Star Wars Battlefront II Game Walkthrough/FAQ Author: Elfhugh Email: firstname.lastname@example.org Copyright 2005 Jeff Cooper Version 3.0 MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM$8MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMMMMMMMMMMMMMMMM7$O$OMMMMMMMMMMMMMMMMNNNNNNNMMMMMMMMMMMMMMMMMMN MMMMMMMMMMMMMMMMMMMMMMMMMMMMN$7I=,7DMMMMMMMMMMMMMNNNNNNNNNNNNNNNNNMMMMMMMNMMN MMMMMMMMMMMMMMMMMMMMMMMMMMO,.=I,,.:~+ZMMNMO8MMNNMNNNNNNNMNNNNNNNNNNNMMMMMMMMM MMMMMMMMMMMMMMMMMMMMMMMMMD,.:Z?~~~~=+78MMDO88DNNNNMNNNMNNNNNNNNNNNNNNMMMMMMMM MMMMMMMMMMMMMMMMMMMMMMMMM8:.=$+=+=?$OO8MMNON8+=NNMNNNNNNNNNNNNNNNNNNNNMMMMNMM MMMMMMMMMMMMMMMMMMMMMMMMMN?~IZ7$$$ODD$$DDD?IZO??88MNNNNNNNNNNNNNNNNNNNNNNMNMM MMMMMMMMMMMMMMMMMMMMMMMMMD?88DNN8D8$ZZ7+?????==:?$ZODNNDNNNNNNNNNNNNNNNNNMNNM MMMMMMMMMMMMMMMMMMMMMMMMMD=$ZO8D8O7$Z$7?$I++?II?IZZ$8NNDNDNNNNNNNNNNNNNNNNNNM MMMMMMMMMMMMMMMMMMMMMMMMMD=~Z888$77I?$+=~=ZOI?I7I?$ZZZDNDNDDDDDNNNNNNNNNNNNNN MMMMMMMMMMMMMMMMMMMMMMMM$,..+8O$7?=??+?I?O7.,77ZZ7I$$ZODDDDDDDDDDDDDNNNNNNNNN MMMMMMMMMMMMMMMMMMMMMMM8.I?:+I$??+?++I?~=8=.,7$ZZOII$ZZZ8DDDDDDDDDDDDNNNNNNNN MMMMMMMMMMMMMMMMMMMMMMM8,7I,=7I=77?ID$+~~Z=,:7$ZZO+I7$$$888888DDDDDDDNNNNNNNN MMMMMMMMMMMMMMMMMMMMMMMM+IZI$D8Z$I$?=?===IO:?$$ZZ7+++7$7$888888DD8DDDDDNNNNNN MMMMMMMMMMMMMMMMMMMMMMMMO=$O8$.,,=+++=+?=?+I7ZZOO?=+=+?7$OOZO88888DDDDDNNNNNN MMMMMMMMMMMMMMMMMMMMMMMMMOO$7$,,,~=~=?=+++??7OZOOI++==?7$7$$O8OO888DDDDDNNNNN MMMMMMMMMMMMMMMMMMMMMMMMMM8$$Z?.,,=~I=I?I?=II$ZZ$$$OOZ7=+,.:?7ZO8888DDDDNNNNN MMMMMMMMMMMMMMMMMMMMMMMMMMMZ::I$7++=+I7I7Z8NDNDOZ$?Z$I=......+$ZZOO8DDDDDNNNN MMMMMMMMMMMMMMMMMMMMMMMMMMN7.~78$=:+?II7ODDO8DDOZ7:?7$+......:?ZOO88DDDDDNNNN MMMMMMMMMMMMMMMMMMMMMMMMMM$+=ONZO$+?+++?78DOI$ZZ$I..,+I~.......=O88DDDDDDNNNN MMMMMMMMMMMMMMMMMMMMMMMMMM88D8O8Z8++?I$ZZZ8NDZZZ$~...~I?... .. I888DDDDNNNNN MMMMMMMMMMMMMMMMMMMMMMMMMDND8O8$+I7ZZ88O8888OZZ7~....=OZ:.......788DDDDDNNNNN MMMMMMMMMMMMMMMMMMMMMMMMNN8D8OOIIIO8888D8OZ$7?::+....+OZI.......$8DDDDDDDNNNN MMMMMMMMMMMMMMMMMMMMMMNODNN8NNMD8ODDDOZI7?7I7+$Z7,....ZO8~......~8DDDDDDNNNNN MMMMMMMMMMMMMMMMMMMMMN8DDOOMMMNMDDI++?IIIIII?7I+=$,..:IDDO$+:....7DDDDNNNNNNN MMMMMMMMMMMMMMMMMMMMMDDDO88NMNDD?~,~~?I$?I+?IZ7?:?$~:==Z8DN87,.:~ZDDDNNNNNNNN MMMMMMMMMMMMMMMMMMMD88O8NO8MMMNN:.,,,:~~=+?I~?I=I$Z8=:7ZD8DN8$,+:?DDNNNNNNNNN MMMMMMMMMMMMMMMMMMD8OONIZDMNMMNZ++~,~~+=..::~+?+?Z8DO+88DDNDD8NZZD8DNNNNNNNNN MMMMMMMMMMMMMMMMMMDDDDZ+8NMMMMN+=I:~~==,..::=+I?IZDMDODNNDDDMND?7D8DNNNNNNNNN MMMMMMMMMMMMMMMMMN88NMI8O8MMMM7~++O:~~..=+=+?II7ZDNNDDNDNNNMNN8NDDNNNNNNNNNNM MMMMMMMMMMMMMMMNDDDDNN88MMMMMZ++?ION=,:=++???7$O8NMDNMDNNNDMMDNNNNNNNNMMMNNMM MMMMMMMMMMMMMMOO8DDDNMOMMMMMN++II7Z=~=~?++II7O88DNNNNNNNNNNNNNNNNNNNMMMMMMMMN MMMMMMMMMMMMNDO8DDDNNMNMMMMM$??I77I~++=++?I77OZODMNNNNNNNNNNNNNNNNNNMMMMMMMMN MMMMMMMMMMMMND8DNDNMMMMMMMM8+II77$?++:~~++I$OZONMNMNNNNNNNNNNNNNNNMMMMMMMMMMM MMMMMMMMMMMMNDNDDNMMMMMMMMD~++I$$NMMN?=?I$OOONMNMMNMMMMMMMMMMMMMMMMMMMMMMMMMM MMMMMMMMMMMMNNNNNMMMMMMMMMI~+?7$8NMMMO?I$OOO8MMNMMNMMMMMMMMMMMMMMMMMMMMMMMMMM MMMMMMMMMMMMMMNMMMMMMMMMN7,++7$$?ZMMNM8O8OZMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMMMMMMMMMMO~~I77Z~+IO8NMMDODMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMMMMMMMMMM$++77ZZ7+7ZO8MMONMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMMMMMMMMMMMMD$ZZO8$7ZOO88ONMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMMMMMMMMNMMMMMDO8ND7ZO8DO88MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMNMMMMMM+$DMMNMMMMN?Z88O88DMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM MMMMMMMMMMMMMM88NMMMMM?+7$8MNMMDD7ODOOO8DMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMMMMMMMMO?I77ZZODO8OZOOO88NMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMMMMMMMMMMMD7I$ODOOO7O8888DMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM MMMMMMMMMNNMMMMMMMMMMMMMMMMDDODOZ8IZ8888DMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM MMMMMMMMMNMMMMMMMMMMMMMMMMMMMMMO$$I7O8D8$OMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMN=7O8D8OZ$$NMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM7IZO8DOO:,:NMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM8+$O88?I7$ZMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM8~788O?I$ODMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM+,?$$O8NOONMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM~,?$ZODNZOMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM..=I$ZDDONMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM..:?IZ88NMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMD,==?7Z8DNMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMD~=II$ODMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMN~=?$8NMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMN~=IZNMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMO8DMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM Table of Contents I. Introduction 1. How to Play A. Controls B. Factions 1. Rebel Alliance (Rebels, Humans) a. Units b. Vehicles c. Heroes 2. Galactic Empire (Empire, Clones/various hosts) a. Units b. Vehicles c. Heroes 3. Republic (Old Republic, Clone Army, Clones/pure) a. Units b. Vehicles c. Heroes 4. CIS (Separatists, Trade Federation, Droids) a. Units b. Vehicles c. Heroes C. How to Play (and win) 1. Command Posts a. Capturing Command Posts b. Losing Command Posts c. Reinforcements 2. Medals D. Galactic Conquest E. Instant Action 1. 1-Flag CTF 2. 2-Flag CTF 3. Hunt 4. Assault 5. Conquest 2. Rise of the Empire A. Training 1. Geonosis: Attack of the Clones B. Campaign - Clone Wars 1. Mygeeto: Amongst the Ruins 2. Coruscant Orbit: A Desperate Rescue 3. Felucia: Heart of Darkness 4. Kashyyyk Orbit: First Line of Defense 5. Kashyyk: A Line in the Sand 6. Utapau: Underground Ambush 7. Coruscant: Knightfall C. Campaign - Galactic Empire 1. Naboo: Imperial Diplomacy 2. Mustafar Orbit: Preventive Measures 3. Mustafar: Tying up Loose Ends 4. Kamino: Changing of the Guard 5. Death Star: Prison Break 6. Polis Massa: Birth of the Rebellion 7. Tantive IV: Recovering the Plans 8. Yavin Orbit: Vader's Fist Strikes Back 9. Yavin: Revenge of the Empire 10. Hoth: Our Finest Hour 3. Other Stuff A. Cheats B. Contributions I. Introduction Well! First walkthrough, and what better game to start with! Personally, the only good Star Wars game where you spend most of your time as a trooper instead of an all-powerful Jedi, although you can play as them in this game. So, without further ado, the walkthrough. 1. How to Play A. Controls Note: These controls are the default for the game (called "Obi- wan" controls for some reason. Go figure.)Personally, I changed only the reload/target tracking buttons since that makes the basic controls the same as the original Battlefront. Also, the last two buttons do nothing for Jedi. Infantry/Jedi Left thumbstick......................Move/Strafe Left thumbstick clicked down.........Hold to sprint Right thumbstick.....................Feelook Right thumbstick clicked down........Zoom A....................................Jump-In air, Jets/Force Jump B....................................Crouch/Roll while running Y....................................Action/Enter Vehicle X....................................Target Tracking Left Trigger.........................Secondary Attack Black button.........................Secondary Next Right Trigger........................Primary Attack White button.........................Primary Next/Saber Block Back button..........................Toggle Map Modes Start button.........................Pause Menu D-pad Down...........................Reload D-pad Up.............................Squad Commands Vehicle/Transport Left thumbstick......................Throttle/Strafe Left thumbstick clicked down.........Hold to boost Right thumbstick.....................Pitch/Turn Right thumbstick clicked down........Zoom A....................................Jump (Speeder bikes mostly) B....................................Evasive maneuver Y....................................Exit Vehicle X....................................Track Target Left Trigger.........................Secondary Attack Right Trigger........................Primary Attack Black button.........................Switch Position Back button..........................Toggle Map Modes Start button.........................Pause Menu D-pad Up.............................Squad Commands Starfighter Left thumbstick......................Pitch/Turn Left thumbstick clicked down.........Zoom Right thumbstick......................Throttle/Roll Right thumbstick clicked down.........Hold to Boost A.....................................Land/Take Off B.....................................Evasive Maneuver(s) Y.....................................Exit Vehicle Left Trigger..........................Secondary Weapon Right Trigger.........................Primary Weapon Black button..........................Switch Position Back button...........................Toggle