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    FAQ/Walkthrough by DTran

    Version: 1.15 | Updated: 05/27/04 | Printable Version | Search Guide | Bookmark Guide

                        Star Wars: Galactic Battlegrounds Saga
                                     By: Legomondo
                         Version: 1.15 (Last Updated: 05/27/04)
                                Game System: DOS/Windows
      1.  Version
      2.  Introduction
      3.  Basics
      4.  Civilizations
      5.  Unit & Structure Appendix
      6.  Campaign Walkthrough
      7.  Technologies
      8.  Multiplayer
      9.  Codes & Secrets
      10. Legal Information
      11. Thanks
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-[ 1. Version ]=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    05/27/04 - 1.15: Added some reader content and a couple of codes.
      "Multiplayer" is still behind.
    08/31/03 - 1.11: Yuck.  School has started again.  But, FAQ wise, the "Basics"
      are basically done.  The "Multiplayer" part is still under construction, as
      well as the "Codes & Secrets".  Hopefully, this version will also fix the
      missing parts of my FAQ that a reader was so generous to point out.
    08/07/03 - 1.10: This whole FAQ is complete, but I'm going to rewrite the
      "Basics" and "Multiplayer" part, and finish the last of the codes.
    07/27/03 - 1.00: Everything is almost complete, with even two Clone Campaign
      mission, poorly formatted.  However, I plan to add more stuff to this FAQ to
      include the Clone Campaign expansion pack.
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=[ 2. Introduction ]=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    Hey all, and welcome to my Star Wars: Galactic Battlegrounds Saga FAQ.  Saga?
    Isn't it just Galactic Battlegrounds.  Yeah, it should be, but as time went on,
    video game stores started including the expansion pack with the original one,
    declaring the new package as what I'm calling it today.  Sort of like what
    Westwood did with some of their Command & Conquer games.  Hope you enjoy this
    If you have any questions that you want to email me, you can do so at:
    Legomondo [at] yahoo [dot] com.  If you're wondering why I spelt out the @ and
    ., it's because I get a lot of spam mail due to my guides, which I'm guessing
    is due to lots of spam bots.  So, instead of depriving you all a way to contact
    me, this will [hopefully] stop a new wave.  Oh, and by the way, when you're
    emailing me, INCLUDE the title of the game in the subject.
                                                   - Legomondo
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-[ 3. Basics ]-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    Like I said in the "Version" history, this section has been rewritten.  Why I
    wrote such a crap "Basics" to begin with is probably due to the fact that I
    wanted my guide to be complete when I sent it in.
    You all probably know the simple clicking used to direct units, but this part
    is dedicated to the hotkeys that you will probably find very useful.
      -=[ Basic Hotkeys ]=-
    Grouping -
      CTRL + Number
    You'll use this one a lot.  Using this method, you can assign a whole squad of
    units to a certain number so that they can easily be brought up.  Pressing the
    number you assign the units to will highlight them anywhere on the battlefied.
    Pressing it twice in a row when they're already selected will center the screen
    on them.  To add or subtract units from a group, hold down CTRL and select or
    drag a box around them.
    Stopping -
      "S" Key
    Pressing "S" will immediately stop any moving unit in their tracks.  It's good
    for units who are heading into the range of a turret, but not much else.
    Garrison -
      "G" Key
    A handy way to quickly bring up the garrisoning symbol so you can garrison
    troops into buildings and turrets.
      -=[Advanced Hotkeys]=-
    Multi Building -
      Shift + Left Mouse Click
    Instead of having to click five times for five units you want to build, simply
    hold down the "Shift" key while clicking the build unit button and it'll
    automatically build five for you.
    Options Menu -
      "F10" Key
    This one is only good for bringing up the menu where it asks you to save, etc.
    Killing Units -
      Delete Key
    Have a unit you don't need.  I like to send them off into battle so they can at
    least do some damage, but if you need a unit fast, then pressing the "Delete"
    key on a highlighted unit or building will instantly destroy it.
    Conversions -
      "C" Key
    Whenever you have a group of Jedi Knights of Masters, pressing the "C" Key will
    automatically order them to convert, instead of dragging your moust towards the
    button and then towards the enemy.
    Multi Construction -
      Shift + Click on Building
    If you ever play a large game with 200+ units, then you know what a hassle it
    is to continually press the build button and then go to the Prefab Shelter
    button.  Instead of doing that, you can hit shift right before you place the
    building on the map.  Doing this will allow you to place multiple Prefab
    Shelters wherever you want.
                                      Game Basics
    It should go without saying that you lose should you ever let your Command
    Center or Workers get killed or destroyed.  No doubt about it.  Having at least
    one with enough resources will let your empire thrive to its fullest.  That
    being said, you should also have enough Workers to have a steady supply of all
    resources that you need most.  We're mainly talking about Carbon and Food.
    Thankfully, Carbon and Food are the two most plentiful resources found on most
    maps.  Carbon can build structures and units while Food can build Workers and
    units.  Nova and Ore can build other advanced weaponry such as ships, fighters,
    and defenses.  It's always good to have a balance of Workers on your most
    needed resources.  The more Workers you have on a resource, the faster the
    income.  Income means troops, and that means victory.
    When battling an opponent, you must learn the strengths and weaknesses of your
    civilization.  Each side has its own technological strategies that will boost
    your fighting force to their max.  Don't forget to research them, or any other
    technology you'll use on the battlefield.  Having better technology than your
    opponents means that your troops fight and last longer than theirs.  Likewise,
    don't go spending too much resources on technologies that you don't need.  Not
    only do you waste resources, but you can't build as many troops since you spent
    all of it.  As you're about to attack, exploit the enemy's weakness in their
    defense.  Try to mix up your assault force with air attacks, sea attacks, then
    your main ground assault.  Ground assaults should especially be well suited to
    cover each other's backs.
    As you attack, think ahead.  It's very doubtful that your first attack will
    always succeed, so build more.  Build multiple military structures next to your
    opponent's base so you can send them in quickly into battle.  Reinforcing your
    initial assault force means that it'll last longer.  Bigger assault forces mean
    they last longer, instead of going one on one.  If you use Jedi, have them
    convert enemy units to your cause, even if they die upon conversion.  This
    either makes the unit join your cause, or they die.  Either way, the enemy
    still has wasted its resource building it.  Keep it up.  Don't let your enemy
    build up.  Early rushes can mean the difference between victory and lots of
    hours spent trying to defeat them.
    If you're thrown on the defensive, make sure to have lots of troops and
    defenses.  Shield Generators can double the hit points of anything it touches,
    which means they last twice as long.  If you're defending an area, don't just
    leave a few units there.  Make sure that you leave enough so that they can
    successfully defend themselves from multiple attacks.  Assigning units to guard
    certain structures also help because they don't stray too far and get
    themselves caught between the enemy.  If your enemy starts to use Cannons, use
    Cannons of your own.  Unless they have a shorter range than the enemy's, they
    can successfully hit the enemy Cannon and destroy it.  This means that you
    won't have to send units to destroy it and they won't be bantha fodder.  Last,
    walls do NOT hold off the enemy.  They only tell you where and when they
    attack.  Jedi should convert enemy units when possible so they cause meyhem and
    confusion among their ranks.  Do that over time you can emerge victorious.
    Now young Padawan, it's time to test your skills on the battlefield.
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=[ 4. Civilizations ]-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    A brief history of the civilizations and their unique bonuses are detailed
    here.  The history of all of the civilizations comes from the game's
    "Databank".  As for the ratings, they come from the Instruction Manual provided
    with the game.
                                    Galactic Empire
      Civilization Bonus : Aircraft cost 5% less.  Upgrade to Heavy Mechs are 10%
        less expensive than other civilizations.
      Team Bonus : Mech Factory units gain +10% speed.
      Fortress Bonus : Fortress build 10% faster.
    "For thousands of years, the Old Republic ruled the galaxy, attempting to bring
    together hundreds of star systems under a democratic rule.  Unfortunately, the
    massive Republic became bloated and corrupt over time, leading to discontent
    and suspicion among its subjects.  Unable to maintain control in the galaxy,
    the Republic found itself at odds with the massive Trade Federation and other
    groups.  Capitalizing on this discord and conflict, Emperor Palpatine rose to
    power.  He took complete control of the government and instituted the so-called
    New Order, under the pretense of ending the Old Republic's corruption.
    However, his true agenda focused on total domination of the galaxy.  Under
    Palpatine's rule, the Old Republic was transformed into the Empire, a
    tyrannical and oppressive government that attempted to enforce order and
    loyalty through force and fear.  Alien races were eradicated or enslaved,
    entire industries and star systems were nationalized, and terror became a way
    of life.  Slavery was rampant throughout the Empire, and social injustice
    flourished.  Even the Jedi Knights, the last beacon of light in a rapidly
    darkening galaxy, were pursued and murdered during this dark time.
    To further solidify his position, Palpatine surrounded himself with powerful
    minions, including the Dark Lord of the Sith, Darth Vader.  Eventually,
    Palpatine even abolished the Imperial Senate, allowing his loyal Moffs to rule
    portions of his domain as regional governors.  Imperial stormtroopers,
    anonymous soldiers totally loyal to the Emperor, became his shock troops and
    enforcers on rebellious worlds.  Entire systems were frightened into compliance
    by the massive Star Destroyers, Super Star Destroyers, and orbital battle
    stations produced by Imperial forces.  Most terrifying were the Death Stars,
    mobile superweapons capable of destroying entire planets.
    The Empire began to falter at the Battle of Yavin, when the Alliance forces
    managed to destroy the first Death Star.  Imperial forces enjoyed a brief
    revenge at the Battle of Hoth, but the combined might of the Rebels brought an
    end to Palpatine and his government at the Battle of Endor.
    Unfortunately, small remnants of the Empire remained scattered throughout the
    stars.  Five years after the Battle of Endor, Grand Admiral Thrawn gathered
    these forces for an assault on the New Republic.  He failed, but a year later,
    the reborn Emperor threatened galactic peace.  Again, the villain was defeated,
    but the last factions of the Empire remain a constant danger in the age of the
    New Republic."
      Civilization Bonus : Gungans can build Prefab Shelters underwater.  Buildings
        have self-regeneration.  Workers have a +10% Ore Mining Bonus in TL-3.
      Team Bonus : Shipyards cost -15% less.  Shield Generators cost -10% less.
      Fortress Bonus : NONE
    "The original inhabitants of Naboo, the Gungans are a secretive species found
    in the thick swamps of their homeworld.  An amphibious species with flexible,
    cartilaginous skeletons, Gungans are generally adept warriors and skilled
    artisans.  They place great emphasis on personal responsibility, loyalty, and
    Gungans have several distinct races.  Boss Nass, for example, is an Ankura
    Gungan, while Jar Jar Binks is an Otolla Gungan.  Long before the Battle of
    Naboo, the rare and ancient Ankuran lineage allied with the Otollans, who had
    constructed Otoh Gunga.  Although the Ankura Gungans, such as Boss Nass, have
    unique features, most Gungans are tall and lanky.  They have long, muscular
    tongues, partially retractable eyestalks, and four-fingered hands.  Their
    large, strong teeth are designed for crushing tough shellfish, which form a
    staple of the Gungan diet.  Two long earlobes, known as "haillu," are used for
    displays of aggression, friendship, and fear.  The amphibious Gungans have
    nostrils that seal when they enter the water and nictating membranes covering
    their eyes.  They also boast compound lungs, allowing them to breathe both air
    and water, along with well-padded kneecaps and powerful calves and legs for
    increased swimming speed.  However, because they are so well-adapted to their
    watery environment, their skin dries easily in hot and arid climes.  A Gungan's
    skeleton is composed of resilient hard cartilage, which is far more flexible
    than bone and allows for a wide range of physical movements.  Standard family
    units consist of a mother, father, and several children, which hatch from eggs.
    Gungan settlements can be found throughout the Naboo swamps, although many are
    constructed underwater in large lakes or bayous.  Outside of the sprawling Otoh
    Gunga, Gungans live in a variety of settlements, all united by treaties and
    agreements.  Because of their long isolation, they are suspicious of the Naboo,
    who have a much different culture.  Although traders on the fringe of Gungan
    society interact with the Naboo, many Gungans have never encountered humans.
    The Gungans worship a pantheon of deities, many of which preside over nature.
    According to Gungan mythology, these gods live in Ossorus, a beautiful
    underwater city protected by enchanted sando aqua monsters and giant Gungan
    warriors astride their loyal kaadu.  The principal Gungan deity is Oma-Oma, who
    is revered in legends as the creator of all life on Naboo.
    Often considered primitive by outsiders, the Gungans have actually achieved a
    level of technology that far outstrips many other cultures.  Gungan technology
    is founded on the use of organic materials and they "grow" many of their
    vehicles, weapons, tools, and even structures.  Almost everything the Gungans
    manufacture is hand-crafted to some extent, so that no two bongos look alike.
    It is believed that the Gungans first mobilized for war when threatened by the
    semi-intelligent bursas, monstrous creatures that attacked Gungan settlements
    on a regular basis, long before the Naboo arrived. The Gungans assembled a
    "grand army" to meet this threat, eventually driving the bursas into
    extinction.  Later wars were fought between various Gungan tribes led by power-
    hungry warlords.  The most notorious Gungan warlord was Rogoe, who was
    ultimately defeated by Gallo.  With the defeat of Rogoe, Gallo was able to
    unite all of the Gungan tribes, becoming the first true "Boss."
    Because the Naboo are entirely peaceful, the Gungans now have no real enemies.
    However, they maintain a large army for protection against large predators and
    out of tradition.  The army utilizes several weapons based on the strange,
    Gungan energy balls.  The energy balls, which are composed of electrified goo
    encased in an organic membrane, can be launched from Gungan catapults, atlatls,
    and cestas.
    The Gungan Grand Army is the species' primary fighting force.  Composed of
    soldiers from all of the Gungan settlements on Naboo, the Grand Army can only
    be rallied by the reigning Boss.  In battle, several well-trained generals
    command their own groups of soldiers.
    The majority of the Gungan Grand Army's troops are militiagungs, or part-time
    soldiers.  They are relatively inexperienced, but fight with conviction and
    courage.  Because the Grand Army is only loosely organized, the militiagungs
    supply their own gear and clothing.  They are trained to use cestas and atlatls
    to hurl energy balls at the enemy, and they can defend themselves with personal
    shields.  The cavalry units sit astride trained kaadu.  On the battlefield and
    during maneuvers, the Grand Army's generals use horns, whistles, and gestures
    to convey orders and commands.  Although certainly assembled to fight, most of
    the Grand Army's fantastic technology revolves around defending the troops.
    The army utilizes large shield generators, mounted on fambaas, which combine to
    protect several legions from blaster fire and heavy artillery.
    The Gungan Grand Army had not been called to battle for almost 100 years when
    the Trade Federation decided to invade Naboo.  After forming an alliance with
    Queen Amidala, Boss Nass agreed to organize the army to help the humans battle
    the droid forces.  However, the conflict posed a major threat to the Gungans:
    When Queen Amidala warned Boss Nass that many Gungans could die during the
    battle against the Trade Federation, she was not underestimating the Gungan
    Grand Army.  Rather, the Queen realized that the Gungans would need to place
    themselves in harm's way in order to create a convincing diversion.  With its
    advanced technology, expendable droid troops, and staggering firepower, the
    Trade Federation should have overwhelmed the Gungan diversionary force on an
    open battlefield.  That the Gungans were able to resist capture for quite some
    time is a testament to their prowess.
    As many Gungan generals are quick to point out, the Battle of Naboo is not
    typical of Gungan tactics.  Very few Gungan commanders would have attacked the
    Trade Federation forces head-on.  In fact, before Queen Amidala arrived to
    plead for a Naboo-Gungan alliance, leaders like General Ceel and Captain
    Tarpals were already planning retribution for the Trade Federation's attack on
    Otoh Gunga.  According to their schemes, the Gungans would start a campaign of
    guerrilla warfare, launching hit-and-run strikes on Trade Federation forces and
    then vanishing into the swamps.  These plans were scuttled when Boss Nass
    agreed to provide the Queen with a significant diversion.
    In order to attract the Trade Federation's attention, Nass called upon all
    available members of the Gungan Grand Army.  Two thousand soldiers came from
    every Gungan village and city, with only a few militiagungs remaining behind to
    protect Gungan territory should the Queen's plan fail.  Nass also rolled out
    heavy Gungan catapults, which he hoped would stall approaching Trade Federation
    forces, and authorized the deployment of the large Gungan shield generators.
    With the Grand Gungan Army assembled, Boss Nass ordered a steady march toward
    General Ceel planned to position much of the army atop Shaak Ridge, a row of
    hills south of Theed and north of the Gallo Mountains.  From this tactical high
    ground, Ceel hoped to decimate enemy vehicles with the army's catapults and
    take out advance troops using squads of trained atlatl and cesta snipers.
    Unfortunately, the Trade Federation reacted more quickly to the approaching
    army than the Gungans had anticipated.  When the Gungan army entered the valley
    of the Great Grass Plains, Ceel's scouts spotted a mile-long line of Trade
    Federation AATs advancing over the hills.  The general ordered an early halt.
    Although remaining in the valley meant that the catapults would have reduced
    effectiveness, Ceel knew that the Gungans' proximity to the swamps would at
    least allow for a quick retreat.
    In fact, the Trade Federation had planned to pin the Gungans in the valley.
    Led by OOM-9, the droid army moved quickly from Theed with the express purpose
    of capturing Shaak Ridge.  Once AATs and support MTTs secured the Ridge, the
    main body of the army prepared to descend into the Great Grass Plains valley.
    Meanwhile, additional Trade Federation forces attempted to flank the Gungans
    from the east and west.  OOM-9 calculated that the flanking maneuvers would
    wipe out the Gungans.  Fortunately, the pirate Nym and the mercenary Vana Sage
    routed one flanking group, while a unit of RSF resistance soldiers under the
    leadership of Lieutenant Gavyn Sykes destroyed the other.
    Once the Trade Federation army neared, the Gungans made every effort to keep
    the attackers at bay.  At General Ceel's command, Captain Tarpals ordered the
    activation of the Gungan energy shields, which protected the Grand Army from
    AAT attacks.  When it became obvious that the AATs could not penetrate the
    shields, OOM-9 pulled the tanks out of catapult range and deployed his foot
    soldiers.  Arranged into units of fifty-six, the battle droids emerged from the
    MTTs and advanced on the shields.  Behind the battle droids, AATs, droidekas,
    and reserve transports crept closer.
    The moment the droids passed through the shield bubble, General Ceel launched a
    counterattack.  Using cestas and atlatls, the Gungans disabled wave after wave
    of battle droids.  Unfortunately, the Trade Federation forces concentrated
    their fire on the shield generators, eventually destroying the Gungan equipment
    and disabling the shields.  OOM-9 pushed his AATs forward to finish the Gungan
    Grand Army.
    While catapults slowed the AATs, the militiagungs clashed with the battle
    droids in close-quarters combat.  Wielding their cestas as staffs and their
    atlatls as clubs, the Gungans clobbered dozens of droids.  But General Ceel
    quickly realized that the battle had been lost.  The advancing AATs would soon
    bear down on the Gungans, and the dangerous droidekas had already claimed many
    lives. Ceel reluctantly ordered a full retreat.  Gungan cavalry mounted on
    kaadu rescued the wounded, while the most courageous Gungans stood their ground
    to provide others time to escape.  Amid the chaos, the Gungans managed to
    destroy a few additional AATs, but these victories came too late.
    OOM-9 assumed that his flanking forces would stop any retreat, but these
    smaller armies never arrived and over half of the Gungan Grand Army managed to
    reach the swamps.  Battle droids and droidekas surrounded the remaining
    Gungans, including General Ceel, Captain Tarpals, and General Binks.  By this
    point, the Grand Army's command structure had completely collapsed.  While some
    Gungans realized that surrender was their only option, others braced themselves
    for a final fight.  In the end, neither would be necessary: Just as the Trade
    Federation closed around the last of the Gungans, and PK units scoured the
    battlefield to recover blaster rifles and droid parts, Anakin Skywalker
    destroyed the Droid Control Ship.  Without the ship's signal, OOM-9 and the
    rest of the battle droid army became inert.
    Although Boss Nass and General Ceel would not call the Great Grass Plains
    Battle a stirring victory, all Gungans are proud of the Army's efforts on the
    battlefield.  Five hundred and forty-three Gungans lost their lives, but the
    "distraction" ultimately led to the liberation of Naboo.
    Since the Battle of Naboo, the Gungans have become a much more open society.
    They now interact with the Naboo and are even beginning to become involved in
    matters outside of their homeworld.  Under Boss Nass' leadership, the Gungans
    have also reached the stars and colonized the Naboo moon of Ohma-D'un."
                                   The Rebel Alliance
      Civilization Bonus : Carry capacity of farm droids is +1 greater.
      Team Bonus : Farm Food maximum raised by +35.
      Fortress Bonus : Fortresses have range, line of sight and search radius
        increased by +1.
    "Founded in the early days of Emperor Palpatine's rule, the Rebel Alliance
    (more properly known as the Alliance to Restore the Republic) was a small band
    of idealistic and heroic soldiers who joined together to oppose the Empire's
    tyranny and ultimately bring peace and freedom to the galaxy.
    The resistance movement against the Empire can trace its roots to the Imperial
    Senate, where a handful of politicians began plotting in secret to topple
    Palpatine's rule.  Eventually, Palpatine exposed these "rebels" and launched a
    campaign of terror against them.  Many dissidents were arrested or murdered,
    but Senators Mon Mothma and Garm Bel Iblis, both influential and vocal
    opponents of the Emperor's "New Order," managed to escape.  They disappeared
    into hiding, only resurfacing briefly to meet with Senator Bail Organa on
    Corellia.  At the clandestine meeting, the trio agreed that only an armed
    insurrection could stop Palpatine.  Soon after, Mothma drafted the Declaration
    to Restore the Republic, which officially founded the Alliance.
    Garm Bel Iblis and Mon Mothma began actively recruiting individuals, planets,
    and even entire systems for the Rebellion.  The Rebels were joined by hundreds
    of pilots, soldiers, technicians, and officers who wished to see the Empire
    fall.  Meanwhile, Bail Organa and his daughter, Princess Leia Organa, covertly
    aided the Alliance while maintaining their positions within the Senate.
    Princess Leia eventually secured the plans to the Death Star, a dangerous
    superweapon capable of vaporizing an entire planet.  Darth Vader, the Emperor's
    Sith apprentice, pursued and captured Leia, but the princess had already set
    events in motion that would ensure the Death Star plans reached the Rebel
    Charged with locating and crushing the Rebels, Vader interrogated Princess
    Leia, to no avail.  Grand Moff Tarkin, the mastermind behind the Death Star,
    then threatened to destroy Leia's homeworld of Alderaan unless she revealed the
    location of the Alliance's secret base.  Princess Leia seemingly relented, but
    Tarkin unleashed the Death Star anyway in order to test the battle station's
    superlaser and engender fear in all who would oppose the Empire.  Billions died
    with Alderaan, including Bail Organa.  This proved a serious setback to the
    Alliance, as Organa was instrumental in mediating disagreements between the
    militant Garm Bel Iblis and more subtle Mon Mothma.  After Bail Organa's death,
    a rift divided the two remaining leaders and Bel Iblis soon abandoned the
    Alliance.  In hindsight, however, the destruction of Alderaan may have also
    been the Empire's greatest mistake for it galvanized the Rebels; previously
    unaligned systems, now horrified at the Empire's wanton evil, flocked to join
    the Alliance.
    The first major conflict between the Alliance and Imperial forces occurred at
    the Battle of Yavin.  During the clash, Rebel pilot Luke Skywalker succeeded in
    destroying the Death Star, killing Grand Moff Tarkin and many other Imperial
    leaders in the process.  The Empire would have its revenge three years later at
    the Battle of Hoth, when a contingent of Imperial forces led by Darth Vader,
    General Veers, and Admiral Piett invaded the ice planet Hoth and overtook the
    Alliance's secret Echo Base.  Numerous Alliance soldiers and pilots lost their
    lives during the clash, but the bulk of the Alliance personnel managed to
    A year after the Alliance's defeat on Hoth, the Alliance organized a massive
    offensive in order to attack the Empire's new Death Star.  As the Alliance
    fleet massed near Sullust, a small strike team led by General Han Solo
    descended to the forest moon of Endor to destroy the second Death Star's shield
    generator.  Although it was soon discovered that the Death Star attack was part
    of an elaborate plan by the Emperor to ambush the Rebels, the timely
    intervention of Endor's Ewoks and brilliant leadership ensured an Alliance
    victory.  Palpatine perished aboard the second Death Star and his death
    crippled the Empire.  The Rebel Alliance quickly evolved into the New Republic,
    the galaxy's current ruling body.
    During the height of the Galactic Civil War, the Rebel Alliance was composed of
    several informal divisions that included pilots, technicians, and others who
    aided the cause.  Perhaps no other group sacrificed more for the Alliance than
    its highly-trained infantry, who fought bravely against impossible odds and in
    every conceivable terrain.  Throughout the Civil War, the Alliance ground
    troops were called upon to defend their fellow Rebels with only outdated
    artillery and a handful of well-used BlasTech DH-17 blasters.  Yet the Rebel
    infantry units managed to strike major blows against the well-armed Imperial
    troops during both the Battle of Hoth and the Battle of Endor.
    The soldiers assigned to the Rebel infantry served a variety of functions
    during the Galactic Civil War.  First and foremost, they were stationed at
    every Rebel base as a last line of protection against invading Imperials.  On
    Hoth, for example, they established defensive trenches equipped with Golan Arms
    DF.9 anti-infantry batteries and Atgar 1.4 FD P-Tower antivehicle artillery
    units to stall an onslaught of AT-ATs and other Imperial forces.  Rebel
    infantry members also served aboard some Rebel starships to protect important
    crew members.  In some instances, they were assigned patrol, scout, and sentry
    duties.  The most skilled Rebel troops became elite commandos.  Under the
    leadership of General Crix Madine, these commandos attacked sensitive Imperial
    installations to further the Alliance's cause."
                                      Royal Naboo
      Civilization Bonus : Nova collection is 10% faster, Holocron gives more Nova.
      Team Bonus : Air Cruiser speed is increased by 10%.
      Fortress Bonus : Increased attack against Mechs and Heavy Weapons.
    "Heralded as one of the galaxy's most enlightened human cultures, the Naboo
    built their great civilization from humble beginnings.  Over the centuries, the
    Naboo have evolved from simple colonists to artists, scholars, and inventors.
    The Naboo's history begins about 3,950 BBY, on the planet Grizmallt, with the
    rise of Queen Elsinoré den Tasia.  To begin her reign, Tasia introduced a new
    age of exploration and colonization. Under her rule, Grizmallt spent the next
    several decades launching hundreds of expeditions into the wilds of space.
    Most of these missions failed, the colony ships destroyed or lost as they
    searched for habitable worlds far beyond the known hyperlanes.  In the final
    days of her life, Queen Tasia personally sponsored the last such expedition.
    With the blessing of a famous Jedi Master, the colony ship Beneficent Tasia and
    its support starships, Constant and Mother Vima, left Grizmallt in search of
    fortune and glory.  The expedition targeted the galaxy's dangerous southern
    quadrant, then home to a handful of settlements.  On Grizmallt, Queen Tasia's
    dying wish was that this last expedition would find a home deep within
    undiscovered space.  Shortly after she perished, however, the Beneficent Tasia
    also went silent.
    The inhabitants of Grizmallt assumed that the Beneficent Tasia had been lost,
    but the starship did, in fact, survive the many hazards of unknown space.
    Although severely damaged and unable to contact Grizmallt, the expedition
    eventually reached Naboo's orbit.  As if guided by Tasia's last wish, the
    settlers discovered that Naboo was a pastoral, peaceful world rich in natural
    resources and quite capable of supporting human life.  In approximately 3,900
    BBY, the Grizmallt colonists officially landed on Naboo.
    Within weeks of their arrival, the settlers encountered the Gungans, the
    planet's native sentient species.  Although immediately distrustful of one
    another, neither species attacked the other, and the humans were allowed to
    establish their first settlement without incident.  Over the next several
    decades, the settlers slowly spread across the planet's largest landmass,
    building cities and villages to support their growing numbers.  The human
    colonists kept to the grassy plains and ocean coastlines, only occasionally
    treading into Gungan territory.  Despite this, tension between the humans (who
    had now taken to calling themselves the Naboo after their new homeworld) and
    the Gungans remained strong.
    Life on Naboo did not prove particularly difficult and the colonists soon found
    that they had a great deal of time for the arts and sciences.  They established
    an electoral monarchy, built beautiful cities such as Theed, and maintained a
    peaceful culture that advocates education, the arts, ecology, and scientific
    achievement.  The planet is a respected member of the Republic and its leaders
    are viewed as well-educated and socially adept.
    The Naboo are rigid pacifists. As a result, conflicts between Naboo communities
    and with the Gungans are non-existent.  And, while the Naboo research and
    invent a wide range of new technology, this rarely extends into weapons of war.
    The Naboo recognize the need to defend themselves, but most combat vehicles and
    weapons have been imported from other systems; the Naboo then modify this
    equipment to suit their needs and protect the environment.
    Unfortunately, although generally well-educated, the Naboo are somewhat naive
    and consider their comfortable way of life as a birthright.  In addition, many
    Naboo once viewed the planet's other sentient species, the Gungans, with some
    suspicion and prejudice.  Specifically, the Naboo believed that the Gungans are
    barbaric and less intelligent because they maintain a warlike culture.
    Fortunately, most of these prejudices dissolved when Queen Amidala and Boss
    Nass brought the two species together during the Battle of Naboo.
    While the Naboo were not nearly as active in the Republic as other systems,
    they did maintain a presence in the Senate before the rise of the Empire.  In
    52 BBY, the Naboo elected Senator Palpatine to the Galactic Senate; in time, he
    would become Supreme Chancellor and one of the most powerful men in the galaxy.
    Naboo and its populace were thrust into the galactic consciousness in 32 BBY
    when war erupted with the Trade Federation.  Angry over the Republic's new
    policy to tax the Free Trade Routes, the Trade Federation singled out peaceful
    Naboo, Palpatine's homeworld, for a devastating blockade.  Under the leadership
    of Nute Gunray and Rune Haako, the Trade Federation held Naboo captive, finally
    launching a full-scale invasion of the planet.  The Naboo were ill-equipped to
    defend themselves against such an attack, although several resistance groups
    did emerge to fight the Trade Federation forces.
    Despite the efforts of the Royal Security Forces, the Trade Federation easily
    captured the capital city of Theed.  However, Gunray could not imprison Queen
    Amidala, who was rescued by Jedi and taken to Coruscant.  Appearing before the
    Galactic Senate, Amidala called a Vote of "No Confidence" in Supreme Chancellor
    Finis Valorum; soon after, Valorum was deposed and Palpatine was elected in his
    Amidala returned to Naboo with a powerful entourage that included the Jedi Qui-
    Gon Jinn and Obi-Wan Kenobi; a former slave named Anakin Skywalker; Jar Jar
    Binks, a Gungan outcast; the Queen's loyal handmaidens; and Captain Panaka,
    Amidala's faithful and courageous personal bodyguard.  With Jar Jar's help,
    Amidala found the Gungans and forged a peace with their ruler Boss Nass.  Under
    Nass' leadership, the Gungan Grand Army marched against the Trade Federation
    while the Queen's Royal Security Forces launched a raid on Theed.  Amidala
    herself captured Nute Gunray, while the Space Fighter Corps attacked the Trade
    Federation's Droid Control Ship. Skywalker struck the final blow, destroying
    the Droid Control Ship.  The planet was finally free, and the Naboo and Gungans
    had, at last, forged a powerful alliance.
    Even after their war with the Trade Federation, the Naboo remain pacifists.
    They maintain only a small army of volunteer soldiers known as the Royal
    Security Forces.  The RSF includes the Space Fighter Corps that employs sleek
    N-1 starfighters as their vehicle of choice.  The RSF's Security Guard is
    largely responsible for keeping the peace in major cities, such as Theed, while
    the Palace Guard is charged with protecting the King or Queen and the royal
    court.  During combat situations or emergencies, RSF ground forces deploy a
    small cadre of vehicles, including the Gian and Flash speeders."
                                  The Trade Federation
      Civilization Bonus : Prefab Shelters are not necessary.
      Team Bonus : Heavy Weapons Factory units gain +15% speed.
      Fortress Bonus : Fortresses gain +3 Anti-Air range.
    "Founded three hundred and fifty years before the Battle of Yavin, the Trade
    Federation was originally intended to represent merchants and traders
    throughout the galaxy.  However, over time, it became one of the most powerful
    forces in the galaxy and a dangerous threat to peace and freedom.
    Composed of officials from numerous systems, the Trade Federation was always
    considered greedy and immoral.  Using its ever-increasing wealth, the
    organization focused on seizing major trade routes, knowing that ownership of
    these spacelanes gave the Trade Federation tremendous political and economic
    power.  By fourty years before the Battle of Yavin, the Trade Federation
    effectively controlled every known Old Republic trade route and hundreds of
    dependent systems.
    Thirty-two years before the Battle of Yavin, at the urging of Senator Palpatine
    of Naboo, Supreme Chancellor Valorum began a campaign to diminish the Trade
    Federation's power.  As a result, the Galactic Senate passed Resolution BR-
    0371, a seemingly innocuous law that imposed a tariff on all major hyperspace
    trading routes throughout the Outer and Mid Rims.  The resolution was a
    resounding success because all income from the taxation of the so-called "Free
    Trade Zones" would be used for relief and development of the outlying systems.
