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    FAQ/Walkthrough by madbird2u

    Version: 0.8 | Updated: 07/25/06 | Printable Version | Search Guide | Bookmark Guide

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    Star Wars Empire at War
    Full Walkthrough / Strategy
    Author: Liam "Madbird" Humphries
    Email: madbird4u[at]yahoo[dot]com[dot]au
    Copyright 2006, Liam Humphries
    Version: 0.8
    
    +-----------------+
    |Table of Contents|
    +-----------------+
    
    i - Personal Rant
    ii - Contact Info
    iii - Copyright Info
    iv - Version History
    
    
    Part 1: In the Beginning...
    ===========================
    1.1 - Empire at War
    
    1.2 - The Factions
        1. The Empire
           a. Land Units
           b. Space Units
           c. Heroes
           d. Land Structures
           e. Space Structures
        2. The Rebellion
           a. Land Units
           b. Space Units
           c. Heroes
           d. Land Structures
           e. Space Structures
        3. Shared Stuff
           a. Buildings
           b. Heroes
    
    1.3 - Playing Empire at War
        1. Tutorials
           a. Basic Land [Rebellion]
           b. Basic Galactic [Rebellion]
           c. Basic Space [Empire]
           d. Advanced Galactic [Empire]
           e. Advanced Land [Empire]
           f. Land Skirmish Mode
           g. Space Skirmish Mode
        2. Campaign
        3. Galactic Conquest
        4. Skirmish
           a. Land Skirmish
           b. Space Skirmish
    
    1.4 - Tactical Battles
        1. Land
        2. Space
    
    1.5 - Basic Concepts
        1. Reinforcement Points
        2. Contested Structures
        3. Ship Hardpoints
        4. Space Platforms
        5. Galactic Map
        6. Ship Classes
    
    
    Part 2: Campaign Walkthroughs
    =============================
    
    2.1 - Rebel Campaign
        1. Shipyard Diversion
        2. Interpreting the Network
        3. Theft of the X-Wing
        4. Kessel Rescue
        5. Stealing from the Rich
        6. Imperial Liberation
        7. Highest Bidder
        8. Rescue the Millennium Falcon
        9. Needle in a Haystack
       10. Borrowed Time
       11. Handle with Care!
       12. The Defence of Mon Calamari
       13. The Final Battle
    
    2.2 - Empire Campaign
        1. Taking Thyferra
        2. Crush. Kill. Destroy.
        3. Rooting out the Pirates
        4. The Pirate Menace
        5. Subjugating Geonosis
        6. Attack on Mon Calamari
        7. Trouble on Kashyyyk
        8. A New Weapon of War
        9. The Rebel Fortress
       10. The Traitorous Moff
       11. An Engagement with the Emperor
       12. Capturing a Princess
       13. Destroying Alderaan
       14. End of the Rebellion
    
    
    Part 3: After the Campaigns
    ===========================
    
    3.1 - Galactic Conquest Strategies
        1. Alderaan's Demise
           a. Rebellion
           b. Empire
        2. Closing on Coruscant
           a. Rebellion
           b. Empire
        3. Empire at War
           a. Rebellion
           b. Empire
        4. Empire Surrounded
           a. Rebellion
           b. Empire
        5. Galactic Conflict
           a. Rebellion
           b. Empire
        6. The Conflict Begins
           a. Rebellion
           b. Empire
        7. The Lines are Drawn
           a. Rebellion
           b. Empire
        8. The Shipyards of Kuat
           a. Rebellion
           b. Empire
    
    3.2 - Land Tips and Tricks and Strategies
    
    3.3 - Space Tips and Tricks and Strategies
    
    
    Part 4: Afterword
    =================
    
    4.1 - FAQ
    
    4.2 - Final Words
        1. Contributors
        2. Hosting Rights
        3. Thanks and Seeya
    
    
    +----------------+
    |i. Personal Rant|
    +----------------+
    Hi! Welcome to Madbird's walkthrough for Star Wars: Empire at War. I won't get
    into the game itself in much detail here, that's in the 'Empire at War' 
    section. This'll mostly be about me. And my address, so you can send me 
    presents. Just kidding... but not really. Seriously though, thanks for reading
    my walkthrough. I hope it helps you in whatever it is you want to do. Within
    the game that is. This doesn't answer questions like 'Why Am I Here?' or 'What
    Is The Meaning Of Life?'. Frankly, I don't know. I'm not a God fearing man, so
    I just thought you should know.  Oh, and I also swear quite a bit. Sorry, but
    I can't help it. In this I will limit it to 'shit' downwards.
    
    +----------------+
    |ii. Contact Info|
    +----------------+
    If you need to email me, or just want a chat, my email is:
    madbird4u[at]yahoo[dot]com[dot]au
    I wrote it like this to stop the evil spambots. Just substitute [at] for @ and
    [dot] for . and you'll do fine. Make sure you put 'Empire at War' somewhere in
    the subject heading, or your email will most likely NOT be read. I you are 
    emailing for a chat [God, you must be lonely], then... I dunno... put 'Hi' in
    the subject heading. Try talking to friends and family first... unless you 
    have none [God, you must be really really lonely]. So yeah, email me with
    questions, strategies, tips or tricks... or to have a chat. Also, please 
    indicate whether you want to stay annonymous or not. Make sure you tell me 
    what you want me to call you, or I'll just use the name next to your email 
    address. Alright, that's it.
    
    Onward!
    
    +-------------------+
    |iii. Copyright Info|
    +-------------------+
    This game is Copyright 2006 Lucasarts and Petroglyph. All Rights Reserved
    This document is copyrighted 2006 by US and Canadian and Australian Laws. 
    This FAQ is for personal use only. This is not to be used for commercial or 
    personalgain. Websites publishing this guide without permission will face 
    punishmentunder the law. No website other than GameFAQs may host this guide
    without my permission. 
    
    +-------------------+
    |iv. Version History|
    +-------------------+
    
    KEY
    
    - = General updated / continued section
    
    # = Started section
    
    * = Finished section
    
    + = Added a new section
    
    ? = A piece of info I couldn't be stuffed finding, could one of you tell me?
    
    ! = An announcement, pertaining to the walkthrough or something equally
        important. Like my birthday, Christmas, or New Years. Or Easter.
    
    Version 0.1 [Sunday, 25/06/06, 7:57pm]
    --------------------------------------
    Whooo! Started the walkthrough, at the time above. Rock on, biatches! Does
    anybody know the name of the Fatboy slim song where he's going down the 
    escalator in the clip? Please?
    Anyway, finished the 'table of contents', for now at least, and also 
    everything before Part 1, i.e. the 'i', 'ii' and 'iii'. That's it. Hopefully
    within a week or so, I'll have gotten this into some semblance or order.
    Alright! Let's get up to our knees in it!
    
    # Table of Contents, The Empire
    * Personal Rant, Contact Info, Copyright Info, Empire at War
    
    Version 0.2 [Tuesday, 27/06/06, 10:33pm]
    ----------------------------------------
    Yeah, started the new timetable for next semester today. Don't know why I'm 
    telling you this, just thought I'd let you into my life. Sniff. I'm so
    desperately lonely. Sigh.
    
    Anyway! Ignore that sudden bout of melancholia, and focus on the guide. Oh,
    before that, I found the Fatboy Slim song... 'tis called 'Weapon of Choice'.
    Also got the video clip for it. Now, what was I talking about? Bah, forget it.
    OH. MY. GOD!! Rove just, like, totally, like, shaved Rob from Big Brother's
    Mo-let! That's just totally rockin, girlfriend! Oh, have I been typing this?
    How embarrasing.
    
    * The Factions: The Empire
    # The Factions: The Rebellion
    
    Version 0.3 [Friday, 30/06/06, 8:07pm]
    --------------------------------------
    Kept doing some stuff on the Rebellion. It's been really hectic recently, what
    with exams and all. Probably not the best time to start a walkthrough. Anyway,
    I'm gonna try to start the Rebellion Walkthrough soon. Maybe today, maybe not.
    Not much left in today. 
    
    * The Factions: The Rebellion
    # Campaign Walkthroughs: The Rebellion
    
    Version 0.4 [Saturday, 1/07/06, 1:04am]
    ---------------------------------------
    I hope you're happy. I really do. I'm staying up to 1 in the morning for you
    people. I... I don't know where I am! Just kidding. It's actually 1pm. I'm
    watchin 'Rain Man' with Tom Cruise. Hooray. I've also done some more of this,
    the Rebellion Walkthrough. I reckon I'll get about halfway through it before
    day's end. 
    
    - Campaign Walkthrough: The Rebellion
    
    Version 0.5 [Wednesday, 5/07/06, 8:26pm]
    ----------------------------------------
    Haven't done much on this. Once I finish Part 1 and the rebel walkthrough, Ill
    submit it to GameFAQs. Two weeks of holidays starting Saturday, so I'm 
    ecstatic. Hooray. I've got a lot of work to do over the holidays, but I'll get
    stuck into this so deep, I'll need to be towed out by a pack of dingoes. 
    Sorry, that's 'Australian Wild Dog' for you uninformed people. Ok then.
    
    - Campaign Walkthrough: The Rebellion
    
    Version 0.6 [Monday, 10/07/06, 9:27pm]
    --------------------------------------
    Done some more, but I got some marks back, and I've been celebrating. I've 
    gotten this into some semblance of order [see first entry], and submitted it
    to GameFAQs. Umm.... yeah. 
    
    - Campaign Walkthrough: The Rebellion
    # 1.3 - Playing Empire at War
    * Final Words
    * Basic Set Out [NOT a chapter/section]
    
    Version 0.6 [Wednesday, 12/07/06, 5:21pm]
    -----------------------------------------
    Going over to a mate's place in a few hours, so I'll have to hurry up with
    this. I'll probably finish the Tactical Battles section and maybe some of the
    campaign walkthrough. Submitted and accepted into GameFAQs. Already I got a
    email from 1Up.com asking to host it. I told them to go to hell, just not in 
    such colourful terms. Added a new section; Basic Concepts. Small at the 
    moment, but it might get bigger.
    
    + 1.5 - Basic Concepts
    
    Version 0.7 [Monday, 24/7/06, 1:28pm]
    -------------------------------------
    Look upon me and weep. No, actually don't. I don't want that on my conscience.
    It's been almost a fortnight since my last update, and I have done nothing.
    Nothing. NOTHING!!! The problem is Dawn of War. The new expansion is coming
    out later on in the year, and I've gotten too psyked. Also, I got back into
    Warhammer for a day or two. Didn't last. I'm going to make up for my... not-
    doing-anything-iness today, the last day of my holidays. Hooray. Hopefully
    I'll finish Part one today. I've just gotta do the tutorials. 
    
    * 1.5 - Basic Concepts [the bit I've got]
    # 1.3 - Tutorials
    
    Version 0.8 [Tuesday, 25/7/06, 6:20pm]
    --------------------------------------
    Alright. After coming home and staring blankly at my poster of Rachel Bilson
    for five or ten minutes, I got enthused about the guide. Yes, it is an odd
    connection isn't it? I've got some work to do apart from this guide, so I will
    only do a couple of tutorials today. Realised I'd been spelling Bothawui with
    a 'ai'. Idiot. Submitted this as an update to GameFAQs.com
    
    - 1.3 - Tutorials
    
    =============================
    |Part 1: In the Beginning...|
    =============================
    
    -----------\
    1.1 - Empire at War
    -------------------\
    Star Wars: Empire at War is a real time strategy [RTS] game from Lucasarts, 
    who are of course makers of all Star Wars games, and Petroglyph, which 
    contains many former members Westwood, who made the legendary Command and 
    Conquer... One of my favourite series of games. Yeah, that's right! The game
    is set at some point between Star Wars Episode III: Revenge of the Sith, and
    Star Wars Episode IV: A New Hope. It's a fantastic game with both land and
    space combat, which I have always yearned for. I remember thinking 'Someone
    should make a Star Wars game where you can control Star Destroyers and Mon Cal
    Cruisers and just throw them at each other.', and, lo and behold, this came
    up. I should get a percentage of the the game profits, since I so obviously
    came up with the idea. *cough*. There are some things I think should have been
    in there, but since I'm not a programmer, I don't know how hard some of these
    things could be; When you've beaten a ship so bad it only has shields and 
    engines, it should be able to surrender, and you could either accept or deny
    this. If you accepted it, the ship is added to you fleet, and if you deny, you
    destroy the ship. You should be able to play as the Pirates, but word on the
    street is that in the expansion that will inevitably come out, dubbed 'Forces 
    of Corruption', you will play as a Pirate, and space stations will be 
    customisable... *drools*. Imagine, a station bristling with proton and 
    concussion missile launchers. Fighters would thrash you, but anything larger 
    than a corvette would be slaughtered. Anyway, email me with any ideas you have
    to make the game better.
    In conclusion, Empire at War has almost everything you'd want in a RTS game.
    