Map Modes Start button..........................Pause Menu D-pad Up..............................Squad Commands Turret Right thumbstick......................Freelook/Aim Right thumbstick clicked down.........Zoom Left thumstick........................Zoom Adjust Left thumstick clicked down...........Zoom Y.....................................Exit Turret Right Trigger.........................Primary Attack X.....................................Track Target Back button...........................Toggle Map Modes Start button..........................Pause Menu B. Factions Their four factions, or armies, in Battlefront II, just like in the original. They are the Republic, the CIS, the Empire, and the Rebel Alliance. They are from two different time periods, and you cannot mix them; for instance, you can't have Stormtroopers fighting against Clones or CIS. 1. Rebel Alliance (Rebels, Humans) These are the guys in the original Star Wars movies who are fighting against the Empire. This is the team who Luke Skywalker joins. They are led by senators like Mon Mothma and Princess Leia, who do not agree with the harsh doctrine the Imperials have imposed. a. Units Rebel Soldier Book Description: The Rebel soldier is effective against infantry, especially when they empoly squad-based tactics. Equipment: Blaster Rifle, blaster pistol, thermal detonators Lowdown: Basic trooper, just like every other factions. However, I can't claim to have ever seen them employ "squad- based tactics". Rebel Vanguard Book Description: Vanguards are called upon to punch holes in an Imperial vehicle brigade. The heavy weapons they carry provide the means to take down menacing enemy air and ground vehicles. Equipment: Rocket Launcher, blaster pistol, thermal detonaters, mines Lowdown: The go-to guy for taking down vehicles. Especially the Command vehicles that act as mobile Command Posts, since they can actually take them down some of the time. Rebel Marksman Book Description: Rebel marksmen have the specialized task of finding and eliminating targets from a safe location. Their recon droids are capable of a deadly self-destruction near enemy positions. Equipment: Sniper Rifle, blaster pistol, thermal detonators, auto-turret dispenser Lowdown: Funny how they're called Marks"men" and they happen to be the only female character in the game! Rebel Smuggler Book Description: Whenever there is a need to slip past an Imperial fleet undetected, just look for a smuggler. For a fee, the smuggler is willing to take the risk of running contraband right unter the Emperor's nose. The smuggler can also repair items as well as slice enemies out of vehicles using his fusion cutter. In addition to this, he can also destroy enemy mines quickly and has the unique ability to be invisible to enemy mines. Equipment: Shotgun, fusion cutter, det-pack, health/ammo dispenser Lowdown: No, you don't actually have to pay for the (except in Galactic Conquest). And, as far as I know, all "engineer" classes have the ability to be invisible to enemy mines. But I'm not going to be the one to find out. Bothan Spy Book Description: The cunning Bothans are known throughout the galaxy for their spying capabilities. On the battlefield they sneak behind enemy lines, causing chaos and wreaking havoc, and then fade into the environment. The Bothan Spy also has the unique ability to regenerate health. Equipment: Incinerator, stealth, regeneration, timebomb Lowdown: The Rebel's unique "Commander" Class. The regeneration is an area effect, and I'm pretty sure the stealth feeds off of your stamina. Unfortunately, and even though it is a wide-area gun, the Incinerator takes a full clip to destroy a basic warrior at full health, so don't use it if you might die while you're reloading. Wookie Warrior Book Description: The Wookiees joined the Rebel Alliance after the Empire invaded their home planet, Kashyyyk, and enslaved their people. Wookiees fight with unmatched ferocity and loyally support troops with health and ammo. Equipment: Bowcaster, grenade launcher, thermal detonators, remote droid. Lowdown: TTTTTThhhhhhheeeeeeeyyyyyyy mmmmmmooooooovvvveeeeee sssssoooooo ssssllllllooooowwwww! Seriously. However, they are tougher than a basic trooper. But they don't give out health and ammo, and, if you think about it, they weren't a part of the Alliance in the movies. Oh well. Rebel Pilot (Space Only) Book Description: Rebel pilots automatically regenerate the health of whatever vehicle they occupy and are capable of repairing damaged vehicles, droids and turrets. They also carry a powerful timebomb. Equipment: Commando Pistol, fusion cutter, and timebomb Lowdown: I prefer these guys in space because they can fix their ship pretty fast, and the timebomb actually does more damage than the rocket launcher, and shipboard attacks are all about damage. Rebel Marine (Space Only) Book Description: Rebel Marines provide the last line of defense on capital ships, repelling enemy attacks with heavy ordnance. Equipment: Blaster Rifle, rocket launcher, thermal detonator Lowdown: Better for anti-troop fighting than anti-ship attacks. And, since most of the enemy will be out in space, stick with the pilot. b. Vehicles Speeder Bike Fast vehicle. Very fast. However, it is incredibly hard to not crash, so don't boost in a forest. It's already fast enough. Also, it now has a limited jump ability (The rebels are still looking for a practical application for this new ability. So far, they ain't got squat.) Positions: Pilot Primary Weapons: Blaster Cannon Secondary Weapons: None Critical Hit Location: ? Tauntaun (Hoth Only) A bit slower than a speeder bike, but a lot faster than you. It can, and has, meant the difference between losing a Command Post and blasting that sneak to bits. (The tauntaun did not do the blasting) Too bad you can't shoot from its back. Positions: Rider Primary Weapons: None Secondary Weapons: None Critical Hit Location: ? Alliance ARC-1 A new tank for the Rebels, it has a good deal of weapons. If you can get a secondary gunner, you can own. Everything. Positions: Pilot, Gunner Primary Weapons: Laser Cannons (Driver), Missiles (Gunner) Secondary Weapons: Particle Cannon (Driver) Critical Hit Location: Black coolant tanks on the sides A-Wing (Space Only) The Rebels' dogfighting ship (Ship-to-ship). It's somewhat in the shape of an A. Positions: Pilot Primary Weapons: Laser Cannons Secondary Weapons: Homing Rockets Critical Hit Location: ? X-Wing (Space Only) Like the A-wing the X-wing is also good at dogfights, though not as well since it is the Rebel multi-purpose craft (it can act as a bomber or dogfighter). Positions: Pilot Primary Weapons: Laser Cannons Secondary Weapons: Proton Torpedoes Critical Hit Location: ? Y-Wing (Space Only) This is a bomber. Hence, it's often called the Y-Wing bomber. This is the ship the Rebels use to assault enemy capital ships/frigates. Positions: Pilot, Gunner Primary Weapons: Laser Cannon (Pilot), Cannon (Gunner) Secondary Weapons: Proton Bombs (Pilot) Critical Hit Location: ? Alliance Assault Craft (LAAT/i Gunship) (Space Only) I don't know why they couldn't create a different one from the clones (see below). This is the Alliance's Dropship. It acts as a spawn point when it is landed. Including in the enemy ship. Comprende? Positions: Pilot, Co-Pilot, Right Turret, Left Turret Primary Weapons: Particle Cannon (Pilot), Remote Rocket (Co Pilot), Beam Cannon (Left and Right Turret) Secondary Weapons: Proton Torpedoes (Pilot) Critical Hit Location: Cockpit c. Heroes The better-than-the-average trooper guys, more often than not Jedi. I don't know for certain which level each one is on. When you can play as one, it will say on the bottom of the screen "Play as________" and the left and right buttons of the D-pad labeled on their respective sides as Yes and No. Hit the Yes and pick a Command Post to spawn at. Luke Skywalker/Pilot Luke: Jedi Equipment: Lightsaber, Force Push, Saber Throw. Leia Organa: Non-Jedi Equipment: Sporting Pistol, Thermal Detonators, Invincibility Han Solo: Non-Jedi Equipment: DL-44 Blaster, Det-packs, Rally, Fusion Cutter Chewbacca: Non-Jedi Equipment: Bowcaster, Remote rockets, Rage, Timebomb 2. Galactic Empire (Empire, Clones of Various Hosts) These are the "Bad Guys" in the original movies. Basically, they are the Clones only from different sources and under an openly evil leader. So they're nothing like the Clones except that they are clones. Mostly. a. Units Stormtrooper Book Description: The iron will of the Emperor is personified in the stark white armor of the feared stormtrooper,. They are highly disciplined and fanatically loyal to the Emperor, making them an excellent front line assault force. Equipment: Blaster Rifle, blaster pistol, thermal detonators Lowdown: The same as the other armies' basic troopers. Shock Trooper Book