    But because the Trade Federation dominated the Free Trade Zones, the
    corporation was the hardest hit by the new legislation.  In the months after
    the resolution's passage, the Trade Federation's profits decreased
    The Trade Federation responded immediately to the threat of BR-0371.  While the
    Trade Federation Senator Lott Dod argued vehemently against taxation, the
    corporation's Executive Board began planning a bold counterstrike.  Under the
    leadership of Viceroy Nute Gunray and his lieutenant Rune Haako, the Trade
    Federation began constructing a massive secret army.  Striking deals with
    Baktoid Armor Workshop, Haor Chall Engineering, and even the Colicoid Creation
    Nest, the Trade Federation stocked its cargo vessels with powerful battle
    tanks, deadly droid starfighters, hordes of battle droids, and menacing
    droidekas.  After testing this army on Lok and other Outer Rim worlds, the
    Trade Federation prepared for war.
    Six months after the passage of BR-0371, the Trade Federation struck at Naboo,
    Senator Palpatine's homeworld.  On Gunray's orders, a fleet of Trade Federation
    battleships created a blockade around the peaceful world to prevent the import
    and export of goods.  The blockade lasted several weeks and the Naboo's plight
    became desperate as necessary supplies dwindled.  When the Senate still refused
    to overturn BR-0371, the Trade Federation finally unleashed its secret army and
    invaded Naboo.  Gunray planned to capture the capital city of Theed and force
    Queen Amidala to sign a treaty granting the Trade Federation ownership of the
    Gunray's plan fell apart when the Jedi Knights intervened in the crisis and
    rescued Amidala.  Soon after, the Battle of Naboo erupted, pitting the Trade
    Federation against the combined might of the Gungan Grand Army and the Naboo
    Royal Security Forces.  While the Gungans distracted the Trade Federation Army,
    the Queen and her loyal RSF soldiers recaptured Theed.  In the chaos, Naboo's
    Bravo Flight managed to launch an attack on the Trade Federation's vital Droid
    Control Ship.  Anakin Skywalker destroyed the DCS, rendering the Trade
    Federation's army harmless.  Nute Gunray, the overseer of the invasion, was
    taken into custody, but avoided any serious punishment and soon returned to his
    prominent role within the organization.
    In the years following the Battle of Naboo, the Trade Federation remained a
    formidable power in the galaxy.  Although most of its initial army had been
    dismantled, the Trade Federation quickly formed new alliances and began
    rebuilding its military might.  At one point, the Trade Federation even formed
    an elite assassination corps in a failed attempt to exact revenge on the Jedi.
    Twenty-nine years before the Battle of Yavin, the Old Republic ordered the
    Trade Federation to disband its military, but the corporation never fully
    complied with this directive and maintained a secret army.
    When the Confederacy of Independent Systems was formed twenty years before the
    Battle of Yavin, the Trade Federation found a suitable place to align
    themselves with others who opposed the rulings of the Galactic Senate.  Using
    Nute Gunray’s hatred for Queen Amidala of Naboo, the cunning CIS leader Count
    Dooku lured the Trade Federation into joining the secessionists by promising
    the assassination of Amidala, now serving as a Senator.  Although they had not
    yet publicly supported the CIS because the assassination attempts had failed,
    the Trade Federation leaders and a considerable portion of its military forces
    where present on Geonosis during the first battle of the Clone Wars.  Now the
    secret hand of the Trade Federation had been revealed and it had no alternative
    but to join the CIS in the burgeoning war efforts against the Republic."
      Civilization Bonus : Carbon Collection in Tech Level 3 and above is 5%
      Team Bonus : Troopers gain +2 Line of Sight and +2 search radius.
      Fortress Bonus : Fortresses gain +5 LoS, and +10% hit points.
    "One of the most respected - and feared - species in the galaxy, Wookiees are
    towering, fur-covered humanoids native to Kashyyyk.  Well-known for their
    strength and bestial fits of rage, Wookiees are also intelligent, loyal, and
    trusting.  Among the species, bravery and honor are considered paramount.
    Kashyyyk, the Wookiee homeworld, is a lush planet covered in trees.  The
    Wookiees occupy the upper reaches of these vast forests, building their homes
    high atop the branches of towering wroshyr trees.  Most Wookiee cities consist
    of hundreds of huts connected by wooden platforms, bridges, and ropes.
    However, while Wookiees may appear primitive, they are actually quite
    comfortable with technology and can easily learn to pilot starships, repair
    machines, and wield advanced weaponry.
    An average Wookiee grows to more than two meters tall and lives several times
    the lifetime of a human.  Aside from their great strength and keen senses, they
    possess regenerative powers and can recover from serious wounds within days.
    They also have retractable claws, although these are used only for climbing
    trees and are never exposed during combat.
    Wookiees speak Shyriiwook, a language consisting of grunts, growls, roars,
    hoots, and screeches.  They can understand other languages, but have limited
    vocal capability and can only speak their own tongue.
    The Wookiee species is psychologically stable and has a deep connection to
    nature.  They love their homeworld and have a deep affinity for animals,
    plants, and other components of the natural world.  Wookiees can also be
    strongly attuned to the Force.
    Wookiees place great value on morality, courage, compassion, and loyalty.  Very
    few Wookiees willingly betray their friends or families, although Vargi,
    Chewbacca's brother-in-law, once aided a group of slavers trying to enslave the
    denizens of Kashyyyk.  Typical of their beliefs is the Wookiee life debt, an
    oath of fealty extended to anyone who saves the life of a Wookiee.  When
    Chewbacca was rescued from slavers by Han Solo, he extended this oath to his
    savior and has risked his own life countless times to protect his friend.
    Finally, Wookiees feel that they are honored by their own deeds, and thus they
    do not care for medals or other material symbols of bravery or achievement.
    Although not necessarily warlike, Wookiees can be fierce warriors and deadly
    opponents, especially when angered or threatened.  Kashyyyk does not have a
    standing army, but Wookiees will rally to protect one another, and families
    often join forces to repel various threats, including Trandoshan slavers.
    Legendary are the stories of the Wookiee berserkers, who are capable of single-
    handedly defeating a legion of Imperial stomtroopers or a cadre of highly-paid
    mercenaries.  While Wookiees are capable of producing and using and wide range
    of weapons, they generally prefer to carry hand-crafted bowcasters or ryyk
    blades into battle.
    Unfortunately, the Wookiees' fabled strength became a commodity during the
    Galactic Civil War.  The Empire, hoping to use the Wookiees for slave labor,
    tried to imprison the entire planet.  Working with Tradoshan slavers, the
    Empire captured thousands of Wookiees.  Those Wookiees who escaped the Imperial
    slave pens managed to form a resistance movement and launched several effective
    counter attacks, ensuring that the Empire never took complete control of the
    Throughout the Galactic Civil War, Wookiee innovation and desperation led the
    species to invent several new weapons of war to combat the Imperial threat.  As
    with many other aspects of their technology, the Wookiees combined materials
    from their natural surroundings with advanced technology to produce a number of
    effective "deterrents," including catapults and battering rams.  Mounted
    troops, skilled assault soldiers, and the brave Wookiee berserkers continually
    attacked Imperial installations on Kashyyyk, chased away slavers, and fought
    valiantly to free their imprisoned brethren.
    When the Rebel Alliance finally defeated the Empire, Kashyyyk, long a member
    world of the Old Republic, became an important addition to the New Republic."
                                   Galactic Republic
      Civilization Bonus : Prefabs hold 1 more population.  Holocron gives more
        Nova.  Jedi and Jedi Temple are cheaper.
      Team Bonus : Med Droids heal twice as fast.  Jedi gain +10% speed.
      Fortress Bonus : Fortresses heal garrisoned units 33% faster.
    "A democratic union of millions of star systems that lasted for more than
    25,000 years, the Galactic Republic spread peace and prosperity throughout the
    known galaxy.  However as time passed and the Republic’s size grew, it
    eventually became too unwieldy for the Senate to oversee and the Jedi Order to
    protect.  Corruption spread wildly, weakening the Senate and causing dissent
    among many systems and corporate interests.
    Thirty-two years before the Battle of Yavin, the first signs of the Senate’s
    ineffectiveness surfaced when it proved unable to protect peaceful Naboo from
    the Trade Federation.  The corporation blockaded the planet, followed soon
    after by a full-scale invasion of the pastoral world.  During the subsequent
    political maneuverings, Supreme Chancellor Valorum was quickly ousted, and
    replaced by Senator Palpatine from Naboo.  Despite Palpatine’s leadership, over
    the next decade Senators became more and more corrupt and in response, the
    Confederacy of Independent Systems was born.  The ranks of the CIS quickly
    grew, causing the Senate to endlessly debate the idea of forming an army to
    protect those systems that remained loyal to the Republic.
    But it wasn’t until Senate Representative Jar Jar Binks from Naboo put forward
    a motion to give Supreme Chancellor Palpatine emergency powers that the first
    army of the Republic was organized.  Led by Jedi Master Yoda, the clone army of
    the Republic descended into an arena on Geonosis to save the last surviving
    members of a Jedi strike force led by Mace Windu, thus starting the Clone Wars.
    In the turbulent years following the Clone Wars, the Galactic Senate lost a
    great deal of power to the Supreme Chancellor’s office, paving the way for the
    eventual rise of the Emperor.  Under the Emperor’s rule, the Republic became
    the Galactic Empire, an oppressive government designed to rule the galaxy
    through fear.  Although the Senate remained in place for some time after the
    Emperor’s ascent to power, it was eventually disbanded shortly before the
    Battle of Yavin.  Following the Empire’s defeat at the Battle of Endor, the
    Rebel Alliance founded the New Republic in an attempt to recapture the ideals
    of the galaxy’s original ruling body; since that time, the former Galactic
    Republic has become more generally known as the "Old Republic"."
                           Confederacy of Independent Systems
      Civilization Bonus : Workers gain Basic Training Upgrade automatically.
        Predators can be produced at the Animal Nursery.
      Team Bonus : Cargo Hovercraft returns +25% Nova crystals.
      Fortress Bonus : NONE
    "The Confederacy of Independent Systems is a collection of thousands of systems
    and corporate entities united by former Jedi Master Count Dooku against the
    rule of the Galactic Republic.  Dooku, who had abandoned the Jedi Order around
    thirty-two years before the Battle of Yavin, returned from his self-imposed
    exile twenty-four years before the Battle of Yavin to begin organizing groups
    that opposed the Galactic Republic, which he viewed as corrupt and ineffective.
    After quickly gathering thousands of systems to his cause, Dooku began
    negotiating with various corporations, such as the Trade Federation, in the
    hopes of using their private armies to bolster the secessionists’ military
    In just two years, Dooku had built a powerful secessionist movement backed by
    the financial support—both privately and publicly—of many powerful
    institutions, including the Corporate Alliance, InterGalactic Banking Clan,
    Commerce Guild, Trade Federation, and Techno Union.  Twenty-two years before
    the Battle of Yavin, Dooku held a meeting between leaders of these groups on
    Geonosis, where they officially founded the Confederacy of Independent Systems
    and began mobilizing a massive droid army.  This meeting was interrupted by the
    appearance of Jedi Obi-Wan Kenobi, his apprentice Anakin Skywalker, and Senator
    Padme Amidala, all of whom were captured by the Geonosians and sentenced to
    death by Count Dooku.
    But just as the three traitors were about to be executed, Mace Windu led one
    hundred Jedi into the Geonosis Arena in a daring rescue mission.  Dooku gave
    the order to kill the Jedi, and his military secession from the Republic truly
    began.  Just as the Jedi were on the brink of total defeat, the clone army of
    the Republic arrived and engaged the surprised CIS forces.  The secessionists
    were quickly scattered and were ultimately ordered to retreat by Dooku himself.
    This conflict became known as the Battle of Geonosis, which was the start of
    the Clone Wars.
    Though the first battle of the Clone Wars was a defeat for the Confederacy, it
    was a victory for Count Dooku, who started the war with ulterior motives.  He
    was in fact working secretly for the Dark Lord of the Sith, Darth Sidious.  So
    the mighty corporate powers and the numerous disgruntled systems of the
    Galactic Republic were actually just tools, used by the Sith during the war to
    weaken the Republic and destroy the Jedi."
    -=-=-=-=-=-=-=-=-=-=-=-=[ 5. Unit & Structure Appendix ]-=-=-=-=-=-=-=-=-=-=-=-
    Learn the units and structures that will help you win your battles against your
    enemy.  These statistics only apply without a civilization's bonus and without
    technological upgrades.  Feel free to correct me if I'm wrong.  However,
    remember that I have the expansion Clone Campaigns installed on my computer, so
    they might have changed some things.
                                     Combat Units
    [Worker] - [50 Food]
      Hit Points : 55        Armor  : 0        Upgrades : NONE
      DuraArmor  : 0         Range  : 0
      Capacity   : 0         Attack : 3
    If any of you have played AoE, then you'll know that this is an important unit
    for the creation of your base and army.  Workers are the universal unit for
    gathering resources and producing new structures.  The more workers you assign
    for a job, the faster it will go.  Make sure to build a sufficient amount so
    that you get a steady supply of whatever you're harvesting.  Guard these units
    with your life.
    [Medic] - [35 Carbon]
      Hit Points : 35        Armor  : 0        Upgrades : NONE
      DuraArmor  : 0         Range  : 1
      Capacity   : 0         Attack : 0
    Medics heal any biological unit, excluding mechs.  The cost to heal is free.
    However, Medics are droids, so only a worker can repair a medic.  Civilizations
    like the Trade Federation or Confederacy really have no need for medics, as
    their armies are mechanical ones.
    [Trooper Recruit] - [25 Food][35 Carbon]
      Hit Points : 45        Armor  : 0        Upgrades : Trooper
      DuraArmor  : 1         Range  : 3                 : Heavy Trooper
      Capacity   : 0         Attack : 6                 : Repeater Trooper
    Trooper Recruits and their upgraded counterparts are your basic, standard
    infantry that you'll be likely to use as your support unit when attacking and
    defending.  Cheap to make, Trooper Recruits pack a weak punch in the beginning,
    but turn lethal and powerful as you upgrade them.  They work best in groups,
    and can be used to increase the destructive capabilities of Turrets, Command
    Centers, and Fortresses.
    [Mounted Trooper] - [55 Food][20 Nova]
      Hit Points : 55        Armor  : 3        Upgrades : Heavy Mounted Trooper
      DuraArmor  : 3         Range  : 0                 : Advanced Mounted Trooper
      Capacity   : 0         Attack : 7
    Mounted Troopers possess no ranged weaponry, which means that they must move in
    close to their targets to attack.  Like most close-ranged units, they prove no
    threat, unless they slip past your defenses.  Mounted Troopers work best
    against structures and other defenses, such as mechs and should be grouped with
    other Mounted Troopers.
    [Anti-Air Trooper] - [35 Food][35 Carbon]
      Hit Points : 35        Armor  : 0        Upgrades : Heavy Anti-Air Trooper
      DuraArmor  : 1         Range  : 6
      Capacity   : 0         Attack : 9
    Anti-Air Troopers should be your first type of anti-air defenses.  Cheap to
    make, they are mobile, and can down enemy fighters in a few shots.  Best used
    in groups, they fire fast and hit hard.  However, they have limited potential,
    as their rockets are used for anti-air only.  That means if they're caught in a
    ground assault, they're bantha fodder.
    [Grenade Trooper] - [90 Food][40 Nova]
      Hit Points : 45        Armor  : 1        Upgrades : NONE
      DuraArmor  : 3         Range  : 6
      Capacity   : 0         Attack : 1
    Think of a mortar guy, and you pretty much have your Grenade Trooper.  Since
    you already have assault soldiers, anti-air soldiers, and soldiers that
    excel at building destruction, what other soldier do you need?  Anti-mech
    soldiers of course!  Their grenades are weak against everything but mechs, but
    since their projectiles arc, they have a tendency to miss if the target moves.
    Use them in groups for the best effectiveness.
    [Jedi Padawan] - [100 Food][200 Nova]
      Hit Points : 125       Armor  : 0        Upgrades : Jedi Knight
      DuraArmor  : 4         Range  : 0
      Capacity   : 0         Attack : 6
    The legendary Jedi.  We all should know what they are.  Jedi Padawan are the
    students who are just learning about the ways of The Force, so they can't
    convert too many things.  Although they have a zero range attack [lightsaber],
    their conversions take place at a range.  Jedi and Siths are the only ones who
    can pick up a Jedi Holocron.
    [Sith Apprentice] - [100 Food][200 Nova]
      Hit Points : 125       Armor  : 0        Upgrades : Sith Knight
      DuraArmor  : 4         Range  : 0
      Capacity   : 0         Attack : 6
    Sith Apprentices are just like Jedi Padawans, except that they use the dark
    side of The Force.
    [Jedi or Sith Master] - [100 Food][350 Nova]
      Hit Points : 400       Armor  : 1        Upgrades : NONE
      DuraArmor  : 6         Range  : 0
      Capacity   : 0         Attack : 2
    Jedi Masters are the ultimate Jedi.  They're very knowledgeable of The Force,
    and can convert almost any unit or structure to your cause.  They also
    regenerate their hit points, making them almost invincible if given the time.
    [Power Droid - CLONE CAMPAIGNS] - [65 Carbon]
      Hit Points : 50        Armor  : 1        Upgrades : NONE
      DuraArmor  : 7         Range  : 1
      Capacity   : 0         Attack : 0
    A special unit produced only at a Power Core, a Power Droid is a mobile source
    of power, able to generate enough to sustain a group of buildings before a
    permanent source can be built.  Keep a few of these around near important
    structures like Shield Generators, in case your main source of power fails.
    [Probot] - [45 Carbon]
     [Galactic Empire]
      Hit Points : 15        Armor  : 0        Upgrades : NONE
      DuraArmor  : 0         Range  : 3
      Capacity   : 0         Attack : 2
    A very fast scout, it's good for covering terrain quickly, but weak in a
    [Scout] - [50 Carbon]
      Hit Points : 60        Armor  : 0        Upgrades : NONE
      DuraArmor  : 2         Range  : 2
      Capacity   : 0         Attack : 3
    Scouts are just that.  They're mainly used to scout the terrain in the early
    minutes of a map to reveal resources and enemies.  Their use later in the game
    dwindles, as much of the map is exposed, and they're weak.
    [Strike Mech] - [50 Food][100 Carbon]
      Hit Points : 80        Armor  : 2        Upgrades : Heavy Strike Mech
      DuraArmor  : 5         Range  : 6
      Capacity   : 0         Attack : 4
    Strike Mechs serve the purpose of killing infantry - fast!  If you ever see
    your enemy swarm you with troopers, throw in a few of these and they'll cut
    through them like a hot knife through butter.  They're pretty weak against
    everything else, so only use them when necessary.
    [Mech Destroyer] - [100 Food][175 Carbon]
      Hit Points : 175       Armor  : 3        Upgrades : Heavy Mech Destroyer
      DuraArmor  : 5         Range  : 7
      Capacity   : 1         Attack : 6
    As its name suggests, these units can rip through mechs with ease.  They're
    especially good against Assault Mechs you'll face later in the game, as they
    can take them out without suffering too much damage [as long as it keeps
    moving] while taking out something bigger, heavier, and more costly in return.
    They can also rip through cannons and pummels, so keep a few of these around in
    your base, and of course, some in your assault force.
    [Assault Mech] - [200 Food][350 Nova]
      Hit Points : 275       Armor  : 4        Upgrades : Heavy Assault Mech
      DuraArmor  : 9         Range  : 8
      Capacity   : 10        Attack : 18
    Assault Mechs are good against everything, except air units.  They're huge,
    they pack a punch, and they can carry up to ten units inside for protection and
    deployment.  Their only drawback is their slow firing rate and their slow
    speed.  Keep this surrounded by support units, as this is an easy target for
    [Artillery] - [50 Carbon][90 Nova]
      Hit Points : 110       Armor  : 0        Upgrades : Heavy Artillery
      DuraArmor  : 6         Range  : 9
      Capacity   : 0         Attack : 15
    If your attacks were ever broken down into waves, Artillery would be the first
    unit to start it.  Artillery units can attack from long range, lobbing energy
    shells at the enemy to soften them up before your forces engage them.  Once
    they do, you would be wise to order them to stop, as their shots can and will
    do collateral damage.
    [Anti-Air Mobile] - [150 Carbon][50 Nova]
      Hit Points : 90        Armor  : 0        Upgrades : Heavy Anti-Air Mobile
      DuraArmor  : 10        Range  : 7
      Capacity   : 0         Attack : 22
    Anti-Air Mobiles are good against fighters.  However, their rate of fire is
    slower than that of the Anti-Air Trooper, and its rate of movement is slow.
    They do have more hit points, which means that they will last longer against a
    fighter assault.
    [Pummel] - [150 Carbon][75 Nova]
      Hit Points : 200       Armor  : 5        Upgrades : Heavy Pummel
      DuraArmor  : 180       Range  : 0
      Capacity   : 0         Attack : 2
    The ultimate weapon against buildings and defenses, its DuraArmor makes it very
    strong against Fortresses and other ranged attacks so it can get in and
    demolish buildings.  However, if it is attacked by a hand-to-hand combat unit,
    it will go down - fast!
    [Utility Trawler] - [75 Food][10 Nova]
      Hit Points : 60        Armor  : 0        Upgrades : NONE
      DuraArmor  : 4         Range  : 0
      Capacity   : 0         Attack : 0
    Utility Trawlers are your water going workers.  They are the only units who can
    gather fish away from the shore, and also build aquafarms.  If you have some
    Utility Trawlers, they also serve as great scouts, as they're quick and have
    enough hit points to last them a few shots.  Utility Trawlers are also the only
    unit who can build the sensor buoy.
    [Light Frigate] - [90 Carbon][20 Nova]
      Hit Points : 50        Armor  : 0        Upgrades : Frigate
      DuraArmor  : 6         Range  : 5                 : Advanced Frigate
      Capacity   : 0         Attack : 6
    Your basic defense against water attacks, Frigates work well only in groups, as
    their firepower is lacking against other ships.  Frigates also make good scouts
    early in the game and to draw the attention of the enemy.
    [Transport Ship] - [125 Carbon][15 Nova]
      Hit Points : 160       Armor  : 4        Upgrades : NONE
      DuraArmor  : 8         Range  : 0
      Capacity   : 5         Attack : 0
    No weapons on this ship; its only purpose is to transport your units across any
    body of water that they cannot normally cross on their own.  Guard these with
    ships if you have units inside of them, as once it's sunk, so are your units
    [Destroyer] - [100 Carbon][25 Nova]
      Hit Points : 120       Armor  : 0        Upgrades : Heavy Destroyer
      DuraArmor  : 6         Range  : 0
      Capacity   : 0         Attack : 2
    Destroyers specialize in the destruction of other ships.  Maybe that's why it's
    called a Destroyer.  Against much else, they're not too good.
    [Anti-Air Destroyer] - [100 Carbon][35 Nova]
      Hit Points : 120       Armor  : 0        Upgrades : Heavy Anti-Air Destroyer
      DuraArmor  : 6         Range  : 7
      Capacity   : 0         Attack : 25
    A sea going version of the anti-air trooper, they specialize against airborne
    assaults.  Keep some of these in your fleet to prevent fighters from sinking
    your ships.
    [Cruiser] - [200 Carbon][150 Nova]
      Hit Points : 160       Armor  : 0        Upgrades : Advanced Cruiser
      DuraArmor  : 9         Range  : 12
      Capacity   : 0         Attack : 35
    Cruisers are good for pounding enemy buildings from the shore, and staying out
    of the range of enemy defenses.  However, they are susceptible to enemy ships
    and fighters, so you must escort them at all times.
    [Fighter] - [55 Food][66 Nova]
      Hit Points : 25        Armor  : 0        Upgrades : Fast Fighter
      DuraArmor  : 0         Range  : 3                 : Advanced Fighter
      Capacity   : 0         Attack : 4
    Fighters serve as your main air units, to guard against assaults, whether they
    be from ground, air, or sea.  They can be upgraded to have shielding and excel
    at taking out workers.
    [Bomber] - [55 Food][88 Nova]
      Hit Points : 25        Armor  : 0        Upgrades : Enhanced Bomber
      DuraArmor  : 0         Range  : 1                 : Advanced Bomber
      Capacity   : 0         Attack : 5
    Slow, but powerful, Bombers are good against stationary targets such as walls
    and buildings.  They cannot defend themselves from enemy aircraft, so be sure
    to include some escorts.
    [Air Transport] - [39 Food][138 Carbon]
      Hit Points : 150       Armor  : 0        Upgrades : NONE
      DuraArmor  : 0         Range  : 0
      Capacity   : 5         Attack : 0
    The Air Transport sacrifices capacity for its ability to transport any unit
    anywhere across the map.  They offer no defense against attack, so you'll have
    to rely on maneuverability and the element of surprise.
    [Air Cruiser - CLONE CAMPAIGNS] - [600 Food][600 Nova]
      Hit Points : 260       Armor  : 0        Upgrades : NONE
      DuraArmor  : 0         Range  : 12
      Capacity   : 0         Attack : 80
    The Air Cruiser is basically an airborne version of the water going Cruiser.
    It takes painfully long to fire, but its shot can wipe out whole armies if on
    target.  They have no anti-air defenses and move quite slow, so keep a few
    escorts around.
    [Cargo Hovercraft] - [75 Carbon]
      Hit Points : 50        Armor  : 0        Upgrades : NONE
      DuraArmor  : 0         Range  : 0
      Capacity   : 0         Attack : 0
    Cargo Hovercrafts serve no purpose except to trade with your allies.  That is,
    it collects Nova from an ally's spaceport.  The farther it has to travel, the
    more it collects from each visit.
    [A-wing] - [40 Food][45 Nova]
     [Rebel Alliance]
      Hit Points : 15        Armor  : 0        Upgrades : NONE
      DuraArmor  : 0         Range  : 6
      Capacity   : 0         Attack : 2
    A-wings are good for hit-and-run tactics, and are superior at taking out enemy
    [Bounty Hunter] - [150 Food][150 Carbon]
      Hit Points : 175       Armor  : 2        Upgrades : NONE
      DuraArmor  : 2         Range  : 7
      Capacity   : 0         Attack : 15
    Bounty Hunters are used to counter Jedi and their Mind Tricks.  They can see
    through their stealth, and excel at taking them out.  They also work well
    against Troopers.
    [Dark Trooper Phase 1] - [50 Food][85 Carbon]
     [Galactic Empire]
      Hit Points : 150       Armor  : 2        Upgrades : Dark Trooper Phase 2
      DuraArmor  : 4         Range  : 4
      Capacity   : 0         Attack : 6
    Dark Troopers are just like Bounty Hunters but cost less, which means they can
    see through Jedi Stealth, and also take them out.
    [Fambaa Shield Generator] - [150 Food][150 Ore]
      Hit Points : 150       Armor  : 20       Upgrades : Heavy Fambaa Shield
      DuraArmor  : 20        Range  : 0                     Generator
      Capacity   : 0         Attack : 0
    Just like from Episode I, Fambaa Shield Generators are portable shield
    generators.  It's good for extending the life of units, but not much else.
    [Airspeeder] - [55 Food][66 Nova]
     [Rebel Alliance]
      Hit Points : 30        Armor  : 0        Upgrades : Armored Airspeeder
      DuraArmor  : 0         Range  : 4
      Capacity   : 0         Attack : 1
    If you've ever seen the Empire Strikes Back, the Airspeeder was used to down
    the Imperial AT-ATs.  AT-ATs in this game are Assault Mechs.  Hm...  That means
    the Airspeeder is good against all mechs.  Unfortunately, no tow cable attack.
    [Royal Crusader] - [100 Food][80 Nova]
     [Royal Naboo]
      Hit Points : 175       Armor  : 1        Upgrades : Elite Royal Crusader
      DuraArmor  : 2         Range  : 0
      Capacity   : 0         Attack : 5
    The Royal Crusader is a close combat unit, extremely good at taking out
    structures.  It's like an upgraded version of the Advanced Mounted Trooper.
    [Destroyer Droid] - [50 Carbon][150 Nova]
     [Trade Federation]
      Hit Points : 85        Armor  : 2        Upgrades : Heavy Destroyer Droid
      DuraArmor  : 4         Range  : 5
      Capacity   : 0         Attack : 6
    Destroyer Droids are anti-personnel units.  They can take down almost any
    infantry with ease, and are fast.
    [Berserker] - [80 Food][35 Nova]
      Hit Points : 150       Armor  : 1        Upgrades : Advanced Berserker
      DuraArmor  : 2         Range  : 0
      Capacity   : 0         Attack : 10
    Berserkers are close combat units, which means they excel at building
    destructions.  Actually, they're good against everything except Jedi, fighters,
    and sea units.
    [Jedi Starfighter] - [50 Food][100 Nova]
     [Galactic Republic]
      Hit Points : 35        Armor  : 0        Upgrades : Advanced Jedi Starfighter
      DuraArmor  : 0         Range  : 4
      Capacity   : 0         Attack : 4
    Jedi Starfighters are piloted by Jedi, which means like Jedi, they can use
    stealth against their enemies.  However, they have a slow rate of fire which
    evens things out.
    [Geonosian Warrior] - [65 Food][70 Nova]
      Hit Points : 40        Armor  : 0        Upgrades : Elite Geonosian Warrior
      DuraArmor  : 0         Range  : 0
      Capacity   : 0         Attack : 5
    Geonosian Warriors are extremely good at taking out Troop Center units with one
    or two shots.  However, they make poor combat units against anything else.
    [Cannon] - [200 Carbon][200 Nova]
      Hit Points : 150       Armor  : 1        Upgrades : NONE
      DuraArmor  : 150       Range  : 16
      Capacity   : 0         Attack : 200
    The ultimate weapon, this baby can do hundreds of points of damage against
    anything, as long as it connects.  The cannon must deploy to fire, and must be
    undeployed to move.  A trade off, but not a bad one considering it stays out of
    range of every structure.  Keep it well guarded, as they move slowly, and take
    forever to bring to the front lines if your first is destroyed.
    Prefab Shelter -
      Hit Points : 800      Armor     : 1                    Cost : 25 Carbon
      Attack     : 0        DuraArmor : 7       Range : 0
    Prefab Shelters support your growing population.  All civilizations except the
    Galactic Republic have houses that support only five units.  The Galactic
    Republic supports six.
    Command Center -
      Hit Points : 2500     Armor     : 3                    Cost : 275 Carbon
      Attack     : 5        DuraArmor : 6       Range : 6         : 100 Ore
    The only structure that can produce Workers, these are vital to any beginning
    civilization.  Not only can any resource be deposited into them, they are the
    only buildings which let you advance to the next Tech Level, crucial to any
    Troop Center -
      Hit Points : 1500     Armor     : 1                    Cost : 160 Carbon
      Attack     : 0        DuraArmor : 7       Range : 0
    The Troop Center produces your basic units such as the Trooper Recruit and
    Mounted Trooper.  It offers a variety of units specialized to certain tasks, as
    well as important upgrades for them.
    Power Core -
      Hit Points : 250      Armor     : 1                    Cost : 200 Carbon
      Attack     : 0        DuraArmor : 7       Range : 0
    Power Cores power your buildings so they operate at maximum efficiency.
    Mech Factory -
      Hit Points : 2500     Armor     : 2                    Cost : 180 Carbon
      Attack     : 0        DuraArmor : 7       Range : 0         : 25 Ore
    Mech Factories offer you your first real offensive weapons.  Assault Mechs and
    Mech Destroyers are produced at this building.
    Shipyard -
      Hit Points : 1800     Armor     : 1                    Cost : 160 Carbon
      Attack     : 0        DuraArmor : 7       Range : 0
    A useful building for resource and military purposes, the Shipyard can create
    very powerful units [depending on your civilization] on water intensive maps.
    Shield Generator -
      Hit Points : 1500     Armor     : 3                    Cost : 250 Ore
      Attack     : 0        DuraArmor : 9       Range : 0
    You'll be using a lot of these in your games.  The Shield Generator provides
    shielding for structures within its radius, which means that they have double
    the hit points.  Enemies attacking the Shield Generator would first have to
    destroy the shield [hit points], before doing actual damage to the structure.
    Units however take 1 or 2 hit points off for each hit they take under the
    Jedi Temple -
      Hit Points : 2500     Armor     : 2                    Cost : 180 Carbon
      Attack     : 0        DuraArmor : 8       Range : 0         : 25 Nova
    Jedi and the Jedi Master, both powerful units, are created at the Jedi Temple.
    Besides creating units and researching upgrades for them, the Jedi Temple
    serves another purpose.  They hold the Holocrons you find in the game to be
    used for a continuous supply of Nova.
    Fortress -
      Hit Points : 5000     Armor     : 8                    Cost : 550 Ore
      Attack     : 8        DuraArmor : 11      Range : 8
    Fortresses are the ultimate defense against attacks.  They provide anti-ground
    fire as well as anti-air fire.  Its shots are more powerful than those of the
    turrets, but lacks the range of an Advanced Turret and the Advanced Anti-Air
    Turret.  They are also used to construct your civilization's unique unit.
    Heavy Weapons Factory -
      Hit Points : 2500     Armor     : 3                    Cost : 210 Carbon
      Attack     : 0        DuraArmor : 9       Range : 0         : 25 Ore
    Pummels, Artillery, and Anti-Air Mobiles are produced at this building.
    However, the units from this buildings have no purpose in a battle, only
    effective against base or army defense or offense.  They are powerful, when
    given the chance.
    Airbase -
      Hit Points : 2500     Armor     : 7                    Cost : 210 Carbon
      Attack     : 0        DuraArmor : 10      Range : 0         : 25 Ore
    As you might've imagined, you get your air units from the Airbase.  Air units
    don't hold up well against anti-air fire, so their use is limited.
    War Center -
      Hit Points : 2200     Armor     : 3                    Cost : 180 Carbon
      Attack     : 0        DuraArmor : 9       Range : 0
    War Centers are valuable structures in the game.  They allow you to upgrade
    your troops to make them the strongest they can be.
    Research Center -
      Hit Points : 2200     Armor     : 4                    Cost : 210 Carbon
      Attack     : 0        DuraArmor : 0       Range : 0
    War Centers upgrade troops and Research Centers upgrade your structures.
    Processing Centers -
      Hit Points : 1000     Armor     : 1                    Cost : 100 Carbon
      Attack     : 0        DuraArmor : 7       Range : 0
    Processing Centers come in four varieties.  Each specializes in one resource,
    where it can be deposited.  They are cheaper than the Command Center, but don't
    produce Workers.
    Animal Nursery -
      Hit Points : 1000     Armor     : 1                    Cost : 100 Carbon
      Attack     : 0        DuraArmor : 7       Range : 0
    Garrison your Nerfs or Banthas to receive a steady supply of food.  The more
    animals you have in the nursery, the more food you receive in a game minute.
    Spaceport -
      Hit Points : 2000     Armor     : 2                    Cost : 180 Carbon
      Attack     : 0        DuraArmor : 8       Range : 0
    Not only do they let you trade with any allies, they allow you to see what they
    see too.  However, you'll find them useful later in missions as they build
    Cargo Hovercrafts for a continuous supply of Nova, and are the only way to get
    those needed resources once they run out.
    Monument -
      Hit Points : 3000     Armor     : 3                    Cost : 3000 Carbon
      Attack     : 0        DuraArmor : 10      Range : 0         : 3000 Ore
                                                                  : 3000 Nova
    Monuments take forever to build, cost a lot and fall quickly when under attack.
    However, they allow you to win without a huge war after 200 game days pass.
    Light Turret -
      Hit Points : 1250     Armor     : 2                    Cost : 25 Carbon
      Attack     : 5        DuraArmor : 8       Range : 7         : 125 Ore
    Your line of defense will consist of turrets.  Your most basic one is the Light
    Turret.  Not only does it provide a stronger protection, but can be upgraded
    and doesn't count against your population.  Garrison infantry into these
    structures to strengthen their attack.
    Sensor Buoy -
      Hit Points : 500      Armor     : 0                    Cost : 20 Carbon
      Attack     : 0        DuraArmor : 0       Range : 0         : 10 Ore
    Sensor Buoys don't have any purpose except to remove the fog of war around the
    area you place it.  It has a long line of sight.
    Sentry Post -
      Hit Points : 500      Armor     : 0                    Cost : 20 Carbon
      Attack     : 0        DuraArmor : 0       Range : 0         : 10 Ore
    Sentry Posts are the exact same as the Sensor Buoy.
    Gate -
      Hit Points : 2750     Armor     : 10                   Cost : 30 Ore
      Attack     : 0        DuraArmor : 10      Range : 0
    Gates are like walls, with the exception that they open to friendly forces.
    They also have more hit points than the wall.
    Medium Wall -
      Hit Points : 1500     Armor     : 8                    Cost : 5 Ore
      Attack     : 0        DuraArmor : 10      Range : 0
    Medium Walls offer you protection, but don't guarantee that you'll be safe.
    Light Wall -
      Hit Points : 250      Armor     : 2                    Cost : 2 Carbon
      Attack     : 0        DuraArmor : 2       Range : 0
    Light Walls aren't as strong as Medium Walls, but they do tell you where and
    when the enemy is attacking.  They are cheap and they fold easily.
    Anti-Air Turret -
      Hit Points : 1250     Armor     : 3                    Cost : 20 Carbon
      Attack     : 60       DuraArmor : 9       Range : 10        : 150 Ore
    Anti-Air Turrets are your strongest protection against air assaults.  However,
    they aren't mobile and cost a lot.
    Farm -
      Hit Points : 480      Armor     : 0                    Cost : 50 Carbon
      Attack     : 0        DuraArmor : 0       Range : 0
    When your natural food sources run out, you can continually replenish your
    sources with farms.  They provide lots of food and only one Worker can harvest
    a farm.
    AquaHarvester -
      Hit Points : 50       Armor     : 0                    Cost : 90 Carbon
      Attack     : 0        DuraArmor : 0       Range : 0
    AquaHarvesters are exactly like farms except they provide more food and have
    less hit points.
    -=-=-=-=-=-=-=-=-=-=-=-=-=[ 6. Campaign Walkthrough ]=-=-=-=-=-=-=-=-=-=-=-=-=-
    Based on the "Moderate" difficulty setting, this walkthrough will take you
    through the various campaigns in the game Galactic Battlegrounds Saga.
    Spoilers are included; while I'm not sure that the expansion pack will change
    the original campaigns, some things might be slightly different then stated in
    the walkthrough.
                         Attichitcuk Campaign [Basic Training]
    Mission 1.1: Moving and Attacking
    Mission Objectives:
    - We need to explore this new world.  Follow Qui-Gon's instructions to find the
       camp of Chewbacca's father, Attichitcuk.
    This mission is fairly simple.  You start with Chewbacca.  Assign him to "1",
    and start moving towards the marker.  You'll meet up with Shoran, who will warn
    you about a dangerous obstacle ahead.  The "dangerous" obstacle turns out to be
    a damaged power core.  Have both of them attack it.  Chewbacca packs a powerful
    punch, so you'll destroy the power core in no time.  Who it belongs to is a
    You'll soon find the camp, as four Gundarks attack it.  You can easily dispatch
    them with a few shots from your bowcasters.  As the mission comes to a close,
    you'll see a brief scene of a Trade Federation battle droid inspecting their
    destroyed power core.
    Mission 1.2: Gathering Resources
    Mission Objectives:
    - Learn how to gather resources with Qui-Gon's help.
    - Gather 200 food, 100 carbon, 50 ore, and 50 nova crystals.
    Another rather simple mission.  Have all three of your workers start to collect
    fruit from the Muja bushes while you listen to Qui-Gon.  As soon as you have
    enough, build two more workers and have them collect Carbon.  While you're busy
    collecting these resources, Qui-Gon will tell you to practice activating the
    "Activate Alert Beacon" and garrisoning your workers in times of danger.
    After you've collected enough Carbon and Food, Chewbacca should show up.
    Coincidently, four Gundarks show up to harass you.  Garrison your workers
    inside, while Chewbacca blasts them all.  Ungarrison your workers and send them
    to mine Nova and Ore south of your base.  After that, just collect all
    resources, and you finish the mission.
    Mission 1.3: Building an Army
    Mission Objectives:
    - Follow Qui-Gon's instructions to build an army and wipe out the gundarks.
    - Create a fighting force, then find the gundark nest and destroy it.
    You can probably finish this mission in under three minutes if you're fast
    enough.  Just send Chewbacca north, past the ford and have him wipe out the two
    Gundarks standing there.  Continue heading north to trigger an event in which
    the Trade Federation is battling some Gundarks.  The Trade Federation obviously
    wins.  Chewbacca alone can take them out while sustaining only little damage.
    Once you defeat them, you win.
    Or, you can follow Qui-Gon's instructions and build up an army.  There are
    seven Nerfs on your way to the Gundarks.  Garrison them in to get some food.
    Also, even though you are only at "Tech Level 1", your infantry have already
    been upgraded to "Troopers".
    Mission 1.4: Researching Technology
    Mission Objectives:
    - Collect 500 food and build two new buildings, then research Tech Level 2 at
       your Command Center.
    - Attichitcuk has gone exploring.  Until he returns, we should remain at camp,
       gather resources, and research new technologies.
    - Chewbacca and Attichitcuk must survive.
    As expected, this is another simple mission.  Start by building more Workers,
    Prefab Shelters, and gathering Carbon.  You'll find eight Nerfs south of your
    base and one north of your base.  Build an Animal Nursery next to your Power
    Core to garrison them in.  Chewbacca again could do this mission alone, but
    unfortunately, you cannot move on until you research the "Tech Level 2"
    upgrade.  While you're gathering more food, build a Food Processing Plant near
    the water and have your Workers fish.
    As you research a new tech level, Attichitcuk comes back from his scouting
    expedition.  He then is CLEARLY killed.  You even see his body rotting.  After
    you're done researching Tech Level 2, research the "Trooper" upgrade and build
    two Medics.  You don't need to build anything more in this mission.  Start
    heading towards Attichitcuk and you'll encounter Trade Federation Battle
    Droids.  Simple enough, have your three Troopers stay at the bottom of the ford
    while Chewbacca and the Medics move up.  Eliminate all droids and you'll
    stumble upon Attichitcuk with 2 HP left.  What?!!  He's dead!!!  Whatever, have
    your Medics heal him and bring him back to camp.  Your three Troopers down at
    the ford should have fended off a few Battle Droids.  Garrison Attichitcuk back
    at the Command Center.  As soon as you do, Qui-Gon warns you about Destroyer
    Droid attacks.  Have all of your Troopers and Chewbacca fire upon them and you
    Mission 1.5: Exploration and Transport
    Your first advanced mission, sort of.  You're supposed to destroy a Trade
    Federation Troop Center.  Have your workers harvest some Carbon while you build
    more.  Build a Troop Center and produce some Trooper Recruits.  Have them
    explore the map.
    Out of all the resources, Food and Carbon are going to be the most needed, but
    you should still assign one on Ore, and a few on Nova.  There are around three
    Nerfs around your camp, and seven more on your side on the island.  In total:
    ten.  Exactly enough for your animal nursery.  Place a Power Core next to your
    Troop Center and Nursery, while you construct a Shipyard.  Build Utility
    Trawlers and about three Transports.
    By now, you should have explored your island thoroughly, or as thorough as you
    can get.  Upgrade to Tech Level 2, and begin researching the upgrades in the
    Troop Center.  Build another if you want to simultaneously build more units.
    The Trade Federation is on the island to your left.  They will not attack you,
    so you have all the time in the world to dispatch them.  A force of about 10
    Troopers, and 5 Mounted Troopers should suffice.
    Load your troops onto the Transports, and then drop them off on the beachhead
    to the left.  Move up and you spot some Trade Federation Outposts.  Destroy
    them if you like, and move on up ahead.
    The Troop Center is walled off, so position your Troopers next to the wall
    while your Mounted Troopers work on the gate.  Enemy units will come to attack.
    Your Troopers should pick them off before they reach the gate.  However, if you
    want to end this mission faster, let them open the gate for you, and slip some
    Mounted Troopers in.  Destroy the gate, the units, and the Troop Center to
    complete this mission.
    Mission 1.6: Allies and Jedi
    Mission Objectives:
    - Shoran has established a camp nearby.  Once you've found him, begin trading
       with his camp.
    - Defend your village against Trade Federation attacks.
    You have a pretty good Tech Level 1 base when you begin.  Assign the two Nerfs
    in your base into the Animal Nursery and have your Workers begin gathering
    whatever resource you wish.  Ore is going the least used substance in this
    mission, but Shoran has a HUGE deposit in his camp.  Start by building a
    Spaceport, then researching the "HoloNet Transceiver".  Immediately after it's
    done, you'll see all that Shoran has explored - not much.
    Focus on reaching a Tech Level 2 society so that you can build the Jedi Temple.
    While you don't need to collect the Holocron in this mission, it provides a
    steady source of Nova and an alternate way of winning.  There are two in this
    mission.  The first is in Shoran's camp.  The second is a little way off, only
    accessible by a Sea Transport.  To get there, you must wait until Shoran builds
    a Gate to the north and stumbles upon Trade Federation Sentry Posts.  Build a
    Shipyard near the river and then load a Jedi into a Transport.  Follow the
    river until it ends, then land on the shore.  Pick up the Holocron and then
    deposit it back into your Jedi Temple.  Hold it for 200 days to win.  However,
    by the time you pick it up, it's much faster to destroy everything.
    Build up a good army consisting of seven Troopers and Chewbacca with a Medic.
    Head north past Shoran's base and destroy the Outposts.  After they're gone,
    head south.  Destroy all opposition with your troops [but Jedi Padawan work
    well here] and then focus on destroying the Transmitters.  A relatively simple
    mission.  Just help Shoran destroy everything and you win!
    Mission 1.7: The Battle for Alaris Prime
    Mission Objectives:
    - All heroes, Chewbacca, Shoran, Attichitcuk and Qui-Gon must survive.
    - Qui-Gon Jinn must survive.
    - Destroy the Trade Federation's Fortress to the North.
    Your final mission.  Garrison all of your Nerfs into your Animal Nursery and
    build a Power Core next to it.  You should start to build walls and gates where
    there are holes.  Train more Workers and assign them to hit the Ore and Nova.
    You'll need at least twelve Workers on Carbon to sufficiently have enough for
    the rest of this mission.  Nova is also of great importance.  As you
    continually build, the Trade Federation attacks your Sentry Posts.  Let them.
    You'll defeat them before they even attack your base [if they even do].
    Since your objective is to keep your hero characters alive, garrison Shoran,
    Chewbacca and Attichitcuk into your Command Center.  Qui-Gon will only appear
    after you've constructed a Fortress.  When you get the chance, build one.
    After a few minutes, Qui-Gon will land.  A few minutes after he does, he'll
    tell you of strange ships and a hidden "temple" of sorts.  The place he's
    talking about is hidden northeast of your camp.  You must use some sort of air
    unit to reveal it, and once you do, Qui-Gon states that this place gives him
    the power to convert enemy buildings.  Quite useful if you use him.
    For some reason, the battle droids never really attack your base.  Droid
    Starfighters roam around your base a lot, but they are easily downed by anti-
    air fire or by some of your own fighters.  However, build a large air wing with
    some bombers.  Upgrade them to the max and send them towards the enemy base.
    Whether this is a glitch in my game, a glitch in all of the games, a mistake,
    the base doesn't have ANY anti-air fire.  Pick off their Workers to stop the
    flow of resources and attack the Fortress.  Now why would I attack the
    Fortress?  When I said they don't have any anti-air fire, I meant that they
    didn't have ANY!!!  The Fortress doesn't have any anti-air capabilities which
    means that you can pound them to dust with your Fighters and Bombers.  Quite
    sad really...  Before you begin your attack, you might want to consider taking
    out some of the outer defenses so you can bring in something more suitable to
    taking out the Fortress, like a Heavy Pummel.  Be sure to clear the enemy
    troops still around too!  When the Fortress is destroyed, a brief scene will
    occur in which the "strange" ships Qui-Gon saw leave.  They make some remarks
    about how this is only a minor setback and the mission ends.
                       OOM-9 Campaign [The Subjugation of Naboo]
    Mission 2.1: Beachhead
    Mission Objectives:
    - Ensure that OOM-9 survives the mission.
    - Destroy the Transmitter at Vis.
    - Destroy the Transmitter at New Centrif.
    - Destroy the Transmitter at Parrlay.
    You start with a small force of soldiers, and OOM-9 in a Mech Destroyer.
    Proceed down south, and you run into the town of Vis.  You're told that it's
    heavily defended, and it is, with a few guards and two Light Turrets.  You
    could take them out, but you would suffer heavy casualties.  Instead, go off
    into another path just right before the main entrance of Vis.  You'll encounter
    a few guards and reach the town of New Centrif.
    You'll be dropped reinforcements.  With the battle at two fronts, destroy the
    Trooper Recruits and any other enemy units.  Have your Mounted Troopers destroy
    the wall surrounding the Transmitter and destroy it.  Follow the path south,
    around a patch of Nova.  You'll run into enemy units, including a Strike Mech.
    That should be your first priority since they can take out your Troopers in a
    flash.  Head up through the town, taking out enemy units, and you'll find that
    you're now past the entrance of Vis.  The gate is locked, so you won't have to
    worry about the units outside of it.  Destroy the wall around the second
    Transmitter and destroy it.
    Take the path down south again, and you'll run into some more enemy units.
    You'll receive more reinforcements, and you'll be ordered to destroy the town
    before it can send out a message.  Take out the two Light Turrets with your
    Mounted Troopers and your new found Pummel.  Proceed under the gate, and take
    out the various mechs and units that come to oppose you.  You now have a large
    enough army to take care of any enemy attacks that should come at you.  Proceed
    through the town, but be wary of the Command Center that will fire upon you if
    the workers around it feel threatened.  Instead, take a right, destroy the
    Light Turret, and then the wall.  Enemy Troopers will come to attack, but you
    should have no trouble with the rest.  Take out the Transmitter, and you're
    Mission 2.2: Behind The Lines
    Mission Objectives:
    - Ensure that OOM-9 survives the mission.
    - Use your Neimoidian Technician to acquire the Droid Control Program from the
       Research Center on the central peninsula.
    - Neimoidian Technician must survive.
    - Bring your Technician safely back to base to reactivate the Trade Federation
    - Establish your base and then destroy the Command Center at Harte Secur.
    As OOM-9 moves up, you receive your current instructions from the Viceroy and
    meet your impressive, but deactivated army.  You receive reinforcements of 5
    Heavy Destroyer Droids, one Cannon, and your Neimoidian Technician.  Load the
    Technician into OOM-9's AAT to protect him from harm, and group your Destroyer
    Droids to "1".  Bring them east, and then a little north.  They should run into
    a platoon of Naboo Troopers.  Your droids have a longer range then them, so
    lead them out by firing one cannon shot into their midst.
    After you dispose of them, proceed north ever so slightly with your cannon to
    reveal two Light Turrets.  Deploy the cannon, and have it fire on them to
    destroy them.  Three direct shots each should finish the job.  As you continue
    along, you see a small path of sparsely dotted trees, and two rancors.  Have
    your cannon kill the rancors with a direct shot, and destroy the sentry post
    and Light Turret.  As you might have noticed, they belong to the Gungans.
    Mounted Troopers and other regular enemy units will converge on your path.  You
    Destroyer Droids should have no problem mowing them down.  After you're done,
    move up to the mouth of the bridge on the water, and have your cannon destroy
    the Theed Gazebo.
    Head west, destroying the Light Turret, and a few more enemy units.  The
    enemies grow less now, but you still have to deal with another Light Turret.
    Head south, destroy the Light Turrets, gate, and Research Center to find the
    program.  Have OOM-9's AAT drive over it, and two Transports will come by
    water.  Their use is a mystery, since the opposite beach is blocked by trees.
    Instead, retrace your steps back to your Command Center.
    There, your armies will come back online, and you have the chance to build a
    small base.  Produce a worker and have him heal any damage that the Destroyer
    Droids have taken upon themselves.  Then, group your armies into different
    groups.  Leave your Destroyer Droids as is, and break your other two assault
    groups of Troopers into two different groups.  Garrison a few into your Command
    Center to prevent an attack, and then bring everything back up, including your
    anti-air units and cannon.  You can choose this time to build up your base and
    include a large group of mechs to destroy any opposition, but the more time you
    spend, the more time your enemy will build up its forces.  Strike now, endure
    the first wave, and you're home free.  The choice is yours.
    Once you reach the crossroads, things are going to get a little hectic.  The
    north and western route are both guarded by two Medium Turrets.  Choose the
    western route, and then use your cannon to attack the first turret.  As soon as
    your assault begins, Naboo troopers and mech units swarm your position.  Try to
    pick off the Troopers first, as the mechs will dart in and out of battle,
    trying to lure your Troopers into the city where they will be destroyed.  Your
    Destroyer Droids make quick work out of those mechs, so have them target them,
    all the while making sure that your cannon destroys the second turret.
    Hopefully by now, the rest of the Naboo units have been eliminated, and the
    only thing standing between your target is a Fortress.  Easy enough.  Have your
    cannon lob shots at it while your droids get rid of any leftover units that may
    be around to attack you.  Once it's gone, have your cannon deploy where the
    Fortress use to be, and use it to destroy the Naboo Command Center.
    And for those of you who used the "Forceexplore" or "Forcesight" cheats, you'll
    notice that Qui-Gon, Jar Jar Binks, and Obi-Wan Kenobi are located in the
    western corner of the map...
    Mission 2.3: Spinnaker's Spoils
    Mission Objectives:
    - Destroy the 3 Spaceports at Spinnaker and replace them with your own.
    - Raise 10000 Nova crystals by gathering resources, selling goods at your
       Spaceport, and trading with other Spaceports.
    Assign your Heavy Destroyer Droids to "1".  You may notice that you don't have
    OOM-9 in this mission, which means that you don't have to protect anybody.
    Group your three Mech Destroyers, three Strike Mechs into one group and the two
    Assault Mechs [loaded with Heavy Troopers and Grenade Troopers] into another.
    Have them move northeast, until they come to a few enemy Troopers.  Your
    Destroyer Droids can dispose of them, but try to roll them into the city if you
    ever see the gate open.  If not, then you must blast your way in.  I'd choose a
    wall for its weaker hit points.  Once you enter the city, it surrenders to you.
    The sooner you take control of the city, the sooner you can build up and
    prepare for an attack.
    Assign the Naboo workers to harvest Carbon, Ore, and Food.  Assign your Utility
    Trawler to gather more food, and build another one.  You have two entrances to
    your base, a western and eastern entrance.  A Naboo base is located close to
    your western entrance, so construct a Light Turret near it and garrison some of
    your Heavy Troopers into it, as well as the Naboo Light Turrets.  If you leave
    your Strike Mechs there, and upgrade your turrets to Medium Turrets with Battle
    Droids in them, they can handle any threat that the base sends.  However,
    destroy the Airbase on the other side of the river, or face fighter assaults.
    If you destroy it now, you won't really have to worry about airborne assaults.
    Be aware that any upgrade you research in this level will only affect Trade
    Federation units, which means that the Naboo Light Turrets won't be upgraded to
    Medium Turrets if you research the technology.
    Since your goal is to collect 10,000 Nova crystals, start by assigning some
    workers to the patch in your base.  Build more workers, about 10 more once the
    food starts flowing, and have them increase the flow of resources, which ever
    one you choose.  You already have a Troop Center, so build a Mech Factory and
    another Power Core near the western part of your base.  Upgrade the "Trooper"
    technology at the Troop Center, and spend the time to gather resources to
    upgrade to "Tech Level 3" society.
    As you scout the terrain, you'll notice Sentry Outposts around your base.
    Destroy them.  There are also deposits of Nova above and to the right of your
    base, as well as a deposit of Ore.  By now, your food supply is probably
    dependent on farms.  That's fine, but a lot of wild animals roam the eastern
    corner of the map.  Take some time to hunt them.  As you finish researching the
    "Tech Level 3" technology, research all the possible upgrades for your Troopers
    and your defenses by constructing Research Centers.  Take the time to construct
    a Spaceport if you haven't already done so, and start sending your Cargo
    Hovercrafts to your ally's Spaceport.
    To accomplish this mission, you will need around 35 Heavy Troopers, your 2
    Assault Mechs, 6 Mech Destroyers, 6 Destroyer Droids, and 2 Pummels.  You
    should start with the eastern most Spaceport in the town of Spinnaker.  It's
    cut off from the rest of the island, and it's close to your town.  Your only
    obstacles are the Medium Turrets that dot the entrance of Spinnaker, but both
    your Assault Mechs, Mech Destroyers, and Heavy Destroyer Droids have a longer
    range than them [after you research the upgrades].  Destroy the Turrets, the
    gate, and enter in slowly.  You should see a Naboo Command Center.  Destroy
    that as well, and continue to inch slowly in.  You'll notice that two Shield
    Generators are on either side of the entrance.  Blast the Medium Turret to your
    left, and then focus on the Power Core.  Once it's down, the Shield Generator
    will not operate.  Clean out the left side of the town until you reach the
    small canal separating you from another part of Spinnaker.  A Cruiser will
    occasionally fire upon you from here, but a couple of shots from your Assault
    Mech will take it out of the fight.
    After you clear the left side of the island, start moving towards the right.
    You'll come across a Fortress under the protection of a Shield Generator.  If
    you choose to attack it, it'll take a good hour to destroy it.  Your target
    should be the nearby Power Core.  Send your Pummels in (you might want to
    distract enemy fire with a Mounted Trooper).  They have a lot of DuraArmor
    which means that each shot that lands will only take away ONE hit point.  After
    the Power Core is down, destroy the Medium Turrets that are firing on them, and
    then the Fortress.  Have your Assault Mech target the Fortress [since it has a
    longer range] while your Pummels simultaneously attack it.  Since they attack
    from opposite sides, the Pummels won't be damaged by the Assault Mechs' blast.
    Destroy the Shipyards that may be in the water, but LEAVE the Spaceport.
    You're going to need 10,000 Nova crystals, and the more Spaceports there, the
    faster you'll collect it.  Now, travel back to your base, and have a worker
    repair any damage that your assault force took.  If you managed your forces
    right, you shouldn't have any casualties.
    You can choose to destroy the Royal Naboo Navy now, the base that's been
    periodically attacking you.  Their turrets have 8+1 range, but your Assault
    Mechs can still finish them off.  However, leave every other unit behind them,
    and wait for them to finish.  You can take the turrets out, even with the
    Shield Generator on.  After that, carefully manage one of your Assault Mechs to
    the left and to the other opening into the base.  Have it fire on the turret,
    and then the Power Core to shut down the surrounding buildings.  However, the
    Fortress in the middle is still powered by a Shield Generator, and the Power
    Core is behind it.  Instead of sending in your Pummels, have your Assault Mech
    ease around near the trees, and have it destroy all of the Workers.  It'll take
    some fire, but you can move it out fast enough to get around the Fortress and
    take out the Power Core.  After that, you can use your Assault Mechs to destroy
    the Fortress, and bring in your other forces.  By the time you finish off the
    base, you should have 7,000+ Nova crystals.
    You can begin your assault on the second Spaceport, but you don't have to,
    unless my game is glitched.  Once you collect 10,000 Nova crystals, Viceroy
    Gunray tells you that the full invasion can begin.  You are victorious, and you
    don't even need to build the three Spaceports in Spinnaker.  Oh well, if my
    game IS glitched, then there are three Spaceports in Spinnaker, one in your
    ally's base, and two on a small island in the north, guarded by three turrets.
    Once you collect the crystals, you're done.
    Mission 2.4: Capturing the Crown
    Mission Objectives:
    - Take out the jamming device so reinforcements can arrive.
    - Ensure that OOM-9 survives the mission.
    - Bring five military units to the palace grounds.  Do NOT destroy the palace!
    - Do not allow all of your worker droids to be destroyed.
    - Take the worker droids to palace grounds.
    - Build a Monument within the markers for the Viceroy's arrival.
    - Do not build anything but the Neimoidian throne.
    You have 7 Mech Destroyers, 2 Heavy Pummels, OOM-9, and several Heavy Troopers.
    Start the mission by destroying the gate in front of you.  Once you've entered
    the city, Naboo units will converge on your position.  Have your Mech
    Destroyers take out the Strike Mechs while your Heavy Troopers take out the
    enemy infantry.  Also match the strengths and weaknesses of your units or else
    you'll suffer heavy casualties.
    Continue up until you run into a Fortress.  Have your Heavy Pummels take it on.
    Once they've been fired upon, have all of your forces attack the Fortress, as
    it will focus on the Pummels.  You might experience more Strike Mech attacks,
    so have some of your Mech Destroyers near the Pummels to take them out.  Once
    it's destroyed, continue up.  Destroy the two Trooper Centers and the Command
    Center at the intersection and continue up.  You'll cross a bridge, and run
    into more Naboo resistance.  Once they're dead, move up.  You'll notice another
    bridge, and two Fortresses, one on either side.  You don't need to cross the
    bridge, so you don't need to take out that Fortress.  Take out the left
    Fortress instead, following the same strategy.  Again, Strike Mechs will
    periodically attack your Pummels, so keep a few of your Mechs near them.
    After it's gone, proceed to take out the Trooper Center, and the Heavy Weapons
    Factory, all the while being harassed by the enemy.  Move up, and you'll run
    into two Medium Turrets.  They don't have the ability to fire at their base, so
    send in the Pummels, and have your Mech Destroyers stay out of their range, but
    pounding them with their fire.  Once they're both gone, focus on the Jamming
    Device, and receive your next assignment: Build a monument!  Bring your units
    down, until they find a bridge, and leave them there.
    Your reinforcements arrive, and they consist of 3 Heavy Pummels, 4 Destroyer
    Droids, 6 Workers, 4 Mech Destroyers, and 2 Strike Mechs.  Load 4 of your
    workers into your Mech Destroyers to keep them from harm, and assign the other
    two to follow behind.  Bring your units down, and have them take out any Strike
    Mechs they see.  Take care of the turret, the Mech Factory, and the Trooper
    Center.  Continue downwards, and destroy another Mech Factory, guarded by a
    Fortress.  You now find a bridge, and this mission gets a whole lot easier.
    Cross the bridge, and destroy the Strike Mechs that oppose you.  You now have a
    path to follow.  Choose the central path at the entrance of the Theed archway
    because it offers light resistance and a straight route to the palace.
    Strike Mechs will occasionally attack you.  Destroy them, and two Troop Centers
    as well as a Mech Factory.  You'll run into two gates.  By the time you start
    to destroy the second one, bring your previous forces to join them.  Have your
    original force cross the bridge, and destroy the Naboo resistance.  Take out
    the Command Center and the Troop Center.  Use your Pummels to destroy the
    buildings that block your path to your reinforcements and continue up.  Your
    final challenge awaits you.  Two Fortresses guard one another.  Have all 5 of
    your Fortresses attack one, while your Mech Destroyers take out any Strike
    Mechs that appear.  Your battle droids can help out too!  Once both are gone,
    take out the two Troop Centers, the Mech Factory nearby, and then the gate
    blocking the entrance to Queen Amidala's palace.  Enter inside, and you receive
    Your reinforcements consist of 5 Fighters, and four more Workers.  Have your
    workers construct the monument immediately, as you have the resources.  You
    must place them within the four markers; somewhere near the southern one.  Once
    you start to build it, have all of your workers work on it while you assign
    some of your Mech Destroyers to block the entrance of the west side of the
    city.  Just plug them in between the buildings, and they'll take care of any
    Strike Mechs in the way.  Have some of your Heavy Troopers, and your other
    infantry plug the central path, backed up by more Mech Destroyers.  Once you
    build a monument, you win.
    Mission 2.5: The Search For An Underwater Kingdom
    Mission Objectives:
    - Flush out the Gungan called Boss Ganne.
    - Darth Maul must survive.
    - Bring Darth Maul to Boss Ganne.
    - Boss Ganne, worthless though he is, must survive.
    - Take Boss Ganne through Gates of Rellias and onward to the Channel.
    This mission begins with Darth Maul, two Destroyer Droids, four Heavy Troopers,
    six Heavy Mounted Troopers, two Mech Destroyers, and two Pummels.  There are
    four [Trade Federation] Light Turrets guarding your area, but no one will
    attack you.  Have Darth Maul proceed south.  He'll come across five Gungan
    Repeater Troopers along the way.  Convert as many as you can, because you'll
    need them for the fight ahead.  Once you reach the intersection, stop, and
    bring your forces to that point.
    While the map might not show a path to your right, there is one, separated by
    some trees.  After passing said trees, you'll come across a small path of enemy
    Prefab Shelters.  Loose your Mounted Troopers on them, and have Darth Maul
    continue following the path.  He'll come across four enemy Mounted Troopers and
    two Strike Mechs.  Add a Mounted Trooper to your party, then kill them all.
    Unfortunately, Darth Maul is not a Master, so he cannot convert mechs.  By now,
    you've stumbled upon the Hidden Gungan Farms.  Darth Maul suggests that you get
    rid of them.  Do so by destroying everything labeled as a "Hidden Gungan Farm"
    and you'll receive three more Destroyer Droids.  Save your game now!
    Leave Darth Maul behind, and slowly, leading with your Mounted Troopers, head
    down south.  Destroy the houses there, and continue down south until you see an
    enemy Outpost.  Just beyond this point is a Gungan Army, big enough to wipe out
    most of your forces if you're not careful.  Now have your Mounted Troopers rush
    out, and target the Artillery unit when it appears.  Follow it up with your
    infantry and have them wipe out enemy Mounted Troopers first, Strike Mechs
    second, and then the Repeater Troopers.  Your Mech Destroyers can also take out
    the Strike Mechs if need be.  Once you defeat them, take a breather and save
    the game.  Destroy the workers nearby and the Command Center they pop out of
    with your Pummels.  Head southeast, until you reach a Command Center protected
    by a walls and some Grenade Troopers.  Have Darth Maul break in, maul the enemy
    units, and attack the Command Center with your Pummels.  Once it's destroyed,
    you can bring in Darth Maul and meet up with Boss Ganne.
    After some Jedi magic, Boss Ganne will follow your orders.  Start by having all
    of your forces head west of your position.  They'll run across two Mounted
    Troopers, and a squad of Troopers.  Convert any that you feel is necessary
    [which means everything you can] and continue along.  You'll eventually run
    across the "Trade Federation Scouts".  Once you bring Boss Ganne into their
    vicinity, they'll fall under your command.  Take out the Grenade Trooper that
    now pops up with your new Destroyer Droids and Battle Droids.
    Head down south, and convert the three Gungans.  Continue down south, fending
    and converting enemy Mounted Troopers, Troopers, and Grenade Troopers that come
    to attack.  You'll eventually reach the first gate.  Darth Maul will use The
    Force on Boss Ganne again to open it.  Save again!  Just after this gate is
    another squad of Gungans, this time armed with an Assault Mech.  Lead with
    Darth Maul, and have him and your Mounted Troopers attack the Assault Mech
    while your other infantry take out the enemy units guarding it.  If you have
    your Mech Destroyers, have them also take out the Assault Mech.  Convert any
    leftover units, and proceed towards the second gate.  Use your Pummels to take
    out the Light Turret, and have Boss Ganne open the gate again.  Another final
    fight takes place.  Strike Mechs need to be disposed of quickly, then the
    infantry.  Destroy the Troop Center, and then head down south.  After the
    destruction of the final two Light Turrets, open the gate with Ganne, and walk
    towards the water.  Finally, the mission is over.
    Mission  2.6:
    ollect Carbon,
    while another two construct two Light Turrets.  One on the eastern coast of
    your island to repel against sea attacks, and one more on the southeastern part
    of your island to repel against Gungan attacks [who also share your island].
    Have all of your offensive units travel south near your turret and have the
    other two workers construct a Troop Center and one Power Core near the northern
    part of your base.
    By now, the Gungans have attacked.  Two civilizations of Gungans attack
    simultaneously, so be ready to have casualties.  Have all of your ground units
    attack the Troopers and Strike Mechs that come from the south, while your anti-
    air units attack the airborne threats.  Upgrade them to Heavy Anti-Air Troopers
    as soon as you get the chance.  By now, you've run out of Ore and there are no
    Ore deposits on your island.  No Nova either.  Construct a Shipyard on the
    northern shore of your island, and build four Utility Trawlers to help with the
    food source.  Next, build a Transport Ship with your limited Nova, and load it
    with one Battle Droid.  Have it drop it off on the island to your right.
    Search it for nine Nerfs, which you should load back into the Transport, and
    bring to your own island.  Build an Animal Nursery and send them in.  This will
    be your main supply of food and you should upgrade it often to achieve the
    maximum amount of food you'll receive in a game minute.
    It's time to get some Ore and Nova.  Ignore your enemies down south for now,
    and build a Spaceport.  You'll be selling a lot of your excess Carbon and Food
    as you progress to gain access to Nova which you'll need.  Using that same
    Transport Ship as before, load it up with all of your Destroyer Droids that
    were guarding the southern entrance to your base.  Load up five Battle Droids
    into the Light Turret to compensate, and load one Worker into the Transport.
    If you haven't already, build ten more Heavy Anti-Air units to help repel
    against attacks, and keep them near each other.  Now build a Destroyer.  There
    are three islands that have a lot of importance.  The first contains Ore; the
    second Nova; the third a mix of the two.  These are your ONLY sources, so you
    must secure them quickly!!!  Your Destroyer Droids have enough firepower to
    dispose of the "Island Gungans" on those islands.  Land on the island with Ore,
    and have your Destroyer Droids kill the six Troopers on the island.  Get rid of
    the workers, and have your Worker build an Ore Processing Center near the
    patches of Ore.  Destroy the enemy structures, except for the Spaceport.  That
    will come in handy later.  Sell enough resources so that you can buy enough Ore
    to construct one Light Turret on the northern shore and a Shield Generator to
    protect it.  Garrison your Destroyer Droids into the turret for added
    Now that you have a good supply of Ore, it's time to get some Nova.  Load your
    Transport with those same Destroyer Droids, or load it up with eight Heavy
    Troopers instead and land on the adjacent island.  There are another six
    Troopers to dispose of.  Once you get rid of all enemy units on this island,
    switch their stance to "Ally" and begin trading with them using a Cargo
    Hovercraft.  Your Hovercraft may come under fire.  Build two turrets on the
    island with Nova, one on each side of the island, and another Shield Generator
    with a Power Core.  With enough resources, you can now focus on the task at
    hand.  Getting rid of nuisances, like the Gungans on your island.  However, if
    you should ever run out, remember the island to the far right.  A simple turret
    will handle most threats.
    On your main island, start building a War Factory and Research Center and
    upgrade your units and the "Medium Turret" upgrade.  Also advance to "Tech
    Level 4" and research the "Ion Accu Accelerator" upgrade to do more damage to
    ships.  Also, start to research all upgrades that have to do with water going
    vessels, such as their cost, speed, firepower, etc.  Build Advanced Cruisers,
    preferably three, and send them down to destroy the "Shoreline Gungans".  They
    can reach everything but the workers, and once they're dead, you won't have to
    worry about the annoying attacks they throw at you.  You now have two options.
    You can destroy the town up north, or focus on the task at hand and bring the
    mission to an end.
    If you choose to end the mission now, build four Heavy Destroyers, two Heavy
    Anti-Air Destroyers, and two Frigates.  Have them all guard your three
    Destroyers and send them north.  Make sure you have "Advanced Scanning"
    researched.  You'll come across multiple islands with Medium Turrets and Anti-
    Air Turrets.  Your Advanced Cruisers have a much greater range than them, and
    can easily pick them off.  You'll eventually reach the Otoh Gunga High Tower.
    With their resources at a low, they'll send an occasional Fighter and Frigate,
    but your forces can handle them.  Just blow it up to end the mission.
    Mission 2.7: Grassy Plains [BONUS MISSION]
    Mission Objectives:
    - Decimate the Gungan Army.
    - Destroy the Gungan Monument south of Grassy Plains.
    Let me say this: This mission is INSANE!!!  It's insanely hard to beat, it's
    insanely hard to manage, and it's insanely... insane!  You have a huge army
    with over 151 units in it.  Unfortunately, the Gugans have an even bigger army
    and they'll cream you!
    The mission start with Fighter recon.  They'll scout out the battlefield for
    you, but they'll get shot down in the process and defeated.  The key to this
    battle isn't micromanaging your forces so they counter attack an enemy.  The
    trick is to lure the enemy out in small forces and destroying them with your
    superior firepower.
    To start it out, group your units into four groups.  A good way to do it is to
    bring your screen over a large squad and dragging a box around them.  You'll
    have a mix of mechs and troopers, and that's exactly what we want.  So, after
    you have your four groups, arrange them in a "Staggered" formation set of
    "Defensive" mode.  Now, the key part is to have your groups form a line across
    the map so that the northeastern part of the map is basically a bunch of grey
    Now, you're ready.  Start by inching each group slowly forward until they come
    upon the enemy.  Normally, if you had massed your forces up, they would've
    swarmed you from all sides and destroyed your forces while you were trying to
    pick out targets.  Since they come to you, they'll come in small groups,
    spreading their firepower out on your whole front line, and they won't even
    bring in their Fambaa Shield Generators into play.  Target Assault Mechs first.
    Ignore all Famabaa Shield Generators until the end, since they don't have any
    offensive capabilities.  Why don't I take the shields out first?  Simple, your
    groups have enough firepower to rip through an enemy unit's shield and leave it
    open to another attack by your infantry.  After the threat is gone, you can
    then take out the shields.  Keep on doing this, and you should have 75+ units
    when you reach the opening to the Monument.
    Here is the tricky part.  This Monument is guarded by lots of troops, Assault
    Mechs, and Fambaa Shield Generators.  To go in there would be suicide,
    especially since the opening is so narrow.  Instead, have your forces form a
    half circle around the opening and have a Destroyer Droid [in reasonable
    health] cross the bridge.  It'll come under fire, and as soon as it does, have
    it turn back and to the safety of the line.  The essential part to this is it
    will draw out those Assault Mechs hiding under the shield, where you can easily
    dispatch them with your combined firepower.  Keep on doing this and they'll
    eventually lose all of their units to your trap.  Simply walk your forces in,
    have them mop up the remaining forces, and finish the mission by blowing up the
    I neglected to mention that you get Darth Maul and three Medics.  Do what you
    want with him.  OOM-9 and Darth Maul can both be killed, and you won't fail the
    mission.  I prefer to leave him behind, since his zero range attack is
               Boss Nass Campaign [The Battle for Independence of Naboo]
    Mission 3.1: Otoh Sancture
    Mission Objectives:
    - Boss Gallo must survive.
    - Capture five animals for the Great Feast.
    - Trade Marsune five Nerfs for his four Glurrgs.
    - Build a new Command Center.
    - Return to Otoh Sancture with an army and drive the bursas out.
    After the brief conversation, move Boss Gallo to the lighted spot up north.  As
    soon as you reach the five Nerfs, a surprise Bursa attack wipes out your
    village.  Proceed on with the path until you meet Marsune.  He'll give you four
    Workers for your five Nerfs.  Garrison them into his Animal Nursery for the
    Workers.  Head south until Gallo runs into some enemy Gungans.  Here, stop and
    have all of your Workers build a Command Center.  Explore a little bit until
    you find seven Nerfs.  The island south of your base has three more Nerfs.
    Build a Power Core and Animal Nursery and garrison them in.  It's time to build
    an army.
    Build a Troop Center within the vicinity of your Power Core and start to
    produce Trooper Recruits.  You can get by this mission with 20 of them and two
    Medics.  However, you'll want to train at least 10 Mounted Troopers to help
    deal with the enemy Bursa Nests.  As you build up, you'll be attacked by the
    Bursa.  Your army should wipe them out, but you'll suffer casualties.  Once
    you've enough, head east.  Some local Bursas will be guarding their nest.  Take
    them out and then use the Mounted Troopers on the nests.  Once you destroy the
    three nests guarding the entrance of the town, move in.  Destory the four nests
    in the center to win the mission.
    Mission 3.2: The Gungan Who Would Be Boss
    Mission Objectives:
    - The appearance of Rogoe has pushed the Gungan tribes further into conflict.
       Rogoe's mischief has made land and resources scarce, and the Bosses fight
       over what is left.
    - Gallo must ride to each of their villages and convince the Bosses to join his
       crusade to vanquish the dreaded Rogoe...
    - Boss Gallo and Captain Marsune must survive.
    - Use Boss Gallo to find Otoh Jahai's Sacred Staff.  Then bring him back to the
       Gungan Temple.
    - Destroy Rogoe's Spaceport to acquire 1000 Nova crystals.  Send Gallo or
       Marsune back to Otoh Langua with the Nova.
    - Wipe out the Bursas southeast of Otoh Urs.  Send Gallo or Marsune back to
       Otoh Urs after the deed is done.
    - Free the Boss of Otoh Raban from Rogoe's prison camp.  Any soldiers
       imprisoned there will be emboldened by your daring, and will join your
    You start off with four Troopers, a Medic, Boss Gallo and Captain Marsune, and
    four Mounted Troopers.  Gropu them into three different groups.  Follow the
    path until you meet with Boss Tenko, leader of the Otoh Jahai, past some Gungan
    structures.  He will ask for you to retrieve his Sacred Staff from Otoh Langua.
    Traveling east from your current position will bring you to Otoh Langua.
    There, the chief will tell you that the Boss is crazy and that he does not have
    the staff.  Instead, he tells you that war has made his economy suffer, and
    required 1000 Nova crystals.  To fulfill both of the town's request, head
    north.  As soon as you cross the ford, you'll encounter some of Rogoe's troops.
    They have a pretty sizable militia and will most likely wipe out all of your
    Troopers.  Continue heading north, and take the north path at the intersection.
    At the end of the path, you'll find the staff.  Use Boss Gallo to retrieve it
    and bring it back to Otoh Jahai.  The Boss will give you five Heavy Troopers
    and a Sentry Post will be built.  For future typing, a new Sentry Post will be
    built every time you fulfill a request.  Using your new troops, head back
    towards the intersection and take the right path.  You'll come across a Sentry
    Post and the Spaceport.  As soon as you attack, three Troopers come to defend
    it.  You can easily take them out.  Once you do, have all of your units destroy
    the Spaceport.  Once you receive the Nova, head back down south towards Otoh
    Once you give the Boss the Nova, you'll receive four Strike Mechs.  These
    things are highly specialized units, good at taking out the various infantry
    you'll encounter.  Group them with your Heavy Troopers and take the western
    path at the intersection.  You'll run into some more enemy Troopers.  Perfect
    time to try out the Strike Mechs.  Once all of them are dead, head west to run
    into Otoh Urs.  He'll tell you of his Bursa problem.  The Bursas are located
    directly south of the town.  There are quite a few of Bursas, and they will
    most likely take out most of your ranged infantry.  As soon as you launch your
    attack, bring in your Mounted Troopers, then destroy the three nests.
    You receive four Artillery units once you return.  Head up to recieve your
    final task.  You must save Boss Hoxie from the prison.  Using your Artillery
    units, destroy the Light Turrets guarding the prison.  As soon as you attack,
    the gates holding the prisoners should break open, causing a mini battle
    between the units inside.  Leave them alone.  They should wipe out every single
    enemy unit inside.  Focus on breaking in and then head towards the end of the
    base.  You'll find the Boss in a pen.  Use your Artillery to break open the
    gate and escort him back to his town.  You receive three Repeater Troopers, but
    you have no use for them.
    Mission 3.3: Raid on Spearhead
    Mission Objectives:
    - Boss Gallo and Captain Marsune must survive.
    - Send Marsune to meet with the Bongomekin Collective.
    - Seize the fortified city of Spearhead and destroy Rogoe's Keep.
    If you get past the first few minutes of the mission, then you'll do fine.  You
    have a small army consisting of units ranging from your basic Trooper to
    Artillery.  Right off the bat, Rogoe sends a small army to attack.  You only
    have a few minutes to respond.  First, gather all nine Nerfs in your camp and
    herd them into your Animal Nursery.  Assign one of your Workers on the farms
    while most of them harvest the Carbon.  Assign at least three to mine Nova.
    Build more Workers and erect a wall near the western parts of your base, past
    the Ore.  Hopefully, you'll get all of this done by the time your two Sentry
    Towers fall.  Don't forget to build one at the southwestern corner near the
    Medium Turret.  From the safety of your wall, have your troops ran fire, but
    keep an eye on the Pummels they send towards you.
    If you need some aid, build a Medic.  Then, send Gallo and Marsune directly
    south from your Command Center.  They should reach a pack of friendly Bursa.
    Have your Medic heal the leader to gain control of eight Bursa.  If you need
    them now, have them attack the enemy units attacking your base.  They should
    make quick work of any heavy units the enemy sends your way.  While you're at
    it, send Marsune to rendevous with the Bongomekins.  As soon as Marsune gets
    there, they immediately relinquish their two Shipyards and a few ships.
    Back at your base, build a Troop Center and start getting Workers on that Ore.
    Enemy attacks will pretty much stop from now on, with just a lone unit coming
    every now and then to scout around.  You really don't need to build a sizable
    army, especially if you have lots of leftover troops from the beginning of the
    mission.  Focus on upgrading them in every possible way, especially the
    Artillery since they will play a very big role and help you end this in a
    shorter time.  When you get the chance, build some defenses around your
    Shipyards, as enemy ships will assault them.  The good thing about it?  Every
    structure you control automatically heals if given the chance.  However, you
    might want to build a Shield Generator and build three Advanced Turrets at the
    opening of the canal, where it leads to your shipyards.  One on the small
    island in the middle and two on either side of the canal.  This combination is
    lethal to all enemy ships coming in.
    Once you finally upgrade your units, you can begin your attack.  Head southwest
    and you will run into a small base.  It only has a single turret as a defense.
    The easiest way to get rid of them is to use your Bursas.  They can destroy the
    turret within half a minute and the rest of the structures with it.  If you go
    west, you find another mini-base which you can easily destroy.  Heal any
    wounded Bursa with your Medic.  Then, bring in the rest of your force.  You
    know you're at the opening of Rogoe's base when you see a small bridge with two
    Sentry Towers.  Destroy them and have a Worker build a Troop Center, Power
    Core, Mech Factory and Heavy Weapons Factory here.  If you have the Clone
    Campaigns installed, build a Fortress and produce an Air Cruiser.
    Unfortunately, if you don't, you don't have any air firepower, nor do you have
    Cannons.  Artillery units are your best bet; with all upgrades, they outrange
    anything.  Have your Artillery destroy all four turrets, backed up by your
    army.  Your army should consist of several Heavy Strike Mechs to help deal with
    the infantry attacks.  Once the
    it's in the water.  Keep on clearing out the various
    structures, including the Shipyards.  Once you attack them, the various ships
    guarding the waters will come to attack.  Your army should wipe them out.  Have
    your Artillery units attack the turrets in the water and destroy them.  If your
    army is close enough to Rogoe's Keep, you should notice that they automatically
    fire upon them.  However, their shots don't do anything.  The only weapons that
    can damage this buildings are weapons that have projectiles that arc.  You
    really have only two.  Artillery units and Cruisers.  Since your Shipyards are
    at the far end of the map, and the way to the Keep guarded by multitudes of
    Advanced Turrets and enemy ships, have your Artillery units stay at the edge of
    the water and pound it from the land.  You'll need at least four Artillery
    units to do damage, and once you do, you win.
    Mission 3.4: Desperate Escape
    Mission Objectives:
    - Boss Nass must survive.
    - Bring Boss Nass to the Sacred Place.
    - Destroy the Trade Federation encampment.
    - Bring Queen Amidala to the Sacred Place.
    - Queen Amidala, Cpt. Panaka, Qui-Gon Jinn, Obi-Wan Kenobi, Anakin Skywalker
       and Jar Jar Binks must survive.
    You start this mission off with three Advanced Frigates and two Transport Ships
    holding three Repeater Troopers and Boss Nass.  Head northeast and destroy the
    three Lt. Frigates and two Destroyers guarding the entrance to the river
    opening.  Once they are gone, head in.  Destroy the two Colo Craw Fish in the
    river to make your way to the Sacred Place.  Unload Boss Nass to trigger a
    Mounted Trooper to lead you to the place.  Once there, you gain control of
    eight more Repeater Troopers, four Advanced Mounted Troopers and one Mounted
    With your new army, you are supposed to trash the Trade Federation camp nearby
    to the west.  Easy enough.  Just head west until you spot the Sentry Outposts;
    two to be exact.  Have your Repeater Troops fire on them until the enemy
    responds.  Wipe out the two Battle Droids and continue in.  As soon as the
    whole camp is revealed, have your Mounted Troopers rush the two Destroyer
    Droids while your Repeaters attack from afar.  Once all of the enemies are
    destroyed, trash the Troop Center.  Doing so will trigger Queen Amidala and
    company to appear on the eastern corner of the map.
    Now, as the Naboo, you must make your way to the Sacred Place.  Assign the Jedi
    to "2", the ranged units to "1", and your celebrities to "3".  Head west.  As
    soon as you walk a few seconds, you'll receive a message that some of the
    resistance is fighting and you should help them.  Go down to meet the first
    fight.  The troops here can easily defeat the enemy.  Defeating them will net
    you a Medic, two Mounted Troopers and some Repeaters.  For some reason, even
    though these new units are Naboo, their pictures show Gungans...
    Head west to meet the final skirmish between local Naboo and the Trade
    Federation.  Hurry up and help these friendly forces as the Destroyer Droids
    will probably wipe them out before being destroyed themselves.  You'll be lucky
    to get two or more Repeaters out of this fight.  Now head up.  You'll encounter
    four more skirmishes between here and the Sacred Place.  The only real threats
    are the Destroyer Droids and Mounted Troopers.  Whenever you get the chance,
    get Qui-Gon to convert the Destroyer Droids to your cause.  They are a huge
    help.  You're done with the battle when you encounter a Trade Federation
    Transport Ship.  You gain two Lt. Frigates and two Transports to the east.
    Have your Lt. Frigates trash the Transport while you load your units into the
    Transports.  Have them land at the Sacred Place to win.
    Mission 3.5: The Chains Are Broken
    Mission Objectives:
    - Destroy the Neimoidian Monument in Spinnaker and build a Gungan Monument in
       its place.
    Right off the bat, you'll be attacked by enemy forces.  Your attackers occupy
    the island to your west, separated by only a narrow river.  However, the only
    thing they can really reach is your Shipyard.  Have your Heavy Destroyer guard
    the narrow opening in the river to prevent any ship attacks for a while, while
    you pull your three Frigates back towards the small lake connecting to the
    river.  Assign three of your Workers to build an Ore Processing Center and
    harvest Ore while three more harvest Nova.  You should build more workers and
    have them harvest Carbon while you usher in some Nerfs into your Animal Nursery
    to gain Food.
    Your Shipyard will probably be destroyed, thanks to the overwhelming firepower
    it must face.  However, in destroying your Shipyard, the enemy has used up all
    of its military units.  Once your Shipyard is destroyed, the computer leaves
    its army at your mercy.  The first thing you should do when you get 550 Ore is
    to build a Fortress near the western side of your island to guard the river.
    Next, position your Heavy Artillery to destroy the Battle Droids standing on
    the ford while your Frigates fire from the safety of the water.  The only thing
    that can really strike back are the Strike Mechs, Mech Destroyers, and
    Artillery units they send.  Once you destroy everything on the shore, build a
    Cannon and destroy the walls.
    While you've been destroying the enemy, you should have progressed in your
    society.  You should have a Troop Center, Anti-Air Turrets, War Center,
    Research Center, etc. to upgrade your existing troops.  Keep on building your
    society while you continue to harass your [current] enemy: Camp 14.  Also,
    don't be surprised if your ally, the Lors progress in their society to Tech
    Level 3, but don't produce any military units.  Their existance is purely a
    mere confidence booster that you have allies to help protect you.
    Now back to the battle.  Use your Transport Ship and ferry your Cannon, some
    Mounted Troopers and your Repeater Troopers to Camp 14.  Build another Shipyard
    since your first was destroyed.  Land them on the ford.  For some reason, the
    Camp 14 has some sort of fettish in which they will constantly send Workers to
    rebuild the wall that you destroyed previously with your Cannon.  Have your
    Repeater Troops on "Stand Ground" and they will kill all of the Workers until
    the enemy runs dry.  Now that you've secured a beachhead, use your Cannon to
    destroy all defenses.  More likely than not, the enemy will have erected
    several Shield Generators protecting important structures.  Once you've
    destroyed the enemy Command Center, build one of your own in its place and move
    your curret Ore and Nova harvesters to this island.  This island is rich in
    both resources, so don't worry about running out.  Once you've built your
    Command Center, build several Anti-Air Turrets around the southern perimeter of
    your new island.  Research the upgrade that gives them homing missiles, as
    several Droid Starfighters will be attacking you shortly.
    Once you've cleaned out the top half of the island, clean out the bottom half.
    The bottom half is the prison that Boss Nass was talking about in the
    introduction.  All you need to do is use your Cannon to blow up the Medium
    Turret, Anti-Air Turret, and Fortress inside.  Then use your Mounted Troopers
    to blow the gate.  Doing so will blow up the gate holding the prisoners and the
    prisoners will join your cause.  If you've noticed, the prisoners are Naboo
    units.  Their Elite Royal Crusaders are extremely powerful.
    Focus on researching all possible upgrades, especially for ships.  You'll need
    to land at Spinnaker, so build four Advanced Cruisers, guarded by an assortment
    of Heavy Destroyers, Advanced Frigates, and Heavy Anti-Air ships.  Don't forget
    that Gungans can reduce the cost of their ships with certain technologies.
    Once you have your force, proceed to the southwestern corner of Spinnaker.  I'd
    suggest that you build another Shipyard on the western side of Camp 14 so that
    your ships can get there faster.  Assign all the Cruisers to bombard any
    structure they can reach.  This should clear a way for your landing force,
    which should consist of 10 Workers, 10 Advanced Mounted Troopers, 10 Repeater
    Troopers and your 9 Naboo units plus a Medic.  Also, bring a Cannon and load it
    in with some Mech Destroyers.  Have them wait by your Shipyard until your
    Cruisers can clear a way.  You'll notice that in the southwestern corner,
    there's a place to unload your units.  Don't do that however, proceed with your
    Cruisers, traveling to the east, until it reaches the Neimoidian Monument.  You
    can easily destroy it and everything around it with your Cruisers.  Do so.
    However, the enemy will send Heavy Assault Mechs, Mech Destroyers, and a
    variety of other units.  Your Cruisers have a hard time hitting them, so pull
    them back.  Now it's time to land your units.
    Back at the southwestern corner, land them.  Then, have your Workers construct
    a Fortress and Command Center.  Garrison your Repeater Troops and Naboo units
    inside the Fortress.  Next, use your Cannon and start clearing out any leftover
    structures inside Spinnaker, guarded by your Mounted Troopers and Mech
    Destroyers.  You might notice that constant air attacks come.  You can stop
    them by destroying the Airbases, but that could take a long time.  Instead,
    have your ships travel east, until they spot a small canal leading into
    Spinnaker and a broken bridge.  This bridge actually gives you an advantage
    since any units on the other side cannot protect the Monument.  However,
    Advanced Turrets guard this canal.  Destroy them, then position your Anti-Air
    ships along the canal.  Enemy fighters will have to cross this strip of water
    to assault your Cannon.
    Keep on heading east towards the destroyed Monument and destroy everything
    around it.  Then, send your Workers to build another Fortress [making sure that
    you still have 3000 Ore left] and garrison your existing units inside your
    first Fortress.  Use your Workers to build two Advanced Turrets, each having
    one Repeater Trooper inside to the left and right of the destroyed Monument,
    flanked by a single Anti-Air Turret.  Then, have every Worker you can manage
    build your Monument.  Build more Workers in the Command Center if your
    population allows it and send them to help.  You win this long (It took me
    03:04:21 to beat it), but fun mission when it's completed.
    Mission 3.6: The Liberation of Harte Secur
    Mission Objectives:
    - Boss Nass and Captain Tarpals must survive.
    - Recover the Fambaa animals from Camp 6 and bring them to your base to be
       outfitted for battle.
    - Destroy the Command Center at Harte Secur.
    Another extremely long mission [at least for me].  This is a pretty good
    mission, as the enemy will come knocking on your gates with Assault Mechs,
    Cannons, Fighters, everything they can manage.  Start this mission off by
    herding your 10 Nerfs in and around your camp into your Animal Nursery.
    Upgrade it when you can and assign some Workers to harvest Carbon, Ore, Nova,
    and Food while you build more.  Build Walls and Gates in front of the Medium
    Turrets guarding the entrances and place a single Anti-Air Turret to the left
    of the Medium Turret guarding the southern gate to prevent air attacks.
    Position your Heavy Anti-Air Troopers near it to help.
    From now on, it's a simple battle of building up while holding your enemies at
    bay until you can mass enough forces.  To ease with defenses a bit, you can
    build a Shipyard near your base and send Cruiser to harass your enemies.  If
    not, you should at least do it to clear the way for your ground forces.
    Building one can eliminate a Fortress, various factories, and an assortment of
    turrets near the front walls.  However, Cruiser can't do it alone.  You need
    the one thing that's been sadly missing from the Boss Nass Campaign: Assault
    Mechs.  It's time to rescue those Fambaa!
    You can send an Advanced Cruiser or Bomber to destroy the walls surrounding the
    Fambaa in Camp 6.  Once you clear the way, all you need to do is to simply
    highlight them and click them into your camp.  A Bomber is probably safer and
    cheaper, as units will line up against the shores to shoot at your Cruiser.
    Since the water way is really narrow, your Cruiser doesn't have much to defend
    itself.  Once the Fambaa reach your base, they transform into five Heavy
    Assault Mechs and two Fambaa Shield Generators.  Finally!  You should use your
    current resources now to produce Heavy Assault Mechs, Heavy Strike Mechs, Heavy
    Mech Destroyers, Heavy Artillery and Heavy Anti-Air Mobiles.  Also, build a
    Fortress in the southwestern corner of your base and build another Fambaa
    Shield Generator.  You might need to purchase resources at a Spaceport like
    Ore.  Group your light arms units like Heavy Strike Mechs, Repeater Troopers,
    Medics, Heavy Anti-Air Troopers and Heavy Mech Destroyers into another group
    while you group all of your major firepower into another.  You might want to
    divide the "Heavy" group into two and use the extra Fambaa Shield Generator.
    Now, you can begin your assault.  Once you do, don't worry about defending your
    base as the enemy will focus on destroying you.  First, build some Cruisers and
    have them sail towards Harte Secur on the eastern side.  You're going to have
    to clear the Colo Claw Fish and Opee Sea Killers from the water.  Then, bombard
    the turrest dotting the outskirts of the town.  Most of them should be Anti-Air
    Turrets, and if they are, leave them.  Make your way west using the canal that
    runs across.  Now, have your Grand Army battle its way south.  You'll be
    harassed by Fighters and the occasional enemy units on their way to your base.
    Destroy them.  It's not necessary to destroy Camp 6, as they don't pose much of
    a threat and will waste your time and units.  Eventually you'll stumble upon an
    enemy Airbase.  Destroy it.
    The entrance to Harte Secur is just east of the structure.  Here's where you
    want to proceed slowly.  Slowly bringing in one group ahead of the other so
    they can protect each other.  Have your Cruisers bombard any defenses that get
    in the way and enter.  The only structures here are from the "Defeated Naboo".
    Bring some Workers in and construct a Shipyard and a Power Core next to the
    entrance of the enemy base, but out of the range of turrets.  Build some
    Cruiser and have them destroy all defenses including the Fortress.  Then, move
    your army forward little by little.  Move your Cruisers forward so they can
    target the Shield Generator, Power Core and Troop Center inside.  Destroy the
    gate and move in.  Park your army here right now and build three Heavy Pummels.
    Bring them down while your army holds off any attack.  They should suffer
    minimal damage while the Fambaa generates the shield.  Destroy the Power Core
    charging the Shield Generator to cut off the shield protecting the second
    Fortress.  Then, use your Pummels to destroy it.  From now on, all you have to
    do is destroy the turret near the Command Center, and use your units to destroy
    the Command Center.
    Mission 3.7: The Battle for Theed
    Mission Objectives:
    - Fight your way to the palace grounds and destroy the Neimoidian Monument.
    - Captain Tarpals must survive.
    - Jar Jar Binks must survive.
    Start the mission off by loading Jar Jar Binks and Tarpals into an Assault
    Mech.  Now they're not going to get killed unless the Mech is destroyed, but
    we're not going to let that happen.  This mission is exactly like the Trade
    Federation one with minor differences.  Start by putting them on "Stand
    Ground" and the box formation.  Blow up the gate and enter inside.  You might
    be harassed by Fighters but your anti-air units will down them.  Move inside,
    blasting your way through troopers and mechs until you reach a War Center and
    Medium Turret.  Your Assault Mechs and most any other ranged unit you have can
    easily destroy it.  Destroy the two Troop Centers that it was guarding and
    proceed through the narrow opening between the buildings.
    Cross the bridge and move your units into the dead end, where it looks like a
    box.  Your Assault Mechs can shoot the Fortress from here.  Once it's
    destroyed, two Naboo Repeater Troops pop out and start to fire upon a Troop
    Center or Mech Factory.  Group them into your main assault force and move up.
    You'll pass by a Naboo Spaceport and cross a Medium Turret guarded by two
    Fighters.  These fighters are easily destroyed, as well as the turret.  Destroy
    the enemy Airbase to gain two Fast Fighters.  Have those guard the Heavy Fambaa
    Shield Generator.
    Head back south, and cross the bridge to the west.  Just like before, the Trade
    Federation will make comments on your progress.  Destroy the Troop Center and
    then head east.  By now, you have received two Transport reinforcements filled
    with a variety of troops including Heavy Assault Mechs and a Heavy Fambaa
    Shield Generator.  Have them travel down the canal passing a Medium Turret and
    Fortress and unload all the units next to the bridge.  They'll be fired upon by
    a Fortress as soon as they land, so hurry up and move them across the bridge.
    Just like before, you're going to want to take the middle path.  Move up and
    blow up the gate.  Stop them right there.
    Back with your main force, head straight through the city and towards the
    Factories.  Destroy them and continue moving up.  Destroy the Medium Turret and
    Anti-Air Turret and head towards the final gate.  Blow the gate, the two
    turrets guarding the Monument, and the Monument itself to win the final
    mission.  In the words of Boss Nass: "Now Naboo is finally free!"
                      Darth Vader Campaign [Search for the Rebels]
    Mission 4.1: Incursion at Yavin IV
    Mission Objectives:
    - Locate General Dodonna.
    - Darth Vader must survive.
    - [Optional] Destroy the Rebel Sentry Towers.
    - Destroy the Rebel Missile Turrets.
    If you've ever downloaded the demo to this game, you'll notice that this was
    the demo mission.  Unfortunately, that was all they included, except the
    multiplayer option to battle online...
    You start this mission with Darth Vader, who has 600 regenerating hit points,
    and a large squad of Troopers.  You'll meet up with a Rebel Scout who will zoom
    around.  Fortunately, your Stormtroopers have enough accuracy to hit them.
    Walk forward, and you'll come across the Rebel Sentry Towers guarded by some
    Trooper Recruits.  Take some time to convert enemy units in this level, as they
    boost your fighting force and have some advantage over your own troops.
    Trooper Recruits in this case, have +1 longer range than that of your Troopers.
    Dispose of all of the enemies and finish off the towers.  Now that they're
    gone, reinforcements can be dropped in.  Proceed north, and as your force meets
    up with some resistance, your reinforcements arrive in the forms of three Heavy
    Mounted Troopers and two more Troopers.  Take out the Rebels who swarm around
    Darth Vader and then focus on the Troop Center.  TIE Bombers will make a run at
    it, but it's up to you to finish the job.
    Two more Heavy Mounted Troopers with a couple more Troopers arrive by the air.
    Keep heading west, then south until you run into a Gundark.  Dispose of it,
    then turn west.  You'll run into Raven Base, a compound consisting of two Troop
    Centers, Power Core, Mech Factory, and two Prefab Shelters.  Have Darth Vader
    convert what he can, while your troops take out the buildings.  TIE Bombers
    again help you out.  Take out the Mech Destroyer and finish the rest of the
    base off.
    Travel northwest, past the water where you'll run into more Sentry Towers and
    Rebel troops.  More enemy Mounted Troopers will attack you, so target them
    first before they can get too close.  Take out the Troop Center while TIE
    Bombers take out the Power Core.  You also receive two Pummels and a Trooper.
    Proceed north.  An X-Wing flies overhead pursued by two TIE Fighters, but take
    no heed.  Just continue north until you come to a wall.  You're going to face
    another mini-base filled with Trooper Recruits.  It should be easy with your
    force, but be sure to keep your Medic healing your troops as much as possible.
    Destroy the Troop Center, then head west.  You'll come across several
    factories.  Destroy them all and the various resistance inside.  Doing so nets
    you reinforcements consisting of several Strike Mechs and two Mounted Troopers.
    Head east, taking out the enemy units to receive more reinforcements consisting
    of three AT-STs and two more Pummels.
    Your reinforcements should be taking fire from a nearby Light Turret.  Take it
    out with your close range units while your Troopers guard against an enemy
    attack.  Battle your way through more opposition and two Medium Turrets to
    reach the Great Temple.  Dodonna, as shown earlier, is hiding inside.  Destroy
    the three Anti-Air Turrets guarding the temple to watch a scripted event, in
    which Dodonna is injured in a TIE Bomber attack.
    Mission 4.2: Breaking Bread
    Mission Objectives:
    - Investigate Rebel activity to the north.
    - Reestablish contact with the outlying food production facilities.
    - Repel the Rebels on Reytha by wiping out their military units ad their
       Command Center.
    - Repel the attack from Page's Commandos on Tek.
    - Darth Vader must survive.
    You start with three Probots, one Medic, three Strike Mechs, two Mounted
    Troopers, twelve Troopers, and Darth Vader.  He, of course, must survive.  The
    mission begins pleasantly with your Probot scouting the area ahead.  It comes
    across some Rebels and gets destroyed.  Send your Strike Mechs into the area
    and have them wipe out the infantry while your infantry wipe out the Scouts.
    You don't need to destroy the Prefab shelters, as doing so will delay you.
    Follow the path and you'll come across two Mounted Troopers.  Have Vader
    convert one while your infantry take out the other.  Following the path will
    lead you to another skirmish.  Take out the infantry, the Mounted Troopers and
    the Scout.  Again, you can leave the Prefab Shelters alone.  Continuing on the
    path will lead you to two Medium Turrets.  Thankfully, they don't have the
    "Rotation Bearings" research complete, so you can safely destroy them with
    Darth Vader and your Mounted Troopers.  Leave the town north of your position
    for now, and head down south towards the bright clearing on your map.  Convert
    another Mounted Trooper and take care of the Heavy Troopers.  Convert a few if
    you like, as they have longer ranges than your own.
    Turn right now, and enter the base.  Darth Vader can easily handle this on his
    own, but bring some support with you.  Kill the Heavy Troopers, the Mech
    Destroyers, and the Mounted Troopers in the area to free Tek.  In doing so, Tek
    will continually provide you with food as the mission progresses.  Leave your
    Troopers here to guard it, and then have your Mounted Troopers and Vader head
    south towards Yeere.  If you meet a Rebel worker on the way, convert it to you
    cause.  Once you enter Yeere, some buildings immediately fall under your
    command.  What's really neat about this is that Yeere is your ally, and it
    already has a full working base with some turrets and walls.  Build some more
    workers with your Command Center and put any stray nerfs into your Animal
    Nursery.  You can find some in the town if you've arrived fast enough, or some
    back in Tek.
    In Yeere, fill the gaps in the walls with your own and start to produce
    workers.  You'll need to assign 3 or 4 of them to collect Nova and some more to
    harvest Ore and Carbon.  You really don't need to collect food in this mission.
    You start off with a large supply, which increases every second with the Nerfs
    and Tek giving you more.  Bring your existing Troopers down to Yeere and train
    more.  Take the original group and have them travel west of Yeere.  They should
    run into some Mounted Troopers and infantry.  Take them out.  You should have a
    large enough army to wipe them out.  Continue following the path, destroying
    more and more enemy units until you reach the town of Breeda.  Destroy all
    enemy units and structures in this town to free it.  Like Tek, it too gives you
    Clean out the remaining Rebel structures in the freed towns to defeat the
    "Rebel Bandits" and their other allies.  Now all that stands is "Reytha Minor".
    Back at your base, research all possible upgrades that you think will come
    useful in your assault and begin training Troops.  Upgrade to "Tech Level 3" as
    soon as you can to receive the most benefits.
    As you build up your forces, build a wall and a gate along the path that leads
    to your base, preferably near the grove of trees.  This restricts access to
    your base to you and your allies and gives you an early warning of Rebel
    attacks.  Construct a few turrets around it too to protect it.  Once you're
    ready with your assault, have them travel north, back towards the two destroyed
    Medium Turrets.  You should have quite a fair number of Heavy Troopers, Strike
    Mechs, Mech Destroyers, Artillery, and some Mounted Troopers with the 75
    population limit.  However, if your game was like mine, it seems that the enemy
    had exhausted itself, and their only defenses was two turrets.
    If not, destroy the two Medium Turrets left standing and blow a hole in the
    wall with your artillery.  Have your Troopers march inside and start looking
    for the workers.  They should be near the eastern side of the base, harvesting
    minerals, but there are some farms to the west.  No one was farming them when I
    got there, so it leads me to think that they ran out of food, which was why
    they weren't producing troops.  Destroy them.  You could destroy every
    structure to win, but just destroying their Command Center will end the
    Mission 4.3: Fire, Earth, Water and Air
    Mission Objectives:
    - Darth Vader must survive.
    - Defeat Rebel Airpower by destroying their Airbases.
    - Defeat the Rebel Navy by destroying their Shipyards.
    - Defeat the Rebel Army by destroying their military buildings (Troop Center,
       Mech Factory, Heavy Weapons Factory).
    - [Optional] Destroy the rear base supporting the Rebel Airbase.
    - [Optional] Keep at least 5 units around the AquaHarvesters to control them.
    Ah... your first real challenging mission in the Darth Vader Campaign.  [I
    believe] you start out with fourteen Heavy Troopers, two Heavy Mounted
    Troopers, six TIE Fighters, two Probots, two Scouts, four Anti-Air Troopers,
    two Mech Destroyers, three Strike Mechs, and eight Workers, besides several
    Prefab Shelters and a Fortress.
    The very first thing you should do is to construct a Command Center, somewhere
    near the vicinity of your Fortress.  As you construct, expect air assaults, but
    your Anti-Air units and your Fortress can take them out.  After you have
    constructed one, have six of them harvest Carbon, while the other two construct
    a Power Core and a Shipyard near the southern part of your base.  Once built,
    construct six Destroyers.  As you receive the sea attacks, have your Destroyers
    blow them out of the water.  The Rebels will send Cruisers at you; they are
    your first priority!  Build eight more Workers, then send them to harvest the
    Ore and Nova at the edges of your island.  They should stumble upon three
    Nerfs.  Build an Animal Nursery and send them in.  There are seven more on your
    As you've been building up, the Rebels have sent ground assaults at you.  They
    consist of a mix of Mounted Troopers, Troopers, and Anti-Air Troopers.  If
    they're aren't any Anti-Air among them, you can send your TIEs against them.
    However, eventually, you'll want to build walls around your compound and
    station Light Turrets near them, protected by a Shield Generator.  Continue
    building your resources and armies until the attacks by the Rebels have
    consisted of a single Trooper firing upon your walls.  The Rebels have run most
    of their resources dry.  Construct three Dark Troopers and send them northwest
    of your island, escorted by at leaset ten Heavy Troopers.  They should cross a
    ford connected to a small island.  Eliminate any Rebels you meet.  To the east
    of the island lie deposits of Nova and Ore, should the ones on your island run
    out.  To the west, the Rebel base that's been sending you ground assaults.
    Station your Dark Troopers and Stormtroopers on the ford between the small
    island and the island with the Rebel base.  They will continue to eliminate
    Rebel Troopers coming your way.  The "Rebel Army" will advance to "Tech Level
    3" if given enough time, so watch out.
    Have a Worker construct a Fortress and Shield Generator on that island next to
    a Power Core.  Bring in your heavy weapons such as Artillery and Pummels.  Now,
    begin your assault on the base.  You can easily destroy the Medium Turrets
    guarding the entrance with your Artillery.  Station your original group that
    held the ford behind them so they can pick off any unit who tries to destroy
    them.  Next, go after the Anti-Air Turrets.  Once the two in the front have
    been destroyed, build an Airbase next to a Power Core and build up five
    Bombers.  You can have them destroy the Medium Turrets dotting the island.
    Send in your Pummels to destroy the Power Core behind the Fortress, then go
    after the Fortress itself.  Once it's down, go after the three Troop Centers
    behind it.
    As you continue to wipe them out, send in your Bombers to destroy the Power
    Cores powering the two Shield Generators on the western side of the base.  This
    will deactivate them and shut down the shield.  Mop up the rest of the base,
    but don't destroy the Food Processing Plant.  Once the Rebels surrender, it
    will pay a tribute to you.
    Once they've been destroyed, leave your army where they are.  You can destroy
    the "Rebel Navy" by using a combination of air power and sea power.  Even
    though you are only a "Tech Level 3" society, you can build Cruisers.  I don't
    know why exactly, but this gives you a huge advantage.  Build four of them, and
    send them towards the enemy island, while your existing air units travel south.
    They should stumble upon the AquaHarvesters.  Keep five units near them to
    receive 150 units of food every few minutes.  As your Cruisers destroy the
    Anti-Air Turrets on the island, you can send in your TIE Bombers to destroy
    Power Cores and Troop Centers.  You don't need to destroy everything, just the
    Shipyards until they surrender.  Again, don't destroy the "Food Processing
    Plant" because it will give you a tribute once you destroy them.
    Finally, the last island.  You can destroy the rear base behind them by sending
    in some air power.  They don't have any anti-air units so wipe them out with
    the TIE Bombers.  Just watch out for an occasional Anti-Air Mobile trying to
    swat them out of the sky.  Using the same strategy, you can destroy most
    everything on that island.  The only thing that stands once you finish up is a
    single Anti-Air Turret in the middle, guarding the two Airbases.  One if you
    destroyed one with Cruisers.  Simply build an Air Transport, load it up with
    your Pummels, send them down, and destroy it.  You win once it's gone.
    Mission 4.4: An Empire's Fury
    Mission Objectives:
    - Squash the nascent Rebel uprising on Zaloriis.
    - Free the captured Imperial Troops.
    - Free Colonel Veers from the Rebel convoy.
    - Regroup at Fondor II.
    - Escort Colonel Veers to his secret lab at Camp Culroon.
    - The Prototype AT-AT must not be destroyed.
    - Escort the prototype back to Fondor II so it can be outfitted with weapons.
    - Move the AT-AT to the construction site at Fondor II for its final
    - Darth Vader and the AT-AT Blizzard 1 (Colonel Veers) must survive.
    This is an interesting mission.  Darth Vader starts out with a meeting with the
    Zaloriis Minister.  Thinking that he has the Sith Lord outgunned, he declares
    his independence and turns traitor.  However, Vader chokes the life out of him
    and finishes off his men, but not before learning the location of his captured
    Have your men follow Vader towards the captured Stormtroopers and eliminate the
    guards at the pen.  If Vader has not done so already, break open a portion of
    the wall.  That was simple, right?  Think again.  You learn that Colonel Veers
    [from the Empire Strikes Back] has been taken captive and will be executed.
    You must quickly get to him.  Have Vader rush towards the lighted spot and have
    your men follow him.  As soon as you reach it, you'll see a small column of
    Mounted Troopers and Zaloriis Militia escorting Colonel Veers.  Have your
    Stormtroopers wipe them out while Darth Vader helps.  Once you destroy all of
    his escorts, he'll be free.
    Head down south towards Fondor II.  You might pick up some Banthas along the
    way, and if so, good.  Once you reach Fondor II, it immediately falls under
    your command.  However, you have no resources and you don't have any workers.
    Escort your Banthas into the animal nursery and find three more around your
    base.  Once you reach the 50 Food mark, make a Worker and have it harvest
    Carbon.  Keep on harvesting Carbon until you can build a Power Core next to
    your Animal Nursery.  Fortunately, the Rebels don't attack in this mission, so
    you can spend your time doing anything you want.  Just build up a sufficient
    army.  However, it's better to build an Airbase and build a Transport to escort
    Colonel Veers.  Before you do that, take the time to build some Fighters to
    wipe out the men along the road towards Culroon.
    Once Veers arrives at the camp, you take control of some of their units.  Have
    these units guard the AT-AT while you put Veers and the Workers inside it.
    Have all your other units guard the AT-AT while it makes its way back towards
    Fondor II.  Along the way, you'll be ambushed by some Mech Destroyers and
    Mounted Troopers.  Your worst nightmare.  However, they only focus on your AT-
    AT, and your escorts should wipe them out before they can do any extensive
    damage.  Back at Fondor II, move the AT-AT so it's in the middle of the four
    "pillars".  After a few minutes, the AT-At will be ready.  You really don't
    need anything besides what you have.  The AT-AT will have a longer range that
    all defenses [with research], but build a Fortress near the Rebel base and
    produce Cannons.  Take out all defenses first and then the structures near the
    walls.  Then, send them in.  They have two Fortresses, but no Shield
    Generators.  Piece of cake.
    Mission 4.5: The Battle of Hoth
    Mission Objectives:
    - Destroy the Rebel Airbase located at Echo Station 5-7.
    - Destroy the Ion Cannon.
    - Destroy the Main Power Generator.
    - Infiltrate Echo Base and locate key Rebel personnel.
    - Destroy what is left of Echo Base.
    - Darth Vader and the AT-AT Blizzard 1 (General Veers) must survive.
    You should remember this battle... and it's pretty fun too!  You start this
    mission off in the northern corner with lots of troops.  Group them into two
    groups, one consisting of your infantry and Strike Mechs, and the other, your
    mechs and Pummels.  Send them south as the Probots scout the area.  They reveal
    the location of several Airbases that you must destroy.  Head down.  You can
    avoid the Light Turrets, but destroy them with your Pummels.  Then head towards
    the Airbases.  Send your Mounted Troopers and Artillery to destroy one, a
    Pummel to destroy the second one with Artillery support, and another Pummel to
    destroy the other one while your first group joins it.  Once they're destroyed,
    you receive reinforcements to the west.
    Join your reinforcements.  WOW!  AT-AT walkers!  Yippee!  Divide all your
    existing units, including your new ones and have them guard the AT-ATs.  Put a
    little more units on Blizzard 1 since you must protect it from harm, then, have
    them travel west.  Your target: The Main Power Generator.  You remember the
    movies.  The big shield... although I don't quite remember what it was for.
    Heh, shows how big of a Star Wars fan I am.  It's pretty simple.  Your units
    have been upgraded to their maximum, which means that your walkers out shoot
    anything.  Have them destroy the turrets, and the existing units.  Your first
    priority for these bases should be the military structures to prevent them from
    retaliating.  The shield is on a ridge, surrounded by two Light Turrets.
    Destroy them, and then the shields around them.  You can leave the Power Cores
    there since your walkers have enough power to destroy the shields in a few
    seconds.  Once the Main Power Generator is gone, all of the shields in the area
    shut down.  If you've noticed the constant Airspeeder attack, you'll know that
    they've got a Fortress nearby.  Destroy it if you haven't already.
    As you move up, you'll be harassed by more Speeders.  Have your anti-air units
    shoot them down.  Have your walkers destroy the turrets around the edge of the
    base and move in.  This base is exactly like the other.  The Ion Cannon is on a
    ridge, and once you destroy it, Darth Vader lands with heavy reinforcements.
    Simply move your walkers towards them and destroy the Medium Turrets guarding
    the path towards them.  Send Darth Vader into Blizzard 1 and have your
    reinforcements guard your AT-ATs.  You need to destroy Echo Base, but before
    you do, you need to get rid of the units around it.  Head south from your
    present position until you come to a Troop Center outside of the base's walls.
    Once you start to attack it, you'll be swarmed by Mounted Troopers.  These guys
    are deadly!!!  Normally, your forces would wipe them out, but since they have
    so many rushing you at the same time, and your forces are distracted by other
    units, they can maul your walkers.  After the Mounted Troopers are gone, you
    should destroy the Assault Mechs, then the Artillery.  Destroy the Power Cores
    in this base, as they constantly produce more troops until they run out of
    resources or you destroy the buildings.  Destroy the Fortress at the end, and
    move down.  You should run into another Troop Center.  You know you've wiped
    this portion of Echo Base clean when you run into a Wampa.
    Head back towards the gates of Echo Base and destroy the two Medium Turrets
    guarding it.  Destroy the Artillery, mechs, and infantry that will come.
    Quickly move in and destroy any Power Cores you see to stop the flow of units.
    Move in slowly while continuing taking out enemy structures with your walkers.
    Hopefully, your guards have done a good job and are repelling the assaults.
    Only have your walkers attack units when you are going up against Heavy
    weapons, such as Heavy Assault Mechs, or Mech Destroyers.  As you reach the end
    of Echo base, you'll come across two Fortresses.  Destroy one to activate a
    sequence in which Luke Skywalker and Han Solo fly out in an X-Wing and the
    Falcon.  Your anti-air units will fire at them and destroy Luke.  It doesn't do
    anything, but you win the mission.
    Mission 4.6: Cloud City Attack [BONUS MISSION 1]
    Mission Objectives:
    - Keep at least one worker alive to re-supply your forces.
    - Scout the perimeter and secure a safe place to land the invasion force.
    - Fight your way to one of the Gravity Generators.
    - Seize control of the Gravity Control Generators by eliminating the defenses
       surrounding them.
    - Destroy the Rebel Monument.
    - Construct an Imperial Monument in the debris of the Bespin Government Center.
    - At least three of the six Gravity Control Generators must survive.
    This is another rather enjoyable mission because you don't focus on gathering
    resouces, but destroying things.  You start off with seven Advanced Fighters,
    eight Advanced Bombers, and seven Air Transports.  Darth Vader will tell you to
    capture some supplies for the Empire and a lighted spot will show up on your
    map.  Head towards that position.  Have your fighters take out the Bespin
    Guards as your TIE Bombers take out the Anti-Air Turret.  Once it's gone, have
    them destroy the two bunkers to get some supplies.  Now that you've gathered
    some resources, it's time to invade.
    Another lighted spot appears on the map.  Have all of your forces go there and
    unload all of your units from the transports.  Immediately have some Workers
    construct a Fortress while the rest of your troops hold off the ground assault
    that follows.  Your forces should do a good job of keeping your workers safe,
    but just be careful when the Assault Mech comes knocking on your door.  Once
    the waves subside, destroy the bunkers on either side of your Fortress to gain
    more supplies.  Build a Power Core, Shield Generator, Troop and Mech Factories.
    As you explore more of the map, destroy all of the Anti-Air Turrets you see at
    the eastern corner of Cloud City to give your Bombers more reign of the area.
    You can find several more bunkers east of your Fortress, with two Light
    Turrets, Troop Center, and a Command Center nearby.
    As you scout the area, a Stormtrooper will tell you that the Rebels have
    constructed a Monument.  Besides gaining control of the Gravity Generators, you
    must destroy it and build one in its place.  Conserve your resources in this
    mission, or you will fail!  You can gain control of the first one by sending
    yoru existing Mounted Troopers to attack the turrets.  They don't have the
    "Rotation Bearings" research, so if you attack one from the opposite side of
    the other, they won't get hit.  Take out the other in the same way.  Destroy
    the nearby bunkers and build a Fortress to the east of the Generator.  Destroy
    the two Anti-Air Turrets, but as soon as you do, Rebels appear from behind to
    destroy it.  Wipe them out.  Keep this in mind.  As soon as you gain control,
    Rebels will attack.  So, next time, instead of destroying all defenses around
    it, leave harmless ones like an Anti-Air Turret.
    Head east and start to build Heavy Assault Mechs and Cannons.  The beauty of
    this mission is is that you have already been upgraded to the maximum, so you
    don't need to waste resources researching things.  Have your Assault Mechs blow
    up the two Light Turrets and the Command Center I told you about earlier if you
    already haven't.  Have them also destroy the Anti-Air Turrets and the bunkers
    on the western side of the indestructible wall as they progress.  You will
    eventually come to a Fortress where it guards another Generator.  Destroy it
    and the defenses, but beware of aircraft attacks.  Use your own fighters
    against them.
    Secure this Generator and destroy the Rebels that try to destroy it.  Your
    fighters from the beginning of the mission helps in disposing them.  There are
    some resource bunkers southeast of the Generator.  Continuing east will net you
    another Generator.  Be sure to keep at least three of the captured Generators
    under the protection of a Shield Generator.  There is another Generator south
    of the third one you captured, as well as many more resource bunkers.  Once
    you've captured them, proceed to eliminate all anti-air defenses on your part
    of the map.  After you wipe out all of the defenses, it's time to invade the
    other side.  If you haven't already, take out the Anti-Air Turrets that line
    the middle of the map so you can land some of your forces.  Land five Assault
    Mechs near the Monument, and battle your way in.  Along the way, you'll stumble
    across the fifth Generator.  Same rules apply.  Destroy it and build a Shield
    Generator next to it.  Just be sure to leave enough supplies for the Monument,
    but you should have plenty.  Destroy the Monument and build two Shield
    Generators next to it [or build one if the first Shield Generator that you
    built for the Generator covers it] and two Power Cores surrounded by Advanced
    Turrets.  Also build some Advanced Anti-Air Turrets inside the protection of
    the Shield Generators.  Then, start to build your Monument.
    The final Generator is to your right.  However, send your AT-ATs west and
    demolish everything they see.  Nothing there except more bunkers and lots of
    inactive military buildings.  Once your Monument is complete, destroy the
    defenses around the last Generator.  Don't worry if the Rebels start to attack,
    the mission will end before they destroy it.
    Mission 4.7: The Battle of Endor [BONUS MISSION 2]
    Mission Objectives:
    - Defend the Shield Generator at all costs!
    Even though you might think this mission is virtually impossible, it's not.  As
    soon as you start your game, you have a fully upgraded "Tech Level 4" society
    and eighty-two fully upgraded units.  I suggest you pause your game using the
    "Pause" button at the top of your keyboard and use this time to assign
    commands.  First, send your four Workers standing near the Nova and Carbon
    supply to harvest the Ore near your Ore Processing Center.  Have the two
    Workers near the Ore Processing Center join them.  Build six more Workers.
    Have the five near the farms build one Advanced Anti-Air Turret and one
    Advanced Turret in your northern corner of the base, where there are no
    defenses.  Wall that section of your base off from the outside and build a
    Shield Generator near them.
    Have all of your workers continually mine Ore while you place Anti-Air Turrets
    where your base is lacking them, including your southern corner, western corner
    and eastern corner.  Your AT-ATs in this mission can actually fire on airborne
    units, so place them to help guard the base.  You have a unlimited supply of
    food from your Animal Nursery near the northern part of the base.  If you've
    placed the buildings I mentioned earlier, it should be safe for the rest of the
    mission.  Be sure to garrison your Repeater Troopers into turrets and
    Fortresses to increase their firepower.
    There's no real strategy to the game except to lessen the flow of enemy units.
    Since you only have to defend the main shield for 25 minutes [on "Moderate"],
    focus your time on preparing defense after defense.  More Shield Generators are
    good throughout this mission.  You can't gather enough resources to really
    strike back with the constant air attacks, but you can destroy the Ewoks since
    they don't have any anti-air defenses.  Four Ewok camps are located south and
    north of your main base.  Send all of your TIE Bombers to destroy the military
    buildings, rendering them useless in the firefight.  Unless you can manage to
    gather enough resources to build a Monument and then build it within 25
    minutes, wait it out.  Darth Vader congratulates you once the time has passed.
                        Leia Organa Campaign [The New Republic]
    Mission 5.1: A Force from the Past
    Mission Objectives:
    - Find Ghost base and the Bothan Spy with information that is critical to the
       Rebel Alliance.
    - Protect the peaceful villages of Peche and Theenes from Imperial attack.
    - Destroy all Troop Centeres and Mech Factories in either Camp Sagol (purple)
       or Camp Kaxol (blue).
    - At least one of the bridges between Peche and Theenes must remain standing.
    - Princess Leia, C-3PO, and Jedi Master Echuu must survive.
    You begin with eight Troopers, Princess Leia, and C-3PO.  As you head east,
    you'll stumble across two Workers and a Command Center.  The Command Center
    will fall under attack by a squad of Stormtroopers, but Jedi Master Echuu will
    eliminate them all.  Soon, the Command Center is handed over to you.
    Start by using all of your food to produce 10 Workers.  Have your two present
    ones continue harvesting food and send your new ones to Ore, Carbon, Food, and
    Nova.  Build a Troop Center and build a Mounted Trooper.  Scout around the area
    and in the friendly villages to find Nerfs.  Build an Animal Nursery and
    garrison them in it.  Whenever you get the chance, upgrade to the next tech
    level and research all upgrades for your troops.
    Send a Mounted Trooper north to find an Imperial Turret.  Destroy it, then have
    all of your existing forces move east towards Peche and Theenes.  If you arrive
    early enough, all three bridges should be intact.  Quickly instruct a Worker to
    build walls around the bridge you want to protect and dot both sides with Light
    Turrets.  Garrison a few Troopers in there and construct another Troop Center
    in this town.  This is where you'll be staging your attack.
    You'll need about 15 Heavy Mounted Troopers, as well as 30 Troopers.  Have all
    of your Mounted Troopers destroy the Light Turrets on the outskirts of the city
    of your choice.  In my game, I chose Camp Kaxol.  There should be a few.  Have
    them next destroy a portion of the wall and rush in to destroy any turrets.
    Have your Troopers near the wall so they can blast any Workers that try to run
    to safety.  Once the turrets are destroyed, you can go after the Command
    Center.  Destroy all military buildings to win!
    Mission 5.2: Chasing Ghosts
    Mission Objectives:
    - Locate Ghost Base.
    - [Optional] Rescue the captured worker droids to the North of Ghost Base by
       destroying the turret that is guarding them.
    - Recapture Ghost Base.
    - Get Princess Leia, C-3PO and Jedi Master Echuu to the island of Le'Roche to
       pick up backup support for your next mission.
    - Princess Leia, C-3PO and Jedi Master Echuu must survive.
    You start off with eight Troopers, C-3PO, Echuu, and four Mounted Troopers.
    Start off by having your Mounted Troopers head directly east from your starting
    point.  They should run into three Nerfs.  Leave two there to make sure that an
    enemy scout doesn't nab them and have the other two head south.  They should
    run into three more by a lake and another three next to some Ore.  Send them up
    with the rest and make sure that NO one takes them.
    Have your other eight Troopers lead the way on the path.  They should run into
    four enemy Troopers.  Wipe them out, all of them!  Continue following the path
    with your hero characters travel behind.  As you stumble upon Ghost Base, Leia
    will mention that it's been captured and that the Rebel Workers might be of
    some help.  Go up towards the turret and have Echuu or your Mounted Troopers
    get rid of it.  You now have three Workers under your command.  Have them build
    a Command Center slightly west of the walls next the Nova.  Once built, have
    another construct an Animal Nursery and a Power Core.
    By now, you've noticed that the Empire sends repeated attacks against your new
    camp.  They might even manage to nab some of your Nerfs.  Garrison your
    Troopers into your Command Center so they can heal and fire from the protection
    of the building.  Produce more workers and assign them to various resources.
    To get rid of the steady flow of troops coming your way, have Echuu head south
    until he comes to a narrow opening in the trees, past a small pond.  Have him
    stop here and set him on "Defensive" mode.  He'll wipe out any infantry in a
    matter of seconds and he'll heal any damage he takes.
    Now that your base is safe, continue gathering more resources, building Light
    Turrets near Echuu.  This will effectively seal the entrance and destroy any
    opposition that comes, including their Workers.  Garrison some of your Troopers
    in them to help with the firepower.  To complete this mission, you'll probably
    a lot of Mounted Troopers with upgrades.  Twelve Mounted Troopers will suffice.
    Have six of them attack the Light Turret guarding the gate and the other six to
    attack the other one.  You should destroy them without taking a single
    casualty.  Build four Medics and have them heal the Mounted Troopers.  Once
    they're fully healed, break open the gate and finish off the last two turrets
    inside.  Go after the Power Core inside the base to stop the flow of enemy
    units coming out.  Next, go after the Troop Centers or Animal Nursery.  Once
    they're gone, you can focus on the Command Center.
    The Command Center is a major pain, since your troops cannot be upgraded much.
    Send Echuu to help take care of it.  Once it's destroyed, focus on eliminating
    everything inside that base that's not friendly.  As the last building is
    destroyed, Ultric will show up on your map on a small island.  He wants Leia,
    C-3PO and Echuu to meet him.  Two Transports will come, falling under your
    command.  Load them up in them and have them unload on his island.  Then, have
    them walk towards Ultric.
    Mission 5.3: Vor'Na'Tu
    Mission Objectives:
    - Meet with Attichitcuk's Wookiee Troops.
    - Find where the Empire is keeping the Vor'Na'Tu.
    - [Optional] Have Echuu convert the explosive droids.
    - Destroy the Sith temple holding the Vor'Na'Tu.
    - Echuu needs to pick up the Vor'Na'Tu.
    - Echuu must take the Vor'Na'Tu back to the Rebel Transport to escape.
    - Princess Leia, C-3PO and Jedi Master Echuu must survive.
    - Attichitcuk must survive.
    This is a pretty simple mission.  Seconds after the mission starts, Attichitcuk
    lands with reinforcements.  Send a squad of your men to greet them and they
    immediately fall under your command.  Group your units into infantry, mechs,
    artillery, and your hero characters into different keys, then send them east,
    following the yellow path.  Eventually, you'll come to what looks like a pool.
    A rectangular pool.  Go around to the opposite side of the pool and head down.
    You'll eventually cross a bridge over the water.  Now wait for the rest of your
    slow moving force until it catches up.
    As soon as you enter, you should see some enemy Workers.  Take them out.  They
    will of course garrison themselves into the Command Center, but have your
    Pummels wipe it out while your other troops provide some covering fire.  As you
    work on destroying them, you should run into the "project" the menu was telling
    you about.  They are "Explosive Droids" and to activate them, have Echuu
    convert them.  They do the same amount of damage as a cannon, so use them
    carefully.  Good targets include the various Power Cores around the base that
    supply the military buildings with power.  Blow them up and the number of units
    you'll face will slow to a crawl.  Keep them safe by heading west.  You
    wouldn't want them to be blown up by enemy fire.  Destroy the turrets dotting
    the base, and head north.  Take four of the Explosive Droids and have them blow
    up the Sith Temple in the southeastern corner of this area.  This area is
    guarded by a Fortress, so have your Pummels work on it.  Send any extra
    Explosive Droids to take out the Power Cores in this area and the Fortress.
    Once the temple is blown, Have Echuu grab it.  Have your mechs guard Echuu
    while your Heavy Troopers hold of the counter attack.  All of your hero
    characters should now rush for the Rebel Transport.  Unfortunately, right
    before Echuu makes it to safety, Darth Vader lands.  You get to watch a cool,
    but one-sided duel (Darth Vader has 1000 hit points) and the Vor'Na'Tu gets
    broken into four shards.
    Mission 5.4: Echoes of the Force
    Mission Objectives:
    - Gather the 4 shards of the Vor'Na'Tu and store them in a Jedi Temple.
    - [Optional] Destroy the Hanoon Imperial encampment.
    - Princess Leia and Luke Skywalker must survive.
    - Take out the Imperial towers surrounding Reticul.
    - Rescue the town leader and destroy any Imperial troop centers at Liberick.
    - Excellency Lathe Parthenian must survive.
    - Tribute 500 carbon and 500 nova to Reeche.
    - Destroy the Imperial Fortress at Magentic.
    Walk forward a bit until the town of Reticul lights up.  However, instead of
    destroying the three turrets, let's take out Hanoon before they can make
    trouble.  Head directly south from your starting position until you run into an
    enemy Airbase.  Deploy your cannon near hear and have it demolish every
    building while your Troopers take out the Workers.  By doing this, you stop the
    production of enemy units which means that you won't be harassed throughout
    this mission.  You also gain control of their ten Nerfs.  Head back up towards
    Reticul and blow up the three turrets.  You gain control of their buildings and
    three workers and their 10 Nerfs.  Garrison all twenty of your Nerfs to get a
    steady supply of food, enough so that you don't need to farm.
    Since you've destroyed their base, you can spend this time gathering resources
    and upgrading your troops.  Go all the way to "Tech Level 4" to gain the best
    upgrades and hunt any lone Stormtrooper that you find.  A TIE Fighter will
    occasionally fly overhead until you take it out.  Send a squad of ten Repeater
    troopers towards the town of Liberick.  Liberick is located in the eastern
    corner of the map.  There, you meet the town leaders and face a squad of
    Imperial Troopers.  Your troops are so advanced that they should have no
    problem taking them down.  Send some Bombers or some Mounted Troopers to
    destroy the two Troop Centers in the town and the fence keeping the leaders.
    Immediately after you free them, the three Kratian Soldiers and Parthenian
    joins your cause.  You really don't have much use for them, so garrison them in
    your Command Center for safekeeping.  Have Luke place the piece of the
    Vor'Na'Tu in your Jedi Temple.
    Reeche is directly southwest from Liberick.  Using that same squad of Repeater
    Troopers, just make contact with the town.  They'll explain their problem: a
    poor economy.  All they ask for is 500 Carbon and 500 Nova.  Thankfully, this
    asteroid is full of those two resources, not to mention the fact that you're
    already making 90 Nova crystals a minute with those Vor'Na'Tu shards.  Simply
    bring up your "Diplomatic Menu" and give them the required amount, but remember
    that you have to pay a tribute fee unless you've researched the required
    upgrade at the Spaceport that eliminates it.  After you've given them the
    resources, they'll relinquish their shard.  Have Luke pick it up and return it
    to the Jedi Temple.
    Finally, the last town: Magentic.  It's directly south from Reeche.  As soon as
    you get there, the town tells you that it wants you to get rid of the Fortress
    sitting there.  You can either use your Mounted Troopers from before, or your
    Cannon from the beginning of the mission.  If you use your Mounted Troopers,
    make sure to research all of the appropriate upgrades and upgraded them to the
    Advance Mounted Troopers.  You need around eight, and once they attack and draw
    the fire from the Fortress, bring your Repeater Troops to blast it from afar.
    You win when you get the last piece of the Vor'Na'Tu into your Jedi Temple.
    Mission 5.5: Loose Ends
    Mission Objectives:
    - Use worker droids to capture the Main Terraform Processor.
    - Moff Yittreas must be eliminated.
    - Main Terraform Processor must not be destroyed.
    - Princess Leia and Luke Skywalker must survive.
    - Luke must defend the Jedi Temple.
    The first part of this mission is challenging.  Once you've established your
    base however, it's smooth sailing.  You start off with some Heavy Troopers,
    upgraded to their max, one Heavy Anti-Air Mobile, two Heavy Assault Mechs, one
    Cannon, and Leia and Luke.  Group them all to separate numbers and have them
    proceed forward until they spot six Stormtroopers.  This is where things will
    get a little hectic.  Scoot them closer until your Cannon can successfully
    target the two Medium Turrets on either side of the canal.  As soon as your
    Cannon opens up on them, the whole base will respond.  Waves of TIE Fighters
    and Stormtroopers will rush out of the base to attack.  This is where your
    Heavy Assault Mechs come in.  Position them near the front line and have them
    blast any mechs or heavy units that come.  Your Heavy Troopers should be able
    to hold off any infantry attack.  Once the two Medium Turrets are gone, break
    open the gate.  Proceed inside the base and destroy the Power Cores in it.
    This slows down the number of enemy troops you face.  Destroy two more Medium
    Turrets on either side of the canal and send in your droids.
    You're going to need to secure a landing for your droids so have your forces
    move in.  Your Heavy Troopers should progress forward with the Heavy Assault
    Mechs while your anti-air unit following them.  Deploy your Cannon behind them
    and have it open fire on the Power Cores first, then the production facilities
    and the turrets.  Once your droids have landed, quickly build a Command Center,
    a Power Core and Shield Generator.  Then, once that's been built, build an
    Anti-Air Turret near the middle of the Shield Generator and a Medium Turret
    near the western side of your base.
    As you might have noticed, you had enough resources to build those things, but
    you don't have any food.  Have your Cannon blow up the nearby Animal Nursery
    releasing all 10 Nerfs inside.  Quickly rush over to them to gain control of
    them.  Build an Animal Nursery of your own and garrison them inside.  You now
    have a reliable source of food for the rest of the mission.  Once everything
    within the walls are destroyed, deploy your cannon on the eastern side of the
    base.  You should be able to pick off a Fortress, turrets, and a Command
    Center.  Redeploy it near the southern wall to pick off houses, another
    Fortress and two Power Cores.
    All throughout your bombardment, you should've been focusing on gathering
    resources and expanding your base.  Build a Research Center to upgrade your
    turrets and an Airbase.  Build around three X-wings with the "Shield
    Modifications" research and deploy them near your front lines.  Since the whole
    objective of this mission is to eliminate Moff Yittreas, it's time to focus on
    the Fortress he's in.  It's quite easy.  If you have Clone Campaigns installed,
    build an Air Cruiser from your Fortress.  If not, those three X-wings
    previously built will do.  Also, build ten Repeater Troopers.  Bring your
    existing Cannon towards the Fortress.  This time, you must bring it out from
    your base.  Position near the wall overlooking the canal and position your
    Heavy Assault Mechs behind it.  Have your 10 Repeater Troopers position in
    front of it and put them in "Stand Ground" mode.  While you're at it, build a
    Transport and load Luke Skywalker in there.  Finally, put your Air Cruiser on
    "No Attack" stance or your X-wings to "Stand Ground" stance.  You may now begin
    your assault.
    Have your Cannon focus on destroying the Fortress.  As soon as your first shot
    connects, a swarm of Heavy Troopers swarm your Cannon.  Hopefully, your
    Repeater Troopers and X-wings will make short work of them.  From now on, it's
    simply a matter of time.  Since you've cleared out all of the defenses to the
    right of the base, Moff Yittreas really has no where to go.  Target him with
    your Air Cruiser or X-wing once he emerges to eliminate him.  As soon as you
    do, you get a new assignment.  Luke tells you that someone is trying to break
    into the Jedi Temple to steal the Vor'Na'Tu.  If you have any Workers nearby
    harvesting resources, have them build a turret.  If not, send Luke Skywalker
    over.  The threat consists of two Heavy Troopers.  Eliminate them, and you win.
    Mission 5.6: Hoth [BONUS MISSION]
    Mission Objectives:
    - At least one transport must survive.
    - The Echo Base Ion Cannon must not be destroyed.
    - Princess Leia, Han Solo, and Luke Skywalker must survive.
    - Survive Imperial Task Force 1.
    - Survive Imperial Task Force 2.
    - Survive Imperial Task Force 3.
    This is probably your first real challenge with the Rebellion.  You start off
    with a line of Repeater Troopers backed up by some Medium Turrets.  Group your
    Mounted Troopers to "1", Grenade Troopers to "2", and your future Airspeeders
    to "3".  After the brief conversation of Han and Leia, garrison them into the
    Fortress.  The Battle of Hoth is about to comence.
    The Imperials will come with AT-ATs, AT-STs, Repeater Troops, and Anti-Air
    Mobiles.  As soon as they attack, Luke and eight other Airspeeders will come.
    As the Imperials attack the Main Generator, they should blow up their own Anti-
    Air Mobiles.  If not, wait until your Medium Turrets take them out and then
    rush in with your Airspeeders.  The only problem is that AT-ATs can shoot down
    your Airspeeders.  They are extremely accurate and can blow one up with one
    shot.  Keep them moving and take pot shots at the AT-ATs until they fall.  The
    AT-ATs seem to have a harder time hitting your Airspeeders when they're on
    higher elevation, so keep that in mind.  One the AT-ATs are gone, focus on the
    remaining ground forces.  You should hopefully have at least seven Airspeeders
    Imperial Task Force 2 may be the toughest yet.  This is where you'll use your
    Mounted Troopers and Grenade Troopers.  A lot of your Airspeeders make never
    live to see the end of this fight.  Hopefully, the second wave will start with
    the Anti-Air Mobiles.  If not, tough luck.  If they are, have your Mounted
    Troopers destroy them and then rush towards the approaching AT-ATs.  Take out
    as many as you can before they're blown up.  Simultaneously have your Grenade
    Troopers take out any other mechs they can before they're destroyed.  Then,
    move in with your Airspeeders.  After you've wiped them out, check how many
    troops you have left.  You're doing good if you have more than four
    The last assault goes after the Ion Cannon.  The Ion Cannon is protected by
    four Medium Turrets, so that will buy you some time.  Since you probably don't
    have any ground troops left, you're going to have to use your Airspeeders.  For
    some miraculous reason, the AT-ATs don't focus on your Airspeeders, leaving the
    job open for their mobiles.  If you ever see a mobile, have any leftover
    turrets within range destroy it.  Probably Luke Skywalker will be your only
    Airspeeder left, but thankfully he's blessed with regenerating hit points and
    really, really, tough armor.  He can take lots of shots from the Anti-Air
    Mobiles, so have him take down the remaining AT-ATs.  Just finish whatever is
    left and you win.  Keep your eye out on any stray AT-ATs that break from the
    main group and head south.  They're going after the Transports again and you'll
    lose if they're taken out.
    Mission 5.7: Endor [BONUS MISSION]
    Mission Objectives:
    - Han, Leia, C-3PO, and R2-D2 must survive.
    - Bring Han, Leia, and R2-D2 to the Shield Generator's Control Bunker.
    - [Optional] Help Wicket and the Ewoks by destroying the Imperial Scout Camp.
    - Destroy the Stormtrooper Barracks to clear the safest path to the Shield
       Generator Bunker.
    - Bring Chewbacca's captured AT-ST to the Control Bunker to unlock it.
    - Garrison Han Solo, Princess Leia, and R2-D2 in the Control Bunker to destroy
       the Shield Generator.
    You start off with 18 Repeater Troopers, two Medics, and your Heroes.  Taking a
    few steps forward will reveal Wicket.  Add him to your hero group and continue
    forward.  As you walk towards the intersection, you'll encounter a few Trooper
    Recruits.  Easy pickings for your advanced units.  Head down south.  You'll run
    into a few enemy Speeder Bikes, but your infantry can wipe them out before they
    take a shot.  Head down south towards the clearing to uncover three Scouts.
    Scouts in this mission are useless.  They have terrible firepower and their
    line of sight is even worse.  Lead with your Repeater Troopers instead, and
    continue back on the trail.  Shortly after, you run into another intersection
    with a Sentry Post guarded by more units.  Wipe them out, then head up.  You'll
    continue to run into Sentry Posts, five to be exact.  By the third Sentry Post,
    you'll face increasing light resistance.  Your only main threat is the single
    Dark Trooper they have in their camp.  Take him out first and continue towards
    their base.  To fulfill the optional objective, you must take out the Command
    Center.  Once you do, three Ewok camps light up on your map.  One towards the
    west, one towards the south, and one right near you.  The one right near you
    has lots of Ewoks including Chief Chirpa and two Ewok Gliders or Bombers.
    Bring them all down back towards the intersection.  Instead of heading east,
    head south.  The base to the east is guarded by four AT-ATs, and a variety of
    turrets.  Not something your meager forces want to encounter.  Instead, head
    south.  You'll come across a purple Sentry Post guarded by some Probe Droids.
    Take them out.
    This is probably where you'll lose a lot of your Repeaters.  Destroy the Animal
    Nursery to trigger a wave of enemy units to attack your infantry.  They include
    the normal Stormtroopers, but include the Dark Troopers and one Strike Mech.
    Take out the latter of the three first or they'll wipe you out.  As soon as
    you're done, proceed forward.  The gate to the base is guarded by two Light
    Turrets.  Have your Ewok Gliders attack, then fall back.  They'll get shot at
    by some Anti-Air Troopers but have your Medics heal them.  The Anti-Air
    Troopers will come out of the base and into the fire of your Repeater Troopers.
    Keep on doing this until there are no more enemy units in the base.  Then,
    destroy the Light Turrets with the Gliders.
    Break open the gate with the Ewoks and have them destroy every building on
    sight.  They have POWERFUL close hand attacks and can rip through buildings
    within seconds, even if they're shielded.  The only hitch might come from the
    nearby Command Center.  Get too close and the Workers garrison themselves in,
    giving it some firepower.  The easiest way is to lure them into a false sense
    of security.  Break a hole in the Light Wall and then fall back.  If you
    destroyed all of their structures on the outside, Workers assigned to build
    things should start coming out.  Wait until you're sure you can nab them before
    you attack.  Repeat until there are no more.  Then, use your Ewoks to destroy
    the Command Center.  Doing so will trigger four more Ewoks to join you.
    Your only main obstacle now is the Fortress.  Group all of your Ewoks together
    and have them attack.  You'll lose about five Ewoks in this run.  After it's
    destroyed, Chewbacca with his stolen AT-ST arrives with Ewok reinforcements in
    a nearby camp.  Have them all meet at the intersection.  Head left and take out
    any Imperial units you might find.  At the allied Sentry Post, take the north
    path.  You'll run into a wall that only Chewbacca may open.  Once in, garrison
    the required characters into the bunker to trigger some Ewok and [friendly]
    Stormtrooper reinforcements and win the mission.
    Mission 5.8: Silken Asteroid Field [CHALLENGE MISSION]
    Mission Objectives:
    - Eliminate the Imperial presence in th Silken asteroid field.
    Read all the information at the beginning of the mission.  Then... take a deep
    breath for it to settle in and begin your mission.  After a few moments into
    the mission, you'll notice it's not so bad.  In fact, even though the story of
    General Dodonna says he faught against unbeatable odds and won, and you're
    supposed to do the same, this mission is a pushover.  Besides the first and
    only attack at the beginning of the mission, there's nothing to be afraid of.
    Start off by building three Anti-Air Turrets, two near the western side and one
    near your Animal Nursery.  Upgrade them when you have the chance.  Also,
    protect your Animal Nursery since it's your only supply of food.  You're going
    to need a LOT of Nova on this mission, but thankfully, Nova and Ore are the
    most plentiful resource.  Ran out?  Check your local area to find asteroids
    rich with them.  Build another Airbase and a Shield Generator next to your
    turrets when you get the chance.  Since your enemies are located on another
    rock, it'd be a good idea to research all possible upgrades.  Fortunately,
    you're the Rebel Alliance, and they've got powerful air technology.
    A good supply of Nova will come from ten Workers on it.  If you have the Clone
    Campaigns game installed, build a Fortress and produce some Air Cruisers.
    These things do about as much damage as a Cannon, but aren't susceptible to
    ground attacks except from anti-air units.  If not, Cannons are fine.  To beat
    this mission, you'll want to upgrade your six X-wings from the beginning of the
    mission and build five Advanced Bombers and five A-wings.  Also, produce a
    Transport and load it up with a Cannon.  Now, you can successfully begin your
    Hopefully, you've been scouting the area as you progressed, so that you've
    explored the edges around your enemy's base.  Unload and deploy your Cannon
    near the southern point.  By this time, your enemy will have constructed a
    Fortress.  Your Cannon and/or Air Cruiser can take it out.  No problem!  Keep
    on moving in, eliminating any Workers with your fighters.  Eventually, you
    should push to the edge of their base.  It's a simple mop up from now on.  The
    enemy, whether from sheer stupidity or programming glitch doesn't have a large
    army.  Only around 19, if the "Achievements" screen was right.  Also, they
    should fold before you destroy the entire base, giving you an easy and final
    victory for the Rebel Alliance.
                    Chewbacca Campaign [The Liberation of Kashyyyk]
    Mission 6.1: Homecoming
    Mission Objectives:
    - Han Solo and Chewbacca must survive.
    - Get Han and Chewie to the city of Kepitenochan.
    - Weebacca must survive.
    - Destroy the remaining Imperial Forces.
    Have Han and Chewbacca move up until a Trandoshan Slave Camp appears on the
    map.  Destroy the three Trandoshan Slavers there.  Each has 150 hit points and
    9 attack power, so watch out.  After they're dead, destroy the buildings to
    gain some Mounted Troopers, Grenade Troopers and regular Troopers.  Have
    Mounted Trooper head west to reveal a Medic.
    After you group your new troops, continue following the path.  You'll run into
    three Trandoshan Slavers on your way to the next camp.  Defeat them and head
    on.  At the next camp, you'l face lots of Trandoshan and a single Strike Mech.
    Assign your Mounted Troopers to destroy the Strike Mech while your other units
    take out the Trandoshan.  Again, destroy their housing to gain more troops.
    Keep on following the path until you run into an Imperial camp.  The AT-ATs
    inside will leave, but you can avoid them by taking the path to the right, past
    a log.  Following this path will lead you to Weebacca.  Help Weebacca destroy
    the Trandoshan Building to release more units.
    As you cross the ford, Han will talk about Weebacca, a sign of the Wookie's
    future treachery.  Once at Kepitenochan, Imperial forces will converge on your
    position.  Your units can easily wipe them out to win you the mission.
    Mission 6.2: Laying Down Roots
    Mission Objectives:
    - Weebacca must survive.
    - Han Solo and Chewbacca must survive.
    - Reconstruct the Wookie Government Tree.
    - Defend the rebuilt Government Tree for 200 days.
    After the brief conversation, you have several workers.  Assign the four
    Workers near the Monument to start constructing it.  Once you begin, you hear a
    little bell and the words "You've started constructing the Monument" or
    somethings similar should appear.  Focus on achieving a "Tech Level 2" society
    as it offers upgrades for your units and your first line of defense: Light
    Turrets.  Get lots of Workers harvesting Carbon, Nova, Ore and Food.  There are
    several Wookie camps to the north and south of your present position.  Sending
    a unit towards them will reveal several Prefab Shelters, Mounted Troopers,
    Troopers, Workers and Nerfs.  Garrison the Nerfs to get a steady supply of
    food.  Once you achieve Tech Level 2, start getting upgrades.
    Build a War Center and research all of the upgrades inside.  Build ten Heavy
    Mounted Troopers and send them north.  Destroy the Sentry Tower and the Medium
    Turret and trash the Trandoshans.  Once they're dead, destroy the three huts to
    reveal three Strike Mechs and three Mech Destroyers.  These guys are really
    good for defending your Monument.  Build a Power Core near the Monument and two
    Troop Centers or more.  Start to build several Light Turrets around your
    Monument, focusing a little more on the eastern side of the base.  When you get
    the chance, wall off the side with Medium Walls, leaving at least one side open
    so your troops can get in and out.  Garrison some Troopers inside the turrets.
    Once you get into the mission, the enemy comes.  Your only true enemy is the
    Galactic Empire and the units they throw at you.  They are more advanced, able
    to build mechs and air units so you must rely on superior numbers.  Build lots
    of Troopers and Heavy Mounted Troopers.  Once your Monument is built, focus on
    fortifying your defenses.  There's plenty of Ore in this mission to build lots
    of Light Turrets.  There's no real way to win this mission.  You certainly
    can't attack the enemy, as they will build 4+ Fortresses at the entrance of
    their base.  The Empire will send periodic attacks at your Monument.  Note how
    they get in and improve your defenses.  Also, a word to the wise, build Anti-
    Air units.  Around the "60 Day" mark, the enemy will launch a large air armada
    against your Monument.  You'll need a lot of Anti-Air units to down them before
    they can deliver their payload.
    Mission 6.3: Reunion Amongst the Trees
    Mission Objectives:
    - Take Han and Chewie to Okikuti.
    - Defend Okikuti from the Galactic Empire long enough to find an escape route.
    - Cut through the trees to the water and escape with Han and Chewbacca.
    This is a pretty fast mission.  You start with Han, Chewie, and a large squad
    of units.  Have them all move down to Okikuti.  You meet no resistance.  As
    soon as you arrive, the town immediately falls under your control.  As you
    explore your new town, you find that Weebacca has betrayed you to the Empire,
    and with that, you must escape.  Start by having your four Workers work on the
    trees to the east.  Build around ten more and garrison the Nerfs into your
    Animal Nursery.  Garrison three Heavy Troopers each into the Medium Turrets and
    have the rest of your forces guard the gate.
    There's no real strategy to this mission except to hurry up and build the
    Shipyard.  The first attack on your gate will consist of Pummels, Artilleries,
    etc.  Wait long enough, and the enemy will send Fighters, Bombers, AT-ATs and
    more!  Immediately have all ten of your Workers harvest the Carbon while
    leaving one to build a Power Core.  With all that Carbon and Food you're
    getting, train Anti-Air Troopers.  They are your only defense against the
    airborne assaults unless you progress to Tech Level 3.  However, progressing to
    the next Tech Level isn't required as you can build a Shipyard in Tech Level 2.
    Simply build a Shipyard once you cut through the trees, build a Transport, load
    Han and Chewie inside, then head east.  You win once the ship reaches a certain
    point on the map.  Piece of cake!
    Mission 6.4: Chewie's Hope
    Mission Objectives:
    - Proceed downriver to the city of Tonnatutikan and establish a base.
    - Destroy all three signal jammers so Han can contact the Alliance.
    This mission will take way longer than I describe.  You start off with six
    Frigates and four Transport Ships.  Head east until reach Shoran's Camp and
    unload your troops.  Now that you have control of his city, build some Workers
    and Utility Trawlers.  Between the fish and farms, you should have plenty of
    food in this mission.  The first thing you want to do is to gather resources.
    Assign Workers to harvest the other three resources and garrison at least two
    Heavy Troopers into the Medium Turrets.  Garrison Han and Chewie into the
    Command Center.  However, Shoran can be of use to us.  Load Shoran into a
    Transport and drop him off on the beach to the south.  Find the break in the
    trees and head down.  You'll run into some Imperial Stormtroopers.  After the
    brief conversation, shoot them, then enter inside.  One AT-AT and four AT-STs
    fall under your command.  Bring them back to your base to help guard your base.
    The main thing you want to do is to build a sizable force to destroy the
    Communication Jammers.  Focus your resources on researching upgrades for Heavy
    Weapons, Mech Factory units, and the Troop Center units, as well as the "Tech
    Level 4" technology.  Of all three jammers, the one to the east is the hardest.
    Instead, start off small.  You can either choose the western one, or the
    northern one.  Each has its benefits and weaknesses.  We'll start with the one
    up north.  The benefit of the one up north is that the base is on a small
    island, easily destroyed by Cruisers.  However, the island is guarded by an
    assortment of ships.  Bring Transports filled with Mounted Troopers, Repeater
    Troopers and a Worker up north.  Following the water, you'll eventually reach
    the Trandoshan base, consisting of two Medium Turrets and some Trandoshan.
    Land your units on the ford and have your Mounted Troopers go after the turrets
    while your infantry goes after the Trandoshan.  They should cut them to pieces
    with all their upgrades.
    Now that you've destroyed them, destroy their buildings and then head south.
    You should gain control of four Advanced Cruisers, your only ones in this
    mission.  Have your Worker build a Power Core and a Shipyard on the island,
    then produce Destroyers.  Have your Destroyers guard your Cruisers while they
    head east.  The first thing you want to target is the Power Core.  The island
    only has one powering everything.  Take it out and the number of ships you face
    decreases.  Next, you'll want to take out the four Advanced Turrets around the
    island.  Next, the Shipyards and then, the Jammer.  While your Cruisers are
    doing this, your Destroyers should be holding any ship off.  Now that you've
    destroyed the first one, have all of your ships head south.
    The one to the west is slightly harder.  There are two ways into this base.
    The first is from the south, which is harder to do, and the second from the
    east, which is easier.  If you choose to land south of the base, you'll
    immediately be attacked by the mechs and units on the island.  Instead, fill
    some Transports with 15 Repeater Troopers, 15 Advanced Mounted Troopers, and 15
    Heavy Mech Destroyers.  Land them east, above their base and then head south.
    You'll reach the back of the base where you can target their factories.  Once
    you start your attack, the base will respond.  Since this is a small base,
    there aren't a lot of units, but they are powerful ones.  Have your Mech
    Destroyers go after the AT-ATs while your other troopers try to destroy the
    Power Core.  Your Mounted Troopers should go after the turrets.  Once all
    defenses are gone, destroy the Jammer and head back to your base.
    Repair any units you can and then build more.  You'll want a mix of everything,
    but be sure to include some Cannons and Pummels.  Again, there are two ways to
    the last Jammer.  The one from the southwest is the safest route you can take.
    For this one, you'll want to have all the units you can muster, which means
    expanding your population to 100.  Also, be sure to have at least 800+ Ore left
    in your stockpile.  Then, head out.  You can bring your Assault Mech you have
    or leave it at your base.  Head east, then south, following the ridge.  Use
    your Cannon to destroy all of the turrets on the plateau.  After about a few
    minutes, you'll receive the enemy counterattack.  They use AT-ATs, troopers and
    a variety of other units.  Your best bet is to use Heavy Mech Destroyers and
    Repeater Troopers.  Both only use Carbon and Food and you should have plenty,
    at least 2000+ for each resource.  Fight your way down south, until you come to
    a pile of Ore, then east.  You'll reach a large flat surface.  This is where
    you'll probably see the biggest battle in this mission.  As soon as you get
    there, units start to pour out of the gates, including Fighters and Bombers.
    Have your units hold them off until you can get a Worker and build a Shield
    Generator, Power Core, and Fortress beside them.  Keep on building more units
    as you fight and bring them to the front lines.  You'll see a lot of units
    Once you have the structures erected, the mission falls under your control.
    The only real threats are the occasional Cannons they send at you, but your
    Strike Mechs can make quick work of them.  Use Cannons of your own to destroy
    their turrets, Power Cores, and structures with the help of a Pummel.  If you
    have the Clone Campaigns installed, this is where you get an advantage.  Since
    the Air Cruiser is a Clone Campaign only unit, and you aren't allowed to build
    an Airbase, the enemy doesn't have any anti-air defenses except for the
    Fighter.  Simply send a few Air Cruisers in to wipe out critical structures.
    They can even destroy the Jammer for you.  However, if not, you're going to
    have to do it the hard way.  Clear out the buildings from your Fortress by
    using the Cannon.  Then, have the Pummels destroy the Gate and move in.  With
    the Power Cores down, they can't produce as many troops as you can, and with
    all of those troops you took into battle, you can move them in too.  Simply
    battle your way to the Jammer and let the Pummels finish the job.  Just take
    out the Power Core next to the Shield Generator or the Fortress beside them
    will destroy them before they finish the job.
    Mission 6.5: The Challenge of Mattichek
    Mission Objectives:
    - [Optional] Liberate the captured population of Chenachochan.
    - Destroy Moff Darcc's Palace.
    - [Optional] Take over the Imperial air base east of Chenachochan to gain air
    - [Optional] Locate the Berserker tribe of Ittummi to aid in the Palace attack.
    The sooner you start moving in this mission, the better.  Wait until a
    Trandoshan Building explodes to receive some help, then move east.  You'll come
    across a Trandoshan.  Killing him nets you a Worker.  Bring him along and
    continue east, until you run into a Stormtrooper.  Killing him gets a Command
    Center.  Immediately garrison the Workers around it and the three Anti-Air
    Troopers inside to fend off the Stormtroopers.  The sooner your forces reach
    the Command Center, the less damage your Troop Center is going to take.
    As soon as the threat is over, send your Workers to harvest Food and Carbon.
    Using those two resources, you can build Heavy Troopers which are your first
    [and only] defense at this point.  Build a Medic and use it to heal your
    original force, then send them out.  There are various Trandoshan Buildings
    around your Command Center, and destroying them will free the Wookies [and
    Trandoshan] inside.  The ones south of the Command Center will release mostly
    Workers and let you gain control of the various processing centers nearby.
    Assign them to the nearest resource.  The ones up north hold men.  As you
    explored the bottom houses, you might have found three Nerfs.  Garrison them in
    an Animal Nursery while you continue to build more troops.  When you get the
    chance, build a Light Turret to the east of your base near a clump of trees in
    the middle of the opening.  That is the only way to your base, and fortifying
    that area will prevent any enemies from doing damage to your base.  Head
    northeast from your base and you'll run into enemy Mounted Troopers and Grenade
    Troopers.  Just beyond them lie another four Nerfs milling around Maju Bushes.
    By now, you should have things under your control.  Nova and Ore are plentiful
    in this mission, so don't worry about spending too much.  Eventually, erect a
    Shield Generator and a Fortress to the east and build Cannons.  You can make
    contact with the Berserkers.  All you have to do is harvest the Carbon blocking
    the way to the north, or send a Cannon to destroy them.  You'll know the
    thinnest point of the trees by looking on your "Mini-Map".  The thinnest point
    will be on the yellow trail on the "Mini-Map".  Then, send Han and Chewbacca to
    meet them.  They give you eleven Advanced Berserkers.  You can use these troops
    to secure the airbase down south, or help with your attack.
    If you choose to go after the [useless] Airbase, head south.  The Berserkers
    are fine units for this job.  Have them attack the gate, then fall back when
    the AT-AT starts to come.  Let it walk out of the base and then use your
    Berserkers to hack at it.  It should only take a few seconds; then bring them
    to a Medic and break the gate open.  By this time, TIE Bombers from the Airbase
    should be following the Berserkers.  Shoot them down.  Clear out the turrets
    and the Dark Troopers in the base to gain control of the Airbase.  Do what you
    want with it.
    To destroy Moff Darcc's Palace, you'll need Cannons.  Bring them to the plateau
    in which the Palace lies and destroy the Advanced Turrets surrounding it.  Head
    down south, clearing all the turrets as you progress.  Of course, you'll want a
    healthy mix of Repeater Troops, Strike Mechs and Mech Destroyers protecting it,
    as well as some Advanced Mounted Troopers.  Work your way down south, then
    east, then north.  You'll run into the only opening into the base.  Destroy the
    gate, then move slightly in.  Your Cannons should be able to see the Palace and
    stay out of the ranges of the Medium Turrets.  The palace looks big, but falls
    easily under the might of your Cannons.  Once it's destroyed, Moff Darcc and
    Pekt escape in a Transport while Chewbacca and Weebacca fight.  Chewbacca
    easily wins of course!
    Mission 6.6: Avatar
    Mission Objectives:
    - Destroy the Airbases before transports allow Imperial forces to escape.
    - Do not destroy the main reactor until all other tasks are complete.
    - Han Solo and Chewbacca must survive.
    - Luke Skywalker and Lando Calrissian must survive.
    - Destroy the guard towers to free the captured Wookiees in teh dentention
    - Attichitcuk must survive.
    - Eliminate Moff Darcc and the Trandoshan slaver Pekt, holed up in the
    - Blow up the main reactor to destroy Avatar orbital platform.
    This mission is pretty fast compared to the last few you had to beat.  You
    start off with a pretty sizable force and you must destroy all Airbases within
    about twenty-five minutes.  The layout of the platform is almost symmetrical,
    which means things you find on one side will most likely be found on the other.
    There are basically two rings to this platform.  The outer ring has four Anti-
    Air Turrets on the corners, and four Light Turrets opposite of the Anti-Air
    Turrets.  All four Airbases that you must destroy are located on the outer one.
    As soon as the mission starts, have your force destroy the Light Turret, then
    have your Berserkers travel east while your company heads west.  Also, destroy
    the Advanced Anti-Air Turret on the second ring of the platform at this point.
    You should be joined by Rogue Squadron at this point, so help them destroy the
    first Airbase.  Your Berserkers should run into the second one.  After your
    Berserkers are through, continue heading east until you meet the penned up
    Wookies.  Simply have them attack all four Light Turrets guarding them to free
    them.  With their short range, your Berserkers should suffer practically no
    damage.  Once they're freed, form group number two with the Wookies and travel
    up.  They should run into the third Airbase.  Destroy it.
    With your first group, continue moving up until you reach the Fortress.  Use
    your Cannons to destroy the Light Turret and then the Fortress itself.
    Apparently, Moff Darcc is killed in the Fortress and the only survivor is Pekt.
    He's easily defeated by a few blasts.  After they are one, head east.  You
    should run into the last Airbase with your Wookies.  Once the Airbase is gone,
    deploy your Cannons again and have them get rid of the Medium Turrets.  Once
    they are gone, use your Cannons again to get rid of the Anti-Air Turrets.  Once
    one half is cleared, you can send in your Fighters to deal with the main
    reactor.  Once it blows, you win.
    Mission 6.7: The Liberation of Kessel [BONUS MISSION]
    Mission Objectives:
    - Han, Chewie, Lando, and Luke must suvive.
    - Build a Power Core at each of the air factories to bring them back online.
    This is it, the final battle between good and evil, unless you own the
    expansion pack.  Right off the bat, and I mean fast, use your Fighters to gain
    control of the Banthas around your base.  Have two of your Workers build an
    Animal Nursery and stuff them inside while your other four build a second
    Shield Generator and another Advanced Turret.  Garrison one Repeater Trooper
    into each turret.  Group your Berserkers to "1" and then leave them outside of
    your base, under the ridge to the right.  Now, have all of your Workers start
    harvesting Carbon and garrison your heroes into the Fortress.  Produce troops
    like crazy, especially Mounted Troopers until the attack strikes.
    Boy!  This is a HUGE attack from all three Detention Camps in the area.  You'll
    face AT-ATs, Cannons, Artillery, Pummels, Strike Mechs, Heavy Mechs, Repeater
    Troopers; you name it!  Have all of your units guard the first Shield
    Generator, or whatever is farther out of the base.  You shouldn't have any real
    problems with the attack except for the Cannons.  Normally, if you had left
    your Berserkers inside, you would've had to send units out to try and destroy
    them, but they would've been picked off as they ran.  Instead, use those
    Berserkers you were saving and have them come around the main assault force and
    destroy them before they can attack.  It is IMPORTANT that you destroy them or
    they will level your base in no time flat.  By now, your first Shield Generator
    should have been destroyed, but with the second going, you don't have to worry.
    After about a couple of minutes, the attacks will stop.
    Now that you can rest, check your surroundings.  You're probably short on Ore,
    with all of those Ore expensive structures, not to mention the fact you must
    repair them, so send out a group of 5+ Workers to the east and build a Command
    Center with some Advanced and Anti-Air Turrets, all protected by a Shield
    Generator.  Ore is plentiful in this mission.  In fact, it's even more
    plentiful than Carbon.  You should have no problems erecting defense after
    defense.  However, you want to bring the attacks to your enemy's base.  With
    that huge offensive, they're pretty much exhausted right now.  So, you have a
    choice.  The first Air Generator is near your base.  Put a Power Core next to
    it and you've accomplished 25% of your task.  There are three enemy bases, but
    "Detention Center A", or red base is the strongest.  The other two, "Detention
    Center B" and "Detention Center C" are strong, but they all have their
    weaknesses.  For one, "B" doesn't have any walls and they're anti-air units
    don't have the "Homing Sensors" research upgrade.  However, "C" does, but their
    defenses have a shorter range than the other two.  We'll start with "C".
    First, you'll want to clear the three "mini-bases" at the center of the map.
    Simply send a Cannon to destroy the Power Cores and everything else once the
    shield is down.  You might want to set up a "mini-base" yourself out here.  Do
    that for all three, making sure to protect your Cannon from any attack.  Then,
    travel south.  This attack is pretty much standard.  Send a Cannon to destroy
    all the defenses that get in your way.  You don't have to destroy everything,
    or else that would drag this mission too far.  The direct path seems to offer
    less resistance.  Simply send a Worker onto the plateau below it, and build a
    Power Core.  Two down, two to go.
    Head directly east.  You'll want at least 20 Repeaters and four Cannons, with
    10 Heavy Mech Destroyers.  You'll encounter a Fortress, but you can easily wipe
    it out.  That's the only thing in your way, except that a few Dark Troopers
    might pop out somewhere.  That's where your Mech Destroyers come in.  They have
    a longer range, and since the Dark Troopers are stuck on the ledge, they're
    easy pickings.  You don't even have to destroy the Anti-Air Turrets on the
    ledge, but you do have to land on the ledge that the Generator is at, because
    it's too far in the middle.  Build a Power Core, and you're done.  Time for the
    last one.
    This is the strongest one you'll face.  Break their gate open in the northeast,
    as it's only guarded by two turrets.  Trash their Anti-Air Turrets (they've got
    a lot) and kill the Dark Troopers on the ledge.  Now, the last plateau has four
    Advanced Turrets guarding it, as well as a few Fortresses.  Your Cannons can
    easily wipe out the Fortresses, but you must land a Cannon on the plateau
    before you can wipe out the turrets.  When you land, be areful of any leftover
    units on the ledge.  They can and will destroy the Cannon.  Once all threats
    are destroyed, build a Power Core and you're done!
                  Sev'Rance Tann Campaign [The Confederacy Campaign]
    Mission 7.1: Strategic Retreat
    Mission Objectives:
    - Eliminate enemy units along the canyon path.
    - Sev'Rance Tann must survive.
    - Count Dooku must survive.
    A really, really easy mission.  Have Sev'Rance travel east and she'll meet some
    Troopers that were hidden.  Then, head northwest towards the enemy.  You'll
    encounter some light resistance.  Now would be a good time to check the canyon
    walls.  There are little nooks where you can boost your fighting force.  This
    one gets you a Strike Mech.  Continue until you run into a second battle.  This
    time, some droids are battling the enemy.  Help them out and you'll gain
    control of any who survive.
    The whole mission is the same.  By the fourth battle, they'll start using
    Strike Mechs, and by the sixth, Assault Mechs.  A few moments and Count Dooku
    will arrive.  He will proceed along the canyon path until he reaches the end.
    You can leave him be.  He's powerful and has regenerating health.  Just focus
    on battling your way through, helping the allies, and you're done.
    Mission 7.2: Building the Army
    Mission Objectives:
    - Build 20 Confederacy Strike Mechs.
    - Build 20 Confederacy Mech Destroyers.
    - Sev'Rance Tann must survive.
    You start with three Workers, Sev'Rance Tann, and three Power Droids, along
    with a Heavy Anti-Air Mobile.  You must keep it alive to help with the air
    assaults.  You also have a ton of prefab shelters near the edge of the map
    which houses your population, one hundred fifty to be exact.  Have Sev'Rance
    Tann explore the map to the east, and she'll stumble upon the Command Center.
    Order your units to produce a Troop Center and then build more workers.  Your
    goal is to produce an army, and the two most important resources you'll need
    are Food and Carbon.  Food is plentiful, but you might run out of Carbon, so
    manage your resources wisely.  Bring one of the droids to provide power for
    your Troop Center, and produce five Troopers.  Produce enough workers until you
    can get a steady flow of food from the mynocks and Carbon from the stockpiles.
    You don't need to harvest any Nova, unless you're looking to upgrade to the
    Heavy Mounted Trooper.
    Send Tann down, and follow the path until she comes to a large supply of
    Carbon.  Once you run out in your area, build a Carbon Processing Center and
    have five or more workers harvest from this source.  North of that is a Food
    Storage Center, which is pretty much useless throughout this mission,
    surrounded by large piles of food.  Build a Food Processing Center right here,
    and another Troop Center so you can send Troopers right into battle.  Bring
    another one of your power droids up to help power the station.  Follow the path
    west (ignore the north path for now) and you'll come across the two Mech
    Factories.  Upon reaching the "Abandoned Base", you'll receive a tribute from
    them.  Have your workers construct a few Light Turrets near the northeastern
    corner to help deflect attacks from the north and east.  Garrison two Troopers
    to bring out the turret's maximum firepower.  Place your last power droid near
    hear, and bring your Heavy Anti-Air Mobile.  Station Troopers and Anti-Air
    Troopers next to the factories.  Then, start to produce the 20 Strike Mechs and
    Mech Destroyers.
    After about five to ten minutes after your capture of the Mech Factories, the
    Republic will launch a minor assault on them.  They consist of a Strike Mech
    and a few Troopers.  You can have your dark Jedi convert one of them and they
    won't die like the first mission, but the main threat comes from the air
    assaults.  Have your anti-air units destroy them.  A second assault will come.
    I've found that the location it strikes varies.  Sometimes, it'll attack your
    Prefab Shelters, or it'll launch another attack on the Mech Factories.  Dispose
    of them and continue to build all of your mechs.
    A large deposit of Nova lies north of the Mech Factories, guarded by a few more
    troopers deposited by some Transports.  You can clear them out if you want, but
    you don't really need it.  Remember the north path we skipped over?  Well, it
    leads to a large supply of Ore and leads to the enemy base.  This mission
    doesn't require you to take it out, so you can leave it alone.  However, your
    presence there and the destruction of the Nova Processing Center will trigger
    an attack.  You can send your Jedi into battle, along with some support units,
    like anti-air units with some Light Turrets.  They'll send all sorts of mechs,
    including Pummels to take out your turrets.  Battle them off, then station more
    turrets in the area to help keep control, and to stop the enemy workers from
    collecting more supplies.  Once you've built your mechs, send them down to the
    starting point to win your mission.
    Mission 7.3: Perilous Dealings
    Mission Objectives:
    - Find Boorka the Hutt.  Cut down any of his henchmen you meet along the way.
    - Sev'Rance Tann must survive.
    - [Optional] Trade with the Mos Osnoe Spaceport to increase your Nova supply.
    - 'Acquire' some worker droids from the local Jawa camp by destroying their
    - Destroy the Spaceport at the Republic Trade Outpost.
    You start with a pretty large army with some Anti-Air Mobiles, Sev'Rance Tann,
    and a Medic.  Follow the path and you will run into some grunts of Boorka the
    Hutt.  They're actually pretty tough.  Keep on going until you run into Boorka
    himself.  After a little bit of talking, they become allies.
    Head west until you get to a spot where you see Ore and Nova.  Head down south
    and eliminate the four Jawas there as well as the Sandcrawler.  You get some
    Workers in return.  Build a Command Center and have some of them collect
    Carbon.  The problem is that you can't build more Workers since you don't have
    any houses.  Have all of your Workers harvest Carbon until you can provide
    enough housing till you can produce more.  Have your units stand guard while
    you build up.  There's a Holocron northwest of your base.  You'll have to clear
    the Jawas out, but once you do, you can store it in the Sith Temple and get
    continuous Nova.  Also, trade with the Mos Osnoe Spaceport, as once you do, you
    receive 500 Nova from them.
    You should focus on building up resources and your base defenses until you can
    take the offensive.  The enemy has air units and will attack you with them, so
    construct some Anti-Air Troopers and upgrade them when you get the chance.
    Since most units you're going to produce right now use Food and Carbon, get
    some Workers on them.  Ore is probably your third needed resource.
    You're only allowed 100 units in this mission, but you can exceed that limit
    with some new units.  To the east corner of the map lies a Republic Outpost
    Tuskan Raider camp.  Send some units over to destroy them to get some Tuskan
    Raiders and some Tuskan Mounted Troopers.  The west corner of the map also
    holds some units for you to claim.  Once you reach Tech Level 3, send a Fighter
    over.  You'll gain control of units such as IG-88, C-3PO, R2-D2, Explosive
    Droids, Tuskan Raiders and some Power Droids, as well as a Sandcrawler.
    Proceed to Tech Level 4, so you can build Cannons.  The trick to this mission
    isn't destroying their base head on; instead, you must look around.  The enemy
    has Jedi Knights, Assault Mechs, Mounted Troopers and they know how to use
    them.  Send in an army, and your units will either be converted or wiped out.
    Build some Transports and load your Cannons and any Assault Mechs you can
    build, as well as anti-air units or Fighters.  Load them in and then head
    southeast.  Your landing spot is the plateau just west of the Republic Outpost
    base.  Not only does this bypass the defenses, it gives your Cannon a clear
    shot at the Spaceport you're supposed to destroy.  Get rid of the locals in the
    area, then move south on the plateau.  Get down as far as you can and clear the
    Anti-Air Turrets and Power Cores around.  To effectively target the Spaceport,
    you'll need to guide one Cannon onto that very narrow strip of land on the
    plateau.  It doesn't look like it'll fit, but it does and it's the only way to
    reach the Spaceport without endagering your Cannon.  Take it out and the
    mission is done.
    Mission 7.4: Pressing the Advantage
    Mission Objectives:
    - All Decimators must survive.
    - Defeat the Republic base, and capture the Decimator.
    - Sev'Rance Tann must survive.
    - [Optional] Eliminate the Republic Commander, Kraen Weest.
    - The Decimator Laboratory must survive.
    - Bring General Tann to the Decimator Laboratory.
    You start this mission off with Tann, a Power Droid, six Trooper Recruits, and
    four Workers with two Scouts.  The first thing you'll want to do is to build
    more housing and get Workers on Carbon.  Have your Scouts travel to the western
    end and the eastern end of the map to reveal some Banthas.  If you're fast, you
    can capture thirteen of them before your enemies use them.  The good news about
    this mission is that you and your enemies start out at the same basic level and
    must build up.  The bad news is that there are three of them.
    Build an Animal Nursery to garrison your Banthas and focus on achieving the
    next Tech Level.  After about five minutes into the game, the enemy will
    attack.  Of course, since they're pretty weak, they can only send a Bounty
    Hunter with a few Trooper Recruits.  Not too bad, but if it gets too tough,
    garrison your troops into your Command Center.  As soon as you reach Tech Level
    2, get your Workers cracking on the Ore and Nova and erect walls around your
    compound.  A Gate and two Light Turrets on the northern part of the wall,
    filled with Troopers make a great defense against the enemy right now.  Since
    you're pretty much limited in the offensive firepower, focus on building up
    again, while keeping your base safe.
    Once you and your enemies reach Tech Level 3, it starts to get tough.  Erect a
    Fortress on the eastern side of your base, above the Nova and between the
    trees.  This creates a barrier that the enemy has to go around, while being
    shot at.  Build a Shield Generator next to the Fortress and an Anti-Air Turret
    on the western side of your base.  Wall that part off.  Focus on upgrading your
    troops and structures as you progress and building up resources.  You should
    generally wait until Tech Level 4 to attack, as that's when your troops are at
    their best.  Your first target should be the western base on the map.  It's
    lightly defended and they don't research any upgrades for their defense
    structures.  You'll need a force of about thirty Repeater Troopers and five
    Strike Mechs, along with a Cannon guarded by five Heavy Anti-Air Mobiles.
    Travel along the edge of the map so you don't attract any attention.  You
    should stumble upon some Workers harvesting Carbon.  Eliminate them and move
    on.  Once you reach their base, wipe them out.  You'll be pitted against Strike
    Mechs, Repeater Troopers, and Mech Destroyers, but since they haven't been
    upgraded in certain areas, they fall quickly under the combined firepower.
    Nevertheless, they have a lot of resources to make troops to throw at you.  As
    always, Power Cores should be your number one target to reduce the amount of
    enemies.  Focus then on the troop centers or other military buildings, then the
    Workers and Command Center.  You should find a Decimator as you fight, and
    you're given control of them.  You must protect them so have your Cannon
    destroy the buildings while you position your men in front of it.  Once you
    defeat this base, take a breather.
    Instead of taking out the other smaller base, take out the larger one.  First,
    build a Shield Generator, Power Core, Fortress, Troop Center and Mech Factory
    near the Decimator Facility.  Then, open fire on one of the walls.  Doing so
    will ignite a maelstrom of enemy units.  Thankfully, you've got some
    protection.  You're going to need to battle your way in, so get some Strike
    Mechs and Repeater Troopers and lead the charge.  Heavy Mech Destroyers also
    work better in this situation, as you'll be facing a lot of Strike Mechs.
    Cross the bridge and be prepared to stay there for a while, until you can get a
    Worker to build some more military buildings there.  You must destroy enemy
    after enemy until you can destroy their production facilities.  Don't be
    surprised if you have to constantly rebuild your forces.  They have a lot of
    units to throw at your way.  Use your Cannon behind your troops to destroy any
    Power Cores within its range.  Then, the military structures.  The main
    Decimator Laboratory is probably under your control now, so guard it.  Fight
    your way to the southeast corner of the map.  Two Heavy Pummels are great in
    this kind of fight, as their base is littered with structures.  The only
    trouble you might face are the Workers.  They're pretty elusive with the fog of
    war, and easily rebuild any structure you destroy.  Keep an eye on them.
    With the two bases gone, the last one is a breeze, especially since they spent
    their forces on protecting the main base.  Simply use a Cannon to destroy their
    structures from behind the wall.  Send in your Pummels and destroy their
    Command Center to effectively neutralize the Republic.  Then, send Tann into
    the Decimator Laboratory to win the mission.
    Mission 7.5: Opening the Wound
    Mission Objectives:
    - Destroy the Republic transmission tower.
    - Escort the Data Droid to the Decimator facilities.
    - Data Droid must survive.
    - Sev'Rance Tann must survive.
    - Destroy the Decimator facilities after unlocking the operational codes.
    - Escort Tann and the Data Droid back to the landed Confederacy transports.
    This is a pretty quick mission.  You start off with six Heavy Troopers, seven
    Strike Mechs, three Workers, one Heavy Pummel, two Pummels, Sev'Rance, Data
    Droid, five Heavy Mounted Troopers and one Scout.  Have your Scout explore the
    island to the east to reveal seven Nerfs.  Build a Command Center and an Animal
    Nursery for them.  Explore south on your own island to reveal three Transports.
    Your only enemies in this mission are the Wookies.  As you know, you're on
    Alaris Prime, which you faught so valiantly to save in the first campaign.
    But, this is the past, so who cares?  Even though you're a Tech Level 2
    society, you can create Heavy Troopers.
    Focus on collecting resources fast.  There's a reason why you already have two
    prebuilt Anti-Air Turrets.  About fifteen to twenty minutes into the mission,
    you'll be attacked by swarms of enemy aircraft, all attacking your Workers and
    units.  Try to be at Tech Level 3 by then, so you can construct a Shield
    Generator, Fortress and some Heavy Anti-Air units.  If you run out of Ore, land
    your Workers on the main land to your right.  Build a Command Center near the
    large pile of Ore, and guard it closely with turrets and a Shield Generator.
    You'll be harrassed.  Near the Ore, build a Troop Center and Mech Factory.  For
    this job, you can build a Cannon or just use the Pummels.  You'll need about
    thirty Repeater Troopers and five Strike Mechs.  Travel east.  The Republic
    doesn't have any Workers so they have a meager force of a few Repeaters.  Have
    your Cannon or Pummels take out the turrets, then the transmitter.
    Load your men into some transports and then land them on the west.  As soon as
    you land, you'll be under fire from a turret.  Use your Pummels to destroy it
    while your other units hold off the Wookies.  Don't forget to bring the Data
    Droid.  Fight your way through, but like the other Republic Base, this one is
    loosely guarded.  Your only enemies are the Wookies who come after you.  Send
    the Data Droid near one of the facilites.  Once you complete your objective,
    destroy both buildings to win the mission.
    Mission 7.6: Into the Grid
    Mission Objectives:
    - Destroy the Power Relay on Asteroid 426.
    - At least one transport must survive to the landing site.
    - [Optional] Destroy the Asteroid Supply Depot to gain additional resources and
    - Sev'Rance Tann must survive.
    You start this mission in the bottom corner of the map.  Group your units into
    four groups.  Now, the bottom half of this map is littered, I mean littered
    with Advanced Anti-Air Turrets, all waiting to destroy your precious fighters.
    You have two options.  Use your Air Cruisers' line of sight to reveal them, but
    since they only have +1 Line of Sight more than the turrets, it's pretty risky.
    The second option is to use a really fast craft, such as Tann to zoom around.
    Not only can she stand multiple shots, but she can take out enemy fighters with
    one shot.  Also, the Anti-Air Turrets don't have the homing capability you'll
    face later in this mission.  After you scout ahead, have your Air Cruisers
    destroy the turrets.  You're going to want to blast your way through, letting
    your Fighters handle the enemy aircraft.
    After you reach main land, have your Air Cruisers destroy only the Asteroid
    Supply Depot.  After they are both gone, you'll gain control of every single
    building around it.  Unload your transports but watch out for any more Anti-Air
    Turrets around.  Build a Command Center (Boy, you build a lot of these in this
    campaign.) and have your Workers harvest the stockpile of all four resources.
    Get cracking on the Food and Carbon while your Fighters and air units hold off
    the enemy ground attack.  Be careful not to let your Air Cruiser blast anything
    too near your structures because it does collateral damage.
    Fortify your base by building walls and turrets.  There are large deposits of
    Ore and Nova to the west of your base.  However, you'll have to clear out the
    two enemy Air Cruisers and Jedi Starfighters in the area.  There are two enemy
    bases.  One to your right that's pretty much useless.  They do have Workers but
    you should wipe them out when they leave the confines of their base.  They also
    have some stockpiles of resources, but you don't need them.  The main base
    holds the Power Relay and that's the one you've been receiving the attacks
    from.  By now however, they should have wasted their men on destroying your
    base but your aircraft took them out.  They don't have any Workers so don't
    worry about them building up.
    Your only enemy then are the defenses and the Republic Army (red) that's lying
    around.  First thing you'll want to do is to go to Tech Level 4.  There, you
    can gain access to the Cannon.  You'll want to have a squad of Repeater
    Troopers to guard it, as well as Heavy Mech Destroyers.  As always, you'll need
    to take out the perimeter defenses, which includes a Fortress.  Inside, you'll
    face another Fortress as well as the Republican Army.  They have 190+ units so
    you'll need to fight on your terms.  Draw them out by firing on one of their
    units.  They only respond to an enemy attack on them, so firing on a building
    won't work.  Then, retreat to the safety of your base.  The defenses should cut
    them down.  Sev'Rance Tann makes a good defense fighter, especially since she
    can regenerate her hit points.
    Keep on doing this until no more enemies attack.  The Assault Mechs are
    probably the toughest enemy you'll face, but you can use your leftover Air
    Cruisers on them.  Your last obstacle includes enemy Cannons.  If you try to
    build in their base to establish a closer base of operation, they will destroy
    it with Cannons.  However, you can build it far back enough so their Cannons
    can't reach.  Deploy a Shield Generator and then have your Cannons target their
    Cannons.  With the shield around them, they have twice as much hit points and
    should survive.  Clear out the remaining defenses and take out the Power Relay
    with your Cannons.
    Mission 7.7: Sarapin's Fury
    Mission Objectives:
    - All energy collection repositories must survive.
    - Destroy Mt. Corvast Citadel to capture the enemy collection repositories.
    - [Optional] Destroy all Republic forces.
    - [Optional] Destroy all energy drill platforms.
    - Sev'Rance Tann must survive.
    You start this mission off with two Scouts, a Bounty Hunter, two Decimators,
    and a few Workers.  For your information, Decimators are basically your Heavy
    Assault Mechs.  They can be upgraded at the War Center to make them vastly more
    powerful than before.  For example, researching "External Sensor Pod" will give
    the Decimator +2 attack instead of one.  Not only that, but they have their own
    shielding and can shoot down enemy fighters.
    Build up.  Gather the Banthas east of your base and place them in an Animal
    Nursery.  However, you'll need farms to fully support your army, which means
    you'll need lots of Carbon.  As you might have noticed, there seem to be square
    shaped cracks on Sarapin, including one in your base.  Placing any unit or
    structure near it or on it will release some volcanic steam [I guess] which
    will continually damage it until it's destroyed.  However, they work to your
    advantage too as enemy units will follow the same fate.  Wall it off with some
    Light Walls and continue building up.
    The enemy doesn't attack you in this mission until you attack them.  Use this
    to your advantage by building up some secure defenses so that you can slowly
    bleed their military units.  Advance to "Tech Level 4" so you can go on the
    offensive.  To get the enemy to attack you, simply build a squad of 20 Repeater
    Troopers and some Heavy Anti-Air Troopers.  Send them northeast.  Once they run
    into some opposition, attack.  Most likely, your force will be defeated and the
    enemy will rush towards your base.  Using your defenses, you can continually
    destroy all that they send towards you.  Watch out for Jedi conversions, or
    they'll wreck havoc in your base.
    Once the enemy units start to slow, send out your main assault group.  This
    should consist of a health mix of 43 Repeaters and Strike Mechs, all fully
    upgraded.  Also build a Cannon, four Heavy Pummels, and five Heavy Anti-Air
    Mobiles.  Make sure that all of your troops are fully upgraded, and the "Droid
    Upgrades" researched.  Then, send them north.  This attack will be the hardest
    of all, since they have a fully functional town with support from their
    neighboring ones.  Use your Cannon to take out the Power Cores while your units
    hold off the enemy.  You'll want to focus on taking out the Jedi Knights that
    come your way.  Destroy their base to pick up a Holocron.  Place it inside your
    Sith Temple for a much need supply.  For your information, there's another
    Holocron located to the northeast of the map.
    Now that you've destroyed the first Republic Camp, this mission gets a whole
    lot easier because all camps have depleted their forces trying to save the
    first one, and you've gotten rid of one of their allies.  Use a Worker to
    repair your existing forces while you build new ones.  It's advisable to build
    another Troop Center and Mech Factory so you can easily send reinforcements to
    the front lines.  Head across the bridge to "Republic Camp 3".  You really
    shouldn't face any problems except for Jedi Knight attacks.  All in all, this
    is a really simple part.  Just keep on doing this until you reach Mt. Corvast.
    Right away, when you reach Mt. Corvast and their units, you see a big
    difference.  All of those Strike Mechs and Mech Destroyers you faced are
    nothing compared to these units.  These units have been fully upgraded, and
    without a strong army of units, you'll be wiped out.  Now is when you want to
    build Heavy Mech Destroyers as they have an easier time taking out the Heavy
    Assault Mechs and Heavy Artillery they send your way.  Use your Cannon to
    attack the two Fortresses guarding the entrance while you use your Pummels to
    break through the walls and to the Fortresses themselves.  With the two
    combinations, they don't stand much of a chance.  As soon as they're gone, move
    in.  Start attacking the Advanced Turrets guarding the Citadel.  While you're
    destroying them, you might see an alien move towards your forces.  That's the
    Jedi Jor Drakas.  I'm not too good with Star Wars history, so I'm not sure what
    he's doing there.  After you eliminate the Citadel, the Energy Repositories
    fall under your command, and you win the Confederacy Campaign!
                 Echuu Shen-Jon Campaign [The Battle for the Republic]
    Mission 8.1: The War Erupts
    Mission Objectives:
    - Destroy the Battleship core to the south.
    - Destroy the Battleship core to the east.
    - Depa Billuba must survive.
    - Ka-Adi-Mundi must survive.
    - Plo Koon must survive.
    - Stam Reath must survive.
    - Echuu Shen-Jon must survive.
    - Count Dooku is trying to escape!  General Echuu Shen-Jon and his Padawan
       Stam, must head north to intercept him before he reaches his hanger.
    This is quite short, but hey!  We get to see Echuu Shen-Jon and learn about
    what he did in the Clone Wars before he helped Princess Leia.  As you start,
    the Clone Wars erupts all around you.  The Galactic Republic and the
    Confederacy both have 250+ units by the time you start, but they quickly
    diminish.  Take some time to marvel at the fight.  Then, head south from your
    position to find three Grenade Troopers.  Add them to your eighteen Troopers
    and group your Jedi to "1".  Head east, helping out your allies until you find
    the first Battleship core.  Take it out.  To the southeast of your position,
    you can find a Medic in a niche.
    Head down south and you should fun into four Pummels.  Take out the next
    Battleship if an Air Cruiser already hasn't.  Once it's destroyed, everything
    but your Grenade Troopers and your heroes fall under the command of the
    Republic.  Head north to trigger an event with Sev'Rance Tann, who kills
    Echuu's padawan, Stam.
    Mission 8.2: Power Play
    Mission Objectives:
    - All Drill Platform Collectors must survive.
    - [Optional] Eliminate all Confederacy forces.
    - Gain control of all Drill Platform Collectors.
    - Naat Reath must survive.
    - Echuu Shen-Jon must survive.
    - Bring Echuu Shen-Jon and Naat Reath to Mt. Covast Citadel.
    - Capture the Confederacy officer Zian Finnis.
    - Zian Finnis must survive.
    Well, back on Sarapin, and you have to go back to Mt. Covast Citadel, which you
    just destroyed playing as the Confederacy.  Group Echuu Shen-Jon and Naat Reath
    to "1", while you group your Clone Troopers to "2".  As you move up, you'll
    encounter a destroyed Decimator.  Just beyond that is a small Confederacy base.
    Using your forces, have your Clone Troopers take out the enemy while your Jedi
    convert as many Workers and units they can.  Once they garrison themselves into
    the Command Center, have your Jedi attack it.  If you're fast enough, you can
    save the Banthas from being killed.  The attack should go successfully only if
    they focus their fire on Echuu.  If they focus their fire on Naat, withdraw her
    until they focus on Echuu and bring her back into the fray.  Once the Command
    Center is destroyed, eliminate them with your Heavy Troopers.  Head directly
    north to find a few Workers.
    You need to build a Command Center, but you only have 200 units of Carbon.
    Build a Carbon Processing Plant near some rocks and let them harvest the
    Carbon.  Move across the bridge, and use your Jedi to destroy the Medium
    Turrets on each side.  Here is where aggression and rushing come into play.
    Just across the bridge is an enemy base.  If you've been slow enough, you
    should've seen a message about them advancing to "Tech Level 2".  Since Tech
    Level 2 doesn't offer much in defensive or offensive weaponry, send Echuu and
    his apprentice in it.  Have your Heavy Troopers take out the Anti-Air Troopers
    and Bounty Hunters scattered about while your Jedi convert the Workers.  The
    more you can get, the better.  When they garrison themselves in, destroy their
    Command Center.  It's basically the same process as in the first base, and you
    can get rid of another enemy.  Clearing these two enemy bases nets you three
    Drill Platform Collectors.  Have the Workers near them repair them before
    sending them to other tasks.
    Once you have sufficient Carbon, build a Command Center and build more Workers.
    Build an Animal Nursery to hold the Banthas and get some Workers on Farms.
    Since you're already at Tech Level 3, build a Jedi Temple when you get the
    chance.  There's a Holocron at the western corner of your "island" which
    provides you with 60 units of Nova a minute, fifteen more than a regular one.
    Claim it soon or an enemy Sith Apprentice will claim it for their own.
    After you're done clearing the "Confederacy", destroy the various enemy Sentry
    Towers in and around your base.  Just like before, there are square shaped
    cracks on the ground which will damage any unit that crosses it.  Harvest Nova
    and Ore in this mission.  Ore isn't needed too much, but Nova is.  You're allowed
    to build Jedi Masters in this mission, and in my opinion, they are the ultimate
    weapon in the game.  With a squad of eight or more of them, they can take out
    an entire enemy base.
    Once you build up, head north.  You find a large supply of Ore in the corner.
    Build another base of operations here and a large force of Jedi Masters (8+)
    and some supporting units like Advanced Fighters with some Repeater Troopers
    and a Cannon.  Your main enemy are the Air Cruisers the Trade Federation has.
    They are capable of doing hundreds of points of damage over a wide radius.
    Have your Advanced Fighters destroy it, but stay out of the Fortress' range.
    To successfully manage this attack, you'll need to research "Jedi Mind Trick"
    for your Masters.  In this way, they can convert and attack without the enemy
    knowing it before they do.  Convert any turrets nearby that you feel is
    neccessary to help your cause and move in.  You can convert their Shield
    Generator too and build a Power Core next to it to give your Masters an
    advantage.  In this base, there is nothing that the Masters can't destroy or
    convert on their own.  Destroy this base to claim two more Drill Platform
    As you move down towards the main Confederacy base, you should claim the last
    three Drill Platform Collectors.  There's also a ton of Ore.  Move all of your
    units down and build a Power Core and a Shield Generator at the edge of the
    bridge.  They Confederacy doesn't have a lot of troops, but they are powerful
    and can overwhelm your Jedi, especially the Bounty Hunters.  Use your Cannon to
    destroy the two Fortresses guarding the bridge.  Use your Jedi Masters to head
    down the middle path.  Since they used their forces to try to stop your
    advance, they really have nothing left except some anti-air units.  Bring Echuu
    and Naat to Mt. Covast Citadel to win the mission.
    Mission 8.3: Never Trust A Hutt
    Mission Objectives:
    - Meet with Jabba.
    - [Optional] Eliminate Boorka the Hutt and his henchmen.
    - Infiltrate the Confederacy's base and destroy their main Command Center.
    - Go to Jundland Station.
    - Eliminate Tusken Raider threat for Jundland Station, and they'll provide
       resources for you.
    Seems that Jabba never really liked what Boorka did with the Confederacy and
    now wants him dead.  This mission again uses Jedi Masters to defeat the enemy,
    so you'll want a lot of Nova.  Head right from your current position to meet
    with Jabba the Hutt.  After receiving your instructions, the Tusken Raider camp
    appears on your map.  Just to let you know, Echuu has the ability to convert
    some Mechs, so have him convert the lone Scout east of Jundland Station.  Head
    up towards the Camp, and convert any Tusken Riflemen you see on cliffs.  They
    can provide some backup support while you deal with the Tuskens themselves.
    Defeat them and convert more of their people to receive resources from Jundland
    Station.  Also, there are eight Banthas here.
    Build a Command Center near the lone Scout you converted.  There are a ton of
    resources near there and you can get a good start.  Build up.  You definitely
    want to go to "Tech Level 4" and research all of the Jedi Temple upgrades, as
    well as all of the War Center upgrades.  You don't need really any Mech Factory
    units.  You can boost your population by three once you reach your limit, if
    you do reach your limit.  R2-D2 and C-3PO are located in the east with their
    escape pod (Episode IV?) and a Skyhopper is located in the far western corner.
    Make a squad of Jedi Masters and send them towards the middle of the map.  You
    really don't have any main enemies except for enemies who fire yellow shots.
    Those are basically alien Bounty Hunters employed by Boorka and they will take
    a chunk out of them.
    Convert anything you can.  If you keep it up, you can have a large squad of
    fighters.  Research the "Shield Modifications" technology and any that you
    convert will be shielded.  Awesome!  If you have at least 20+ Fighters, you can
    assassinate Boorka with them.  The Advanced Anti-Air Turrets don't track your
    fighters and they last longer with their shield.  Or, send a squad of Repeater
    Troopers and some converted enemy units to Boorka.  A shootout will ensue.
    Eliminate all traces of the Hutt and Jabba will give you a whopping 5000 Nova
    tribute.  Build a Command Center and some Anti-Air Turrets here to fend off the
    Fighter attacks.  Have your Jedi Masters travel east from here and convert the
    two Advanced Turrets.
    Keep on making your way into the enemy base.  Keep on converting turrets as you
    progress towards the Command Center.  Convert the two Advanced Turrets, the
    Power Core, and the Shield Generator.  With the protection of the shield and
    turrets, nothing can really harm your units now, especially with their depleted
    forces.  Once the Command Center has been destroyed, you win.
    Mission 8.4: Laying the Foundation
    Mission Objectives:
    - Find and kill Plure Barron.
    - Destroy the main mining facilities.
    - [Optional] Destroy the secondary mining remotes.
    - Naat Reath must survive.
    - Echuu Shen-Jon must survive.
    Start by using your Workers to build a Command Center next to the Carbon rocks.
    Immediately after construction, build ten Workers and have most of them mine
    Carbon while a few of them kill Mynocks.  You have a problem in the very
    beginning of this mission.  You don't have a supply of food.  You can't build
    farms and there doesn't seem to be a very dependable supply of food.
    Thankfully, there are two sources of Food stockpiles located south of your
    base.  Send some Workers over there to harvest them as soon as possible while
    you send more in the southwestern direction.  You should run into a large,
    really large, deposit of Ore with some enemy Workers.  In this level, since
    Food is in short supply in the beginning, you should convert all that you can.
    Send your Troopers to defend the area and upgrade them as soon as possible.
    While the enemy will research higher tech levels, they never really seem to
    upgrade their infantry units much, so your troops will be superior.
    Other than Food, the other three resources are extremely abundant in this
    level.  However, since Food is one of the main resources you need for your
    army, you need a dependable supply.  Southwest of the Ore, you can find an
    enemy Animal Nursery.  In this mission, enemy Animal Nurseries built outside of
    their base are IMPORTANT.  If you see an enemy Worker building one, let him
    finish and wait about ten minutes.  Then, come to destroy it.  Destroying the
    one in front of you will yield six Nerfs.  Not much, but it's all you got.
    Send two Transports to pick them up and drop them off at your base.  This
    ensures that the enemy will not reclaim their animals.  Upgrade your Animal
    Nusery as soon as you get the chance.
    Now that you've got a pretty good flow of all resources, focus on defending
    your territory.  Enemy attacks will constantly challenge your claims, so build
    defenses backed up by units.  Ore should not be a problem in this mission, nor
    Nova.  The problem is the large attack the enemy will periodically send at you.
    Garrison Naat Reath into a secure structure and send Echuu down.  Save your
    game often when you're using hero characters in battle as you never know if
    you're going to lose them.  Since this level does not allow you to build Jedi
    Temples, you cannot build Jedi Masters and reseach Jedi abilities.  Echuu can
    only convert enemy infantry.  Infantry should not be your targets though.  The
    Heavy Destroyer Droids they send at you should.  With their shielding and their
    ability to destroy the enemy infantry with ease, they make a great addition to
    your army.  In fact, you could have a whole infantry unit of Heavy Destroyer
    Droids if you convet enough instead of Repeater Troopers.
    Nevertheless, whatever choice you use, you want to advance to Tech Level 4.
    Build multiple Shield Generators around the entrances to your base and lots of
    Advanced Turrets.  Your attack force should consist of a large army of Repeater
    Troopers, Pummels, Heavy Mech Destroyers, Heavy Anti-Air Mobiles, and Cannons.
    Your usual army, of course.  You're only allowed a population of 75, so you
    have to choose carefully which units are more valuable to you.  Move down.
    You'll probably come across lots and lots of Power Cores.  Destroy them if you
    want, but since they don't power anything, they're useless.  The main things
    you want to destroy are the enemy Airbases.  Once you start your attack, have a
    Worker build a secondary military base near your army so they can be
    resupplied, with a Shield Generator.  If you're ever in trouble, fall back
    under the shield.  Build a Fortress and garrison some Repeater Troopers inside.
    The Fortress can handle any threat they send.
    While you attack, not only should you target their military buildings, but
    their Animal Nurseries.  Just like you, that is their only supply of food, and
    without it, they cannot build an army.  If you release the animals inside but
    don't think you can garrison them quickly enough before they fall back under
    enemy control, kill them.  Better let no one have it than let them have it at
    all.  As you battle your way down, destroy a portion of the wall and move in.
    They will constantly send Mounted Tropers and Troopers your way, but your units
    should handle them with ease.  There are seven main Mining Facilities inside,
    but before you enter and destroy them, take out the Command Center to the west.
    You'll notice that something is garrisoned inside.  That is Plure Barron.  Once
    the Command Center is destroyed, kill him and he'll tell you that Sev'Rance
    Tann is already inspecting the new Decimators.
    Finish off the seven main Mining Facilities with Pummels and Cannons while you
    use your other ranged units to hold off the enemy attack.  Echuu can help in
    this situation, since he has a powerful close combat attack.  Once they are
    destroyed, you win.
    Mission 8.5: Temptation's Folly
    Mission Objectives:
    - Destroy every Decimator Factory.
    - [Optional] Destroy Anti-Air Turret arrays to allow Air Transports to drop
       fresh troops.
    - Naat Reath must survive.
    - Echuu Shen-Jon must survive.
    - Echuu Shen-Jon and Naat Reath must locate Sev'Rance Tann.
    If Echuu Shen-Jon is gripped by the dark side, then why send him on these
    missions?  I mean, isn't the Jedi Council supposed to see these things?
    Anyways, another one of those search and destroy missions.  You start with 10
    Repeater Troops, 2 Heavy Strike Mechs, 2 Heavy Mech Destroyers, 2 Heavy
    Artilleries, 2 Heavy Pummels, and your Jedi.  Group them into five different
    groups.  Travel north and you'll run into some Wookiees who were left behind
    when the Wookiees fled the planet.  I guess that's why the developers wanted
    you to play the Confederacy Campaign first.  They join your cause, so you now
    have more Repeaters and Grenade Troopers with two Medics.
    Travel west.  You'll run into a light skirmish which your Jedi can easily
    handle.  You can even have Echuu convert some of them.  Have your Mech
    Destroyers blast the Lt. Frigates out of the water and station your units at
    the end of the bridge.  Make sure your Artillery units have a good clear view.
    Have your Jedi move up the bridge and attack the Gate.  The walls are shielded,
    and without the proper siege weapons, they take a long time to destroy.  Doing
    so will trigger an attack.  Have your Jedi fall back to the safety of the
    group.  Since the bridge is narrow, your Artillery units won't have a hard time
    hitting them and your infantry can finish what's left.
    Back at the Gate, destroy it along with the two turrets guarding it.  There are
    four Decimator Factories in this section of the base.  Once you destroy the two
    turrets guarding the front, the only defenses are a Fortress and another Medium
    Turret.  Your Artillery can destroy the Fortress from afar, but if it takes too
    long, send in your Pummels.  Take out everything inside the base, including the
    first pair of Anti-Air Turrets to receive reinforcements.  They consist of
    three Heavy Strike Mechs, three Heavy Mech Destroyers, and one Assault Mech.
    Move them up and destroy the Medium Turret along with another Decimator
    Factory.  As you move east, notice how narrow the path is.  It's a good place
    for Artillery units to rain down fire upon your troops.  As soon as you attack
    the second Gate, more enemy units come, including Repeaters and two Artillery
    units.  Take out the Artillery with your Mech Destroyers while your infantry
    takes out theirs.
    Cross the bridges and blow up the Medium Turret while fending off the Lt.
    Frigates.  Destroy the Gate and the second pair of Anti-Air Turrets to gain an
    Assault Mech, a Heavy Strike Mech, and six Repeaters.  Move up.  Send your
    Pummels to take on the Fortress while you clear the four Decimator Factories
    around.  You'll face some resistance, including controlled animals and a
    Decimator.  The Jedi can easily handle both while your forces are occupied with
    something else.  To the east, you can find another pair of Anti-Air Turrets
    which will net you two Heavy Strike Mechs and a Heavy Mech Destroyer once
    they're destroyed.  Head south.  You'll encounter some Strike Mechs and another
    Fortress.  Protect your Pummels as they attack the Fortress and destroy the
    three Decimator Factories.  Now that they're gone, find Sev'Rance Tann.
    If you head up, you'll encounter Mounted Troopers, Grenade Troopers, and a
    Heavy Assault Mech.  Destroy the Heavy Assault Mech first, then the last pair
    of Anti-Air Turrets.  This will get you a Heavy Strike Mech, a Heavy Mech
    Destroyer, and two Grenade Troopers.  Tackle the last Fortress and two Medium
    Turrets, or bypass them completely by sending Echuu Shen-Jon and Naat Reath
    past them all.  Two allied Air Transports will pick up your entire army except
    for your two Medics.  Send them with you.  As your reach the Gate, it turns to
    your color.  Past that waits Sev'Rance.  After a conversation and a turning of
    your Medic, you fight.  She escapes in her transport with Naat.  If you notice,
    the Gate has turned back towards the Confederacy color, but its hit points have
    sky rocketed.
    Mission 8.6: The Resolution on Krant
    Mission Objectives:
    - Find Naat Reath in Tann's Fortress.
    - Echuu Shen-Jon must survive.
    - Search the Droid Storage Building.
    - Bring the Power Droids to the abandoned Wookiee base.
    Have Echuu Shen-Jon lead the way and the rest of your infantry follow him.  You
    should run into a few Nerfs.  Bring them with you and head down.  There, you'll
    stumble upon the abandoned Wookiee base and the Droid Storage Building will
    light up on your map.  Send Echuu down there while the rest of your units
    explore the base to find more Nerfs.
    Now that you have three Power Droids, bring them up to your base to gain
    control of it.  Immediately start producing as many Workers as you can while
    you prepare for the assault.  Build an Animal Nursery next to a Power Droid and
    garrison the Nerfs in.  Assign your Workers to harvest every available
    resource, including the deposit of Ore and wait for the attack.
    The attack starts off strong at the very beginning.  Expect to face Pummels,
    Mounted Troopers, Fighters, Strike Mechs, etc. until you can battle them off
    your land.  If you have the resources, build some Medium Walls and Light
    Turrets near the ford to the west to hold them off.  You're going to want to
    build an Anti-Air Turret along with them and later, a Fortress.  Garrison your
    Repeater Troopers to add the extra firepower.  Destroy the Animal Nursery west
    of your defenses to gain additional Nerfs and load them into the Animal
    Nursery.  Now that you have a dependable supply of food, get cracking on Nova
    and Carbon.  Build Research and War Centers, and a Jedi Temple.  Ah.. how I
    love Jedi Temples in this game.
    You're going to want to upgrade to "Tech Level 4" and research all possible
    upgrades in the War Center and Research Center.  Also, research everything that
    you feel you need in the Jedi Temple and start to produce a few of them.  A few
    is really all you need for the small bases guarding "Tann's Stronghold".
    Travel west first, and eliminate the "Western Base".  As usual, a key part lies
    in the fact that you can convert their units to use against them.  Their
    Artillery units and Strike Mechs make very good units against their buildings
    and Workers.  If you see any Heavy Pummels, convert those too, as you can
    eliminate the Fortress and Command Center with it.  Once you destroy the base,
    move on.  You can pick up two units however.  In the western corner of the map,
    you can find Anakin Skywalker [Episode II] and Supreme Chancellor Palpatine
    with a Sith Temple.  You won't get to keep the Sith Temple for very long, since
    it's built on one of those weird square shaped cracks that does continuous
    damage until it explodes.
    The "Eastern Base" is also easy to destroy, but they rely more heavily on air
    units like they Elite Geonosian Fighters and other aircraft.  You can convert
    them if you like to give yourself an airforce, but they tend to be useless
    against anti-air defenses.  However, set them on patrol so they can pick off
    enemy Workers as they move.  Bring your Heavy Pummels from before, or use a
    Cannon and assault the main part of the base.  They have a Fortress and a
    Command Center built right next to each other.  Have your Jedi destroy the
    Power Cores next to the Shield Generator, then convert it.  Take out the
    Command Center and the Fortress and all of their Workers, then switch their
    stance to "Ally" and trade with their Spaceport.
    Now that you've gotten the two smaller bases out of the way, focus on the
    stronghold.  The best part about this is that they don't have any resources,
    and they don't have any Workers.  Any military units you destroy now won't be
    rebuilt.  If you have any air unit, bring them with your Jedi as they move up
    the ford.  Draw units out by attacking the Gate.  Unlike the other two, they've
    researched "Jedi/Sith Purge", which means that they will die instead of joining
    your cause.  Don't let that stop you because this still works to your
    advantage.  Now, your Jedi have a ranged attack that takes about as long as a
    couple of Repeater Troopers.  The Jedi are especially good at blowing up the
    Heavy Assault Mechs and Cannons before they can really fire a shot.  Keep on
    doing this until you can use a Cannon to blow up the front Gate and the
    surrounding turrets.
    Once inside, things should go more smoothly.  All you need to worry about are
    the two Fortresses you'll meet, and the variety of Advanced Turrets.  Use your
    Cannons to take out all of them, and the Command Center.  Once you destroy the
    Command Center, have all of your forces stop where they are.  There's a path
    defined by walls, but sending anyone but Echuu there will get Naat killed.
    Bring Echuu up and you'll duel with Sev'Rance.  After a few seconds, Echuu will
    defeat her and you'll finish the Clone Wars.  The next mission is...
    interesting in the timeline.
    Mission 8.7: The Taking of Coruscant [BONUS MISSION]
    Mission Objectives:
    - The Imperial Palace must survive.
    - Master Skywalker must survive.
    - Rand Talor must survive.
    - Millennium Falcon (General Solo) must survive.
    - Destroy the Elite Force and claim the Imperial Palace for the New Republic.
    - Rescue Kath Talor from the Imperial Palace.
    First off, go into your Diplomatic menu and switch the Imperial Palace to
    "Ally".  Second, notice that it's Master Skywalker and that he has been gifted
    with all Jedi abilities.  Also, the enemy can be converted to join your cause.
    Second, why is this in the Republic Campaign?  It would make more sense if it
    were in the Rebel Alliance's.
    Group your units into groups that you see fit.  Head up and use your Cannons to
    destroy the two Advanced Turrets, then the Gate.  Head inside, convert the Dark
    Trooper Phase 2 and the Advanced Anti-Air Turret and move west.  Kill the four
    Heavy Anti-Air Troopers while you're at it.  You'll run into another gate.
    Beyond that are two Advanced Turrets.  After making quick work of them, bring
    your forces to the corner and let them sit there.
    Destroy the Advanced Turret with your Cannon, but beware of the Heavy Assault
    Mech.  Since their Assault Mech is more powerful than yours, convert it and try
    to get it out of the turret's range.  Once you achieve this, "Lancer Squadron"
    arrives with seven B-wings for you.  Yah!  Move your forces towards the corner
    and destroy the Power Core and the factories.  East of your position lie some
    Imperial Fighters, and some TIE Advanced x1s.  You can convert them, but they
    won't last long since an Anti-Air Turret is nearby.  However, it is a good way
    to get rid of them.  Take out the fighters and the Airbase and move up.
    You're almost done.  Convert at least one of the anti-air turrets and move your
    whole army up.  Get close enough so that you can see the Imperial Fortress.
    Have your Cannons open fire with units flanking it and prepare for a
    spectacular battle.  Bounty Hunters, Repeater Troopers, Heavy Strike Mechs and
    Fighters go toe to toe in the battle and it's awesome to see all of your units
    firing upon the enemy.  Make sure to keep Luke out of it as Bounty Hunters can
    quickly put an end to your mission.  Convert the Assault Mech that joins the
    fight and destroy the Fortress.  Move on up ahead with Luke until you see an
    AT-AT with the enemy inside.  Use Luke to get in close and destroy it, then the
    General himself.  Out pops some Imperial Royal Guards.  They have a hand to
    hand fighting style, so your ranged units can quickly put them down.  Once you
    do, you win!  I wonder if they're going to make an Episode III game...
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=[ 7. Technologies ]=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    Read about the different technologies for the different civilizations.  All of
    this information comes from about an hour copying down word for word from the
    Technology Tree located in this game.
     "MacroBinoculars" - [75 Food][TL-2]
    All Troop Center units gain +1 Line of Sight.  Additionally, all Troop Center
    units (except Mounted Troopers) gain +1 Range.
     "Portable Scanners" - [225 Food][TL-3]
    All Troop Center units gain +2 Line of Sight.  Additionally, all Troop Center
    units (except Mounted Troopers) gain +2 Range.
     "Integrated Rangefinder" - [300 Food][TL-4]
    All Troop Center units gain +1 Line of Sight.  Additionally, all Troop Center
    units (except Mounted Troopers) gain +1 Range.
     "Droid Assistants" - [100 Food][100 Carbon][TL-4]
    All Troop Center units are created 20% faster.
     "Lighter Armor" - [100 Food][TL-3]
    All Troop Center units gain +5% speed.
     "Dexterity" - [450 Food][150 Carbon][TL-4]
    All Troop Center units gain +5% speed.
     "FarSeeIn Binoculars" - [300 Food][TL-4][GUNGAN SPECIFIC]
    All Troop Center units gain +2 Line of Sight.  Additionally, all Troop Center
    units (except Mounted Troopers) gain +2 Range.
     "Explosive Yield Increased" - [300 Food][450 Nova][TL-4]
    Grenades do double the damage in double the area of attack.
     "Strengthened Assembly" - [150 Carbon][50 Ore][TL-3]
    Increases the hit points of a Power Core by +200.  Also increases the hit
    points of a Power Droid by +40.
     "Efficient Buildings" - [350 Nova][TL-4]
    All buildings use a new superconducting technology to produce units and
    research +10% faster.  Also, Power Droids are enhanced with an increase in +10%
     "Power Core Shielding" - [125 Ore][TL-4]
    Power Cores can generate self-shielding.
     "Upgraded Generator" - [100 Food][75 Carbon][TL-3]
    All Mech Factory units gain +10% speed.
     "Advanced Generator" - [200 Ore][[450 Nova][TL-4]
    All Mech Factory units gain +10% speed.
     "Walker Research" - [150 Ore][350 Nova][TL-4][GALACTIC EMPIRE SPECIFIC]
    AT-AT's minimum range is decreased, and an anti-air attack is added.
     "Gungan Creature Armor" - [700 Food][350 Carbon][TL-4][GUNGAN SPECIFIC]
    All Mech Factory units gain +10% hit points.
     "Advanced Redesign" - [750 Food][450 Nova][TL-4]
    All Mech Factory units gain +50 hit points.
     "Wookie Ingenuity" - [400 Food][400 Nova][TL-4][WOOKIE SPECIFIC]
    All Mech Factory units cost 15% less to build.
     "Technicians" - [700 Food][150 Ore][TL-4]
    All Mech Factory units have 25% more hit points.
     "Strengthened Superstructure" - [300 Carbon][100 Ore][TL-3]
    Increases the hit points of a fixed Shield Generator by +250.
     "Superconducting Shields" - [100 Ore][300 Nova][TL-3]
    Decreases recharge time and increases drop off time for shield
    activation/deactivation within range of a shield generator.
     "Jedi/Sith Stamina" - [120 Nova][TL-3]
    Knights and Masters regain force power 50% faster after a successful turning.
     "Jedi/Sith Agility" - [100 Nova][TL-3]
    Jedi and Sith speed is increased by 15%.
     "Force Strong" - [200 Nova][TL-4]
    Knights and Masters have +3 turning radius and +3 line of sight.
     "Jedi/Sith Concentration" - [350 Nova][TL-4]
    Jedi and Sith Masters can turn most Buildings and Heavy Units.
     "Jedi/Sith Purge" - [1250 Nova][TL-4]
    Turned units die when turned by an enemy Jedi or Sith.
     "Faith in the Force" - [750 Food][1000 Nova][TL-4]
    Units on your side are 50% harder to turn.
     "Force Influence" - [325 Nova][TL-4]
    Masters can turn other Jedi.
     "Jedi/Sith Meditation" - [200 Food][300 Nova][TL-4]
    After a group of Jedi turn an enemy unit, only one Jedi or Sith has to rest.
     "Jedi/Sith Perception" - [200 Nova][TL-4]
    Masters can see stealth or submerged units.
     "Jedi Mind Trick" - [550 Nova][TL-4]
    Masters and Jedi Starfighters gain stealth capability.  They cannot be seen by
    other units without detection capabilities except when the unit is attacking or
     "Sight Beyond Sight" - [350 Nova][TL-4][GALACTIC REPUBLIC SPECIFIC]
    Jedi gain precognitive sight and pass this knowledge onto Troopers, Jedi;
    Trooper, and Jedi Starfighter line of sight is increased by +6.
     "Battle Armor" - [225 Food][200 Carbon][TL-4][ROYAL NABOO SPECIFIC]
    Fortress units (except Air Cruiser) have 25% more hit points.
     "Bothan SpyNet" - [100 Nova][TL-4]
    In regular game, reveals all enemy units and buildings by showing you their
    line of sight.  The total cost is 100 Nova per enemy worker.
     "Taxation" - [225 Food][400 Nova][TL-4][ROYAL NABOO SPECIFIC]
    All Military Units cost 10% less.
     "Attack Programming" - [400 Food][200 Nova][TL-4]
    Workers gain +15 attack against buildings, turrets and walls.
     "Automated Processes" - [150 Food][150 Nova][TL-4]
    Military Units are now created 33% faster.
     "Presidium" - [250 Food][400 Carbon][400 Nova][TL-4]
    The Fortress is fortified with +1000 hit points.
     "Galactic Senate Hub" - [350 Ore][500 Nova][TL-4][GALACTIC REPUBLIC SPECIFIC]
    Increases range and line of sight of the Fortress by +2, as well as increasing
    weapons attack against Air, Mechs, Heavy Weapons and Troopers by +2.
     "Berserker Jet Packs" - [300 Carbon][200 Nova][TL-4][WOOKIE SPECIFIC]
    Berserkers gain +10% speed.
     "Basic Training" - [50 Nova][TL-1]
    Makes your workers hader to kill by providing +15 hit points and +1 normal/+1
     "Sensor Beacon" - [75 Food][TL-2]
    All buildings gain +4 Line of Sight.
     "Sensor Array" - [300 Food][200 Nova][TL-3]
    All buildings gain +4 Line of Sight.
     "Upgraded Motivated" - [175 Food][50 Carbon][TL-2]
    Worker and Utility Trawler speed is increased by 10% and their carry capacity
    is increased by 25%.
     "Optimized Motivator" - [300 Food][200 Carbon][TL-3]
    Worker and Utility Trawler speed is increased by 10% adn their carry capacity
    is increased by 50%.
     "Bacta Tanks" - [200 Food][300 Nova][TL-4]
    Units garrisoned within buildings and turrets heal at 4x the normal garrison
     "Upgraded Med Droids" - [400 Carbon][TL-4][GALACTIC REPUBLIC SPECIFIC]
    Advanced technology makes Med Droids +20% faster and increases healing speed by
     "Geonosian Diligence" - [650 Food][400 Nova][TL-4][CONFEDERACY SPECIFIC]
    Enhances worker statistics, including a work rate increase of +10% and an
    attack increase of +2 againsst troopers and buildings and +4 against turrets.
     "Self-Regeneration" - [650 Food][325 Carbon][350 Nova][TL-4][WOOKIE SPECIFIC]
    All biological units (except Workers) regenerate health automatically and all
    Troop Center units gain +30 hit points and +2 duraarmor.
     "Strengthened Frame" - [100 Food][75 Carbon][TL-3]
    All Heavy Weapons Factory units gain 10% more hit points.
     "Reinforced Frame" - [450 Carbon][250 Nova][TL-4]
    All Heavy Weapons Factory units gain 10% more hit points.
     "Creature Training" - [500 Food][400 Carbon][TL-4][GUNGAN SPECIFIC]
    Pummel is twice as effective against Walls; Mobile Anti-Air is more effective
    against air; Artillery is more effective against Buildings.
     "Anti-Air Retrofit" - [400 Carbon][150 Ore][TL-4]
    Anti-Air Mobilees and Anti-Air Destroyers gain +4 line of sight and range, as
    well as +10 damage against Air Cruisers.
     "Mechanics" - [340 Food][300 Carbon][TL-4]
    All Heavy Weapons Factory units gain +20% more speed.
     "Forest Vision" - [410 Food][200 Nova][TL-4][WOOKIE SPECIFIC]
    All Heavy Weapons Factory units (except Pummels) gain +1 attack range and line
    of sight.
     "Geonosian Engineers" - [450 Food][500 Nova][TL-4][CONFEDERACY SPECIFIC]
    Increases Heavy Weapons efficiency by increasing speed by +10% and lowering
    reload rates (except Pummels) by 1/4 second per shot.
     "A-wing" - [150 Carbon][150 Nova][TL-4][REBEL ALLIANCE SPECIFIC]
    Allows you to produce A-wing fighters which are faster and less heavily armored
    than X-wings.
     "Flight School" - [350 Food][50 Carbon][TL-3]
    Pilots have 20% greater hit acuracy, and fighters and bombers gain +1 Line of
     "Advanced Flight School" - [300 Food][200 Carbon][TL-4]
    Pilots have 20% greater hit acuracy, and fighters and bombers gain +1 Line of
     "Enlarged Bomb Hold" - [250 Food][TL-3]
    Bombers now have bombs that have triple the area of effect.
     "Efficient Manufacturing" - [250 Food][350 Nova][TL-4]
    Fighters, Bombers, and Air Transports cost 25% less to produce.
     "Shield Modifications" - [250 Food][500 Nova][TL-4]
    Fighters and Bombers are shielded.
     "Armored Platework" - [350 Carbon][200 Nova][TL-4]
    All Aircraft gain +4 aircraft armor.
     "Air Cruiser Boost" - [300 Carbon][300 Nova][TL-4][GALACTIC REPUBLIC SPECIFIC]
    Air Cruiser Speed is increased by +10%.
     "Advanced Engines" - [225 Food][300 Nova][TL-4][ROYAL NABOO SPECIFIC]
    Aircraft gain +10% speed.
     "Basic Armor" - [100 Food][TL-2]
    Makes your Troop Center units harder to kill by providing +1/+1 armor.
     "Light Armor" - [200 Food][100 Nova][TL-3]
    All Troop Center units gain +1/+1 armor.
     "Heavy Armor" - [250 Food][250 Nova][TL-4]
    All Troop Center units gain +1/+2 armor.
     "Elevation Tracking" - [150 Food][TL-2]
    Makes Mechs, Ships, Command Centers, Fortresses and Turrets more effective by
    increasing their attack, range, and Line of Sight by +1.
     "External Sensor Pod" - [200 Food][100 Nova][TL-3]
    Makes Mechs, Ships, Command Centers, Fortresses and Turrets more effective by
    increasing their attack, range, and Line of Sight by +1.
     "Targeting Sensor" - [300 Food][200 Nova][TL-4]
    Makes Mechs, Ships, Command Centers, Fortresses and Turrets more effective by
    increasing their attack, range, and Line of Sight by +1.
     "Light Plating" - [100 Food][TL-2]
    Strengthens your Mech Factory units by giving them +1/+1 armor.
     "Medium Plating" - [150 Food][100 Nova][TL-3]
    All Mech Factory units gain +1/+1 armor.
     "Heavy Plating" - [250 Food][250 Nova][TL-4]
    All Mech Factory units gain +1/+2 armor.
     "Primary Focusing Coils" - [100 Food][TL-2]
    Makes your Mech Factory and Troop Center units (except Anti-Air Troopers) more
    powerful by giving them +1 attack.
     "Cooling Sleeves" - [250 Food][150 Nova][TL-3]
    Makes your Mech Factory and Troop Center units (except Anti-Air Troopers) more
    powerful by giving them +1 attack.
     "Advanced Power Pack" - [300 Food][200 Nova][TL-4]
    Makes your Mech Factory and Troop Center units (except Anti-Air Troopers) more
    powerful by giving them +2 attack.
     "Redesigned Specifications" - [200 Food][150 Nova][TL-3]
    Ships gain +1 armor and sea transport ships now carry +5 units.
     "Advanced Propulsion" - [500 Food][300 Nova][TL-4]
    Ships gain +15% speed.
     "Grenadier Training" - [150 Food][150 Nova][TL-3]
    Grenade Troopers throw grenades 10% faster.
     "Redoubled Efforts" - [600 Food][200 Nova][TL-4]
    It now takes 20% less resources to build ships.
     "Advanced Scanning" - [300 Carbon][300 Nova][TL-4]
    All Ships gain +2 Ling of Sight and Submarines are now dectable by al military
     "Faster Growth Chamber" - [750 Food][150 Ore][TL-3]
    Building hit points and armor are increased by 10%.
     "Kaminoan Cloners" - [300 Food][200 Nova][TL-4][GALACTIC REPUBLIC SPECIFIC]
    Cloning Technology produces Laser Troopers +50% faster.
     "Tougher Armor" - [250 Food][125 Nova][TL-4][REBEL ALLIANCE SPECIFIC]
    All Troop Center units gain +30 hit points.
     "Durasteel Support Beams" - [125 Food][150 Ore][TL-3]
    Building hit points and armor are increased by 10%.
     "Permacite Plating" - [200 Carbon][150 Ore][TL-4]
    Building and turret hit points are increased by 10% and armor is increased by +
     "Ion Accu-Accelerator" - [350 Carbon][150 Nova][TL-3]
    Laser Turrets cause 225% more damage in general and do 50% more damage when
    attacking ships.
     "Homing Sensors" - [300 Food][200 Nova][TL-3]
    Anti-Air units and turrets' projectiles now have homing capability.
     "Rotation Bearings" - [200 Food][100 Ore][TL-3]
    Turrets have no minimum range.
     "Heavy Weapons Engineers" - [500 Food][600 Carbon][TL-4]
    All Heavy Weapons Factory units (except Pummels) and Cannons gain +1 attack
    range, and have a +20% attack against buildings.
     "Power Calibrator" - [200 Carbon][100 Ore][TL-3]
    Worker build speed is increased by 20%.
     "Droid Upgrades" - [500 Carbon][300 Nova][TL-4][CONFEDERACY SPECIFIC]
    Enhances all trooper units with +25 additional hit points, and an attack
    increase of +3.
     "Tracking and Targeting Computers" - [300 Carbon][125 Nova][TL-3]
    Attacks on moving targets are more effective now because computers track them
    and can aim better.  This affects all projectiles.
     "Beamdrill Mining" - [100 Food][75 Carbon][TL-2]
    Ore Collectors work 15% faster.
     "Heavy Duty Beamdrill" - [200 Food][150 Carbon][TL-3]
    Ore Collectors work 15% faster.
     "Fusion Extractor" - [300 Food][300 Carbon][TL-4][TRADE FEDERATION SPECIFIC]
    Ore Collectors work 50% faster.
     "Beamdrill Mining" - [100 Food][50 Carbon][TL-2]
    Nova crystal carriers work 15% faster.
     "Heavy Duty Beamdrill" - [200 Food][100 Carbon][TL-3]
    Nova crystal carriers work 15% faster.
     "Handheld CarbonExtractor" - [100 Food][50 Carbon][TL-2]
    Carbon Collectors work 20% faster.
     "Enhanced CarbonExtractor" - [150 Food][100 Carbon][TL-3]
    Carbon Collectors work 20% faster.
     "Heavy Duty CarbonExtractor" - [300 Food][200 Carbon][TL-4]
    Carbon Collectors work 10% faster.
     "Confederacy Alliance" - [250 Food][250 Nova][TL-4][CONFEDERACY SPECIFIC]
    Increases the hit points of a Spaceport by +500, increases the speed of the
    Cargo Hovercraft by +10%, and increases the hit points of Cargo Hovercrafts by
     "Hutt Endorsement" - [150 Food][50 Nova][TL-2]
    Reduces the fee for tributes to 20%.
     "Galactic Banking" - [200 Food][100 Nova][TL-3]
    There is no longer a tribute fee.
     "Galactic Trade Commission" - [300 Food][200 Nova][TL-4]
    Resource trading fee is reduced to 15%.
     "Altered Bargains" - [300 Food][250 Nova][TL-4][GALACTIC EMPIRE SPECIFIC]
    There is no resource trading fee.
     "Market Control" - [300 Food][225 Nova][TL-4][TRADE FEDERATION SPECIFIC]
    There is no resource trading fee.
     "Stimulants" - [75 Food][75 Carbon][TL-2]
    Animals in the Nursery produce food 17% faster than base rate.
     "Genetics" - [125 Food][125 Carbon][TL-3]
    Animals in the Nursery produce food 33% faster than base rate.
     "Cloning" - [250 Food][250 Carbon][TL-4]
    Animals in the Nursery produce food 50% faster than base rate.
     "Kaminoan Refit" - [400 Carbon][TL-4][GALACTIC REPUBLIC SPECIFIC]
    Animal Nursery generates food +20% faster.
     "Irrigation" - [75 Food][75 Carbon][TL-2]
    Farms produce +75 food.
     "Harvesting Program" - [125 Food][125 Carbon][TL-3]
    Farms now yield +125 food.  Worker carry capacity gains +1.
     "Advanced Harvesting Program" - [250 Food][250 Carbon][TL-4]
    Farms produce +175 food.
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=[ 8. Multiplayer ]-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    Find out some general things about each game mode.  However, I don't play
    online, and anything that you might be familiar with online may not appear in
    this section.
                               UNDER CONSTRUCTION STILL!
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=[ 9. Codes & Secrets ]-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    I believe that all of the codes have been released by now, but if there are
    any, be sure to let me know.  Codes are probably not complete if you're reading
    this right now, but you can get a full list of them by checking out the "Codes
    & Secrets" section of GameFAQs.com.
    SKYWALKER     - Gives you an instant win in a single player game.
    TARKIN        - Gives you an immediate defeat.
    DARKSIDE#     - Destroys one civlization of your choice.  Replace the "#" with
      a number between one and eight.  The number represents a specific player in
      the "Diplomatic" menu.
    FORCECARBON   - Gives you 1,000 units of Carbon.
    FORCENOVA     - Gives you 1,000 units of Nova.
    FORCEFOOD     - Gives you 1,000 units of Food.
    FORCEORE      - Gives you 1,000 units of Ore.
    FORCEBUILD    - Immediately makes any structure built, or any units the
      structure was producing appear.
    FORCEEXPLORE  - Removes the entire map, but the fog of war is still there.
    FORCESIGHT    - Removes the fog of war.
    SIMONSAYS     - Gives you "Simon the Killer Ewok" who is insanely tough and
    FORCEBOAT     - Gives you an insanely tough sea vessel.
    SCARYNEIGHBOR - Same as above.
      -=[ Galactic Republic Campaign ]=-
    Even though you're supposed to complete the Confederacy campaign before the
    Galactic Republic's, you can actually access it before you do.  Simply click on
    one of the original campaigns so it brings you to their missions, then back out
    until you reach the main menu.  Click on the "Episode II" missions and the
    Galactic Republic Campaign is accessible.
      -=[ SW:BG Hidden Characters ]=-
    The following is submitted by Ben Tetreault (Charizard3036 [at] AOL [dot] com)
    and left in its original format, save one typo.
    Star Wars Galactic Battlegrounds: Hidden Characters
    Hidden Characters Guide By: Ben Tetreault
    Copyright 2003
    These Hidden Characters can be seen by useing the cheats Forceexplore and
    Confederacy Campain:
    Mission 1: None
    Mission 2: None
    Mission 3: In the left corner of the map there is the tatooine sceen from
    Episode IV
    Mission 4: None
    Mission 5: None
    Mission 6: None
    Mission 7: None
    Republic Campain:
    Mission 1: None
    Mission 2: None
    Mission 3: In the left corner of the map is a Skyhopper, and in the right
    corner of the map is C-3PO,R2D2, and the Escape Pod
    Mission 4: None
    Mission 5: In the left corner of the map is the Republic Air Transports base,
    in the base is Anakin, Padm'e, C-3PO, and to the south of them is a Sith
    Temple...hmm very interesting
    Mission 6: In the left corner of the map is Supreme Cancellor Palpatine,
    Anakin, and a Sith Temple...Anakin's path to the darkside is becomeing clear
    ("The Imperial March Beggins" to play in the background)
    Mission 7: None
    Basic Training:
    Mission 1: In the left corner of the map there is a Sith Master
    Mission 2: None
    Mission 3: In the lower corner of the map is a monted trooper, and to the
    North-East of that is an Anti-Air Mobile
    Mission 4: None
    Mission 5: None
    Mission 6: None
    Mission 7: None
    OOM-9 Campain:
    Mission 1: None
    Mission 2: In the left corner of the map is Obi-Wan, Qui-Gon, Jar Jar, and a
    Gungan Sub(Frigate)
    Mission 3: None
    Mission 4: None
    Mission 5: None
    Mission 6: None
    Mission 7: None
    Boss Nass Campain:
    Mission 1: None
    Mission 2: None
    Mission 3: In the lower middle of the map is Luke, Yoda, R2D2, and Yoda's Hut
    Mission 4: In the left corner of the map is OOM-9
    Mission 5: None
    Mission 6: None
    Mission 7: In the left corner of the map are 2 Transports with some Mechs,
    Pummuls, and Mounted Troopers
    Darth Vader Campain:
    Mission 1: In the left corner of the map is Mara Jade(Spying on Vader)
    Mission 2: In the lower corner of the map is Mara Jade(Spying on Vader Again)
    Mission 3: None
    Mission 4: None
    Mission 5: In the upper middle of the map on a mountain is Mara Jade(...Hmm
    Nosie Little Thing An't She)
    Mission 6: None
    Mission 7: None
    Princess Leia Campain:
    None in this campain
    Chewbacca Campain:
    Mission 1: In the right corner of the map is a Tatooine Village that when found
    becomes an objective in the mission, once this objective is complite the
    mission is over
    Mission 2: None
    Mission 3: None
    Mission 4: None
    Mission 5: None
    Mission 6: None
    Mission 7: None
    Copyright 2003
    -=-=-=-=-=-=-=-=-=-=-=-=-=-[ 10. Legal Information ]-=-=-=-=-=-=-=-=-=-=-=-=-=-
    This document is copyright 2003 Legomondo, all rights reserved.  This should
    not be reproduced in any way for the sole purpose of profit and without my
    consent.  You may however, have a printed version of this, unaltered for home
    use.  This FAQ is only allowed on
    GameFAQs [GameFAQs.com]
    IGN FAQs [faqs.IGN.com]
    and should not be posted anywhere else without my permission.  If you see this
    FAQ other than the site listed above, email me immediately at Legomondo [at]
    yahoo [dot] com.  However, I do not want emails asking if you can post this FAQ
    or any others.  I will not let you, and I warn you not to post the FAQ anyways.
    As always, the most recent version of this guide will be at GameFAQs.
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-[ 11. Thanks ]=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    Thanks goes to the following:
    - LucasArts and the development/production teams.
    - And you, the readers who make this FAQ better.
    ====================================[ EoF ]====================================
                               Copyright 2003 Legomondo