    -------\
    1.2 - Factions
    --------------\
    
    ===============
    |1. The Empire|
    ===============
    The Galactic Empire is the powerhouse of the galaxy. They rely on raw power
    and force to win their battles, and don't like seeming cowardly. The Empire 
    are an excellent choice if you are a first time player, or you're just crap.
    Green players always like the Empire, but so do veterans. The Empire has a few
    advantages over the Rebellion. One; Tie fighters and bombers boil out of most
    Empire ships, such as Star Destroyers. Two; The Empire's heroes are land 
    based, which I like, and they have Boba Fett and Vader for spacework. Three; 
    Probe Droids. The Empire has the ability to send probe droids out to planets 
    to find what kind of forces are there. And four; The Death Star. This baby can
    destroy planets, turning them into space-only area. It also comes with a 
    garrison of Victory-Class Star Destroyers and Tartan Cruisers. Nice. So, if 
    you like power, or you're green as grass, then use the Empire. 
    
    +-------------+
    |a. Land Units|
    +-------------+
    
    Stormtroopers
    -------------
    Cost: 60
    Ability: Take Cover - The Stormies take cover, reducing their speed but they
             only take just over half of their usual damage.
    Description: The Stormies are the heart of the Empire. They carry out the 
                 Emperor's orders without question, sympathy or fear. Scary shit.
    Strategy: Use a lot of them whenever you can. Slowly replace them with 
              vehicles, but always have at least two squads at your disposal.
    
    Scout Bike
    ----------
    Cost: 150
    Ability: Mine - The bike drops a mine that explodes with quite a bit of force
             after five to ten seconds.
    Description: The Scout Troopers of Return of the Jedi. No Ewoks riding them,
                 however.
    Strategy: Use them to kill MPTLs. Speed up to them, drop a mine, and try to 
    get them out alive. 
    
    AT-ST
    -----
    Cost: 150
    Ability: Barrage Area - Fires cannons at random at a certain area, spelling
             death for anyting that stays within the area for too long. Lasts 
             until the AT-ST is moved.
    Description: The All Terrain Scout Walker, or Chicken Walker, is the Empire's
                 main assault walker. Weaker than the AT-AT, but cheaper too.
    Strategy: This'll be the Walker you use the most, and I reccomend you have at
              least two brigades of these in every force.
    
    TIE Mauler
    ----------
    Cost: 180
    Ability: Self Destruct - The Mauler self destructs, with a pretty lethal force
             which can kill most units within a small radius. 
    Description: A new addition to the Star Wars family, the Twin Ion Engine 
                 Mauler is a fast assault vehicle perfect for tackling infantry.
    Strategy: Run these into infantry formations and watch the magic. 
    
    2-M Repulsor Tank
    -----------------
    Cost: 500
    Ability: Weapons Boost - Slows down, but pumps out light.
    Description: The main workhorse of the Empire's ground forces, this is the all
                 rounder. It's good for vehicles, and it has shields so it will
                 probably survive PLEXs long enough to kill them.
    Strategy: Use them behind your stormies, but in front of your AT-ATs/STs. Turn
              on the power if you're outnumbered.
    
    SPMA-T
    ------
    Cost: 1000
    Ability: Deploy - Deploys itself so it can actually shoot.
    Description: The Empire's artillery unit. It has small cannons for defence, so
                 it's a step above the Rebel equilivent. 
    Strategy: Deploy these behind your main forces or just outside the enemy base,
              and guard them with stormies and AT-STs. 
    
    AT-AT
    -----
    Cost: 1000
    Ability: Deploy Stormtroopers - Drops a squad of stormtroopers from the belly 
             of the beast. Maximum of two deployed at once. 
    Description: The All Terrain Armoured Transport is the ultimate weapon of war.
                 It tears through vehicles and buildings with ease, and can drop
                 stormtroopers to take care of infantry. 
    Strategy: Use these. Use them a lot. Use them so much that you want to scream
              and throw your computer out the window. That's all.
    
    AT-AA
    -----
    Cost: 500
    Ability: Unknown
    Description: The All Terrain Anti-Aircraft is the Empire's only defence 
                 against bombers and speeders, apart from turrets.
    Strategy: Hopefully, you'll never have to use these useless pieces of shit.
              Stick with turrets.
    
    +--------------+
    |b. Space Units|
    +--------------+
    
    Probe Droid
    -----------
    Cost: 30
    Ability: Use - Send the droid to a planet to see what opposition you will meet
             there. Very vague, just showing you the strongest unit/s, with '?'s
             along with the number of '?'s there are.
    Description: A droid that the Empire uses to scout out unknown territory. It
                 was with these that the Empire was able to find the Rebellion's
                 secret base on Hoth.
    Strategy: A lot of people underestimate these. I, however, find them useful.
              I usually have one on every planet along the line between my planets
              and the enemy's. Use them to make sure that your two Tartans aren't
              going to run into a battle group of Mon Cal Cruisers.
    
    Tie Fighter
    -----------
    Cost: -
    Ability: Hunt - The squadron runs off around the map to find any enemies. 
             But, since they are weak as piss and sound twice as worse, they're 
             likely to get demolished. Scout around with two or three yourself,
             and only use this when you don't have the time to do it yourself.
    Description: The fast, agile and eerily sounding Twin Ion Engine Fighters are
                 probably the most well known sign of the Empire, apart from the
                 Stormies of course. They sound like banshees, so you'll know when
                 they're coming.
    Strategy: These boil out of any Acclamator, VSD, ISD or Space Station. Use
              them against fighters and bombers and, in groups of 8-10 squads,
              Corellian Corvettes and Gunships.
    
    Tie Bomber
    ----------
    Cost: -
    Ability: None [yeah, piss weak, eh?]
    Description: The bomber version of the TIE, this can bombard enemy space 
                 stations, bases and capital ships with ease.
    Strategy: Use these against capital ships. Home One first, then Mon Cals, 
              then Mk. II Frigates, then space stations. Never, but NEVER, use 
              these against corvettes of any discription.
    
    Tie Scout
    ---------
    Cost: 240
    Ability: Unknown.
    Description: The Empire needed a living, breathing version of the probe droid,
                 so they retrofitted Bombers with hyperdrive and advanced sonar
                 equippment, which eventually led to the Tie Scout.
    Strategy: Useless apart from capturing turret platforms. That's all. 'Perhaps
              you' like to use them as cannon fodder?', as Alex Wilson says.
    
    Tarton Patrol Cruiser
    ---------------------
    Cost: 1250
    Ability: Boost Weapons - Lose shields and speed to pump out the hurt. Use when
             outnumbered and surrounded by fighters. Also useful if you intercept
             a Rebellion ground fleet, with only shuttles and transports. Tear 'em
             to shreds.
    Description: The Carrack-class Light Cruiser, or Tartan, is used to protect
                 against fighters. 
    Strategy: Use it against fighters and bombers. Is to the Empire what the 
              Corellian Covette and Gunship are to the Rebellion, packed into one
              neat little package.
    
    Acclamator
    ----------
    Cost: 2500
    Ability: Boost Weapons - Lose shields and speed to pump out the hurt.
    Description: The Acclamator-class Star Destroyer is from the Clone Wars, and
                 was the Republic's main transport/warship, along with the Venator
                 class Star Destroyers [why didn't they bring them back??].
    Strategy: Use these early on, but phase them out in favour of Victory-class.
              They can deploy one squadron each of TIE fighters and Bombers.
    
    Broadside Cruiser
    -----------------
    Cost: 1600
    Ability: Barrage Area - Fire tons of missiles at a selected area until the
             cruiser moves. Good for fighters and Space Stations.
    Description: The Empire's answer to the rebel's Marauder, the Broadside fires
                 hundreds of high-powered concussion missiles at it's enemies,
                 passing shields and damaging the ship's hard points.
    Strategy: I tend not to use them, but I admit that they are KILLER against 
              caps. The missile bypass the shields and damage the actul ship, and
              that's gotta count for something. they are weak as hell though, so
              keep them at the back, and protect them with some TIEs or something.
    
    Victory
    -------
    Cost: 3800
    Ability: Boost Weapons - Lose shields and speed to pump out the hurt.
    Description: The Victory-class Star Destroyer was Kuat's first Empire-Exclusiv
                 ship, and is one of the most well known signs of Empire 
                 superiority.
    Strategy: Use these instead of Acclamators. Phase some out for ISDs, but keep
              a few. Vics can deploy two squadrons of TIEs and a squadron of 
              bombers at a time.
    
    Interdictor
    -----------
    Cost: 3000
    Ability: Gravity Well - The Interdictor creates a gravity well, stopping ships
             from entering Hyperspace. It also pulls ships from hyperspace.
             Missile Jammer - Missiles fly off course when they near the 
             Interdictor.
    Description: The Interdictor-class Star Destroyer was the Empire's idea to 
                 stop rebel hit-and-run attacks, flying in, shooting, and hyping
                 out.
    Strategy: Keep these towards the back of your fleet, and guard them fiercely.
              If you look like you're gonna lose, but you've severely damaged the
              enemy forces, turn off the grav-wells and let the enemy retreat.
    
    Imperial
    --------
    *Only built on Fondor, Sullust, Kuat, Mon Calamari
    
    Cost: 5900
    Ability: Tractor Beam - Tractors an enemy ship, which does nothing as far as
             I'm concerned. What DOES it do???
    Description: The Imperial-class Star Destroyer is the largest of the family,
                 with the exception of the SSD [Super Star Destroyer]. Commence
                 the drooling.
    Strategy: Whoa. This is your momma. These can take on pretty much everything
              apart from Home One, and maybe two Mon Cals. Of course, if one of 
              these is attacked by fifty Corellian Gunships, it probably won't
              survive, but it'll take at least twenty with it. Nice.
    
    Death Star
    ----------
    Cost: 20000
    Ability: Omega Beam - Destroys the planet the Death Star is over. This will
             turn the planet into an asteroid field, and therefore a space-only
             map.
    Description: The largest man-made object, at the size of a small moon, and 
                 also the most powerful. It's OMEGA BEAM can destroy any planet
                 with one shot.
    Strategy: Beautiful. Simply, B-E-A-U-T-I-F-U-L. The fact that it comes with
              three VSDs and some Tartans only sweetens the deal. You could have
              potentially have destroyed all enemy forces without bringing in any
              of your actual fleet. 
    
    +---------+
    |c. Heroes|
    +---------+
    
    Boba Fett
    ---------
    Ability: Flamethrower [Ground] - Spray the unit/s with fire. Especially useful
             against infantry.
             Jetpack [Ground] - Use Fett's jetpack to get from A to B really quick
             Sonic Charge [Space] - Drops a charge that wipes out enemy fighters
             nearby. Nice.
    Description: Jango Fett's famaous son, Boba Fett, is the most respected bounty
                 hunter in the galaxy. He will do any job, no matter the danger,
                 for a price of course. 
    Strategy: I try to have him most of the time. Very useful for taking out 
              fighter squads too close together, as the Sonic Charge tears through
              them like 9mm bullets through tin foil. Takes out a sizeable bit of
              corvette shields too. Also good for ship hardpoints, once the shield
              is down. It tears through THEM like.... 9mm bullets through tin foil
              I guess.
    