Description: The shock trooper offers powerful support to the blaster-based troops by carrying a small portable missile launcher. This weapon fires explosive charges that are highly effective against vehicles or tight formations of infantry. Equipment: Rocket Launcher, blaster pistol, thermal detonators, mines Lowdown: I've seen those launchers. Portable, yes, small, heck no. Scout Trooper Book Description: Scout troopers use concealment, probe droids and patience to target faraway enemies and eliminate them with their high-powered sniper rifles. Their recon droids can self- destruct in a mighty blast, decimating enemy forces. Equipment: Sniper Rifle, blaster pistol, thermal detonaters, auto turret dispensers Lowdown: Their costumes change on forest/jungle levels. Look cool, too Imperial Engineer Book Description: The Empire's engineers focus on repairing friendly equipment and establishing defenses, while working to demolish the emplacements of the Rebellion. Equipment: Blast Cannon, fusion cutter, det-pack, health/ammo dispenser Lowdown: Same as all the other engineer classes. Imperial Officer Book Description: These Imperial tacticians support the troops in the field with a mortar launcher capable of leveling rebel resistance. The officer's unique training allows for increased weapon damage. Officers also carry extra health and ammo supplies into battle. Equipment: Mortar Launcher, Geonosian sonic gun, rage, remote droid. Lowdown: The Empire's Commander class, his area effect is rage (which increases damage). However, just like the Wookie, he doesn't actually have extra ammo or health. Lies. Dark Trooper Book Description: Dark troopers use their jetpacks to "jump" to their targets (tap the A button to jump, then tap again to engage the jump pack). Once in position, their charged arc caster can scorch groups of enemies. Equipment: Arc Caster, commando pistol, thermal detonators Lowdown: "tap again to engage the jump pack". I don't know whether to say I'm not ready for that kind of commitment, or to say I'll wear a suit. Anyways, the new gun is awesome. If you hold it down to charge it, the rays jump from body to body, up to a possible of four. Sweet, huh? However, the rays don't distinguish between friend and foe, so don't fire if a friend is nearby (unless you turn friendly fire off. Don't though. It's sissy.) This is the Special Trooper class for the Empire, if you couldn't figure that out. Imperial Pilot Book Description: Imperial pilots automatically regenerate the health of whatever vehicle they occupy and are capable of repairing damaged vehicles, droids, and turrets. They also serve as capital ship saboteurs. Equipment: Commando Pistol, fusion cutter, and timebomb Lowdown: Same as every other pilot class. Imperial Marine Book Description: The Empire's Star Destroyers are fortified with these fearless troopers who repel any invading forces. Equipment: Blaster rifle, rocket launcher, thermal detonator Lowdown: Plastic men with rockets. Whoooo. b. Vehicles Speeder Bike Same as the Rebel version under the same name. Positions: Pilot Primary Weapons: Blaster Cannon Secondary Weapons: None Critical Hit Location: ? TX-130T Fighter Tank The Imperial version of the Rebel tank. Doesn't have as many missiles though. Too bad. Positions: Pilot, Gunner Primary Weapons: Blaster Cannons (Pilot), Beam Cannon (Gunner) Secondary Weapons: Concussion Missiles (Pilot) Critical Hit Location: Circle at rear AT-ST The infamous chicken walker. They seem a lot tougher in this game. They also seem bigger. Positions: Pilot, Co-Pilot Primary Weapons: Blaster Cannon (Pilot), Remote Rocket (Co-Pilot) Secondary Weapons: Particle Cannon (Pilot) Critical Hit Location: Rear block between legs AT-AT The legendary walkers that totally pwn Hoth. Thats right. I said pwn. Positions: Pilot Primary Weapons: Heavy Laser Cannons Secondary Weapons: Particle Cannon Critical Hit Location: Neck between body and head TIE Interceptor (Space Only) The Imperial dogfighter, and arguably the coolest. Positions: Pilot Primary Weapons: Laser Cannons Secondary Weapons: Homing Rockets Critical Hit Location: ? TIE Fighter (Space Only) The Imperial multi-purpose craft (yeah right). I love that whining sound. Positions: Pilot Primary Weapons: Laser Cannons Secondary Weapons: Proton Torpedoes Critical Hit Location: ? TIE Bomber (Space Only) As the name suggests, it is the bomber for the Imperial army. I guess it was to help the undergraduates understand its importance. Positions: Pilot, Gunner Primary Weapons: Proton Torpedo (Pilot), Remote Rocket (Gunner) Secondary Weapons: Proton Bomb (Pilot) Critical Hit Location: ? Theta-class Shuttle (Space Only) This is a toned down, not as lush as craft as the Lambada class shuttle seen in the original trilogy as the Emperor's personal transport ship. It is also the lander for the Imperials, and can act as a spawn point when landed. Positions: Pilot, Co-Pilot, Main Gunner, Passengers (3) Primary Weapons: Particle Cannons (Pilot), Remote Rocket (Co-Pilot), Repeating Blasters (Main Gunner), None (Passengers) Secondary Weapons: Proton Torpedoes (Pilot) Critical Hit Location: Lower neck c. Heroes Darth Vader: Sith Equipment: Lightsaber, Saber Throw, Force Choke Emperor: Sith Equipment: Lightsaber, Force Lightning, Force Choke Boba Fett: Non-Sith Equipment: EE-3 Blaster Rifle, Flamethrower, Wrist Rocket, Det-pack Anakin Skywalker: Sith Equipment: Lightsaber, Saber Throw, Force Choke 3. Republic (Old Republic, Clone Army, Purebred Clones) My favorite army out of all four. Not because of the heroes. Not because of the Special Troops, although they are cool. Just because they rock. And so does their armour. a. Units Clone Trooper Book Description: Genetically designed for superior fighting capability, clone troopers are best at fighting other infantry units toe-to-toe. Equipment: Blaster Rifle, blaster pistol, thermal detonators Lowdown: "superior fighting capability". 'Nuff said. Heavy Trooper Book Description: The Advanced Recon Commando specializes in anti-vehicular combat. These units carry a powerful rocket launcher, but its effectiveness against infantry is limited. Equipment: Rocket Launcher, blaster pistol, thermal detonators, mines Lowdown: "effectiveness against infantry is limited" HAH! Not the way I play 'em! Clone Sharpshooter Book Description: The sharpshooter is a long-range threat to infantry with the sniper rifle, and uses the recon droid to engage a destructive self-detonation. Equipment: Sniper Rifle, blaster pistol, thermal detonators, auto turret dispensers Lowdown: Outfit changes depending on the level. Otherwise, the same as all sniping classes. Clone Engineer Book Description: The Republic's engineers support the army by repairing friendly equipment and establishing defenses, and when the need arises, they demolish CIS emplacements with their det- packs. Equipment: Shotgun, fusion cutter, det-pack, health/ammo dispenser Lowdown: Just like other engineer classes. BTW, the shotgun is good only at close range. Clone Commander Book Description: The commanders are specially designed to lead the clone troops into battle. They can temporarily empower nearby ranks with confidence. Equipment: Chaingun, blaster pistol, Rally, remote droid Lowdown: The Commander class for the Republic (go figure), their area effect is rally (raises defense), and they have a shoulder-mounted chain-gun. With infinite ammo. I'm going to engage it. Jet Trooper Book Description: This highly mobile trooper has a jet pack that allows brief but rapid bursts of flight (tap the A button to jump, then tap again for a short flight). He is a master at ambushes and disruption with his EMP launcher. Equipment: EMP launcher, commando pistol, thermal detonators Lowdown: The Republic's Special Trooper Class, they are basically flying heavy troopers. Plus, he actually flies farther (so it's not that short) than the original, but it's slower than sprinting (so it's not that rapid). I wonder if the guy who wrote this played both games... Clone Pilot (Space Only) Book Description: These troops have the unique ability to automatically repair any vehicle they occupy. They can also repair vehicles, droids, and turrets on the field with their fusion cutters, as well as set up powerful timed explosives. Equipment: Commando pistol, fusion cutter, timebomb Lowdown: Same old, same old. Hope they don't repair enemy droids. Clone Marine (Space Only) Book Description: The clone marines are similar to standard clone troopers, but carry a rocket launcher for versatility against different targets. Equipment: Blaster Rifle, rocket launcher, thermal detonators. Lowdown: Too bad I didn't write that. b. Vehicles BARC Speeder The Republic speeder bike is exactly the same as the above three, except it's ugly and fat and hideous. It's the one major thing I don't like about the Republic. Positions: Pilot Primary Weapons: Blaster Cannon Secondary Weapons: None Critical Hit Location: ? TX-130S Fighter Tank Exactly like the Empire tank, just under a different name. Pretty boring if you ask me. Positions: Pilot, Gunner Primary Weapons: Blaster Cannons (Pilot), Beam Cannon (Gunner) Secondary Weapons: Concussion Missiles (Pilot) Critical Hit Location: Circle at rear AT-RT A smaller, forefather to the AT-ST, this is a single man, open cockpit walker. Perfect for destroying those pesky Droidekas. Positions: Pilot Primary Weapons: Laser Cannon Secondary Weapons: Mortar Cannon Critical Hit Location: Cylinder between legs or pilot AT-TE Granddaddy of the AT-AT, this bad boy whips Spider droids like nobody's buisness, and acts as a mobile Command Post. Positions: Pilot, Main Gunner, Co-Pilot Primary Weapons: Heavy Laser Cannons (Pilot), Particle Cannon (Main Gunner), Repeating Blasters (Co-Pilot) Secondary Weapons: Particle Cannon (Pilot) Critical Hit Location: Cylindrical area along the underbelly Republic Starfighter (Space Only) Same ship the Jedi had in Episode III. Personally, I don't like it very much. It looks too...not clone. Anyways, this is the Republic's dogfighting craft. Positions: Pilot Primary Weapons: Pulse Lasers Secondary Weapons: Homing Rockets Critical Hit Location: ? ARC-170 (Space Only) This ship is changed into the X-Wing. Guess that six stuff wasn't working out. ARC-6 wings AT-TE-6 legs X-Wing-4 wings AT-AT-4 legs. Must cost extra. This is a multi-purpose craft, just like the X-Wing. Positions: Pilot Primary Weapons: Laser Cannons Secondary Weapons: Proton Torpedoes Critical Hit Location: ? V-Wing When I see the V-Wing, I don't get the bomber vibe, although it is the Republic bomber. I get the idea of a sleek and deadly dogfighting ship. The pointed frame just makes it look like it could rip other ships apart. Oh well. Positions: Pilot Primary Weapons: Shock Cannon Secondary Weapons: Proton Bombs Critical Hit Location: ? LAAT/i Gunship This is correct. It just seems wrong that the Alliance has the exact same ship. They must lack creativity. Positions: Pilot, Co-Pilot, Left Turret, Right Turret Primary Weapons: Laser Cannons (Pilot), Remote Missile (Co-Pilot), Beam Cannon (Both Turrets) Secondary Weapons: Missile Launcher (Pilot) Critical Hit Location: Cockpit c. Heroes Yoda: Jedi Equipment: Lightsaber, Force Pull, Force Push Mace Windu: Jedi Equipment: Lightsaber, Force Push, Saber Throw Obi-Wan: Jedi Equipment: Lightsaber, Force Push, Saber Throw Aayla Secura: Jedi Equipment: Two Lightsabers, Force Pull, Saber Throw Ki-Adi-Mundi: Jedi Equipment: Lightsaber, Force Pull, Saber Throw 4. CIS (Separatists, Trade Federation, Droids) Evil side of the Clone Wars. They actually include a wide range of main groups, including the Banking Clan, the Commerce Guild, and the Geonosians. a. Units Super Battle Droid Book Description: After the debacle at the Battle of Naboo, the Trade Federation ordered a stronger, more independent battle droid, officially designated the B2. Resembling hulking, reinforced battle droids, super battle droids are far superior to their skeletal-looking counterparts. Equipment: Wrist Blaster, tri shot, wrist rocket Lowdown: Basic infantry, but the tri shot is like a shotgun with infinite ammo, and it's super hard to get head shots on them. Assault Droid Book Description: Under the control of the Separatists, assault droids serve as a cheap yet effective solution to the fast- moving threat of Republic vehicles. Essentially mobile missile launchers, these droids allow the Separatists to handle tough situations. Equipment: Rocket Launcher, blaster pistol, thermal detonators, mines Lowdown: Seem like a waste of money, no matter how cheap they are, since Supers have wrist rockets, Which are just as good as rockets. Assassin Droid Book Description: Assassin droids are specifically programmed and designed with advanced targeting capabilities that allow them to take down targets at extreme range. Their recon droids feature powerful self-detonators that can be used against Republic forces. Equipment: Sniper Rifle, blaster pistol, thermal detonators, auto turret dispensers Lowdown: It's in their name twice, and that's what they're a pain in. Engineer Droid Book Description: These droids support the army by repairing CIS equipment, as well as performing demolitions on Republic emplacements with their det-packs. Equipment: Shotgun, fusion cutter, det-pack, health/ammo dispenser Lowdown: The same as every other armies' engineer. Really. Magnaguard Book Description: These enhanced droids serve to protect important figures in the CIS army, such as General Grievous. Their deadly neuro poison can cripple any enemies in a radius around them. Equipment: Bulldog RLR, radiation launcher, neuro poison, remote droid. Lowdown: The CIS Commander class, this guy's area effect actually harms the enemy for a period of time, but doesn't hurt the droids. Oh, and shoot at the ground near an enemy with the RLR. It's too hard to hit if you use it as a pistol. Droideka Book Description: Even feared by Jedi Knights, the crab-like droideka is equipped with a personal shield and two powerful repeating blasters instead of arms. The droideka transforms into a wheel in order to cruise rapidly around the battlefield. Equipment: Repeating blasters, shield emitter Lowdown: The CIS' Special Trooper class, they are (I think) toned down a little from the first game because: The blasters overheat much faster (or is that my imagination?), the shield has a life amount over it (greatly appreciated by us clone players), and the shield seems to be a lot weaker. Another point of interest is that to roll, you don't hit Y, you hit B. It's really annoying until you get the hang of it (and for noobs, hit B again to come out of wheel mode). Overall, tough, but not as tough as it seemed in the first game. Pilot Droid (Space Only) Book Description: Pilot droids automatically regenerate the health of whatever vehicle they occupy and are capable of repairing damaged vehicles, droids and turrets. They also carry deadly explosives for disabling enemy ships. Equipment: Commando Pistol, fusion cutter, and timebomb Lowdown: These guys are exactly the same as every other pilot class. I promise, they don't have any special powers. Droid Marine (Space Only) Book Description: The droid marine is an all-purpose fighting machine designed to drive back enemy boarding parties. Equipment: Blaster Rifle, rocket launcher, thermal detonator Lowdown: Again, exactly the same as every other faction's. b. Vehicles STAP They CIS equivalent to every other factions' speeder bike, the only difference is in the appearance. Positions: Pilot Primary Weapons: Blaster Cannons Secondary Weapons: None Critical Hit Location: ? AAT Much faster when you use the boost, this is a vehicle that can tear apart both infantry and tanks. It's the tan coloured vehicle that was seen on Naboo in Episode I. Positions: Pilot, Main Gunner Primary Weapons: Laser Blasters (Pilot), Laser Cannon (Main Gunner) Secondary Weapons: Missile Launcher (Pilot) Critical Hit Location: Rear panel Armored Tank Droid I've also heard them called "CAT"s, these are the tanks on Kashyyyk and Felucia that have a giant tread down their middle that moves them. Better against infantry than tanks. Positions: Pilot Primary Weapons: Shock Rifles Secondary Weapons: Mortar Cannon Critical Hit Location: Rear tread cylinder Droid Tri-Fighter (Space Only) This is the CIS dogfighting ship. It makes a wierd sound when it's flying, but it's missiles look really cool. Positions: Pilot Primary Weapons: Repeating Blasters Secondary Weapons: Homing Rockets Critical Hit Location: ? Droid Starfighter (Space Only) The CIS multi-purpose craft, it's pretty cool how they jump off the deck to take off, but you can't actually walk around with them on the deck. It would be pointless, but neat. Positions: Pilot Primary Weapons: Blaster Cannon Secondary Weapons: Proton Torpedo Critical Hit Location: ? CIS Strike Bomber (Space Only) This is, as the name implies, the CIS Bomber. Apparently, most factions want to make sure that their troops know which one is a bomber. Positions: Pilot Primary Weapons: Particle Cannons Secondary Weapons: Proton Bombs Critical Hit Location: ? CIS Gunship (Space Only) This ship is the mobile spawn point craft for the CIS, and was in the original Battlefront, but it wasn't as cool-looking as this one is. Positions: Pilot, Co-Pilot, Left Turret, Right Turret, Passenger (2) Primary Weapons: Beam Cannon (Pilot), Remote Rocket (Co-Pilot), Particle Cannons (Left and Right Turrets), None (Passengers) Secondary Weapons: Homing Rockets (Pilot) Critical Hit Location: Rear panel c. Heroes Emperor: Sith Equipment: Lightsaber, Force Lightning, Force Choke Darth Maul: Sith Equipment: Two-sided Lightsaber, Saber throw, Force push General Grievous: Sith (?) Equipment: Four Lightsabers, Rage Count Dooku: Sith Equipment: Lightsaber, Force Lightning, Force Choke Jango Fett: Non-Sith Equipment: Westar-33 Blaster, Flamethrower, Wrist Rocket, Timebomb C. How to Play (and win) 1. Command Posts Command Posts are almost always the center of each battle, except in Space battles where you cannot capture command posts, or in specialty matches like Capture the Flag and Hunt. They are tactical positions on the map, and are important because all Reinforcements are deployed at them (see below), you can change your class at any friendly Command Post by pressing Y when facing it, and your enemy will begin to loose reinforcements when you control a majority of the Command Posts on the map. a. Capturing Command Posts Command Posts have a light above them that is either blue, white, or red. Blue means you already control it, white is neutral and can be claimed by anyone, and red indicates that it belongs to the enemy. You can capture any Command post that is not already under your control just by standing near it. An icon, in the shape of a plus sign with a circle in the center will appear on your screen when you are close enough to claim it. The icon will slowly change colour, either from red to white to blue if it is an enemy Command Post, or from white to red if it is neutral. When the icon becomes completely blue, it will disappear and will now belong to your faction. Usually, the army Commanders' voice will tell you that your faction has captured a Command Post. Some Command Posts cannot be taken away from the enemy, but can be destroyed, like the Shield Generator on Hoth, or the mobile command posts like the AT-TE. Mobile command posts usually respawn after they are destroyed, but the do not count towards owning all Command Posts on the map. If a player can capture all the Command Posts on the map and hold them for 20 seconds, that player's team will win. A timer will appear on the screen counting down how much longer the team must hold the Command Posts. b. Losing Command Posts Conversely, the enemy can and will take Command Posts from your team, and the same penalties and bonuses will apply when this happens. The army Commanders' voice should announce that a Command Post has been lost. Look at your map to find out which one it is. Any Command Post can be taken and lost an infinite amount of times in any given battle, although it is often better to take a different Command Post if you can instead of pouring troops into one. c. Reinforcements This is the number on your screen that is in the mid-left in blue and mid-right in red. The blue is how many reinforcements your team has, and red is how many your opponent has. More units can join the game as long as there is at least one reinforcement point left and their is one friendly Command Post on the map. When a trooper dies, one point is deducted from their team's reinforcement total. If the Reinforcement total reaches zero, that team loses. In Space and some Campaign missions, one or both sides have infinite reinforcements. When a team's number of Reinforcements equal the total number of units on the battlefield, the team will no longer loose reinforcements automatically, even if they do not control the majority of Command Posts on the map. 2. Medals When you do something outstanding during the course of the game in one life (like getting 8 Kills with a shotgun), then you earn a medal. These medals stay with you forever, as long as your profile exists. You start out with the rank of "Green" in all medals, and that rank changes depending on how many medals you have in an area. Once you gain four medals in one category, you attain Veteran status and unlock the bonus for that medal (such as the beam rifle for Marksman). The bonus stays with you for one life, unless you die within thirty seconds of attaining the bonus, in which case you come back to life with that bonus. You cannot earn a medal more than once in one life, or while you have the award except when you have it permanently. Heroes cannot gain awards except in Mos Eisley Assault in Instant Action. Once a player gains 33 medals in a category, they gain Elite status as well as a 3/4 reduction on the amount necessary to gain the medal (instead of needing six pistol kills, the player would only need 4). If the player gets 64 medals in a category, the player becomes Legendary in that skill and unlocks the bonus permanently. The player also has a rank that changes depending on the total amount of medals that player has. The player starts out as a Private, then becomes a Sergeant, then Captain, and finally a General. This affects how many troops a player can get to follow him. A private gets one, a Sergeant two, a Captain three, and a General four. To get a trooper to follow you, point your targeting reticle at a friendly trooper and hit the squad command button. Do this again to make the trooper stop following you. Medals Gunslinger Award: Precision Pistol Requirements: 6 kills with a pistol (4 if Elite) Play in Space as a pilot and board the enemy ship. Now shoot the auto-turrets near the critical system and every enemy you can find. Shouldn't be too hard. The award pistol has one level of snipe and kills most enemies in 2-3 hits. However, it has ammo so you will have to reload and restock after a while. Frenzy Award: Elite Rifle Requirements: 12 kills with a blaster rifle (9 if Elite) Select Tantive IV or any Space and have at the enemy with your rifle. The award is as good as Boba Fett's blaster, and will kill almost anything in one trigger pull (it shoots in quick bursts of three shots) if you hit the enemy with at least two. Demolition Award: Remote Rockets Requirements: 4 Critical Hits on a vehicle (3 if Elite) Play on Hoth as Rebels and take a Rocket launcher to those AT- AT's necks. It's not hard. The award is exactly the same as the rockets in space that TIE Bomber gunner's have. Technician Award: Vehicle Regeneration Requirements: Slice into 1 Vehicle (1 percent faster if Elite) Play Kashyyyk as Clones and Slice any Droid Tank you see. Just don't stand in front of it. Marksman Award: Particle Beam Rifle Requirements: 6 Headshots with a Sniper Rifle (4 if Elite) Play Mos Eisley and either take of the hangar and change to a sniper or spawn at the hangar as a sniper. Get up onto the side of the "bowl" and take aim. Use the turrets as easy headshots. The award only has one level of snipe instead of two, but will kill just about anything in one hit, anywhere on their body. Regulator Award: Flechette Shotgun Requirements: 8 kills with a shotgun (6 if Elite) Just play as an Engineer all the time since their only gun it the shotgun (whether under that name or not). The award works the same as a regular shotgun, but is much more powerful. Endurance, Guardian, War Hero Award: Energy Regain, Shielding, Damage Increase Requirements: 12, 24, and 36 points (9, 18, 27 if Elite) Easy. You get points for doing certain things in any battle, like capturing the flag, capturing a Command Post, killing enemies, etc. Play a Space level and destroy all the critical and other systems you can on the enemy capital ship from the inside. Once you become good at the game, you'll get these medals all the time. Private: 0 Medals total, lead 1 man Sergeant: 20 Medals total, lead 2 men Captain: 100 Medals total, lead 3 men General: 300 Medals total, lead 4 men D. Galactic Conquest This is much different than the original Battlefront Galactic Conquest, but I think this is better. Now, you try to take control of planets and dominate the Galaxy, as any army you want, but now you must recruit the units in your army, and move your fleet(s) around to attack planets instead of just choosing one. Troops cost anywhere from 800 credits to 1800. That may sound like a lot, but it isn't that much. Bonuses can also be bought to enhance your army or to weaken the enemy, and can be anywhere from 200 credits to 800. You gain money for winning or losing a battle (more for winning), as well as from the planets you control when you fight. When you conquer a planet, you gain the credits for that planet as well as roughly 100 credits for each other planet you control. For Space battles, you always earn 300 credits for winning and 100 for losing. If you loose a battle, your fleet is destroyed and you will have to build or use another. You will always start with 1 fleet and your factions basic trooper for both ground and space, as well as 1000 credits. This thousand can buy anything except for two troop types, so spend it wisely. Bonuses Energy Boost Makes your units energy recharge faster than normal. Cost: 200 credits Supplies Gives you more ammo for all weapons, both primary and secondary weapons. Cost: 200 credits Garrison Ground only, the bonus gives you anywhere from 20-30 extra reinforcements when you fall below about thirty. Cost: 200 credits Auto-Turrets Better for ground, it deploys the same kind of autoturrets that a sniper can at any Command Post you control, or if it is neutral after it belonged to you, but your enemy has not captured it yet. Cost: 400 credits Bacta Tanks Slowly but constantly heals you and your troops back to full health Cost: 400 credits Combat Shielding Gives your troops extra health to start with when they spawn. Cost: 400 credits Sabotage Good for space battles, as it damages ALL enemy ships when they spawn in. Cost: 600 credits Enhanced Blasters Makes any blaster-type weapon do more damage. Kind of like Rage, but for blasters only. Cost: 600 credits Leader Lets that faction fight with their leader in that battle, changing depending on which planet you're fighting on. Ground only. Cost: 800 credits Since you start with 1000 credits, you could buy any of these bonuses to start with, but I don't suggest it since they will only help you for the battle you use them in, and you have to buy them again if you want to use them. Units, however, will stay with you for the rest of the campaign. Hint hint. Units Main Infantry You start with it. Cost: Free Rocket Infantry These guys are helpful, but not terribly so, since vehicles can be taken out just as easily with grenades or other vehicles. Cost: 1000 credits Sniper Infantry Again, helpful but you might want to but something else first. Cost: 1000 credits Engineer Infantry I always buy these guys with my first 1000 credits. Why? Because they are the guys that can give out health, can repair vehicles/turrets/droids, and have shotguns. They are almost as important as the basic infantry. Cost: 1000 credits Commander Class These are the guys with the area effects, and are very important as they can help you troops greatly, but you can't buy them right off the bat. Cost: 1800 credits Special Trooper Class These are the elite troops that can usually take out a lot of enemies before they go down. You can't start with them though. Cost: 1800 credits Pilot Class Good thing you start with these guys. It'd be annoying to have to spend credits on them when you started. Marine Class I don't see the reason in buying them as the enemy rarely boards your capital ship, and the pilot is better for sabotage (timebombs). Cost: 800 credits Since I suggest buying troops first, decide before hand what to buy in what order. Since I don't have the patience to wait for 1800 credits (usually 2 ground battles in the beginning), I go with Engineers, then Rockets, then Snipers, and then the Commander class, followed by the Special Trooper class, and finally the Marines. You could also buy another fleet with your first 1000 credits, as I find in easier to win space battles than ground, and most of the time the three planets you start with aren't very close to each other. In order of price, fleets are (no difference between faction): 1 0 credits 2 1000 credits 3 2000 credits 4 3000 credits and on and on. E. Instant Action This is what a good deal of people play since the campaign and Galactic Conquest take so long to complete. You get to choose the battle and the area, as well as the type of game you play. You can also change the way the battle will be played (as in more reinforcements/point quota). 1. 1-Flag CTF You score points by taking their flag and entering the enemies base. Their base is marked with an objective marker. Heroes are turned on by default, although you can change that and the amount of points needed to win in the Options menu. This can be played in Space or on the ground. 2. 2-Flag CTF Now, you capture the enemy's flag and return it to your base, both of which are marked with an objective marker. Heroes are turned on by default, and you can change that and the points needed to win in the Options menu. Playable in Space and on the ground. 3. Hunt One of the best new additions to the Battlefront world, the objective is to get to a certain point amount in a certain time limit, both of which can be changed in the Options menu. Heroes are not applicable, and you can only do this on the ground. Why's that? Because one of the teams is that planet's native species! Here are all the Hunt levels that are available (too bad you can't be ackalys on Felucia, or Gamoreans in Jabba's Palace): Geonosis: Geonosians vs. Clone Sharpshooters Usually, if you sit by and do nothing, the Geonosians win. In fact, the Geonosians sometimes win when you're a sharpshooter actively killing them! Kashyyyk: Wookies vs. Magna Guards Nothing special. Really. Endor: Ewoks vs. Scout Troopers Ewoks almost always win. In fact, an ewok player will be hard pressed to get kills in this. Tatooine (Mos Eisley): Jawas vs. Tusken Raiders Don't know why these two would be fighting, but this is the only time you see Tuskens in Battlefront II. Jawas usually win (be careful not to shock your teammates). Hoth: Wampas vs. Rebels No, it's not a misprint. You can play as Wampas! They rock, and are really hard to kill. They will almost never loose. As an added bonus, the fight takes place mostly on the new area of Hoth from the campaign. 4. Assault It's akin to Hunt; you race to gain a set amount of points before your opponent does. This limit can be changed from the Options menu. The Heroes On/Off is not applicable because this is for Space only, except for Mos Eisley. Why, wouldn't you be able to toggle Heroes? Nope. That's because this is the only map where it is Heroes ONLY. Good versus evil, it is a lot of fun since heroes from different time periods get to fight each other. However, don't play it too much since it really isn't the spirit of Battlefront to play as Heroes. 5. Conquest Ground only, this is the basic fight, just like all the ground battles in Galactic Conquest. You can toggle Heroes and change the amount of Reinforcements from the Options menu. Objectives? Capture all enemy Command Post/kill all opposition. That's it. Simple, and yet delightfully fun. 2. RISE OF THE EMPIRE Finally, they say, we get to the actual walkthrough. Well, here it is, the story of the Rise of the Empire in two Acts. After the training. Note: If an objective is marked with this: (Informal), that just means that it is necessary to complete the previous or next objective, but it is either not stated as part of an objective or it is the second of a two part objective. It could also mean that your Commanding Officer tells you verbally to do something, but the game does not stop and print it out in front of you. A. Training. Unfortunately, the only Space help you get does not actually let you pilot a ship. However, even if you don't want training, play it for an idea of what this new objective-based campaign is like as well as a little more of the 501st's story. 1. Geonosis: Attack of the Clones The 501st is finally seeing combat, but it is nothing like the simulations that they had spent so much time in. Now, they'll be lucky just to survive. Spawn as the only option you have; a regular Clone Trooper. 1st Objective: Follow the yellow Objective Arrow to Checkpoint Alpha. Easy enough. You shouldn't even come under fire. If you want, you can practice how to sprint. 2nd Objective: Destroy the droid scouts in the area with your primary weapon before they report your position. It's unlikely that you'll die. If you do, make sure the enemy AI is on Normal, not Elite. You'll be congratulated on your success at having destroyed your first droids, both of the war and of your life. 3rd Objective: Destroy the damaged Hailfire droid with your thermal detonaters. Very easy. Just walk over to it and throw (Left trigger) your grenades at it. They stick, so you don't have to throw them on the ground. Remember not to stand too close to the grenades when they go off. 4th Objective: Capture the Downed Techno Union Ship to secure a stronger foothold for our troops. This is the first Command Post you will capture (unless you didn't start with training). Follow the objective marker to the inside of the ship and stand close enough that an icon appears. When the icon is completely blue, the objective will be complete. There will be some droids in the area, but as long as you dodge the blaster shots you shouldn't have to worry about them (you troopers will take them out). 5th Objective: Change to the Engineer class at the downed Techno Union ship Command Post. Since you should still be near the Command Post, all you have to do is press the Y button when you are facing it (the Command Post) and select the Engineer (yellow). 6th Objective: Repair the Health and Ammo recharge Droids. This could be somewhat difficult, as their are many more enemy troops now. To repair the droids, walk over to them and switch from your shotgun to your fusion cutter. Hold down the right trigger to heal the droids. The ammo droid is the tan box shaped one (when repaired) and the health droid is the tall grayish black one (when it is repaired). 7th Objective: Go to the AT-TE and get inside it. The AT-TE is the box-shaped ship that has six legs. It acts as a mobile Command Post for your troops. 8th Objective: Use the AT-TE to take out one of the Spider Walkers before they cause some serious damage. There are two spiders that are available, so take your pick. They should go down relatively easy. Remember to use both Primary and Secondary attacks, and use the AT-TE's one level of snipe if you are missing a lot. 9th Objective: Change your unit class to the Jet Trooper at a Command Post. The closest friendly Command Post is the downed Techno Union Ship. Change to the Jet Trooper (green) once you are inside. 10th Objective: Acquire the Sith Holocron. Who knows why a Geonosian was entrusted with a Sith Holocron, but he died and dropped it on top of the downed Techno Union ship. Use your Jet Pack to get on top of it, and walk over the "Holocron" (looks like any other kind of objective). 11th Objective (Informal): Take the Holocron to Checkpoint Alpha. Remember Checkpoint Alpha? Carefully dodge droid attacks and run over to it to complete the previous objective. If you die, the Holocron will fall where you died, so just pick it up and carry on from where you left off after you respawn. 12th Objective: Get up to and capture the Cliff Bunker. Run and/or fly up to the Cliff Bunker. Droids will actively try to stop you from capturing the Command Post, so keep trying if you die. Remember, if the symbol indicating how much longer you have to wait until you capture the Command Post is blinking red or blue, that means there are enemies in the area you must defeat before you can continue to take that Command Post. 13th Objective: Change to the Sniper Class at any Command Post. It only makes sense to use the Command Post you just captured and change to the Sharpshooter (red) class. 14th Objective: Use your sniper rifle to take out 3 droids. You really have to take out droids, because the game doesn't count Geonosians. You should be safe, and it is unlikely an enemy sniper will see you. 15th Objective: Change to the Heavy Trooper class at any Command Post. Again, use the Command Post behind you since it is the closest to change to the Heavy Trooper (blue) class. 16th Objective: Destroy a Spider Walker with the Rocket Launcher. The Walker should go down before you run out of rockets, but if you do, there is an ammo droid nearby. Also, you should not die as for some reason, enemy snipers do not consider you to be a big threat. 17th Objective: Use your lightsaber to destroy 10 enemy droids. You will now play as Mace Windu (the game pretty much forces you to). It is very unlikely you will die, as you get "Health" from killing your opponents. 18th Objective: Capture the CIS bunker to the north. It is likely that you will still be playing as Mace Windu, so run over to the Command Post and Capture it. If the droids are too far away for you to kill them, the try using the Saber Throw move or blocking. Hero: Mace Windu Finis. B. Campaign - Clone Wars 1. Mygeeto: Amongst the Ruins This mission is vital to the 501st as, not only are they taking out a CIS manufacturing plant, they have to recover unique power crystals for the Chancellor's super weapon while under the watchful eye of Ki-Adi-Mundi. Oh, and your troops get new armour now. 1st Objective: Cross the bridge and capture the Forward Command Post inside the Central Building. There are wholes in the bridge so make sure you don't fall through them. Also, see if you can't use one of the single-man walkers that are deployed at your base. They help out, but the droid defenses aren't incredibly tough so you don't really need it. 2nd Objective (Informal): Destroy the Particle Cannon turrets to make room for general Ki-Adi-Mundi to land. It's easiest to switch to the Heavy Trooper class at the Command Post you just captured and then take out the turrets. Just use the Objective Markers if you can't see the turrets and you don't feel like leaving the safety of the Command Post (wus). 3rd Objective: Destroy the Generator that powers the Energy Shields so our vehicles can be moved towards the Energy Collector. You now have the option to play as Ki-Adi-Mundi, and it is a good idea to take it. The only reason not to is that you don't gain medals as a Hero (The rest of the walkthrough for this level is written under the assumption that you chose to play as the Hero and were able to keep him alive through the end of the level). The objective is actually behind the green shield, so get back there and hack at it with your lightsaber. It shouldn't take long. 4th Objective: Capture the Northwestern Command Post, which will serve as a launching point for our troops' assault on the energy collector. Easy enough. If any droids are shooting at you and are out of reach, use Force Pull or Saber throw to kill them. 5th Objective (Informal): Destroy the shields protecting the Energy Collector's Core. There are two of these, and they are around the outside of the tall structure. On your way, you can take down the other generator that is blocking your vehicles movement (although you don't have to). 6th Objective (Informal): Destroy the Core Very easy with a lightsaber. Just smack it a few times and it should blow up. (Use grenades or rockets if normal infantry). 7th Objective: Acquire a sample of the Power Crystals from the destroyed Energy Core. Like acquiring the Sith Holocron, just walk over it to pick it up. This also triggers a number of troopers to follow you, depending on your rank. 8th Objective (Informal): Take the Crystals back to the dropship. Use your sprint whether you're a Jedi or not, and your should make it there in no time. Again, remember to watch for holes in the bridge. Hero: Ki-Adi-Mundi Finis. 2. Coruscant Orbit: A Desperate Rescue This will be your first actual Space battle unless you skipped right to Galactic Conquest or to Instant Action. This is the same battle that was seen in the beginning of Episode III, although not quite as deadly (to you anyway). 1st Objective: Get to an Arc-170 and take off into space. Play as a Pilot or marine (pilot suggested) and take off. 2nd Objective: Destroy 5 CIS fighters. Actually, it's better to practice how to fly before you do that. Once your ready, remember to use the X button to track an enemy ship, both so your missiles can lock on and so you now where it is. Make sure you watched to Space Overview video for tips on how to dogfight effectively. Also, stay away from the enemy ships and frigates to avoid being killed by auto-turrets. It's okay if you die, but your enemy has unlimited reinforcements, and you do not. This is the most common case for Space battles in the campaign, so try not to die too much. 3rd Objective: Attack and destroy the enemy frigate with your lasers and torpedoes. The frigate is marked with a yellow objective arrow, so go to it and attack. Use your lasers, but they won't do too much. Stick with the torpedoes, and try to attack it from its underbelly to avoid being shot. 4th Objective: Disable the shields on the Trade Federation Cruiser. Again, use the lasers, but they don't do too much, so concentrate on the torpedoes. Also and again, attack from the underbelly if you can to avoid being shot out of the sky by auto-turrets. 5th Objective: Attack and destroy the Communications Relay on top of the Trade Federation Cruiser. Now it is unavoidable, so journey to the topside of the Cruiser, and attack the system under the yellow Objective arrow. Try to aim for its base as missiles and lasers sometimes go through the various bars that make up this system. 6th Objective: Make your way into the CIS hanger and land your ship. The easiest way to do this is to aim for the high- or low- middle of the entrance (there is one on both sides of the ship, unlike yours that only has an open hangar on one side). Try not to hit any enemy ships by going in the sid that is not facing one of your cruisers. Once inside, pull back on the throttle and press A to land. 7th Objective: Leave your ship and use your explosive weapons to destroy the Engine Cooling Tanks inside the Trade Federation Cruiser. Okay. Use the yellow objective marker to guide you to the elevated platform with two doors on it. Go inside either one. You can destroy the auto-turret defenses for the Cruiser by placing two timebombs or shooting a few rockets on the pillar in the middle of the room, which could be helpful since you will have to go back out into space again. Once you're ready, make sure you have either 3 timebombs or 4 rockets and go into the room that the yellow objective marker is behind. Place or shoot all of your ammo at the green tanks in the back of the room to destroy the engines. That is how sabotage works. Always remember, if using timebombs, to stick them onto the surface your are trying to destroy for maximum damage. If you run our of ammo, there is an ammo resupply droid in the main room. 8th Objcetive: Deliver the Killing blow and destroy the targeting command bridge of the Trade Federation Cruiser. If your 170 has not been destroyed yet, get into it and get out of the hangar. If it has, then steal a droid starfighter and take off. The entire raised part of the hull of the Cruiser is the bridge, so let loose with everything you've got to destroy it. Hero: None Finis 3. Felucia: Heart of Darkness This is probably one of the hardest missions on your morale. Not because it is hard to complete, or because it is really long, but because it has a high probability of you dying. A whole ton. In fact, the journal wasn't lying when it said you also got the worst of the war. 1st Objective: Get to the AT-TE Spawn (best as an engineer or normal trooper) and follow the objective to the AT-TE while under fire only from the spooky transmissions you receive over your commlink. 2nd Objective: Kill 6 Acklay. Yeah, the things from Attack of the Clones. It might seem like common sense to use a rocket, but they aren't effective enough as well as taking too long to reload for them to be of much use. As long as they don't get too close to you, they can't kill you, but they will kill you in one hit if they close the distance. 3rd Objective: Defend the AT-TE Another simply put objective, it might be best just to be an engineer and keep healing the AT-TE for the 2 minute time limit as your troops can take down most of the enemies. 4th Objective: Acquire the Power Cell You can now play as Aayla Secura, and I suggest you do as her sprint makes this a very simple objective. Just follow the yellow objective marker, pick up the "power cell", and return to the AT-TE. 5th Objective: Destroy the CIS Defense Turrets at the Fungal Tree. Jump in to the now active AT-TE and walk forward and up the cleared hill to your right. Ignore the troops and acklay, and fire at the points right beneath the yellow objective markers until they are destroyed. Remember to use primary and secondary weapons, and make sure you don't miss any (4). Hero: Aayla Secura Finis 4. Kashyyyk Orbit: First Line of Defense Another Space battle, this time you are trying to break through the Seperatist blockade of the planet. Without dying too much. 1st Objective: Droid Frigates are inbound, destroy them quickly. Get in a V-wing (not an Arc or a Starfighter) and start bombing them (they are under yellow objective markers). They are moving and rapidly, so make sure you don't crash into them. Ignore enemy fighters, since you don't have too much time. Once you are done with one, immediately move on to the second. Attack from the bottom of the ship to avoid their turrets. 2nd Objective: Destroy the CIS heavy turrets. These won't target you, and each one can be destroyed in one run by a bomber whose payload does not miss them at all. (Two runs total, at best). Try to use rolls and alternate your speed to dodge the ship's auto-turret defenses. 3rd Objective: Take an LAAT/i Gunship into the enemy hangar and establish a secure drop point. This is one of the smartest things to do when fighting a Space battle in Instant Action or Galactic Conquest. You can't do any evasive maneuvers in this ship, but it shouldn't take long to cross the gaps between the capital ships. Once in the hangar, park in the back-left corner if you can, farthest away from enemy ships and the doors into the critical system rooms. Also, make sure no allies are in the ship when you land, as they will take off after you leave. 4th Objective: Destroy the internal systems that control their Life Support and Engines. It is exactly the same for each one. A full amount of ammo of either rockets or timebombs will destroy these systems. Watch out for the auto-turrets mounted on the ceiling, as they can kill you pretty quick. And don't stay too long, since they slowly rebuild themselves no matter how many times you destroy them. Use an ammo resupply droid after destroying one of the systems. 5th Objective: Steal the Kashyyyk holocron, and return it to the Command Room. Now, the plans are just inside the Shield Generator room (which you can destroy, but it takes a long time and more than a full ammo load's worth). Pick them up and get back into the droid hangar. Jump into any droid starship you want, and zoom back to your ship. Then run into the Command Room and into the blue circle in the middle to finish the Objective. Hero: None Finis 5. Kashyyyk: A Line in the Sand Having broken through the CIS blockade, the 501st now must reinforce the Wookies and drive the Separatists of the planet. 1st Objective: Hold the beach for 3 minutes until defenses are set up behind the Sea Wall at the Wookie Base. It is probably best to be an engineer, since they can both heal themselves (or others), and slice enemies out of annoying vehicles. It will get very hectic as the droids begin to cross the water. Just remember that you only have to keep it from falling into their hands. It's okay (but not great) if it is neutral. 2nd Objective: Fall back behind the Sea Wall and fortify your position. Flee! Flee for your life! Actually, it's very unlikely that you have to fall back, but orders are orders. If you die, just respawn there and save yourself some trouble. 3rd Objective: Defend the Oil Refinery for 4 minutes. Watch out for Snail Tanks. This objective is actually not as hard as you may think. Make sure your class is engineer, and go stand next to the Gate Winch. The droids will try to destroy this to let their vehicles in, since the Refinery has such a large amount of health. Kill any droids you see, but if the Sea Wall is breached, switch to your fusion cutter and repair the winch. The gate will then close again. Repeat this until the time limit is up. It may not seem like a very sportsman like way to win, but the refinery just about can only be destroyed by the CIS vehicles, which can only get in through the wall. Get my drift? 4th Objective: Take over all CIS Command Posts and force them off the planet. You now have the option to play as Yoda, and I definately suggest you take it. Follow an orderly pattern, capturing the closest Command Post to you without going in the water (Yoda's so short he could drown). Yoda has both Force Pull and Push, so use him wisely. If he "dies", continue on as any class you deem suitable. Hero: Yoda Finis 6. Utapau: Underground Invasion This is the final move towards destroying the Separatists. This includes General Grievous, who is believed to be on the planet. It's time to end this war. 1st Objective: Go to the Command Post in the two-story building to the southwest. Run over there and start shooting. 2nd Objective: Go upstairs and capture the Lookout Command Post. The stairs are on either side of the building, and it is unlikely you will be met with resistance on the second-story, so you could just stand back and capture it. But then you wouldn't get any kills. 3rd Objective: Move down the Highway and capture the Command Post there. Use your allies to destroy the droids, and concentrate on staying alive. Beware of snipers on the elevated walkway opposite the Command Post. 4th Objective: Move into Hangar 10 and secure that Command Post. You can now play as Obi-Wan, and of course I suggest you do so. Run down to hangar 10, and take the Command Post there. Use Saber throw or just block if you can't reach a droid. 5th Objective: General Grievous is stationed in Hangar 10. Take him out. Use Force Push to knock him over, then destroy him with normal slashes. If he's blocking, wait till he stops. If you die, play as an Engineer or a Clone Commander, and only shoot him if he's not blocking. 6th Objective: Destroy the AA guns in Hangar 10. If you're still Obi-Wan, this is easy. Just hack n' slash them both. If not, a couple of rockets will do the job. 7th Objective: Destroy the ATX Energy Pillar to the West. Jump in the tank in the back of the hangar and get over there. It shouldn't take too long to destroy. Hero: Obi-Wan-Kenobi Finis 7. Coruscant: Knightfall The dreaded moment, infamous in the history of both the Jedi Order and the Old Republic. You will now destroy the Jedi, once and for all. The only solace is that it seems many of the clones did not think it was the right thing to do. It is also one of the few missions where you might not succeed. 1st Objective: Capture the Jedi Council Chamber. Play as an engineer, as their shotguns can take out a Jedi in one hit. Run down the hall, all the way into the Council Chamber. When the Jedi try to jump you, use the shotgun the second they are not blocking, and when they are jumping. