid of the turrets. 2) Watch out for gren- ades. 3) Keep moving. Normally, their army will reach a breaking point 5-20 reinforcements, and your troops will swarm the Markets. The end! Pilot: Construct turrets. Man AAT if you are the CIS. If you are the Rebels, follow the Soldier strategy, basically. HWU: Mine up the place! Destroy vehicle if necessary. Sniper: See the Sniper section for the Republic/Empire, except be near the Ware- house or the Market. Wookie Smuggler: Soldier strategy... Droideka: Just find a busy road and clobber everything. A few good ones are the Warehouse to the Cantina, and the Market to the Shops. ------------------------------------------------------------------------------- 4bc. Rhen Var: Citadel Default Player: Empire Difficulty: Average Command Posts: Observatory, Ruins, Watch, Courtyard, Terrace, Crypt, Keep Key Command Post: Keep/Watch MULTI-FACTION WALKTHROUGH Citadel is a fun level for me, because no vehicular combat and some good combat with any weapon (except, that is, missile launchers). You only begin with one command post, so when the level starts you have to scurry around to get the best ones. The ones you are going to want to get are the Keep and the Watch. The Rebels and CIS have an advantage in getting these, because it is a lot shorter of a run from the Courtyard to the Keep than it is from the Observatory to the Keep. The Empire and the Republic will get there first if you spawn immediately and run as soon as you spawn on the most direct route. You don't have to do everything perfectly, but you will approach it as soon as you see enemies coming from the stairs in front of you. Toss a grenade there (I've got up to seven kills with one grenade there) and run up the stairs to the keep. An enemy or two will come up and challenge you for the Keep, but you can beat them. Enemies may also come to the Keep from the Terrace (which normally is captured by the Rebels or CIS) and the Watch (which is captured normally by the enemy of the player). Make sure you have the Keep in your possession, because if captured by your enemies (they usually try to take it halfway through the level). The Watch is another important command post, and one that is easy to capture and critical for the Empire and the Republic. Three guys will spawn on the narrow walkway at a time (if the Rebels have it). They shouldn't be hard to kill. Go to the far edge of the Watch, so you can see everyone spawn. The turrets won't be up until someone has stable control over it, and hopefully you'll have the stable control. Now, the leap of faith. If you are looking at the Keep from the Watch, you will see and valley like thing to your left and right. Look down to your left at the health and ammo droids. Jump down next to them. You will lose some health, depending on where you drop from. Some spots (mainly to the right of the Watch) will deprive you from a lot of health. The left side won't lose you as much health. Use the health droid to regain your health. From there, if you are the Empire or Republic go right through the pillars to the Courtyard. The Courtyard only spawns one man at a time, so it is not hard to take. The two entrances sometimes have enemies in them or nearby outside. As the Rebels/CIS, go up to the Ruins. That command post is a usual hunting ground for Jedi, so be on your guard. From the valley there is a set of stairs left of the bridge heading to the watch. They will lead you right to the Ruins, which is an average command post to capture. From there you can either snipe over to the Observatory or continue to the Observatory. The Observatory is normally held by your enemy, no matter what faction you are. There you will find the highest intensity battle of the level. There are grenades flying everywhere, people storming down the stairs and what not. It is easier to defend this command post than to capture it, because capturing it requires being able to see all the scattered units outside and inside of the huge room that houses the command post itself. The Crypt switches sides more than any other command posts. At the beginning of the level it usually goes to the Republic/Empire, because they only have a short walk from the Observatory to the Crypt. It switches sides so much is because the Terrace, and extremely well-guarded command post which belongs to the Rebels/CIS for most of the battle, is about the same distance to it as the Observatory to the Crypt. The hallways allow for easy fighting and sneaking up on your enemies. Once in the Crypt you should duck behind the big stone thing in the middle next to the command post. Enemies are sometimes hard to find, but don't often spawn there. Most of the units on this level dress in white, so they are harder to kill out- side in the snow than inside the blue Crypt. The Terrace is the hardest command post to capture and the easiest to defend. Turrets line the stairs good. The easiest way to get it is from the Crypt. A direct assault from the Courtyard is not a wise idea, because of the overload of snipers and turrets. If you do manage to capture it, then it is normally late in the level, and it should end soon. ------------------------------------------------------------------------------- 4bd. Yavin 4: Arena Default Player: Empire Difficulty: Moderate Command Posts: Altar, East Box, West Box, Gate, Arena Key Command Post: Arena MULTI-FACTION WALKTHROUGH This level may seem hard at first, but once you know what your doing, it's not that tricky. Start out either as a sniper or a jetpack unit. If you are a sniper, spawn at the East or West Box, whichever you have. Then simply snipe into the opposing box. The snipers in the other box will shoot down into the Arena, which will sometimes turn the tide of the battle in the Arena which is nearly eternal. If you are a jetpack unit (soldiers will work too, but take longer) spawn at a box and head straight for the Arena. Fight there, and either empty out or stay out of range of the turret. That thing is very dangerous, as well as the snipers up there. As soon as you have a fair grip on the Arena, go up the slope to the enemy's box. The troops up there will either be leaving or snipers, except the turret. Take them out, then hide behind the health droid and capture the command post. You can have cover, gain health, and capture a command post at the same time. How convinient. Now, once you take that, the enemy should be driven from the area. Now you have to go out- side. I suggest going to your command post, either the Gate or Altar, and grabbing the best availabe vehicle, then drive it around to their command post. Normally, they should have a lot of troops left when you attack this command post, so any ground attacks die within seconds. If you are in a vehicle, you will last longer. I don't recommend going in for the command post, just have a killing spree, until your vehicle is almost down, then throw some detonators and RUN. Only when their troops drop below thirty should you go for the command post. Otherwise, you will die. Alternate Stategy (from Adurbin 09): There is an almost perfect approach to taking the Altar, if on the Rebel side. At the beginning of the level, appear at the Gate and grab a landspeeder. Drive it over to the Alter, but DON'T attack the AT-ST's. They WILL win. Drive up the stairs, and stop when you run into the main entrance. Get out and run inside. If you are a soldier you will have more of an advantage. If you are doing this at the beginning of the game, 99% of the time only 2, or 3 people appear. If you are looking at where you entered, they will always appear in the right corner. I guarantee you take the Altar. ------------------------------------------------------------------------------- 4be. Yavin 4: Temple Default Player: Rebels Difficulty: Moderate Command Posts: Temple, Altar, Dry Pool, Forest Ruins, Viaduct, Fountain, Over- look Key Command Post: Viaduct MULTI-FACTION WALKTHROUGH The Temple. I don't like this level very much, but I have to write about it, because without it this wouldn't be a complete guide. Take a speeder bike as any faction to the Forest Ruins. There you will find good combat throughout the battle. Then, take either the Viaduct or the Alter. The Alter is the easier of the two to take, because you can see your opponents when on top, and it is not always well guarded. AT-STs prowl about that area, so watch out in defending it as the Rebels, and way-to-go Empire! To combat them as the Rebels use the nearby Tower Turrets. They can take one down, but not head to head. Head to head if they both have full health, the AT-ST will barely win. For the Rebels, its a little harder. The Viaduct and the Dry Pool are almost identical command posts; a turret by some ruins which has some health and ammo droids under a viaduct. They are very difficult to take, because it is a small fight- ing area with two turrets. The easiest way to take it is either to sneak around the back, take out the turret gunners, and then kill the guys around it, or if you're really good, hide behind the trees because of the turrets and then wipe them out in cease fire, but you will lose a lot of lives normally if you try this. Once the Viaduct is taken, the AT-STs will stop coming into the Rebel's main command post, the Temple. If you control the Viaduct, Alter, and Dry Pool, the AT-STs won't threaten the defense at the Temple. To take the enemy's back command post for either faction (either the Overlook or the Temple) simply take a speeder bike and rush up there. It's harder for the Empire because they have to get off their speeder bike in the huge assembly room, then run up the stairs into the room you see in A New Hope where you can see the Death Star in comparison to Yavin 4. This has no effect on the game, because the Death Star is already destroyed. For the Rebels, it's easy because they just have a small area to go to, and it is not hard to take, unless you encounter an AT-ST. If one comes, find the nearest cover (although there isn't much) and if one spawns, shoot anyone who nears it. The Fountain is fairly difficult to take, because when at the center it is hard to keep watch around a 360 degree area, but easy for an approaching enemy to spot you. You also have a flank of enemies to deal with before you can even enter, and two turrets. The Fountain is usually captured in the last few seconds of the game, if at all. Alternate Strategy (From Adurbin 09): If the enemy is taking over a lot of places, and you can't quite get them back, grab a speeder bike and drive up one the slants on the Temple SLOWLY. If you're a sniper this is a perfect spot to snipe. If you want to see out farther just fall one level. This will hurt but barely. DO NOT JUMP! This could hurt you severely and possibly kill you! You usually aren't supposed to get this high so the game can't know how to react when you jump. ------------------------------------------------------------------------------- 4bf. Hoth: Echo Base Default Player: Rebels Difficulty: Hard Command Posts: Echo Base, Control, Outpost, Generator, Bunker, Forward Camp Key Command Post: Echo Base/Generator/Forward Camp SEPARATE UNIT WALKTHROUGH ------------------------------------------------------------------------------- 4bg. Bespin: Cloud City Default Player: Rebels Difficulty: Moderate Command Posts: Rear Entrance, Chamber, Forward Flank, Courtyard, Walkway, Rear Flank Key Command Post: Chamber MULTI-FACTION WALKTHROUGH This battle consists of everything but vehicles. There are massive battles with at least twenty men on each side. There are snipers and turrets picking off enemies. There are close quarter combat fights to the death. The last unit you want to play as on this level is the Heavy Weapons unit, because you are going to be one bored little soldier. There are absolutely no vehicles on this level. This is one of the very few (if only) level without vehicles. The only thing a heavy weapons unit is good for on this level is the destruction of turrets. The most effective stratgey that I have discovered either you die a lot or die none. Take a soldier and spawn at either the Forward Flank or the Rear Flank. Take the enemy's opposite command post, by fighting your way through the hallways. Watch out for grenades! The little things that jut out of the main hallway provide good cover. The enemy's command post should be taken quite easily, but when taking it, watch out for enemy's units spawning. They come in pairs of two, so observe them and take down the harder one first. Then, proceed to the next command post, either the walkway or the Rear Entrance. Both are critical to the battle, because the Rear Entrance gives you easy access to the Carbon Freezing Chamber, which normally is taken by your allies no matter what side you are on. The Walkway allows you to flank your enemy on two sides in the courtyard, which allows for a control of most of the area. The Carbon Freezing Chamber is necessary, and if it falls take it back, but you don't have to take it back right away. The Courtyard always contains a fight with turrets and ground units, making it a full scale battle. It is hard to survive long at the Courtyard, so be prepared to use your best tactics. Mines should be placed in this level, especially by the Carbon Freezing Chamber. Put mines in all the doorways, but do not put them on the white ground of the hallways, but the black and orange ground of the Chamber. They cannot see them if they are on their, unless they are vigorously watching for them (which you should be if you attack the Chamber). Alternate strategy: (From Kasha_kamsue): Instead of the main strategy which involves losing a few lives, if you are a talented sniper, then this will work. Start out at whatever area is on the top story of the level. Be a sniper and wait behind all the other units. When you see storm troopers, droids, clones or rebels (your enemy) fire at them and try to get head shots (duh). After a few minutes if you see some of your units in the base, capture it. Then move on to the next command post and capture it. Then stay above the battle and snipe at your enemy from above. ------------------------------------------------------------------------------- 4bh. Bespin: Platforms Default Player: Rebels Difficulty: Moderate Command Posts: Dock, Fuel, Command, Extractor, Control, Landing, Depot Key Command Post: Extractor MULTI-FACTION WALKTHROUGH The first thing you want to do is take a soldier and head to the Extractor. Normally you'll get there faster than the enemy, which is an advantage. A group of allies usually comes with you, so the enemy will CONSTANTLY BE THROWING GRENADES AT YOU!!! When the assaults of the Extractor cease by either your surrender or you being angrily aggressive and ferociously killing all enemies in sight, the battle should move onto the bridge leading towards your enemy's most important command post, either the Control or Command. There battle should break out ferociously. You have to fight there, or your troops will be hammered back into the Extractor, and eventually be pushed back to your main command post. The bridges are usually full of mines and grenades, so beware. The little pieces of wall sticking out of the main wall provide as cover for you. This battle is very wierd for me. I take the Control faster as the clones than as any other faction. It should be the hardest, because the clones are naturally the toughest to play as, due to droidekas. But as the Rebels or Empire it takes me longer. I don't know about the CIS, I never play as them. You may have some of your back command posts fall victim to aerial attacks. Don't worry about them. You can retake them (if your allies don't) when you have the Command/Control. Once you have the Command/Control, you will probably want to empty the turrests. Tough. If they see you, your dead. The best thing to do is get close enough to them so they can't shoot you, and then shoot them. They can be seen in the back of the turret. You can only get a glimpse of them since the turrets move so fast. But it's possible. Alternate strategy (From kikibigdog2): Take a ship up to the top of the Extractor as a sniper. Face your enemy's main command post. Then, lie prone and shoot away. They almost never find you. Alternate strategy 2 (From Darth Cow): I have an alternate strategy for the Bespin: Platforms map. This works as any faction, but is most effective as the Republic or CIS, because of their fast units (Jet Trooper and Droideka). Spawn immediately as a good killing- everything unit other than the droideka in any command post (pick your favorite vehicle). Get in a vehicle, and fly it to an enemy command post that you can land in (any but Extractor, Control, or Command). Blow up the turret guarding it, land, and capture the command post. The enemy will probably capture Extractor, but ignore this. Get back in and land at each command post. Capture all the command posts you can. You may die repeatedly, but only if you ignore the turrets. Take them out before you land each time. Try to avoid Control or Command until last because they are heavy and enemies spawn quickly. Your men will start flanking the enemy by spawning at the command posts you captured, and eventually you will have them bottled up in Extractor. Just go on a killing spree. ------------------------------------------------------------------------------- 4bi. Endor: Bunker Default Player: Rebels Difficulty: Moderate Shield Bunker, Barracks, Camp, East Trail, Village, Rebel Outpost Key Command Post: Camp MULTI-FACTION WALKTHROUGH Spawn at either the village or the Barracks, and grab a speeder (or an AT-ST, if you want) and head to the neutral command post. Capture it. If you are in an AT-ST, either you or your enemy will have already capture it. If you are in an AT-ST, watch out for the Ewok traps. When you're heading down the largest trail, there will be logs that are suspended on trees by rope. There will be one on a tree and one on the tree opposite to it. If they are tilted up, then when the next AT-ST walks through, they will release and bust it in one hit. You may notice them in Return of the Jedi. There are two or three of these. In an AT-ST, go to the farthest south command post and take it. There will usually be little defense there. If you are a Rebel, you might want to go to the Shield Generator, but it is difficult to destroy by yourself, so it's best to destroy when the Empire is weakened and you can take a large group down there. A Rebel Vanguard is a smart unit on this map, because of the vehicle amount of the Empire. There will usually be groups of enemies on this level, because you cannot have widespread forces due to the lack of vision and the trees. Watch out for the Ewoks as the Empire. They are hard to see and are very embarrasing to be killed by, especially in multiplayer. This level is very different from this scene in the movie, because on this level there are a lot of Rebels and not as many Ewoks. It is still a fun level, though. On this level, you will notice your kill amount is usually higher than normal. I don't know why, maybe because its a small map. =============================================================================== 5. Galactic Conquest ------------------------------------------------------------------------------- 5a. General Info Galactic Conquest is where you choose a historical point in time. Each one makes you play as a specific faction, but some let you choose between two of them. You then fight your opponent (CIS vs. Republic, Empire vs. Rebels) on all of the planets that have two battles. Once you beat one of the ones originally available to you, you can play the others, most of which allow you to choose your faction. Then, you select a planet to attack. All but one of the planets will be the enemies. Bespin is a good first attack; because you need to take it early or else your vehicles will be smoking at the start if they choose Bespin as their planetary bonus. Here is a list of the planetary bonuses: Bespin: Sabotage Enemy vehicles come into play damaged. Naboo: Bacta Tanks Your troops are injected with Bacta Syrum, which makes your units heal overtime (unless you are the droids, then the droids are replaced with self-healing droids). Kashyyyk: Reinforcements You are given twenty extra reinforcements when your reinforcements hit 40. I personally don't like this one to have, but you might. Helps in a tight battle. Rhen Var: Orbital Sensors They can't see units on the map. Bad if used against you, but not such a big advantage for you if you use it against them, because they're computers; they're stupid. Excellent for multiplayer, though. Tatooine: Jedi Hero A Jedi hero will fight alongside you. If you have him on your side, you don't notice much of a difference, but if used against you, it may put you in a tight spot. Yavin 4: Elite Training Your units will be more skilled. This effects the battle greatly for both sides. It pretty nice to have. For the next ones, the planetary bonus becomes available once you have completed four battles. Endor: Death Star Destroy a planet. You also get to see footage of Alderaan getting destroyed. Hoth: Rebellion Overthrow a planet. You get to see the footage of stormtroopers on Endor ambushed by Ewoks. Geonosis: Blockade Overthrow a planet. You get to see the Trade Federation blockade Naboo from TPM. Kamino: Rebellion Overthrow a planet. You get to see the clones landing their ships on Geonosis and clones piling out. ------------------------------------------------------------------------------- Here is a list of all the Galactic Conquests. 5b. The Birth of the Rebellion Difficulty: Easy Side: Rebels 5c. The Dark Side Rising Difficulty: Easy Side: Empire 5d. Attack of the Clones Difficulty: Easy Side: Republic 5e. Revenge of the Sith Difficulty: Average Side: CIS 5f. Galactic Civil War Difficulty: Average Side: Empire/Rebels 5g. A Galaxy Divided Difficulty: Average Side: Empire/Rebels 5h. The Clone Wars Difficulty: Hard Side: Republic/CIS 5i. The Balance of the Force Difficulty: Hard Side: Republic/CIS Each Galactic Conquest has a final planet. After you've conquered all the planets, you have to beat the one where your enemies main base is on. Here is the list of final planets if you are playing as the indicated faction. CIS: Kamino Republic: Geonosis Empire: Hoth Rebels: Endor ------------------------------------------------------------------------------- 5j. Planet Order You will chose what planets you want to attack in what order. The Prima Strategy Guide says you should have Kashyyyk first, but I don't agree. Here is the order the planets should be taken in my opinion: 1) Bespin: The sabotage really hurts your enemies and is a pain to deal with if against you. 2) Rhen Var: It sucks not seeing units on the map! 3) Tatooine: The last thing you want to see at their main command post is a Jedi. 4) Yavin 4: It's easy fighting regular old units, not smart ones. 5) Kashyyyk: You could win the battle with these, or lose it if they get it. 6) Naboo: Though you may think the ability to heal yourself is great, its not. It's not a big advantage to them, because when I see them, I don't like wounding them, I like killing them all at once. ------------------------------------------------------------------------------- And that's all I have to say about Galactic Conquest. Stick to the same strategies as the Historical Campaign and Instant action. =============================================================================== 6. Instant Action This section is fairly short. In Instant Action, you choose one of the maps and play it as any faction. But, if the planet has one map, it can only be played as the two groups that fought each other there in Historical Campaign (ex. Hoth has to be played Rebels vs. Empire, etc.) This is a good way to touch up on skills and prepare for Multiplayer. You can play with both Jedi fighting (not against each other) if you change the setting on Options. Instant Action is also good if you start to play just for fun. It can familiarize you with the factions, and help you pick a favorite faction. I use this most because basically I play this game for fun now, not to say "I beat the game!". You have a list of all the planets and you get to pick as many as you want, then play them in the order you picked or a random order. Either way, you will still play all the levels you =============================================================================== 7. Vehicles Here's your scale: Wimpy, Threat, Problem, Lethal Speed: Sloth, Slow, Average, Fast, Very Fast ------------------------------------------------------------------------------- 7a. CIS STAP Weapons: 2 Blaster Cannons Scale: Wimpy Type: Scout Crew: Pilot Top Speed: 400 KPH Size: Small Manufacturer: Baktoid Armor Workshop Movie: The Phantom Menace The only thing these are good for is to get where you want to fast. AAT Weapons: 2 Laser Cannons, 1 Laser Blaster Scale: Problem Type: Medium Assault Crew: Pilot, Main Gunner Top Speed: 55 KPH Size: Medium Manufacturer: Baktoid Armor Workshop Movie: The Phantom Menace, Revenge of the Sith You will seriously want to watch out for these. Especially when your in a vehicle. Hailfire Droid Weapons: 1 Laser Cannon, Hailfire Missiles Scale: Threat Type: Medium Assault Crew: Pilot Top Speed: 45 KPH Size: Medium Manufacturer: Haor Chall Engineering Movie: Attack of the Clones, Revenge of the Sith These thing are bad because they can run over you. Watch out for these, if they are coming at you. Spider Walker Weapons: 1 Beam Cannon, 1 Laser Cannon Scale: Problem Type: Assault Walkers Top Speed: 90 KPH Crew: Pilot Size: Medium-Large Manufacturer: Baktoid Armor Workshop Movie: Attack of the Clones, Revenge of the Sith You really want to watch out for these, especially if you are infantry. Geonosian Starfighter Weapons: 1 Laser Cannon Scale: Problem Type: Fighter Craft Crew: Pilot Top Speed: 1000 KPH Size: Small-Medium Manufacturer: Huppla Pasa Tisc Shipwrights Collective Movie: Attack of the Clones These things are the key to taking down the powerful AT-TEs. Droid Starfighter Weapons: 2 Blaster Cannons Scale: Threat Type: Fighter Craft Crew: Pilot Top Speed: 1180 KPH Size: Small-Medium Manufacturer: Xi Char Movie: The Phantom Menace, Revenge of the Sith These are basic Fighter Craft, and are faster than the X-wings and the Y-wings, though they don't have to fight them. But the Jedi starfighter masters them. MAF Weapons: Rockets, 2 Beam Cannons, 1 Cannon Turret Scale: Problem Type: Air Transports Crew: Pilot, Co-pilot, Turret gunner Top Speed: 820 KPH Size: Large Manufacturer: Haor Chall Engineering Movie: Revenge of the Sith These aren't all that common, and are slow and easy to kill. ------------------------------------------------------------------------------- 7b. Republic TX-130S Fighter Tank Weapons: 2 Blaster Cannons, Missiles, 1 Beam Cannon Scale: Problem Type: Medium Assault Crew: Pilot, Main Gunner Top Speed: 193 KPH Size: Medium Manufacturer: Rothana Heavy Enginneering Movie: Attack of the Clones You will want to watch out for these. They are similar to AATs. AT-TE Weapons: 4 Laser Cannons, 2 Laser Cannons, 1 Projectile Cannon Scale: Lethal Type: Heavy Assault Transports Crew: Pilot, Co-pilot, Main gunner Top Speed: 60 KPH Size: Large Manufacturer: Rothana Heavy Engineering and Kuat Drive Yards Movie: Attack of the Clones, Revenge of the Sith If you are an enemy of these, the only possible solutions are the Geonsoian starfighters or a whole lot of AATs. If you have one, you are lucky. These are the secret to destroying the Techno Union Ships and victory at Rhen-Var: Harbor. These are weaker than the AT-ATs, but more armed. Jedi Starfighter Weapons: 2 Laser Cannons, Missiles Scale: Problem Type: Fighter Craft Crew: Pilot Top Speed: It says it goes 12,000 but that must be wrong. That's 12 times faster than the Geonsosian Starfighter. I'll say its a typo and it goes 1200 KPH Size: Medium Manufacturer: Kuat Systems Engineering Movie: Attack of the Clones, Different version in Revenge of the Sith These are probably your best Fighter Craft, with there unimaginable speed. Republic Gunship Weapons: 2 Laser Cannons, Rockets, 2 Wing Lasers, 2 Beam Cannon Turrets Scale: Threat Type: Air Transport Crew: Pilot, Co-pilot, 2 Turret Gunners, 1 Transport Position Top Speed: 620 KPH Manufacturer: Rothana Heavy Engineering Size: Large Movie: Attack of the Clones, Revenge of the Sith The only reason these things aren't that bad is that they are slow, allowing starfighters to easily destroy them. Gian Speeder Weapons: 2 Gian Blasters, 1 Laser Scale: Threat Type: Special Craft Crew: Pilot, Main Gunner Top Speed: 160 KPH Size: Medium Manufacturer: SoroSuub Facilities Movie: The Phantom Menace These only appear in Historical Campaign in Naboo: Theed. ------------------------------------------------------------------------------- 7c. Empire TX-130T Fighter Tank Weapons: 2 Blaster Cannons, Missiles, 1 Beam Cannon Scale: Problem Type: Medium Assault Crew: Pilot, Main Gunner Top Speed: 193 KPH Size: Medium Manufacturer: Imperial Department of Military Research and Rothana Heavy Engi- neering Movie: None Your probably thinking "Hey doesn't the Republic have those?" and yes they do. Everything is EXACTLY the same, the size, the speed, the guns, only the color is different. It says this has better turning and better guns, but barely if any. AT-ST Weapons: 2 Blaster Cannons, 2 Light Blaster Turrets Scale: Problem Type: Assault Walker Crew: Pilot, Co-pilot Top Speed: 90 KPH Size: Medium Manufacturer: Imperial Department of Military Reseearch, Kuat Drive Yards Movie: Empire Strikes Back, Return of the Jedi These are seen a lot, and are fairly dangerous. AT-AT Weapons: 2 Heavy Lasers, 2 Blaster Turrets Scale: Lethal Type: Heavy Assault Transports Crew: Pilot, Co-pilot Top Speed: 60 KPH Size: Largest Manufacturer: Kuat Drive Yards, Gen. Maximillian Veers' design Movie: Empire Strikes Back Watch out for these. They are just as deadly as the AT-TEs, but with a few weaknesses. The AT-TEs can shoot from all directions, whereas the AT-ATs can only shoot from the front. And, you can rope their legs. TIE Fighter Weapons: 2 Laser Cannons Scale: Problem Type: Fighter Craft Crew: Pilot Top Speed: 1,200 KPH Size: Small Manufacturer: Sienar Fleet Systems Movie: A New Hope, The Empire Strikes Back, The Return of the Jedi These are fast, and are perfect for destroying an X-Wing. TIE Bomber Weapons: 2 Laster Cannons, Proton Torpedoes, Proton Bombs Scale: Problem Type: Bomber Crew: Pilot, Co-pilot Top Speed: 850 KPH Size: Medium Manufacturer: Sienar Fleet Systems Movie: The Empire Strikes Back These can not only destroy Aircraft, but can destroy ground soldiers with their bombs. They are slow, though. ------------------------------------------------------------------------------- 7d. Rebels Combat Landspeeder Weapons: 2 Blaster Cannons, Missiles, 1 Blaster Cannon Turret Scale: Problem Type: Medium Assault Crew: Pilot, Main Gunner Top Speed: 227 KPH Size: Medium Manufacturer: SoroSuub Facilities Movie: None These are dangerous, especially to infantry. SoroSuub lost the design in a bet to the Rebel Alliance. X-Wing Weapons: 4 Laser Cannons, Proton Torpedoes Scale: Problem Type: Fighter Craft Crew: Pilot Top Speed: 1050 KPH Size: Small-Medium Manufacturer: Incom Corporation Movie: Different version in Revenge of the Sith, normal version in A New Hope, The Empire Strikes Back, and The Return of the Jedi Ah, the infamous X-Wing. Very useful, but the TIE Fighters are faster, but I think X-Wings are more efficient. Y-Wing Weapons: 2 Laser Cannons, Proton Bombs, 1 Laser Cannon Turret Scale: Problem Type: Bomber Crew: Pilot, Co-pilot Top Speed: 1000 KPH Size: Medium Manufacturer: Koensayr Movie: A New Hope, Return of the Jedi These are like TIE Bombers, but faster and with some advantages and weaknesses. Watch out for them on both the ground and the air. They have back guns that are used to destroy ground units. T-47 Airspeeder Weapons: 2 Laser Cannons, 1 Harpoon Gun Scale: Problem Type: Special Craft Crew: Pilot, Co-pilot Top Speed: 1100 KPH Size: Medium Manufacturer: Incom Coroporation Movie: The Empire Strikes Back These are problems only to the AT-ATs, because they are just about the only thing capable of taking them down. ------------------------------------------------------------------------------- 7e. All Faction Vehicles These vehicles are made and spawned by all or most of the factions. Speeder Bike Weapons: 1 Laser Cannon Scale: Threat Type: Scout Crew: Pilot Top Speed: 500 KPH Found: Tatooine: Dune Sea, Yavin 4: Temple, Endor: Bunker, Naboo: Plains Size: Small Manufacturer: Aratech Repulsor Company Movie: Attack of the Clones, Revenge of the Sith, The Return of the Jedi These are used to zoom across the map in no time. Not available for CIS. Sand Skiff Weapons: 3 Heavy Gun Turrets Scale: Problem Type: Special Craft Crew: Pilot, Three Gunners Top Speed: 250 KPH Found: Tatooine: Dune Sea Size: Medium Manufacturer: Ubrikkian Movie: Return of the Jedi These are very, very useful, for just needing a ride. But while you are getting your ride, why not kill some enemies on the way? Cloud Car Weapons: 2 Laser Cannons, Rockets Scale: Threat Type: Special Craft Crew: Pilot, Co-pilot Top Speed: 1500 KPH Found: Bespin: Platforms Size: Small-Medium Manufacturer: Bespin Motors Movie: The Empire Strikes Back, briefly in Return of the Jedi These things are used for many things at Bespin, but aren't that great as star- fighters. Fastest vehicle in the game. ------------------------------------------------------------------------------- 7f. Turrets Gun Turret Scale: Problem Faction: All Map: Several These are very common, and pilots need to construct them before use. Geonosian Sonic Plaster Scale: Wimpy Faction: CIS Map: Geonosis: Spire These will to a little damage, but will knock you backwards. Tower Turret Scale: Problem Faction: Rebels Map: Yavin 4: Temple These are very high up, and look a little like trees. Anti-Infantry Laser Battery Scale: Problem Faction: Rebels Map: Hoth: Echo Base These are useful for killing ground troops at Hoth. Anti-Vehicle Laser Cannon Scale: Threat Faction: Rebels Map: Hoth: Echo Base These are supposed to be used to destroy AT-ATs, but really do not to much to them. Anti-Air Turret Scale: Lethal Faction: All Map: Bespin: Platforms These are deadly to aircraft and to ground units. ------------------------------------------------------------------------------- 7g. Creatures Creatures are only used for transportation, and will be killed in one or two hits. You also cannot attack with them. They count as vehicles, so killing them is a simple way to get the tank buster award. Kaadu Faction: Gungans/Republic/Rebels Map: Naboo: Plains These are just big animals. Nothing much. You can't attack from one. They are just fast. They are weak, too. Tauntaun Faction: Rebels Map: Hoth: Echo Base These are like Kaadu, but will flee if there is enough combat. =============================================================================== 8. Weapons You might be confused at some of the units weapons, so here is a section devoted to each weapon. ------------------------------------------------------------------------------- 8a. CIS Wrist Blaster Used By: Super Battle Droid Technical Name: Wrist Blaster Weapon Type: Blaster Rifle? Manufacturer: NA The Wrist Blaster is ideal for killing huge groups of clones. Tri-Shot Used By: Super Battle Droid Technical Name: Wrist Blaster Weapon Type: Shotgun Manufacturer: NA Tri-Shots are like the Dark Trooper's and Rebel Pilot's Blast Cannon, but they shoot three shots, instead of four, and they always are in the same spots. Wrist Launcher Used By: Super Battle Droid Technical Name: Wrist Launcher Weapon Type: Missile Launcher Manufacturer: NA Wrist Launchers are built in missile launchers which make the Super Battle Droids efficiant for any time, unless it's repairing. Missile Launcher (CIS) Used By: Assault Droid Technical Name: BAQ E-60R Missile Launcher Weapon Type: Missile Launcher Manufacturer: NA Aim these at vehicles or at large groups' feet. Blaster Pistol (CIS) Used By: Assault Droid, Pilot Droid, Assassin Droid Technical Name: Separtist Blaster Pistol Weapon Type: Blaster Pistol Manufacturer: NA A weapon used by most classes of every faction, these fire slow, weak, and inaccurate shots, but beat killing people than missile launchers or sniper rifles at close range. Thermal Detonator (CIS) Used By: Assault Droid, Assassin Droid Technical Name: Merr-Sonn V-1 Thermal Detonator Weapon Type: Grenade Manufacturer: Merr-Sonn Lob these at large groups to send soldiers flying off-screen. Mines (CIS) Used By: Assault Droid Technical Name: Conner Ship Systems HX2 Mine Weapon Type: Mines Manufacturer: Conner Ships Put these in places where no one will see them, and when an enemy is near, boom! Grenade Launcher (CIS) Used By: Pilot Droid Technical Name: Merr-Sonn RD-4 Grenade Launcher Weapon Type: Grenade Launcher Manufacturer: Merr-Sonn Grenade Launcher. Again, nothing much. Fusioncutter (CIS) Used By: Pilot Droids Technical Name: SoroSuub F-187 Fusioncutter Weapon Type: Fusioncutter Manufacturer: SoroSuub (visit the SoroSuub factory in Podracer Revenge) A fusion cutter repairs vehicles and repairs/builds turrets. Health/Ammo Dispenser (CIS) Used By: Pilot Droid Technical Name: Health/Ammo Dispenser Weapon Type: Health/Ammo Dispenser Manufacturer: NA These are probably the only weapons identical to every other faction, even in technical name. Sniper Rifle (CIS) Used By: Assassin Droid Technical Name: BAW E-5s Sniper Rifle Weapon Type: Sniper Rifle Manufacturer: NA From a distance, shoot enemies with this weapons powerful zoom capability for extreme damage. Recon Droid (CIS) Used By: Assassin Droid Technical Name: Arakyd Mark IV Recon Droid Weapon Type: Recon Droid Manufacturer: Arakyd Use these to scout enemy territories for sniping spots. They can also call orbital strikes. Repeating Blasters Used By: Droideka Technical Name: Repeating Blasters Weapon Type: NA Manufacturer: NA These are probably the most lethal weapons in a game that a character already has. Personal Shield Used By: Droideka Technical Name: Personal Shield Weapon Type: Shield Manufacturer: NA These will create a small shield that can hold off fire for a short time. This makes the droideka a very feared enemy. ------------------------------------------------------------------------------- 8b. Republic Blaster Rifle (Republic) Used By: Clone Trooper Technical Name: Republic DC-15 Blaster Rifle Weapon Type: Blaster Rifle Manufacturer: Republic These are automatics used to deplete enemies fast. Blaster Pistol (Republic) Used By: Clone Trooper, ARC Trooper, Clone Pilot, Clone Sharpshooter Technical Name: Republic DC-15s Blaster Pistol Weapon Type: Blaster Pistol Manufacturer: Republic (See "Blaster Pistol (CIS)") EMP Grenade Used By: Clone Trooper, ARC Trooper, Clone Sharpshooter, Jet Trooper Technical Name: Merr-Sonn V-6 Haywire Grenade/Merr-Sonn V-1 Thermal Detonator Weapon Type: Grenade Manufacturer: Merr-Sonn These explode and give out electricity. These are similar to the Gungan boomers. Concussion Grenade (Republic) Used By: Clone Trooper Technical Name: SoroSuub LXR-6 ConcussionGrenade Weapon Type: Grenade Manufactuer: SoroSuub These are handy. They stick to whatever they hit (except people) and explode, so are ideal for vehicles. Missile Launcher (Republic) Used By: ARC Trooper Technical Name: Merr-Sonn PLX Missile Launcher Weapon Type: Missile Launcher Manufacturer: Merr-Sonn (See "Missile Launcher (CIS)") Mines (Republic) Used By: ARC Trooper Technical Name: Conner Ship Systems HX2 Mine Weapon Type: Mine Manufactuer: Conner Ships (See "Mines (CIS)") Bolt Caster Used By: Clone Pilots Technical Name: Drever Corp "DN Bolt Caster" Plasma Disruptor Weapon Type: Misc. Manufacturer: Drever Corp Bolt Casters shoot out beams of electricity, and their damage can be improved by holding down the fire button. Fusioncutter (Republic) Used By: Clone Pilots Technical Name: SoroSuub F-187 Fusioncutter Weapon Type: Fusioncutter Manufacturer: SoroSuub (See "Fusioncutter (CIS)") Health/Ammo Dispenser (Republic) Used By: Clone Pilots Technical Name: Health/Ammo Dispenser Weapon Type: Health/Ammo Dispenser Manufacturer: NA (See "Health/Ammo Dispenser (CIS)") Sniper Rifle (Republic) Used By: Clone Sharpshooter Technical Name: Republic DC-15x Sniper Rifle Weapon Type: Sniper Rifle Manufacturer: Republic (See "Sniper Rifle (CIS)") Recon Droid Used By: Clone Sharpshooter Technical Name: Arakyd R-1 Recon Droid Weapon Type: Recon Droid Manufacturer: Arakyd (See "Recon Droid (CIS)") EMP Launcher Used By: Jet Trooper Technical Name: Merr-Sonn EM Pulse Launcher Weapon Type: Missile Launcher Manufacturer: Merr-Sonn These shoot out blasts that are a mix between an EMP Grenade and a missile launcher. Commando Pistol Used By: Jet Trooper Technical Name: Republic DC-17 Blaster Pistol Weapon Type: Pistol Manufacturer: Republic These pistols fire faster, use less energy, recharge faster, and do more damage than regular pistols. ------------------------------------------------------------------------------- 8c. Empire Blaster Rifle (Empire) Used By: Stormtrooper Technical Name: BlasTech E-11 Blaster Rifle Weapon Type: Blaster Rifle Manufacturer: BlasTech? (See "Blaster Rifle (Republic)") Blaster Pistol (Empire) Used By: Stormtrooper, Shocktrooper, Imperial Pilot, Scout Trooper, Darktrooper Technical Name: BlasTech SE-14r Light Repeating Pistol Weapon Type: Blaster Pistol Manufacturer: BlasTech (See "Blaster Pistol (CIS)") Thermal Detonator (Empire) Used By: Stormtrooper, Shocktrooper, Scout Trooper, Dark Trooper Technical Name: Baradium-Core Thermal Detonator Weapon Type: Thermal Detonator Manufacturer: Baradium-Core (See "Thermal Detonator (CIS)") Concussion Grenade (Empire) Used By: Stormtrooper Technical Name: SoroSuub LXR-6 Concussion Grenade Weapon Type: Thermal Detonator Manufacturer: SoroSuub (See "Concussion Grenade (Republic)") Missile Launcher (Empire) Used By: Shocktrooper Technical Name: MiniMag PTL Missile Launcher Weapon Type: Missile Launcher Manufacturer: MiniMag (See "Missile Launcher (CIS)") Mines (Empire) Used By: Shocktrooper Technical Name: Golan Arms KE-6b Mine Weapon Type: Mine Manufacturer: Golan Arms (See "Mines (CIS)") Grenade Launcher (Empire) Used By: Imperial Pilot Technical Name: Merr-Sonn V-6d Mortar Launcher Weapon Type: Grenade Launcher Manufacturer: Merr-Sonn (See "Grenade Launcher (CIS)") Sniper Rifle (Empire) Used By: Scout Trooper Technical Name: Modified BlasTech E-11s Sniper Rifle Weapon Type: Sniper Rifle Manufacturer: BlasTech (See "Sniper Rifle (CIS)") Recon Droid (Empire) Used By: Scout Trooper Technical Name: Arakyd R-4 Recon Droid Weapon Type: Recon Droid Manufacturer: Arakyd (See "Recon Droid (CIS)") Blast Cannon (Empire) Used By: Dark Trooper Technical Name: Golan Arms Blast Cannon Weapon Type: Shotgun Manufacturer: Golan Arms These are similar to Tri-Shot, but they shoot four bullets, and are not perfectly in the same spot every time. ------------------------------------------------------------------------------- 8d. Rebels Blaster Rifle (Rebels) Used By: Rebel Soldier Technical Name: BlasTech DH-17 Blaster Rifle Weapon Type: Blaster Rifle Manuacturer: BlasTech (See "Blaster Rifle (Republic)") Blaster Pistol (Rebels) Used By: Rebel Soldier, Rebel Vanguard, Rebel Pilot, Rebel Marksman Technical Name: BlasTech DL-44 Blaster Pistol Weapon Type: Blaster Pistol Manufacturer: BlasTech (See "Blaster Pistol (CIS)") Thermal Detonator (Rebels) Used By: Rebel Soldier, Rebel Vanguard, Rebel Marksman Technical Name: Merr-Sonn Munitions Class A Thermal Detonators Weapon Type: Thermal Detonator Manufacturer: Merr-Sonn (See "Thermal Detonator (CIS)") Concussion Grenade (Rebels) Used By: Rebel Soldier Technical Name: SoroSuub LXR-6 Concussion Grenade Weapon Type: Thermal Detonator Manufacturer: SoroSuub (See "Concussion Grenade (Republic)") Missile Launcher (Rebels) Used By: Rebel Vanguard Technical Name: Golan Arms HH-15 Missile Launcher Weapon Type: Missile Launcher Manufacturer: Golan Arms (See "Missile Launcher (CIS)") Mines (Rebels) Used By: Rebel Vanguard Technical Name: Conner Ship Systems 3HX3 Mine Weapon Type: Mines Manufacturer: Conner Ships (See "Mines (CIS)") Blaster Cannon Used By: Rebel Pilots Technical Name: Golan Arms CR-1 Blaster Cannon Weapon Type: Shotgun Manufacturer: Golan Arms (See "Blast Cannon (Empire)") Fusioncutter (Rebels) Used By: Rebel Pilots Technical Name: SoroSuub F-187 Fusioncutter Weapon Type: FusionCutter Manufacturer: SoroSuub (See "Fusioncutter (CIS)") Health/Ammo Dispenser (Rebels) Used By: Rebel Pilots Technical Name: Health/Ammo Dispenser Weapon Type: Health/Ammo Dispenser Manufacturer: NA (See "Health/Ammo Dispenser (CIS)") Sniper Rifle (Rebels) Used By: Rebel Marksmen Technical Name: BlasTech E-17d Sniper Rifle Weapon Type: Sniper Rifle Manufacturer: BlasTech (See "Sniper Rifle (CIS)") Recon Droid (Rebels) Used By: Rebel Marksmen Technical Name: Arakyd R-4 Recon Droid Weapon Type: Recon Droid Manufacturer: Arakyd (See "Recon Droid (CIS)") Bowcaster Used By: Wookie Smuggler Technical Name: Wookie Bowcaster Weapon Type: NA Manufacturer: Kashyyyk Weapon Crafters These are what you see Chewbacca fighting with. They pack a powerful punch. Grenade Launcher (Rebels) Used By: Wookie Smuggler Technical Name: Merr-Sonn HH-4 Grenade Launcher Weapon Type: Grenade Launcher Manufacturer: Merr-Sonn (See "Grenade Launcer (CIS)") Time Bomb Used By: Wookie Smuggler Technical Name: Merr-Sonn TB-47 Time Bomb Weapon Type: Mine? Manufacturer: Merr-Sonn These are like mines, but explode in seconds, not whenever something come by it. =============================================================================== 9. Multiplayer 9a. Splitscreen Splitscreen mode. Both harder and easier. You don't have a full view of the screen, so that is harder. But, two human characters will trample the enemy. Splitscreen is basically a normal game, but with a big line down the middle, and two screens. Everything is the same, except that Galactic Conquest doesn't have all of the options it had. Splitscreen can ready you up for the real multiplayer, and can be fun if you are fighting someone else, especially in aircraft. Well, there's not much to say about splitscreen. There's no chat, because, duh, you're sitting right next to the person. 9b. Online Coming soon! =============================================================================== 10. Cheats All cheats are found on GameFAQs.com. They are submitted by DarthVader1 and by EPNeo on the site. 1) Unlock All Planets At Historical Campaigns planet selection, enter Square, Circle, Square, Circle. 2) Small People Enter this as a profile name: Jub Jub (has to have lowercases, not all caps) They will use the frame they used for the Ewoks. You will look really fat and your limbs will be all screwed up. Otherwise you play the same, except a different point of view. It's hard to play like this. 3) Unlockables: Bespin Concept Art Beat: Bespin: Cloud City Endor Stills Beat: Bepin: Platforms Geonosis Stills Beat: Geonosis: Spire Hoth Concept Art Beat: Hoth: Echo Base Instant Action Mode Beat: Any Historical Campaigns mission Kamino Storyboards Beat: Kamino: Tipoca City Naboo Stills Beat: Naboo: Theed Star Wars Battlefront Art Beat: Kashyyyk: Islands Tatooine Concept Art Beat: Tatooine: Mos Eisely Weapons and Units Stills Beat: Rhen Var: Harbor Yavin Concept Art Beat: Yavin 4: Temple *All levels must be beat in Historical Campaigns If the cheats don't work, don't email me, submit a problem at GameFAQs Contributor Central. =============================================================================== 11. FAQ 1) Can you play as a Jedi? No. I wish you could, but no. They are NPCs, which stands for Non-Player Character. In Battlefront II you can, but that's not out yet. 2) Are there any unlockable units? No. I'm 99% sure that you can't. You might consider a Super Battle Droid, a Dark Trooper, a droideka, and a Jet Trooper to be unlockable, because they can't be played in every Historical Campaign. 3) How do you construct a turret using a pilot and a fusioncutter? I don't think I was specific enough, which is my fault. Go by an area with a metal platform with an image of a wrench, and use the fusioncutter as a secondary weapon near the area, and a gun turret will soon appear. 4) Are you able to save in the middle of a battle? Unfortunately, no. 5) Can Jedi phase through droideka shields? With one stroke they will take it down, with the next they will destroy the droideka. 6) How do you play splitscreen? I have two controllers! The controllers have to be made for the PS2. They cannot be compatible with PS1. You DO NOT have to have two profiles. You get one called Player 2 if you start one with only 1 profile. 7) Why do I see pictures of Jabba the Hut? For PC, there is a downloadable level called Tatooine: Jabba's Palace. You can't get it for PS2 or Xbox (dang). 8) On Splitscreen Mode, I can only played a few Galactic Conquests. Why? For some reason, they made so only the easier Galactic Conquests can be played. 9) How do you destroy an AT-AT with a soldier, if no vehicles are available? Basically, you can't. The concussions are useless (unless there are fifty guys throwing them at once) so, get in a vehicle! Or play as a heavy-weapons unit. You may notice you asked these questions. They aren't all "frequently asked", I just take the best ones and post them. =============================================================================== 12. Strategies NOTE: These are not placed in order of importance! They are in the order either I thought of them, or they were mentioned to me. 1) Take the center command post. Then you can launch attacks from the command posts around it easily. 2) Always, always, always use the Airspeeders to destroy AT-ATs when they are available. 3) Never tangle with a Jedi. You will almost never win. 4) Diving to the side is a good way to escape grenades. To do that, strafe and jump at the same time. 5) Listen to your ally's commands. If they tell you to follow, follow. And most importantly, if they say "Grenade! Grenade!" or "Get down" something like that, get out of there! 6) If you start losing, capture the key command posts. 7) If you want to destroy a lot of troops, don't rely on your blaster pistol. Use a unit with an automatic (soldier). 8) Use the Prima Strategy guide. I get tons of information from it. 9) Know what units do and and what to use in a certain situation. For example, use a pilot if you are on Rhen Var: Harbor because there are a lot of turrets that need to be build and a lot of vehicles to be repaired. 10) Know your enemies weaknesses. Dark Troopers have poor ranged abilities. Snipers are useless in close combat. 11) Don't ever stand still when you are out in the opne. You may think you are safe, but you never know when a sniper is aimed at you. 12) Use the mini-map. You can tell what command posts need you and where the battles occur. 13) Use Instant Action to improve your skills. 14) Use vehicles to your benefit. Don't walk across the map when a speeder is available. Don't go plunging into a huge battle when an AT-ST is available. 15) Watch the skies. Especially when you are the Empire and Y-Wings are zoom- ing over your head. 16) Survey the area you're about to attack from a distace. Make sure there are no enemies in turrets or anything. 17) Use the terrain to your advantage. If there is tall grass, lay prone and crawl. If there are stacks of logs, crouch by them to provide cover. 18) If you are defending a command post, use the droids around you, such as the health and ammo droids. 19) Watch out for mines. Especially in Bespin: Cloud city in the Chamber. The orange lights make mines nearly invisible. Mines can be destroyed. 20) When in a ground vehicle, kill the units with heavy weapons first. 21) Get the command posts where the vehicles are first, so you don't have to worry about taking tanks out when you are in the heart of the battle. 22) You are the difference in the battle. 9 times out of 10 the battle will be lost without you. You have to be in the frontlines. 23) If you are in a vehicle, try to have a co-pilot, a main gunner, etc., so you are not alone. Then you can double weapons. 24) Know what you are about to fight if you are doing a sneak attack. Observe a little, use a recon droid. If you are a heavy-weapons unit, don't go plunging into battle against soldiers. 25) Make sure that there are no snipers in the area before you attack. The best thing is to take a recon droid and survey the area. 26) To take out droidekas, use a Jet Trooper's EMP Launcher and fire one or two shots to take the shield down, then another to kill it. 27) If you are in a speeder bike and you see an enemy Jedi, that is the only time to purposely mess with him. Run him down! 28) Watch out for anti-aircraft turrets, even when you are on the ground. They are lethal to aircraft (hence the name) and can kill anyone who tries to come up and take it down on the ground. 29) If you plan to be in an aircraft for a long time, be a Pilot. If you get hit, you can hover over your own territory, automatically repairing (or in Platforms, you can go under the platforms, where you are guarenteed to be safe) 30) If you are losing, don't do a "suicidal charge of sheer rage". You may deplete a few forces, but it will be impacted heavier with expert battle techniques or vehicle assaults will impact their reinforcements more. 31) If you see a group of enemy units bunched together (and you are in an aircraft), land on them. If you see a Jedi from an aircraft, land on him! 32) As a Jet Trooper, you can fly up to mountaintops and building tops where you can easily assault droids. 33) If you have a Jedi on the team, stay with him for protection, or order him to follow you for elite assaults. 34) If you are in aircraft and are looking down at masses of enemies, go in for an attack run, but be sure to pull up. This is another way to destroy medium- assault vehicles easily. 35) If in a medium assault vehicle, go in front of an army to escort them, if possible. 36) Always check your map to make sure that there isn't a huge battle that needs your help or a command post you didn't know got taken. 37) Kill the most dangerous units first. Take down soldiers first, and snipers last (if in close combat). 38) Don't underestimate the distance of a fall. Don't jump down anything higher than a normal house-roof in Mos Eisely. 39) Never underestimate the power of aircraft, especially bombers, if you are on the ground. 40) Know the armament of your enemy. Don't pick a nose-to-nose fight with a Rebel Pilot or a Darktrooper. Don't try to snipe the sniper as a soldier. 41) Missile launchers can be used for enemy dispatch very effectively (if you know what you're doing). 42) (This is one of my favorites) As a HWU, place mines on MAVs or SVs and just get in. If you go through a group of enemies, the mines will detonate and kill the enemies nearby. 43) Though droidekas are hard to beat, they are also hard to play as, unless you have a lot of experience with them. Travel in groups of two as droidekas for best results. 44) Move a lot to avoid snipers. 45) Always use the best weapon available for each situation that you have. For example, don't shoot five clustered enemies with a blaster pistol if a grenade is available. 46) To take down a CP with a lot of turrets or difficult ground units, be a sniper and go to a place with a good view of the CP with a SV. From there, pick off any unwanted units and ride the SV in and take the CP. 47) On Hoth as the Empire, travel right next to the other AT-AT to avoid Air- speeders. 48) If defeat is near and the reinforcements are close, forget about strategy. Become a maniac and kill any enemy you see, no matter where they are. 49) Do not try to take down a starfighter from the ground, unless in a AA gun or the ship is a AT. 50) If you come upon a destructible command post, do not try to defeat it on the ground unless you are either a Wookie smuggler or attacking the Shield Generator on Endor. Get in a MAV or starcraft. ***50 STRATEGIES!!!*** 51) Sometimes the best strategy is to get all the command posts except the one in the middle, then surround them there. =============================================================================== 14. Contact Here are the contact rules. 1. All emails sent to me must have one of the following things in the header or it will be sent back telling you to reread this section. System starts July 15th. Questions: Star Wars BF Question Suggestions: Star Wars BF Suggest Strategies: Star Wars BF Strategy Battlefront II: BFII Errors: Star Wars BF Errors 2. Emails that do not pertain to the guide (spam, "have you played this game?" etc.) will be deleted immediately. 3. My email address is strider42 (at) alltel (dot) net. Replace the at and dot with the appropriate symbols. 4. Use the best English as you can. No AOL language (i.e. hey u kno bout um yavin arena i gt a gud wy 2 win). Use the best spelling you can, I can for- give stuff like immediately being immediatly (as long as its not on purpose) 5. As for fonts and stuff, please use black print and a white background, none of this bright green or yellow crap, and use either Times New Roman, Arial, or Tahoma. 6. DO NOT ASK ME TO PUT A STRATEGY IN THE GUIDE!!! This FAQ is on its FINAL version, therefore I AM NOT updating it. Got it? Good. 7. In case you're wondering, I wasn't born in 1942, nor am I 42 years old or ever was. 8. See the FAQ section before you ask a question. If it's not there then ask. 9. No profanity or other inappropriate words. The limits is sucks and crap. 10. Do not share my email address with anyone. 11. Do not point out small spelling/grammar mistakes, like "You said your when you should have said you're" or "you spelled immediately wrong". Unless you cannot understand the word or it changes the meaning of the sentance, let it go. 12. Make sure the message has a clear point and is more than "On Kashyyyk: Is- lands its good taking enemy ships." A better example would be "On Kashyyk: Islands if you take enemy ships you can gain better air control and slow the attacks on your main command posts." 13. Please don't make this a message that's too personal like "Yo, what's up?" and don't make it in the form of a business letter, like "Dear Sir, greet- ings. I come to inform you about the game Star Wars: Battlefront II, for I have discovered a website on the World Wide Web that could aid you in your in-depth of Star Wars: Battlefront guide/FAQ for the PlayStation 2 Home Entertainment System." =============================================================================== 15. Copyright This may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. Sites this guide should be found: GameFAQs.com, Gamespot.com, SuperCheats.com, GamerHelp.com, Ziff Davis Media, AtoZcheats.com, CheatPlanet.com, Nick's Faq Club (If you're site isn't there, and you've emailed me and I've gave you permission to post it, I haven't updated it since. I will update it if you ask, but DO NOT ALTER IT UNLESS I GIVE YOU PERMISSION.) All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. =============================================================================== 16. Version History and Plans 0.1: Started Guide, finished Table of Contents 0.2: Finished Basic Gameplay and Controls, started Units 0.4: Finished Units section, started Levels 0.7: Finished Levels section, started Vehicles 0.9: Finished Vehicles 1.0: Finished Guide, Posted at GameFAQs. 1.2: Added Galactic Conquest Section and Instant Action Section. Reached 15 Strategies. 1.3: Added "Command Posts" section to the Levels, and added "Speed" Section to vehicles, reached 20 Strategies. 1.4: Started Weapons section, re-did Geonosis: Spire, Tatooine: Dune Sea. 1.6: Finished Weapons section, reached 25 strategies, redid Kamino: Tipoca City and Rhen Var: Harbor, and made minor changes to a few other maps. 1.7: Added "Size" and "Movie" to vehicles, added Cheats section 1.8: Guide posted at SuperCheats, added FAQ section. 1.9: What I call "the big change". One by one, the walkthoughs became twice as long. Lengthened Endor: Bunker, Bespin: Platforms, Hoth: Echo Base, Naboo: Plains, Naboo: Theed 2.0: Guide posted on GamerHelp, lengthened Kashyyyk: Docks, Rhen Var: Harbor, Yavin 4: Arena, Tatooine: Mos Eisley. This is the first update in a while. 2.1: Reached 30 Strategies, added multiplayer section, lengthened some maps (sorry, can't remember which ones), Guide Posted on Ziff Davis Media 2.2: Reached 35 Strategies, added the "Manufacturer" and the "Top Speed" section to vehicles, rewrote the Basic Gameplay, added "Battlefront II Preview" section, added "Planet Order" to Galactic Conquest. 2.3: Lengthened Bespin: Cloud City, Rhen Var: Citadel, Kashyyyk: Docks, Yavin 4: Temple, first time abbreviations appear, reached forty strategies, got 42 strategies, added more BFII info. 2.4: Put separate faction walkthroughs for Kashyyyk: Islands and Geonosis: Spire, Put separate unit guides for Rhen Var: Harbor, reached 45 strate- gies, all guides lengethened to 300 words or more, more BFII info, guide posted on AtoZcheats.com. FINAL: Command Post Tutorial for Naboo Plains, Guide Posted on CheatPlanet and on Nick's Faq Website, Made the Maps sections divided into Planets, not individual maps, all maps with 350 words or more, separate faction guides for Naboo: Theed, Kashyyyk: Docks, separate unit guides for Tatooine: Mos Eisely and Kamino: Tipoca City, more BFII info. Deleted Battlefront II Preview because its finished and it gives you absolutely no benefit from reading a preview for a completed game, unless you are stupid. Guide finished! =============================================================================== 17. Thanks The personal tips are placed in order received, in case you were wondering. Everything else is in order of importance. If you don't like the name I put you as on this list, just email me. I never give out email addresses, but sometimes the name, and not the website that you get your e-mail from. I.E. strider42 instead of strider42@alltel.net. ------------------------------------------------------------------------------- Thanks to Prima Strategy Guides. I used a whole lot of information from it in this guide. Thanks to GameFAQs for posting my guide. Thanks to SuperCheats, GamerHelp, Ziff Davis Media, AtoZ Cheats, CheatPlanet, and Nick's FAQ Club for allowing my guide to be on their site. Thanks to Addison Fox for the sniper strategy to Yavin 4: Arena. Thanks to Alex Grover for reminding me that I left out Yavin 4 for planetary bonuses on Galactic Conquest. Thanks to Mike Smithen for reminding me that Jet Troopers use Commando Pistols and some information about them. Thanks to Brad Burleson for giving me strategies 21 and 22 and giving me new info for Geonosis: Spire. Thanks to Dan Lebrek for Strategy 26 and for telling me that only the CIS gets a vehicle at the Hangar in Tatooine: Mos Eisely. Thanks to Choya Amai for the second way to kill a Jedi and for Strategy 27. Thanks to Eric Davis for telling me the movie that TIE Bombers are in. Thanks to Coder Cable for the strategies for Bespin: Cloud City and for Kashyyyk: Docks and for telling me that there is no Jedi Starfighter in Return of the Jedi and a combat landspeeder never appears in the movies. Thanks to Alex Bade for the strategy to get a ton of kills in Tatooine: Dune Sea. Thanks to Patsdamop for telling me Y-Wings are in A New Hope. Thanks to Zak Garcia for the third strategy to kill a Jedi. Thanks to CGR7690 for the health strategy to get the East/West box. Thanks to Spencer Pace for reminding me I put Rhen Var: Harbor where Rhen Var: Citadel should. Thanks to Baradnorodh for telling me the planetary bonuses for the final planets in Galactic Conquest. Thanks to Mike Carey for telling me that Jawas heal droids. Thanks to Harry Rendell for the fourth Jedi killing strategy. Thanks to Jake Ahola for telling me that MAFs are in Revenge of the Sith. Thanks to Jonathon Acosta for the landing-ship-on-enemy technique (fifth Jedi killing strategy) and Strategy 31. Thanks to kikibigdog2 for the Bespin: Platforms sniper secret. Thanks to Susan Sharp for the Geonosis sniper strategy. Thanks to Kasha_kamasue for the Bespin: Cloud City sniper secret. Thanks to Digiiam for Strategy 32. Thanks to RogueAngel7 for the Bespin: Platforms Strategy 3. Thanks to Rexraptor14 for the CIS strategy on Tatooine: Dune Sea. Thanks to Maddogonfire93 for the info on Battlefront 2. Thanks to ClevelandKid2049 and Mitchell Shepherd for reminding me that I switched up the Kamino and Geonosis planetary bonuses in Galactic Conquest. Thanks to Adurbin09 for Alternate Strategy 1 for Yavin 4: Arena, Alternate Strategy 1 for Yavin 4: Temple, Alternate Strategy 1 for Kashyyyk: Docks, and Strategy 41 and 42 and also Thanks to Robodog011 for the seventh killing strategy. Thanks to DarthWaffle7 for the Jet Trooper secret on Rhen Var: Harbor. Thanks to Dark_Felix for telling me that you DO NOT need two profiles to launch a splitscreen game, telling me the separate advantages to each sniper, and the advantages of HWUs. Thanks to Aaron Durkalski for Jedi Killing Strategy 8. Thanks to lone wolf for the Tatooine: Dune Sea aircraft strategy. Thanks to Adrian for telling me what secondary reinforcements planetary bonus does. Thanks to Wish Master for LOTS of Battlefront II info. Thanks to Yash for telling me the Jedi glitch. Thanks to Metezen XX for the Kashyyyk: Docks strategy 2. Thanks to aznguy777 for the Naboo: Plains Alternate Strategy 1, and the Geonosis: Spire Alternate Strategy 1. Thanks to Darth Cow for Alternate Strategy 2 on Bespin: Platforms. Thanks to Ryan K for Thanks to you to reading my guide. =============================================================================== THE END