    Darth Vader
    -----------
    Ability: Force Push [Ground] - Sends nearby infantry flying backwards, killing
             them.
             Force Crush [Ground] - Lifts an enemy vehicle up and slowly crushes
             it, eventually destroying it.
    Description: Emperor Palpatine's right-hand-man, and the only Jedi left, apart
                 from Obi-Wan and Yoda. Isn't his voice amazing? JAMES EARL JONES!
                 Hoo-rah!
    Strategy: Use him in most ground attacks, since he is pretty much the best
              thing you got, apart from Palpatine, perhaps.
    
    General Veers
    -------------
    Ability: Focus Fire - Focuses all power into energy weapons, destroying the
             thing targeted and usually a lot more.
             Deploy Stormtroopers - Drops a squad of stormtroopers from the belly 
             of the beast. Maximum of two deployed at once. 
    Description: The inventor of the AT-AT, and you've gotta worship him for that.
                 He rides in an enhanced AT-AT, which is faster and more powerful
                 than the regular ones.
    Strategy: Use him in conjunction with AT-ATs, AT-STs and Stormtroopers. If
              there's a group of T2-B or T4-B tanks clusterd together, use the 
              Focus Fire on the one near the middle, and watch as the all die.
              Mwahahahahahahaaaa!
    
    Emperor Palpatine
    -----------------
    Ability: Force Lightning - Uses raw energy from the dark side of the force to
             electrocute enemy infantry. Can target more than five squads of them,
             and kill them all.
             Force Corrupt - Turns nearby enemy units to the dark side. 
    Description: Once the senator of Naboo, now the evil head of the Empire, 
                 Palpatine is the strongest human left alive. His awesome power
                 over the dark side of the force is not something to be reckoned
                 with.
    Strategy: Use him against lots of infantry. His lightning will kill about
              seven squads of them at a time. Nice. Send him into the middle of
              a large cluster of enemy units and use corrupt to bring them around
              to your mode of thinking. Even nicer. 
    
    Admiral Piett
    -------------
    Ability: Proton Blast - Fires a proton beam at a target, effectively 
             destroying it. Good for annoying hangers and corvettes.
             Tractor Beam - Tractors an enemy ship, which does nothing as far as
             I'm concerned. What DOES it do???
    Description: The admiral of the Empire's fleet. I don't care what the game
                 says, he'll always be 'Admiral Piett' to me. He flys and enhanced
                 ISD, which can take on the Home One. Very good.
    Strategy: Remember in Empire Strikes Back, where Vader kills the old one and
              says 'You're in command now, ADMIRAL Piett.', so I will refer to
              him as admiral. Just like Veers, use him in conjunction with normal
              ISDs and VSDs and the like. 
    
    Mara Jade
    ---------
    Ability: Force Corrupt - Turns nearby enemy units to the dark side.
             Thermal Detonator - Uses a powerful grenade, such as what the
             Infiltrators use. Attaches to vehicles and structures, like the 
             Infiltrators.
    Description: If Vader is Palpatine's right-hand-man, then Mara is his left-
                 hand-woMan. I think in some book she ends up falling in love with
                 Luke Skywalker.
    Strategy: I'm a bit ashamed to say this, but I've never actually used her. I
              suppose she'd be good. I dunno. You tell me.
    
    Grand Moff Tarkin
    -----------------
    Ability: Makes all Empire forces on the same planet 25% better in every way.
    Description: The Grandest, Moffiest Moff of all, Tarkin is the overseer of the
                 Death Star project. He is also the only human, bar Mara and the
                 Emperor, who isn't afraid of Vader.
    Strategy: You can't retreat with this hard-ass nearby, so I tend not to use 
              him. Boohoo.
    
    +------------------+
    |d. Land Structures|
    +------------------+
    
    Barracks
    --------
    Cost: 500
    Description: Builds the Empires infantry units.
    Pre-Requisites: None
    Allows: Officer Academy
    Builds: a. Stormtrooper
            b. Scout Bike
    Garrison: a. Stormtrooper
              b. Scout Bike
    
    Light Factory
    -------------
    Cost: 500
    Description: The Empires first way to build vehicles.
    Pre-Requisites: None
    Allows: Heavy Factory
    Builds: a. AT-ST
            b. TIE Mauler
    Garrison: a. AT-ST
    
    Mining Facility
    ---------------
    Cost: 500
    Description: Increases a planets income, drastically sometimes.
    Pre-Requisites: None
    Allows: None
    Builds: None
    Garrison: None
    
    Research Facility
    -----------------
    Cost: 1800
    Description: This facility researches all of the Empires upgrades.
    Pre-Requisites: None.
    Allows: None.
    Builds: Tech Levels 2, 3, 4, 5 and 6.
    Garrison: None.
    
    Officer Academy
    ---------------
    Cost: 800
    Description: Trains the Empires officers.
    Pre-Requisites: Barracks
    Allows: None.
    Builds: a. Field Commander
            b. Fleet Commander
    Garrison: None.
    
    Heavy Factory
    -------------
    Cost: 800
    Description: Builds the Empire's heavier vehicles.
    Pre-Requisites: Light Factory, Tech Level 2
    Allows: Advanced Factory
    Builds: a. 2-M Repulsor Tank
            b. SPMA-T
    Garrison: a. 2-M Repulsor Tank
    
    Manga-Pulse Cannon
    ------------------
    Cost: 2000
    Description: Fires an EMP pulse, which disables vehicles temporarily.
    Pre-Requisites: Tech Level 2
    Allows: None.
    Builds: None.
    Garrison: None.
    
    Turbo-Laser Tower
    -----------------
    Cost: 4000
    Description: A huge tower of raw power, and when you purchase this, about
                 four-five of them are put around your base.
    Pre-Requisites: Tech Level 2
    Allows: None.
    Builds: None.
    Garrison: None.
    
    Shield Generator
    ----------------
    Cost: 2000
    Description: Creates a shield over your base, stopping bombing runs on it.
    Pre-Requisites: Tech Level 2
    Allows: None.
    Builds: None.
    Garrison: None.
    
    Power Generator
    ---------------
    Cost: -
    Description: The generator builds automatically when you build anything that
                 needs power. See below.
    Pre-Requisites: M-P Cannon, Turbo-Laser Tower or Shield Generator.
    Allows: These things to work.
    Builds: None.
    
    Advanced Factory
    ----------------
    Cost: 1000
    Description: Builds the Empire's heaviest vehicles. 
    Pre-Requisites: Heavy Factory
    Allows: AT-AA [Tech level 4]
    Builds: a. AT-AT
            b. AT-AA [T L 4]
    Garrison: a. SPMA-T
    
    Hyper-Velocity Gun
    ------------------
    Cost: 2000
    Description: A cannon that fires several rounds into space, hitting enemy
                 ships above the planet.
    Pre-Requisites: Power Generator, Tech Level 3
    Allows: None.
    Builds: None.
    Garrison: None.
    
    +-------------------+
    |e. Space Structures|
    +-------------------+
    
    Space Station [Level 1]
    -----------------------
    Cost: 600
    Description: The first type of space station. Sad, really. 
    Pre-Requisites: None.
    Armament: a. Shield Generator x1
              b. Hanger x1
              c. Laser Cannon Battery x1
              d. Turbo Laser Battery x1
              e. Concussion Missile Launcher x1
    Allows: Space Station Level 2
    Builds: a. Probe Droids
    Garrison: a. TIE Fighter
              b. TIE Bomber
    
    Space Station [Level 2]
    -----------------------
    Cost: 1200
    Description: The second type of space station. A little better, but not 
                 something I'd rely on all that much.
    Pre-Requisites: Space Station Level 1
    Armament: a. Shield Generator x1
              b. Hanger x1
              c. Laser Cannon Battery x2
              d. Turbo Laser Battery x2
              e. Concussion Missile Launcher x1
              f. Proton Torpedo Launcher x1
    Allows: Space Station Level 3
    Builds: a. Acclamator-class Star Destroyer
            b. Tartan Patrol Cruiser
            c. Probe Droids
    Garrison: a. TIE Fighter
              b. TIE Bomber
              c. Tartan Patrol Cruiser
    
    Space Station [Level 3]
    -----------------------
    Cost: 2400
    Description: The third type of space station. I could take it or leave it.
    Pre-Requisites: Space Station Level 2, Tech Level 2
    Armament: a. Shield Generator x
              b. Hanger x
              c. Laser Cannon Battery x2
              d. Turbo Laser Battery x2
              e. Concussion Missile Launcher x2
              f. Proton Torpedo Launcher x2
              g. Ion Cannon Battery x1
    Allows: Space Station Level 4
    Builds: a. Probe Droids
            b. Tartan Patrol Cruiser
            c. Acclamator-class Star Destroyer
            d. Victory-class Star Destroyer
            e. Broadside Cruiser
    Garrison: a. TIE Fighter
              b. TIE Bomber
              c. Tartan Patrol Cruiser
    
    Space Station [Level 4]
    -----------------------
    Cost: 4800
    Description: The fourth type of space station. Rock On! I get knocked down...
                 But my space station pulls me back up again.. You neva gonna
                 keep me down...... sorry. Tubthumpers.
    Pre-Requisites: Space Station Level 3, Tech Level 3
    Armament: a. Shield Generator x1
              b. Hanger x1
              c. Laser Cannon Battery x3
              d. Turbo Laser Battery x3
              e. Concussion Missile Launcher x2
              f. Proton Torpedo Launcher x2
              g. Ion Cannon Battery x2
    Allows: Space Station Level 5, Long Range Scanner
    Builds: a. Probe Droids
            b. Tartan Patrol Cruiser
            c. Acclamator-class Star Destroyer
            d. Victory-class Star Destroyer
            e. Broadside Cruiser
            f. TIE Scout
            g. Imperial-class Star Destroyer
            h. Interdictor-class Star Destroyer
    Garrison: a. TIE Fighter
              b. TIE Bomber
              c. Tartan Patrol Cruiser
              d. Acclamator-class Star Destroyer
    
    Space Station [Level 5]
    -----------------------
    Cost: 6000
    Description: AAAAAAALLLLLLRRRRRRRRIIIIIIGGGGGHHHHHTTT! This is the mother of 
                 all Space Stations.
    Pre-Requisites: Space Station Level 4, Tech Level 4
    Armament: a. Shield Generator x1
              b. Hanger x1
              c. Laser Cannon Battery x3
              d. Turbo Laser Battery x4
              e. Concussion Missile Launcher x3
              f. Proton Torpedo Launcher x3
              g. Ion Cannon Battery x3
    Allows: Death Star [with Tech Level 5], Gravity Well Generator
    Builds: a. Probe Droids
            b. Tartan Patrol Cruiser
            c. Acclamator-class Star Destroyer
            d. Victory Class Star Destroyer
            e. Broadside Cruiser
            f. TIE Scout
            g. Imperial-class Star Destroyer
            h. Interdictor-class Star Destroyer
    Garrison: a. TIE Fighter
              b. TIE Bomber
              c. Tartan Patrol Cruiser
              d. Acclamator-class Star Destroyer
    
    Long Range Scanner
    ------------------
    Cost: 210
    Description: Increases unit sight range.
    Pre-Requisites: Space Station Level 4
    Armament: None.
    Allows: None.
    Builds: None.
    Garrison: None.
    
    Gravity Well Generator
    ----------------------
    Cost: 1500
    Description: Keeps forces from retreating to Hyperspace.
    Pre-Requisites: Space Station Level 5
    Armament: Gravity Wells
    Allows: None.
    Builds: None.
    Garrison: None.
    
    ==================
    |2. The Rebellion|
    ==================
    
    +-------------+
    |a. Land Units|
    +-------------+
    
    Rebel Trooper
    -------------
    Cost: 
    Ability: Take Cover - The Troopers take cover, reducing their speed but they
             only take just over half of their usual damage.
    Description: Volunteers to the Rebellion forces. Will do whatever they're 
                 asked, but not if it's suicidal.
    Strategy: Unlike the Empire, you need these. They can replace them with 
              vehicles, but you need at least five squads of these in every force.
    
    PLEX Trooper
    ------------
    Cost: 
    Ability: Take Cover - The PLEXies take cover, reducing their speed but they
             only take just over half of their usual damage
    Description: The Rebellion's answer to the Empire's endless vehicle brigade,
                 the PLEX trooper carries a PLX rocket launcher, which can tear
                 through armor and buildings.
    Strategy: Use these a lot. The Empire can run them over, but who cares? Have
              so many that it would take five Maulers ten minutes to crush them,
              and by then you'd have killed them anyway!
    
    T2-B
    ----
    Cost: 500
    Ability: Hunt - Much like the TIE Fighters, except on ground. It roves the
             map for enemies.
    Description: The Reellion's main attack vehicle, the T2-B Hovertank has a
                 shield and can take a lot of abuse before yielding.
    Strategy: Use these a lot. They are good against AT-STs, TIE Maulers and
              Stormies. They quickly are destroyed, however, by AT-ATs, Turbo-Lasr
              turrets and bombing runs, but who isn't?
    
    MPTL-2A
    -------
    Cost: 
    Ability: Deploy - Allows the thing to actually fire.
    Description: This is the Rebellion's artillery unit. It comes with a MPTL-2A
                 Spotter, which can scout out enemies, or use their ability to
                 reveal parts of the map.
    Strategy: Deploy these behind your forces or outside of enemy bases and let 
              the fun begin. These things tear through Stormies.
    
    T4-B
    ----
    Cost: 
    Ability: Rockets - Switches to Rockets and fires them instead.
    Description: The T2-B's big brother, this treaded tank is the Rebellion's 
                 heavy assault vehicle. It can use either rockets or laser.
    Strategy: Use the rockets for infantry, and the lasers for vehicles and 
              buildings. It can crush stormies, but they've usually gotten out of
              the way by the time you reach them.
    
    Air Speeder
    -----------
    Cost: 500
    Ability: Tow Cable - Uses a tow cable to bring down mighty AT-AT walkers.
    Description: Better known as the Snow Speeder, and for it's performance in the
                 Battle of Hoth, the Air Speeder is the best thing for an AT-At
                 infestation.
    Strategy: These are only good for scouting for bombing runs and bringing down
              AT-ATs.
    
    Infiltrator
    -----------
    Cost: 100
    Ability: Thermal Detonator - Throws a powerful grenade at a vehicle or 
             building. 
    Description: The Infiltrator is the Rebellion's stealth unit. A squad of these
                 can destroy an entire Imperial base.
    Strategy: I LOVE these guys. Three of these [they come as two, so three = six]
              really can destroy an enemy base. Use the sniper rifles for infantry
              and the grenades for vehicles and buildings. LOVE THEM!
      
    +--------------+
    |b. Space Units|
    +--------------+
    
    Z-95 Headhunter
    ---------------
    Cost: 230
    Ability: Unknown
    Description: The Z-95 Headhunter is considered the prelude to the X-wing, as
                 it is exactly the same apart from the fact that it only has two
                 S-Foils. It's better off in a museum than a battlefield.
    Strategy: These aren't worth it. Use X-Wings.
    
    Y-Wing
    ------
    Cost: 200
    Ability: Ion Cannon Shot - The Y-Wing uses it's Ion Cannon to shred shields
             and immobilize ships.
    Description: The Koensayr Y-Wing is the workhorse of the Rebel fleet, being
                 the only major fighter-bomber in their arsenal. Although it's
                 design is several years old, it is still found very useful.
    Strategy: Use these against ship and station hardpoints. Their Ion Cannons
              are great at taking down ship shields and letting the Caps come in
              and blow them away.
    
    T-65 X-Wing
    -----------
    Cost: 300
    Ability: Lock S-Foils - Closes the X-Wing's four S-Foils, letting it move
             faster but severely impairing it's firepower.
    Description: The X-Wing is the Rebellion's main fighter craft. Incom's design,
                 like Koensayr's Y-Wing, is several years old, but still more
                 effective than the Imperial TIE craft.
    Strategy: These will be the main part of your space forces. They are the 
              driving force behind all space attacks, and they are a bit of an
              all rounder. I think that their special ability should be a Proton
              Torpedo. In all the X-Wing books, their main Capital ship stopping
              power is in the proton torps.
    
    A-Wing
    ------
    Cost: 300
    Ability: Lure - Lures enemy ships after the A-Wings, leaving the path clear
             for the bombers and capital ships.
    Description: The A-Wing was developed by General Jan Dodonna, the mastermind
                 behind the attack on the first Death Star. The craft is a marvel
                 or engineering. The A-Wing has a speed that far surpasses that
                 of any ship in the Rebellion fleet. Their two laser cannons can
                 swivel 360-degrees to attack in any direction. 
    Strategy: These are like X-Wings, but better. I myself prefer the X-Wing, but
              I'm pretty nostalgic. I've never used the lure ability before. Is it
              useful? You tell me.
    
    Corellian Corvette
    ------------------
    Cost: 1250
    Ability: Boost Engines - Pretty much the exact opposite of the Empire's 'Boost
             Weapons' ability, this pumps all energy into the engines, letting the
             corvette blast into battlefields, or beat a hasty retreat.
    Description: The Corellian Corvette, or Blockade Runner, is the Rebellion's
                 main hit-and-run ship. It's also the fastest capital ship in the
                 fleet. 
    Strategy: Good. It's nice, but I tend to use more Gunships. I always have a
              few of these, though. Is that wrong?
    
    Corellian Gunship
    -----------------
    Cost: 
    Ability: Boost Engines - Pretty much the exact opposite of the Empire's 'Boost
             Weapons' ability, this pumps all energy into the engines, letting the
             corvette blast into battlefields, or beat a hasty retreat.
    Description: The Corvette's big brother. This has concussion missiles, which
                 are more effective against other capital ships
    Strategy: Use these like the corvettes; send them in against the fighters, cos
              it kills them. That's kinda the point. But also, it can be used in
              groups of four or more against capital ships, so if you make a fleet
              of these, you've got a good one. It isn't as good as other capital
              ships, but it'll get the job done. If ou've only got a few, use it
              to screen your capitals from bombers.
    
    Marauder Cruiser
    ----------------
    Cost: 
    Ability: Barrage Area - Fire tons of missiles at a selected area until the
             cruiser moves. Good for fighters and Space Stations.
    Description: The Marauder was developed in answer to the Empire's 
                 Broadside-class Cruisers causing havoc on battlefields across the
                 galaxy.
    Strategy: This is exactly the same as the Broadside in all ways. Use it as 
              such. Keep it behind your main force and barrage the space station.
    
    Nebulon-B Frigate
    -----------------
    Cost: 
    Ability: Boost Shields - Firepower and speed go down, shields go way up.
    Description: The Nebulon-B was originally an Imperial craft that would defend
                 outer-rim planets. It was easily captured, which led to it being
                 used less and less by the Empire, and more and more by the
                 Rebel Alliance.
    Strategy: I love these things. They are good against pretty much everything,
              bar forty VSDs or an ISD, but they're useful in groups of five or
              more. They're good for taking out the Empire's tartan patrol ships.
    
    Alliance Frigate Mk. II
    -----------------------
    Cost: 
    Ability: Unknown
    Description: The Assault Frigate Mk. II's design is decades old, and it was
                 used by the Old Republic, before the Empire. It is susceptible 
                 to damage as it has relatively weak shielding when compared to
                 other Rebellion ships such as Nebulon-B Frigates and Mon Calamari
                 80b Cruisers, but it more than makes up for it with firepower.
    Strategy: I tend not to use these that often. I usually use Nebulon-Bs instead
              but I admit, they are good. I love them when I do use them, but they
              seem to perish quite quickly.
    
    Mon Calamari Cruiser
    --------------------
    *Only built on Fondor, Sullust, Kuat, Mon Calamari
    
    Cost: 
    Ability: Boost Shields - Firepower and speed go down, shields go way up.
    Description: The Mon Calamari 80b Starcruiser is the largest warship at the
                 Rebellion's disposal. They were once luxury cruisers, but it 
                 wasn't difficult for the amphibious Mon Calamari to convert them
                 to war.
    Strategy: I abso-bloody-lutely love these. They are your most powerful unit,
              and they can take on ISDs toe to toe. The shield boost ability is
              great for these babies, as even with the lowered firepower, they are
              still a force to be reckoned with. However, they are very expensive,
              they take a long time to build, and unless you start at Tech 5, then
              you'll have to wait for ages to get them.
    
    +---------+
    |c. Heroes|
    +---------+
    
    C3-D2
    -----
    Ability: Repair Vehicle - Repairs an allied vehicle, very slowly.
             Slice Turret - Takes control of an enemy turret.
    Description: The intrepid droids R2-D2 and C-3P0 are the Rebellion's most
                 faithful smugglers. They will complete any mission with R2-D2's
                 smarts and C-3P0's pesimism.
    Strategy: I know it's R2-D2 and C-3P0, but I prefer C3-D2. They're shit, and
              they shouldn't be heroes. Their repair thing goes so slowly, if you
              ever actually need it, you'll have lost the battle before it's done.
              The slice turret is shit, since if it is actually something worth
              it, they'll be dead before they get to it. 
    
    Captain Antilles
    ----------------
    Ability: Boost Engines - Pretty much the exact opposite of the Empire's 'Boost
             Weapons' ability, this pumps all energy into the engines, letting the
             corvette blast into battlefields, or beat a hasty retreat.
    Description: Captain Antilles was the 
    Strategy: This guy is basically in a suped-up corvette. Use him like one, and
              spell death for enemy fighters. Mwahahahahahahaha.
    
    Mon Mothma
    ----------
    Ability: Everything costs 25% less at her location. Yay.
    Description: Senator Mon Mothma was one of the last of those left in the
                 Galactic Senate who weren't tainted by Palpatine. She, along with
                 Bail Organa, founded the rebellion.
    Strategy: Old Mothie! Keep her towards the front line and get discounts. Yes!
              DDDDDDDDIIIIIIISSSSSSSCCCCCCCOOOOOOOUUUUUUUNNNNNNNNTTTTTTTTSSSSSSSS!
    
    Han Solo/Chewbacca
    ------------------
    Ability: EMP Pulse [Solo - Ground] - Sends out an electro-magnetic-pulse, 
             temporarily disabling vehicles and turrets.
             Sprint [Solo & Chewie - Ground] - Run fast. Quick, like a bunny.
             'Commandeer' [Chewie - Ground] - Take over the vehicle of your choice
             Invulnerability [Milennium Falcon - Space] - The Milinnium Falcon is
             invincible for a short time.
    Description: The fabled Milennium Falcon is the only smuggling craft that has
                 never been caught be authorities.
    Strategy: Yeah! Use it against fighters and use the ability to get away. On
              the ground, Solo and Chewie are very useful. They complement each
              other well, and Chewie's ability can save worlds. Capture an AT-AT
              and let the fun begin.
    
    Home One
    --------
    Ability: Boost Shields - Firepower and speed go down, shields go way up. 
             Focus Firepower - Focuses all firepower on one target. Useful.
    Description: The Home One is Admiral Acbar's personal Mon Cal 80b Cruider,
                 slightly modified. He commanded the attack on the second Death
                 Star from this ship.
    Strategy: I LOVE this guy. He's easy to beat with TIE bombers, but they don't
              seem to know that. The Home One can take on two Imperial-class Star
              Destroyers on it's own.
    
    Red Squadron
    ------------
    Ability: Lucky Shot - Does a lot more damage than they ordinarily would. It's
             more effective when the squadron is at full strength.
             Lock S-Foils - Closes the X-Wing's four S-Foils, letting it move
             faster but severely impairing it's firepower.
    Description: The squadron that took down the original Death Star, complete
                 with all it's members; Biggs Darklighter, Dack, Wedge, Luke, and
                 more... and only $9.95 at your local Browse In!
    Strategy: Use these like a super-X-Wing squadron. That's all.
    
    Obi-Wan Kenobi
    --------------
    Ability: Heal Troops - Heals nearby troops to full.
             Protect - Uses the force to protect one unit.
    Description: The wisened Jedi master Obi-Wan Kenobi.
    Strategy: Yeah... umm.... never used him, never wanted to. Sounds bad, since
              all he does is heal and protect. Oh, and slice people in half.
    
    Kyle Katarn
    -----------
    Ability: Sprint - Run fast. Quick, like a bunny.
             Thermal Detonator - Throws a powerful grenade.
    Description: Some guy who thinks the Rebels are A-OK. Isn't he from Dark
                 Forces, or some other game?
    Strategy: I guess you'd use him like Solo.
    
    +------------------+
    |d. Land Structures|
    +------------------+
    
    Barracks
    --------
    Cost: 500
    Description: Builds the Rebellion infantry units.
    Pre-Requisites: None.
    Allows: Officer Academy
    Builds: a. Rebel Trooper
            b. PLEX Trooper
    Garrison: a. Rebel Trooper
              b. PLEX Trooper
    
    Light Factory
    -------------
    Cost: 500
    Description: The Rebellion's basic vehicle building place.
    Pre-Requisites: None.
    Allows: Heavy Factory
    Builds: a. T2-B Tank
            b. Airspeeder [With Tech Level 4]
    Garrison: a. T2-B Tank
    
    Mining Facility
    ---------------
    Cost: 500
    Description: Increases a planet's income, drastically sometimes.
    Pre-Requisites: None.
    Allows: None.
    Builds: None.
    Garrison: None.
    
    Shield Generator
    ----------------
    Cost: 
    Description: Creates a shield over your base, stopping bombing runs on it.
    Pre-Requisites: None.
    Allows: None.
    Builds: None. 
    Garrison: None.
    
    Power Generator
    ---------------
    Cost: -
    Description: The generator builds automatically when you build anything that
                 needs power. See below.
    Pre-Requisites: Shield Generator, Turbo-Laser Tower.
    Allows: These things to work.
    Builds: None.
    Garrison: None.
    
    Officer Academy
    ---------------
    Cost: 800
    Description: Trains the Rebellion's officers.
    Pre-Requisites: Barracks
    Allows: Infiltrator Academy
    Builds: a. Field Commander
            b. Fleet Commander
    Garrison: None.
    
    Heavy Factory
    -------------
    Cost: 
    Description: Builds the Rebellion's heavier vehicles.
    Pre-Requisites: Light Factory, Tech Level 2
    Allows: None.
    Builds: a. MPTL-2A
            b. T4-B Tank [Tech Level 3]
    Garrison: a. MPTL-2A
    
    Ion Cannon
    ----------
    Cost: 2000
    Description: Fires an Ion cannon into space, disabling an enemy ship.
    Pre-Requisites: Tech Level 2
    Allows: None.
    Builds: None.
    Garrison: None.
    
    Turbo-Laser Tower
    -----------------
    Cost: 4000
    Description: A huge tower of raw power. Ha. That rhymes. When you purchase 
                 this, aout four-five of them are put around your base.
    Pre-Requisites: None.
    Allows: None.
    Builds: None.
    Garrison: None.
    
    Infiltrator Academy
    -------------------
    Cost: 1000
    Description: A special school for those of the Rebel Troops that show 
                 particular finesse for stealth. They are trained as infiltrators
                 and are the elite.
    Pre-Requisites: Officer Academy, Tech Level 3
    Allows: None.
    Builds: a. Infiltrator
    Garrison: a. Infiltrator
    
    +-------------------+
    |e. Space Structures|
    +-------------------+
    
    Space Station [Level 1]
    -----------------------
    Cost: 600
    Description: The first type of space station. Sad, really.
    Pre-Requisites: None.
    Armament: a. Shield Generator x1
              b. Hanger x1
              c. Laser Cannon Battery x1
              d. Turbo Laser Battery x1
              e. Concussion Missile Launcher x1
    Allows: Space Station Level 3
    Builds: a. X-Wing
    Garrison: a. X-Wing
              b. Y-Wing
    
    Space Station [Level 2]
    -----------------------
    Cost: 1200
    Description: The second type of space station. A little better, but not 
                 something I'd rely on all that much.
    Pre-Requisites: Space Station Level 1
    Armament: a. Shield Generator x1
              b. Hanger x1
              c. Laser Cannon Battery x2
              d. Turbo Laser Battery x2
              e. Concussion Missile Launcher x1
              f. Proton Torpedo Launcher x1
    Allows: Space Station Level 3
    Builds: a. Nebulon-B Frigate
            b. Corellian Gunship
            c. Corellian Corvette
            d. X-Wing
            e. Y-Wing
    Garrison: a. X-Wing
              b. Y-Wing
              c. Corellian Corvette
    
    Space Station [Level 3]
    -----------------------
    Cost: 2400
    Description: The third type of space station. Now we're getting somewhere.
    Pre-Requisites: Space Station Level 2, Tech Level 2
    Armament: a. Shield Generator x
              b. Hanger x
              c. Laser Cannon Battery x2
              d. Turbo Laser Battery x2
              e. Concussion Missile Launcher x2
              f. Proton Torpedo Launcher x2
              g. Ion Cannon Battery x1
    Allows: Space Station Level 4
    Builds: a. Nebulon-B Frigate
            b. Corellian Gunship
            c. Corellian Corvette
            d. Marauder Cruiser
            e. X-Wing
            f. Y-Wing
    Garrison: a. Corellian Corvette
              b. X-Wing
              c. Y-Wing
    
    Space Station [Level 4]
    -----------------------
    Cost: 4800
    Description: The fourth type of space station. Rock On! I get knocked down...
                 But my space station pulls me back up again... You neva gonna
                 keep me down...
    Pre-Requisites: Space Station Level 3, Tech Level 3
    Armament: a. Shield Generator x1
              b. Hanger x1
              c. Laser Cannon Battery x3
              d. Turbo Laser Battery x3
              e. Concussion Missile Launcher x2
              f. Proton Torpedo Launcher x2
              g. Ion Cannon Battery x2
    Allows: Space Station Level 5, Long Range Scanner
    Builds: a. Assault Frigate Mk. II
            b. Nebulon-B Frigate
            c. Corellian Gunship
            d. Corellian Corvette
            e. Marauder Cruiser
            f. X-Wing
            g. Y-Wing
    Garrison: a. Nebulon-B Frigate
              b. Corellian Corvette
              c. X-Wing
              d. Y-Wing
    
    Space Station [Level 5]
    -----------------------
    Cost: 6000
    Description: AAAAAAALLLLLLRRRRRRRRIIIIIIGGGGGHHHHHTTT! This is the mother of 
                 all Space Stations.
    Pre-Requisites: Space Station Level 4, Tech Level 4
    Armament: a. Shield Generator x1
              b. Hanger x1
              c. Laser Cannon Battery x3
              d. Turbo Laser Battery x4
              e. Concussion Missile Launcher x3
              f. Proton Torpedo Launcher x3
              g. Ion Cannon Battery x3
    Allows: Nada.
    Builds: a. Mon Cal Cruiser
            b. Nebulon-B Frigate 
            c. Corellian Gunship
            d. Corellian Corvette
            e. Marauder Cruiser
            f. A-Wing
            g. X-Wing
            h. Y-Wing
    Garrison: a. Nebulon-B Frigate
              b. Corellian Corvette
              c. X-Wing
              d. Y-Wing
    
    Long Range Scanner
    ------------------
    Cost: 210
    Description: Increases unit sight range.
    Pre-Requisites: Space Station Level 4
    Armament: None.
    Allows: None.
    Builds: None.
    Garrison: None.
    
    =================
    |3. Shared Stuff|
    =================
    This is the stuff that both sides have that do the same thing. Umm... yeah.
    
    +------------+
    |a. Buildings|
    +------------+
    
    Cantina
    -------
    **Only built on Abregado-Rae, Atzerri, Corellia, Nal Hutta, Ryloth, Tatooine**
    
    Cost: 
    Description: A bar where the hardest, toughest, roughest blokes in the galaxy
                 get jobs.
    Pre-Requisites: None.
    Allows: None.
    Builds: a. Smuggler
    Garrison: None.
    
    Hutt Palace
    -----------
    **Only built on Abregado-Rae, Atzerri, Corellia, Nal Hutta, Ryloth, Tatooine**
    
    Cost: 
    Description: This is a bad place. Very bad. But, very good if you need a
                 bounty hunter. For a small price *cough...BULLSHIT...cough*, you
                 can get someone to kill anyone else.
    Pre-Requisites: None.
    Allows: None.
    Builds: a. Bounty Hunter
    Garrison: None.
    
    Pirate Building
    ---------------
    Cost: -
    Description: This is a building that lets you buy Pirate forces. They're mosty
                 shit, so you can find out what they acutally are for youself.
                 Sorry. This'll be in the Land Tactical Battles section.
    Pre-Requisites: None.
    Allows: None.
    Builds: Find out for yourself.
    Garrison: None.
    
    +---------+
    |b. Heroes|
    +---------+
    
    Fleet Commander
    ---------------
    Cost: 1000
    Ability: Increases the sight range of all ships in whatever battle he partakes
             in by 20%.
    Description: The gallant fleet commanders are the ones who hold the Rebellion
                 navy together.
    Strategy: For the Empire, these guys will automatically be riding in an ISD,
              so that's good news. I dunno.
    
    Field Commander
    ---------------
    Cost: 1000
    Ability: Increases the sight range of all units in whatever land battle he
             partakes in by 20%.
    Description: The Field commanders command all the troops with a steel-hard
                 resolve.
    Strategy: This bloke and his guard are good against infantry. Use them against
              them.
    
    Smuggler
    --------
    Cost: 500
    Ability: Can set up shop on a planet and steal credits. An enemy planet, 
             obviously.
    Description: These are smugglers, hired from a Cantina. They aren't Han Solo,
                 but they're OK.
    Strategy: Only use these on planets where they'll do well; Coruscant, Polus,
              Alzoc, Kessel.
    
    Bounty Hunter
    -------------
    Cost: 500
    Ability: Can take out any hero around any planet. 
    Description: Bounty Hunters are the anti-christ where smugglers are concerned.
    Strategy: It's kinda a waste of money, but it can be useful. Before attacking,
              take out Piett or Acbar. HAHAHAHAHA!!!
    
    
    --------------\
    1.3 - Playing Empire At War
    ---------------------------\
    
    ==============
    |1. Tutorials|
    ==============
    These are walkthroughs for the tutorials, for those of you who can't complete
    them. If you can't finish them, do you realise how sad that is? I mean, the
    tutorials are there to show you how to play, and if you can't finish them,
    you might as well take the game back. Just thought you'd like to know. Onward!
    
    +-------------------------+
    |a. Basic Land [Rebellion]|
    +-------------------------+
    
    Galactic Map
    ------------
    OH My GOD!!!! The empire is invading Kashyyyk! Luckily, this is just the right
    time to train you up. Hmm...
    
    *Land Battle - Kashyyyk*
    OK. Seems that a squad of rebel soldiers has gotten lost on a patrol. The 
    bloke will tell you about the command bar and minimap, and tell you how to
    select troops. You'll get a transmission saying that the patrol's last
    transmission came from this area. They can't have gotten far. In fact, they
    are a little east of your current position, in that little niche south of the
    path. Right now though, the pointer is an egg timer, and so the bloke keeps
    talking. Listen to him, or don't. Soon, a green marker will appear on the
    minimap, indicating the lost patrol is in a little niche south of the path
    [huh, huh?]. Just select your squad, scroll across to the position, and right
    click where you want them to go. Easy peezie, titee squeezie. Umm... yeah.
    The squad are there. They'll inform you that comms are being jammed. You have
    to find the jammer, and take it out. Now that you have a real objective, 
    select both of your squads and move them along the path. You'll find the 
    jammer just after the dogleg-left... or is that a dogleg-right? I don't follow
    golf. Anyway, the jammer is the steam-vent looking thing. Destroy it, and move
    on. Someone will notice that it has Imperial markings, and you'll be told to
    rush back to base. The base is just north of the jammer, so keep following the
    path, or alternatively, just right click on the base. Once you reach it, you
    will be told to build some defensive structures. Click on the northward pad
    and choose the turret [the only choice], and on the southward pad a bacta
    station [again, the only choice]. A fair amount of rebel troops and plexies
    will appear out of the barracks, giving you some real firepower for the first
    time. Troops will continue to appear from the barracks at regular intervals.
    Roughly order your troops along the wall, troops in front, plexies in back.
    Oh my! Imperials! Run! Save yourselves! A couple of TIE maulers will destroy
    the wall. Select all your troops, and tell them to take cover. This will
    lessen the effect of damage to them. Kill all the stormies who come at you,
    and get ready to move. Stop the troops taking cover, and move them to the
    first reinforcement point. Oh, and take out the AT-STs with your PLEX troops.
    Move your troops around the reinforcement point. An Imperial shuttle will land
    and drop off some stormtroopers. Your troops should take them out before they
    can fire a shot. Move all your force south, around the bend and northeast.
    This is the last reinforcement point you need to capture.
    As you approach, a shuttle will land and drop off some stormtroopers. They'll
    get off a shot or two this time, but your boyz will take them down without a
    fuss. Once they're dead, capture the reinforcement point. After, you'll get
    a report that a massive fleet is en route to Kashyyyk, and that you need to
    flee the sector. The Wookies! What about the Wookies? WON'T SOMEBODY PLEASE
    THINK OF THE WOOKIES!!!? 
    Ahem. The bloke will explain retreats and stuff, and when he's done click
    the retreat button. The general or whatever will say something patriotic, and
    that's the end of that.
    
    +--------------------------------+
    |b. Basic Galactic Map [Rebellion|
    +--------------------------------+
    Right. So, as you can see, you are on the galactic map at the moment. There's
    Ryloth, there's Bothuwui... oh look! There's Kashyyyk! And there, on the
    surface, the troops who retreated in the last tutorial. Grab them and move
    them into one of the empty places over Kashyyyk. Now, drag that fleet to
    Bothuwui. The 'Main Alliance Fleet' is a single corvette. Drag the fleet from
    Kashyyyk onto it to combine fleets. The loke will rattle off a bunch of shit
    about fleets and credits and whatnot. Ryloth is unoccupied, so drag your
    fleet into one of the places above it. Turns out you have to control the
    surface of a planet as well. Just drag the fleet onto the planetside place.
    Any spaceborne vehicles units will stay in orbit, while ground forces will
    go down to the surface. Zoom into Ryloth by selecting it and scolling your
    mouse wheel up, or by clicking the little magnifying glass in the minimap.
    Build a barracks by pressing on the barracks icon. You might have to click the
    orange tab before it will let you. Once it's done, the bloke will tell you
    that planets have a limit to the amount of buildings they can support. He'll
    tell you to train two rebel infantry platoons. Click the orange tab, and 
    double click on the rebel infantry icon. Once they're done, you should have a
    total of five infantry and two PLEX troop platoons. Now, you have to build a
    space station, which you need to make space units. Wait until the guy stops
    talking, and click on the blue tab. Now click on the space station icon. The
    space station will be constructed above the planet. The bloke will say a lot
    of stuff about spacefleets, creating spacecraft, yada-yada-yada, now build two
    X-Wing squadrons. Click the button twice, and they'll be built. Once they have
    been built, you'll be told to zoom out from Ryloth, so either roll the mouse
    wheel, or click the zoom out button. Mon Mothma will talk about not being
    evil, and not preying on other systems for resources, and then you'll be told
    to train a Han-Solo Lookalike. Click on the smuggler icon, and the cantina
    will do the rest. Once he's done, drag him onto his own special space over
    Nal Hutta; the orange 'Steal Credits' one. He'll head over and siphon off
    credits from the Empire's supply there. The little yellow credit symbol and 
    the green plus indiate that you are gaining credits from this planet. 
    Alright, now C3-D2 will appear over Bothawui. Drag them onto their own spot,
    the orange 'Steal' space over Nal Hutta. The Steal Technology box will appear.
    Choose what you want, as it honestly doesn't do anything for the tutorial.
    The bloke will explain some stuff about Rebellion tech levels and whatnot, and
    then Mon Mothma will tell you to build some planetary defences on Bothawui. A
    Shield Generator to be exact. So, build it. The power generators needed to
    keep shields and automated defences operational are automatically built when
    you build a structure that needs them. 
    Ok. Now we need to reinforce Tatooine. Blast! Those Imperial dogs have 
    blocaded the space above the aforementioned planet! Not to worry. One of the
    Rebellion's advantages is that they can make use of Raid fleets. Raid fleets
    are fleets of four or less ground units, which can bypass space forces and
    go straight to the ground, either taking the ground if there are no enemy
    structures or units there, or engaging in a land tactical battle. Move the
    infantry platoon into the fleet window, and zoom out from Bothawui. Drag the
    raid fleet into the 'Raid' space on Tatooine. There. Done.
    
    +-----------------------+
    |c. Basic Space [Empire]|
    +-----------------------+
    Hooray! Space combat! Alright. Above Nal Hutta is a fleet of four Tartan 
    Patrol Cruisers; Your battleforce. The general bloke will yack on about a
    peace envoy being assaulted and something about rebel scum. Lo and behold, you
    have to move your fleet to Kashyyyk, and destroy the rebel space station.
    Drag the fleet into one of the spaces over Kashyyyk and prepare for battle.
    
    *Space Battle - Kashyyyk*
    OK. Some general in a Lambda shuttle will tell you that all you need to do is
    follow him. Simple, right? Right. He'll also tell you about asteroid fields.
    Anyway, follow him 'north' [In a zero-g environment there is no up down or
    side to side. I refer to north as the direction upwards of the orientation of
    the camera set to default {did that make any sense?}]. Alright, he'll tell you
    that you're doing a great job following him, and he'll explain nebula clouds.
    So. Move between the clouds, and you'll be attacked by four Z-95 squadrons.
    Pathetic rebel scum. Once you're close enough, use the power to weapons 
    ability. Lances of green death will tear through space, and you should destroy
    all of the Z-95s within thirty seconds, if not sooner. The voiceover bloke 
    will talk about shields, now that yours are probably empty. The general will
    mention a frigate in the area. After a moment or two, it's time to play chasey
    again. Follow the general 'southeast'. You'll find two Y-Wing squadrons, two
    Z-95 squadrons and a Nebulon-B frigate. Kill the Y-Wings first. and you can
    ignore the Z-95s for now. Close with the frigate, and aim at their weapons.
    Don't worry about engines at the moment. You'll be tempted to use Power to
    Weapons at this point; Don't. That saps your shields, and the Nebulon-B is 
    still tough enough to destroy two of your Tartans before you cripple it. Once
    its laser cannons are gone, take out the engines. Voila, instant rubble. Once
    it is gone, an Acclamator pilot will radio in. Great. Open the reinforcement
    panel and bring in the Acclamators, behind the Tartans if possible. Let the
    Acclamators disgorge their one squad each of TIE fighters and bombers. Take
    everything 'north'. The voiceover will talk about ion fields. The station will
    come into view. Ignore the X-Wings and attack the station with everything. 
    Grab your TIE Bombers and order them to attack the shield generator... at the
    bottom of the thing. The upsidedown spire thing. Once the shield is gone, it's
    just a matter of destroying the rest of it. And yes, you can use power to
    weapons if you wish. The X-Wings were probably destroyed during the battle,
    but if not, they'll be nearby. Kill them and you're done. No more rebel scum 
    in this sector. 
    
    +---------------------------------+
    |d. Advanced Galactic Map [Empire]|
    +---------------------------------+
    It's coming. Settle down.
    
    =============
    |2. Campaign|
    =============
    There are three ways of playing Empire at War, not incuding the tutorials. The
    first of these is the Campaign. 
    Both the Empire and the Rebellion have a campaign, which takes up the majority
    of the game. Both of these are set before and during a New Hope [Episode IV].
    However, the campaigns do not follow the story of A New Hope, as you have the
    oppurtunity to wipe out the Rebellion/Empire before Empire Strikes Back, which
    is sort of wierd. I think the Empire is present during that movie... isn't it?
    *Cue X-Files Music*
    Anyway, as I said, this takes up the majority of the gameplay in Empire at
    War, so if you only play Skirmish and Galactic Conquest, you'll have fun, but
    you'll feel... incomplete. Or not, I dunno. 
    
    ======================
    |3. Galactic Conquest|
    ======================
    The second way of playing Empire at War is Galactic Conquest. For anybody who
    has played Star Wars: Battlefront or Battlefront II, this name will be 
    familiar. It's the same basic concept; take control of the galaxy. However,
    there are a lot of features that do not appear in other Star Wars games:
    - You control entire forces, not just a trooper [obviously]
    - There are more planets [I think...]
    - There are little side missions for you to do [eg. Rescue the Pirate Leader]
    - Fleets are NOT confined to two capital ships and a few corvettes [FUCKIN A!]
    - Different view [bird's eye-ish]
    - It's on a completely different game on a computer, not an X-BOX/PS2/Whatever
      else it was on.
    - A lot more!!
    I put 'A lot more' there because I couldn't think of anything else. Shut up!
    There are.... 8 different Galactic Conquest scenarios, and the strategies for
    these are covered in the 'Galactic Conquest Section'.
    
    =============
    |4. Skirmish|
    =============
    The last way to play Empire at War is Skirmish. This is basically a quick 
    battle on land or in space, which follows on from nothing, and leads into 
    nothing. No repurcussions. Nice.
    
    +----------------+
    |a. Land Skirmish|
    +----------------+
    Land skirmish is very different from the GC and Campaign. For starters, you
    have to advance tech level then and there. Everything costs more. There is 
    another hero [Kyle Katarn/Mara Jade]. The vehicles and infantry or whatever
    you build goes into your reinforcement pool. You have to purchase bombing
    runs [nooooooooooooooooo!!!!!!!!!!]. That's all I can think of, but rest
    assured; Land skirmish is different from tactical battles. Oh, you have to
    capture mining facilities to earn money [dammit!]
    
    +-----------------+
    |b. Space Skirmish|
    +-----------------+
    Same as land skirmish... but in space... yes sah, good ol' space fun! You have
    to upgrade your space station right there, and for the Empire, you can build
    the TIEs that boil out of the Station and capital ships. You have to purchase
    Ion/Hyprvelocity Cannon shots [nooooooo!!!], and you have to build asteroid
    mining facilities on asteroids to get money. That's about it, and this is
    pretty fun compared to the ordinary space tacticals in my opinion. Ok. That's
    it.
    
    
    ------------\
    1.4 - Tactical Battles
    ----------------------\
    
    Tactical battles are the battles you go into during Campaigns and Galactic
    Conquest. These differ from skirmish battles in a few ways. Firstly, the
    structures on the planet or above it are limited to what you have built in the
    Galactic Map [where you see all the planets]. The units are restricted to
    garrison units and the units you already had on the planet. You cannot build
    new units during the course of the battle. There are two types of tac battle,
    like skirmishes; land and space.
    
    =========
    |1. Land|
    =========
    Land tac battles are differ from skirmish battles in a few ways:
    - Structures are not built during the battle. You are restricted to structures
      already built at the start of the battle.
    - Units cannot be built during the battle. You are restricted to garrisoned
      units and units already on the planet at the start of the battle.
    - In Tac Battles, your credits do not come from mining facilities. Your funds
      are restricted to the amount of credits already in your galactic bank at the
      start of the battle. 
    As you can see, the skirmish battles are totally independant of anything else,
    while the tac battles are dependant on what you have done on the galactic map.
    However, the tac battles are similar to skirmishes in a few ways:
    - You can upgrade buildings and units during the battle at certain buildings,
      if credits permit the expenses.
    - There are still reinforcement points [duhduhduh...]
    - There are still contested structures, factories, etc.
    
    ==========
    |2. Space|
    ==========
    Space tac battles, like land tacs, differ from their skirmish counterparts in
    a few ways:
    - Your Space Station cannot be upgraded during the battle. It is restricted to
      the level it was at at the start of the battle.
    - New ships cannot be built during the battle. You are restricted to the fleet
      you already had over the planet and garrison ships.
    - In Tac Battles, your credits do not come from asteroid mining facilities.
      Your funds are restricted to the amount of credits you had in your galactic
      bank at the start of the battle.
    Same as the land tac battles, space tac battles are more dependant on 
    happenings outside of the battle than skirmish space. And, like land, some
    things are similar between the two.
    - You can upgrade your station, ships and fighters at the space station, but
      there is only one level of the upgrades.
    - There is only ever one space station. The defender is the one with said 
      space station. Sometimes, there is no space station, and it is just fleet on
      fleet.
    - There are no contested structures apart from space platforms.
    
    
    -----------\
    1.5 - Basic Concepts
    --------------------\
    
    Here are some concepts that are within the game, which you may not understand.
    It will get bigger as readers suggest things, or I think of new ones.
    
    =========================
    |1. Reinforcement Points|
    =========================
    Reinforcement points are the places where you can bring in new troops to help
    kill your opposition. There are an average of three on most planetary land
    maps. These are probably the most sought after things in a battle. The one who
    controls these can bring down more units. Each reinforcement point has a 
    number on it, which shows how many units it will allow, and as you get more 
    RPs [Reinforcement Points], the numbers will add together, and show you the
    total of units allowed above the map, on the lower-left side of the screen.
    You can bring in new units at any reinforcement point, even if you had already
    used up the allowed units before you got another. Did that make sense?
    
    =========================
    |2. Contested Structures|
    =========================
    Contested structures are buildings such as abandoned factories and pirate
    buildings, which can build extra... 'special' units. I call them special since
    you can only build them at these buidlings. They are in no way better than
    conventional units. In fact, some are worse. 
    However, some contested structures are not even structures. Reinforcement
    points, for instance, are contested. 
    The basic idea of contested structures is that you must destroy all enemy
    opposition around the structure. You cannot control one [ordinarily] while
    enemies are nearby. As they are contested, if the enemy manages to kill all
    your sway around the contested structure, or they catch it unguarded, they
    can recature it for their side. Guard them well.
    
    I will put the various contested structures in both tactial and skirmish maps
    as I find them.
    
    ====================
    |3. Ship Hardpoints|
    ====================
    On most capital ships, from frigates upward, show small circles when you hover
    the pointer over it. For totally undamaged ships, these will all be green. 
    When you attack a ship, you can either select one of the hardpoints, such as
    Engines, Shield Generator, Turrets or Missile Launchers. As they get damaged,
    the respective circle will deminish from green to yellow to red. By hovering
    over the circle, you can see what percentage still works. Once it reaches 0%,
    the hardpoint will stop operating. Therefore, the turret, engine, launcher,
    or shield generator will not work. Space stations also have hardpoints.
    
    ====================
    |4. Space Platforms|
    ====================
    On most, if not all, space maps, be they tac or skirmish in manner, have small
    circular platforms scattered throughout... usually in strategic positions [in
    choke points for capital ships between asteroid fields, etc.]. You can build
    one of two weapons on space platforms; Concussion Missile Launchers or Laser
    Cannon Batteries. The missile launchers are good against anything bigger than
    corvettes, and even other space platforms. They are basically the same as the
    bomber's missiles, in that they can bypass shields. They are weaker, and so
    there are more of them. The laser cannons are more for anything smaller than
    frigates [fighters and corvettes]. 
    
    =================
    |5. Galactic Map|
    =================
    The galactic map is the screen where you see everything: Your fleets and
    ground forces; which planets you control, and which ones you don't; the 
    progress of your fleet to another planet; enemy fleets and what's in them;
    how many buildings are on a planet; and what level of space station a planet
    has. During the campaign walkthroughs, I will use the galactic map a lot.
    
    =================
    |6. Ship Classes|
    =================
    There are five classes of ship; fighter, bomber, corvette, frigate, and 
    capital ship. I guess you could add 'Death Star' to that, but I dunno. Anyway,
    have a bad ASCII table.
    
    +------------------+------------+------------+
    |SHIP NAME         |  FACTION   |  SHIP CLASS|
    +------------------+------------+------------+
    |X-Wing            |  Rebellion |  Fighter   |
    |A-Wing            |  Rebellion |  Fighter   |
    |TIE Fighter       |  Empire    |  Fighter   |
    |TIE Scout         |  Empire    |  Fighter   |
    |Y-Wing            |  Rebellion |  Bomber    |
    |TIE Bomber        |  Empire    |  Bomber    |
    |Corellian Corvette|  Rebellion |  Corvette  |
    |Corellian Gunship |  Rebellion |  Corvette  |
    |Marauder Cruiser  |  Rebellion |  Corvette  |
    |Tartan Cruiser    |  Empire    |  Corvette  |
    |Broadside Cruiser |  Empire    |  Corvette  |
    |Nebulon-B Frigate |  Rebellion |  Frigate   |
    |Alliance Frigate  |  Rebellion |  Frigate   |
    |Acclamator-Class  |  Empire    |  Frigate   |
    |Victory-Class     |  Empire    |  Frigate   |
    |Interdictor-Class |  Empire    |  Frigate   |
    |Mon Cal Cruiser   |  Rebellion |  Capital   |
    |Imperial-Class    |  Empire    |  Capital   |
    +------------------+------------+------------+
    There. Feel better now? When you hear Capital Ship in this guide, I'm usually
    referring to stuff bigger than corvettes. Sorry to the bloke who objected.
    
    
    ===============================
    |Part 2: Campaign Walkthroughs|
    ===============================
    This is the walkthroughs for the Empire and the Rebellion campaigns. They were
    done on Medium difficulty, so anybody doing hard, good luck, and anybody doing
    easy... you're a sissy. You're doing it on easy and you're reading this, yur a
    sissy. You know.
    
    
    -----------\
    2.1 - Rebellion Campaign
    ------------------------\
    
    This is the Rebellion campaign. This one is a bit harder if you want to take
    all the planets as you go, as the Rebellion takes a little while to get warmed
    up, but it's good for a challenge. Ok! Let us get into it!
    
    Onward!!
    
    =======================
    |1. Shipyard Diversion|
    =======================
    
    Major Objectives This Chapter:
    - 'Shipyard Diversion'
    - Take Kuat
    
    And so we begin, with the trademarked Star Wars titles. Nothing beats seeing
    it in a theater with surround sound and a gigantic screen. Unfortunately, we
    are seeing it on the tiny screen of a laptop, PC or Mac [heaven forbid].
    
    Shipyard Diversion
    ------------------
    Alright, so the Tyranny is over Fresia, where Antilles and his ragtag fleet
    [they got that right] were supposed to get the X-Wings. But if it's here, then
    it's not where it usually is, which is where? Kuat! So off we go. Now, we have
    to cause as much havoc as possible to get the Tyranny back here. Easy, right?
    Right! Head toward the centre area, and you'll run into some satellite 
    defences and a couple of Tartans. Hit the gas tanks on the left side to take
    out all but one Tartan and a station. Kill them and head towards the lowerleft
    area on your map. They'll throw some TIE scouts at you. Pathetic, really. Now,
    here you can see there are about a dozen gas tanks clustered around the ship-
    yard just begging to be blown to smithereens. Sort of dangeroud, isn't it?
    Show them the proper safety etiquette. Now, go upward to one of the middle 
    ones. If you have lost a corvette by now, restart. And may I say, you sir are
    a bad RTS player. Just kidding, but not really. [Dodgeball! Huh? Huh?] 
    If you pause and look around at the last five you have to get, you'll see all 
    of them have gas tanks around them. Easy. Get the middle one with the Lambda 
    shuttles around it, then go left to the most left one. Destroy it too. They 
    might throw a tartan and some TIE scouts at you. You'll tear through them like
    a knife through hot butter. 
    Once you destroy the third one, you'll hear a plea from the administrator of 
    the Kuat Shipyards to the Tyranny to come help. The Tyrany will flatly refuse, 
    and you can get about business again. Head towards the other middle one [the 
    one with the TIE bombers] and blow the shit out of it. Now stop to pick off 
    and TIEs you've picked up along the way.
    Four down, two to go. And how convenient! They're the two with the most gas
    around them! Joyous day. Blow up the top one and take out any Tartans or TIEs
    after you. Hit one of the tanks around the last one, and voila! Which is
    French for ta-da! Instant nuclear explosion. 
    The adminitrator will call in a Code Zero. The Tyranny will come to the rescue
    only to be caught unshielded by four corvettes. They'll tear a chunk from it
    and your 'vettes will run. Hooray!
    
    Galactic Map
    ------------
    The fleet of three vettes and three Z-95s and Antilles will appear over 
    Alderaan. You shouldnt have lost any. Now you'll hear a lengthy discussion 
    about how the Tyranny dropped some sensors before they hyped to Kuat, and so 
    they'll know when the Rebellion comes to take the X-Wings. No! First things
    first; while they're gossiping, sell your Z-95s. They are useless. Yes, all 
    of them. Now, upgrade all your space stations. Now, build a barracks on Yavin
    and maybe a mining facility or two on Alderaan. Once they're done, you'll hear
    that you've gotta head to the Wayland system and stop the sensors. Right-o,
    but lets take Kuat first.
    
    Take Kuat
    ---------
    Alright, you don't actually have a battle in space at Kuat, which is good, but
    build a corvette and stick it overhead. Now, add a Y-Wing squad to it and get
    ready for a land battle. They should have minimal forces there now, but use
    C3-D2 to see what their most powerful unit is, and what buildings they have.
    It should only be a light factory and a mining facility at the moment, and
    that's nice. You can either combine the force from your planets, or build a 
    new force. I build a new one, cos then you can use the combo for Wayland and
    Fresia. You'll need probably three T2-B Tank, three Rebel Trooper, and three
    Plexies. Now head down to Kuat.
    
    *Land Battle - Kuat*
    At your RP, you can only bring in three. So bring in a Rebel Trooper platoon
    and a Plexie platoon. Move them, along with the T2-Bs up to the neck entry of
    your island thing. Build a turret or two. Deploy your troops so that you have
    a trooper squad in the cover area, one behind one turret, and the last behind
    the other. Put the two plexie ones behind the turrets too. Now, send a tank to
    lure some enemies. They'll follow him back, where your troops will effectively
    send him to Imperial heaven, which I suppose is a gigantic AT-AT. AT-HA [All
    Terrain Heaven Area!]. Ok, keep doing this until the only thing getting thrown
    at you is AT-STs. Now, head to the north-east island. Head to the large, open
    area and use a bombing run on their buildings. Now it's just a simple matter
    of cleaning up all resistance. There is one spawn building for Kuatis here. If
    they are really annoying you that much, the building is on the north-west 
    island. 
    
    Galactic Map
    ------------
    Now, before we move to Wayland, build a Barracks and a Space Station at Kuat.
    
    =============================
    |2. Interpreting the Network|
    =============================
    
    Major Objectives This Chapter
    - 'Interpreting the Network'
    - Take Wayland
    
    Galactic Map
    ------------
    Alright. Move Antilles' fleet, plus a few bombers, over Wayland. There will be
    no opposition in the space. Now, combine your forces from Kuat, Yavin, 
    Dantooine and Alderaan and add C3-D2 to the mix. Now, move them to Wayland.
    It should have roughly ten each of Troopers and Plexies, and a few tanks.
    You'll want at least three tanks, so do that now. OK. Move C3-D2's fleet onto
    the planet.
    
    Interpreting the Network
    ------------------------
    Alright, you'll see a nice little cutscene where C-3P0 shows his distaste.
    OK. Now, bring down a tank brigade and a platoon of plexies. Use them and
    the troopers you start off with to make a defence along the north of the 
    clearing. You'll notice that the clearing opens up to the north. Array your
    forces along the neck to it like so;
    
    T = Tanks  RT = Rebel Trooper  P = PLEX
    **                                 **
    ***      RT      RT       RT      ***
    ****   T    T     T     T     T  ****
             P        p        P
    
    Ok. Now bring down one tank brigade and a few Troopers and Plexies. Move all
    of your new forces, NOT the ones arrayed above, up the path to the right. Drop
    a bombing run on the AT-STs and Stormies around the base. Once you've taken
    out resistance, move a tank brigade and three squads of Troops and two of 
    Plexies. Destroy the turret to the east and move them down to the bottom. Now,
    array them like the ones above, but facing west, into the clearing. Once you
    done that, brutha, you need ta move some of those hos to the north and array
    them just outside of the clearing. Yeah, biatch. [Move some of the troops to
    the north and array them outside of the clearing. Now move C3-D2 near to the
    terminal. 
    Ok, as soon as they get near it, the Empire will start dropping forces in the
    clearings. You troops should tear through them. After a minute or two, C3-D2
    will tell you that they're almost done. Hopefully your forces have held up to
    any enemies in the clearings. Once the droids are done, move them to a clearin
    and... victory is ours!
    
    Take Wayland
    ------------
    Not very hard. Move a land unit to the ground on Wayland. Hooray! You now
    control Wayland. Build a barracks and a space station at Wayland.
    
    Galactic Map
    ------------
    You'll hear that now you can go to Fresia. Finally! Before you do, upgrade
    all your space stations. 
    
    ========================
    |3. Theft of the X-wing|
    ========================
    
    Major Objectives This Chapter
    - 'Theft of the X-Wing'
    - Take Fresia
    - Take Korriban
    
    Galactic Map
    ------------
    Alright. Make sure all your space stations are fully upgraded. Now move 
    Antilles' fleet [with some bombers] over Fresia. He'll tell you that there are
    no irregularities on Imperial Channels. Send the force you had at Wayland to
    Fresia. Get ready for a fight, albeit an easy one. 
    
    Theft of the X-Wing
    -------------------
    You'll be shown the Turbolaser turrets scattered around. Shit. But don't worry
    as there is a power generator to the north. All you have to do is destroy that
    and you can waltz right up to the turrets and nothing will happen. To start,
    move the pilots a bit south and bring down some more troops. Focus them to the
    east and west of your RP. Once you have a bombing run, move a T2-B tank up the
    left side to the power generator and blow it to kingdom come. Try to take some
    of the Maulers and AT-STs with you. Now, get all your tanks and move them to
    the right and up. Destroy the two turbolaser turrets and any Maulers that come
    after you. Ignore any stormies and the two infantry turrets next to the 
    X-Wings. Only attack the stormies when one of the tanks' shields go down. Make
    sure that you destroy the Maulers before they selfdesctruct, the bastards can
    do a lot of damage that way. 
    Once all opposition around the X-Wing is gone, bring in your infantry and 
    pilots. Make sure you have a bombing run ready, though. Once the pilots get 
    into the X-Wings, the Empire will start constructing Anti-air defences around
    the X-Wings. Cheating scum! Destroy the four nearby and drop a bombing run
    on the four all together on the plateau. The X-Wings will take off, and we
    are victorious! Joyous day! Onward!
    
    Galactic Map
    ------------
    You'll notice that five X-Wings have appeared over Alderaan. Add them to 
    Antilles' fleet, which should already have four or five Y-Wings. You'll hear
    from Ol' Mothie that some Incom scientists are on their way to Kessel for 
    service. You have to get over there and free them. They can wait, though.
    
    Take Fresia
    -----------
    Ooh. This is a tough one. Move a unit onto the ground. Done. Build a space
    station and a barracks there. 
    
    Galactic Map
    ------------
    The time is ripe to build a new mining facility on Alderaan. Move Mon Mothma
    to Alderaan to get discounts. Now, build some X-Wings and add them to the 
    small fleet you should have over Kuat. Now, make sure that Antilles' fleet
    has at least four each of X-Wings and Y-Wings. Now, move it to Korriban.
    
    Take Korriban
    -------------
    *Space Battle - Korriban*
    You'll be fighting some pirates, which isn't exactly hard. They should only
    have a frigate and a couple of fighter squadrons at the moment, so don't 
    worry. Just use the corvettes and X-Wings for the fighters, and the bombers
    for everything else. You'll be fine. 
    
    *Land Battle - Korriban*
    This battle can be pretty difficult, so make sure you're ready. The pirates
    never take the offensive, so you can leave this planet if you want. If you're
    a tough nut though, get ready for a challenge. Here's an overview of the map;
    There are three reinforcement points: one in the southeast, where you start,
    one in the northeast, and one in the northwest. The one in the northwest has
    all the indigineous buildings. The pirate base is in the large clearing in the
    southwest. Now, for this planet, you'll need at least ten each of PLEX troops
    and rebel troopers, and at least five squads of T2-B tanks. Got them? You
    ready? You sure? Positive? Ok.
    As I said, you start in the southeast, probably with a squad of tanks. Bring
    in some tanks and infantry and plexies. you should probably only bring in
    infantry for now. To start off with, we have to control the centre 
    intersection. Here's what you'll be up against; Pod Walkers - Get these guys
    with your vehicles and PLEXies. Swamp Speeder - These guys tear through troops
    and you'll have to get them with T2-Bs. Skiff - Kill these with PLEXies. 
    Pirate Troops - use your troops. Missile Soldier - These guys spell D-E-A-T-H
    for your vehicles, so kill them with infantry first. Work your way to the
    centre and build repair and bacta stations on all the build pads you find. OK.
    Once you control the centre, move left to the RP. Drop a bombing run if you
    see any concentrations. Once you've captured it, move north. In the little
    clearing right in the northwest corner. Ignore the civies and destroy their
    buildings. Now kill them. Head back to the RP. It's at this point that you
    are most likely to get jumped by the Pirates, so stay alert. Now. Move your
    forces towards the pirate base, which is just south of the RP. Are you READY?!
    You should be able to kill a lot of them very quickly. Send a T2-B straight
    in and scout out their building. Drop a bombing run on it, and then send in
    the rest of your forces. Hopefully, your tank lured a lot of vehicles into
    the bombing straight for you, and you won't be up against much. Watch the
    turrets, and clean up nice. Victory.
    
    Galactic Map
    ------------
    Recoop any losses you took, because this is a good force to use every now and
    then. Build on Korriban and get ready to free some prisoners.
    
    ==================
    |4. Kessel Rescue|
    ==================
    
    Major Objectives This Chapter
    - 'Kessel Rescue'
    - Take Kessel
    
    Galactic Map
    ------------
    I used a fleet of three corvettes, Sundered Heart, five X-Wing squadrons and
    six Y-Wing squadrons. I suggest you use the same. Move the fleet to Kessel
    and get pumped. 
    
    Kessel Rescue
    -------------
    Alright, you'll see there are two sets of three shuttles you need to rescue.
    As soon as you begin, group your forces like this; Antilles + Corvettes to
    Group 1; X-Wings to Group 2; 2 Y-Wings each or Groups 3, 4 and 5. 
    Move your fleet towards the enemy, and as you near it, pause. Select groups
    1 and 2, and tell them to attack the Acclamator. Send groups 3, 4 and 5 after
    one shuttle each. As soon as the corvette group move past the Acclamator, 
    select Antilles and move him to the shuttles. By now, one of the shuttles may
    have already been disabled. Move him to each one as they get disabled. Once
    you've collected the first group, stop teasing the acclamator and move on.
    Do the same thing with the next group. If you piss around too much, two
    Victory Star Destroyers will appear at the far end of the field. Please, try
    to get the rest of them before they get you. Hooray! Victory!
    
    Galactic Map
    ------------
    As soon as the fleet stops at Korriban, move them back to Kessel. Recoop any 
    bomber squadrons you lost, and get ready to take Kessel. As you do this, you'l
    hear Mon Mothma tell you the Incom scientists have revealed that the Empire is
    creating a superweapon. I wonder what it could be? You'll eventually hear that
    you have to move C3-D2 to a planet and steal some 'information'. First though,
    lets get us a reliable source of credits. 
    
    Take Kessel
    -----------
    Move some units to the surface of the asteroid, and you've captured Kessel.
    
    Galactic Map
    ------------
    Build a space station and upgrade it all the way. Fill the groundside build
    slots with Mining Facilities. Get ready to impersonate Robin Hood by...
    
    ===========================
    |5. Stealing from the Rich|
    ===========================
    
    Major Objectives This Chapter
    - 'Stealing from the Rich'
    - Take Mon Calamari
    - Take Bothuwui
    - Take Tatooine
    - Take Nal Hutta
    - Take Shola
    - Take Ryloth
    - Take Geonosis
    
    ...and giving to the poor [get it? get it? HAHAHAHAHA!!!!!!]
    Galactic Map
    ------------
    Alright, before we move threepio and R2 onto Mon Calamari, let's tend to our
    planets first. In all of your space fleets, have at least one Nebulon-B, and
    in your major ones, perhaps two or three. Build a Light Factory on as many of
    your planets as possible, and build two on Alderaan to speed up production. 
    When you are ready for some nicking, move C3-D2 to the steal slot on Mon 
    Calamari.
    
    Stealing from the Rich
    ----------------------
    Right now, you can steal one of five things; Corellian Gunship, Marauder 
    Cruiser, Ion Cannon, Turbolaser Tower and Heavy Factory. I chose the Factory,
    but it's your choice. The factory is more beneficial at this point, as it
    allows you to build artillery, which is very useful. So, choose your tech. As
    soon as you do, the planets of Bothuwui, Tatooine, Nal Hutta, Shola, Ryloth
    and Geonosis will be unlocked. What ho! Unlike most of the time, C3-D2 are
    not gone now. Use them to check out the defence of these planets. As you will
    see, they don't seem to bother much with defending this sector. They have a 
    lot of forces at Mon Cal however, as you hould have seen before. Anyway, it 
    didn't matter what you chose before, cos you have to choose it again now! HA!
    So, pick the factory or whatever again, and build it on a few planets. Before
    we move to Mon Cal, you'll hear that Han Solo is up to his old tricks, freeing
    wookies and what not. He can wait, the self-centered arsehole, cos we've got
    some squids to save!
    
    Take Mon Calamari
    -----------------
    *Space Battle - Mon Calamari*
    Alright. Mon Cal has some pretty heavy defenses over it, but as long as you
    have a big fleet, you should do fine. I can't really help much more, but I'll
    say this; Send X-Wings in and distract forces... send in bomber and destroy
    hangers of capital ships. Use X-Wings against TIEs and Bombers against 
    Acclamators and your capitals [corvettes and nebulon-bs] against Tartans. Oh,
    and beware of space platforms.
    
    *Land Battle - Mon Calamari*
    Add some MPTL-2A Artillery to your main ground assault force [If you didn't
    choose the heavy factory, sucks to be you], and send them to the ground on
    Mon Cal. You should have four/five T2-B, and ten PLEX and Rebel Troops. Oh,
    and the MPTLs. 
    
    SECTION INCOMPLETE / UNDER CONSTRUCTION
    
    
    =============================
    |Part 3: After the Campaigns|
    =============================
    
    SECTION INCOMPLETE / UNDER CONSTRUCTION
    
    
    ===================
    |Part 4: Afterword|
    ===================
    
    ----\
    4.1 - FAQ
    ---------\
    
    Ok. Send me a question, I'll post it here, along with my answer. Hopefully, 
    the answer will... answer... everything you wanted to ask. Yeah. I'll put the
    alias you want below your question, so let me know what you want there. Ok. 
    That's all. Bye.
    
    ----------\
    4.2 - Final Words
    -----------------\
    
    This is the last chapter of the guide. Yeeeee-haw!
    
    =================
    |1. Contributors|
    =================
    Same as the FAQ, if you send my a tip / strategy / correction / or whatever,
    I'll put your name here, along with the thing you contributed with. Happy 
    happy joy joy, if I were to quote Mr. Ramm.
    
    ===================
    |2. Hosting Rights|
    ===================
    This is where I'll put the websites that have the permission to host my guide.
    
    GameFAQs.com
    
    =====================
    |3. Thanks and Seeya|
    =====================
    Well. Here we are. I never thought I'd finish this and, since I'm writing this
    at version 0.6, I might not have. I hope I did, and that it did all that I
    wanted it to do. I don't know what else to say. Thanks for reading, and I hope
    you read my walkthroughs in the future. 
    
    Check out my other walkthroughs. Or don't
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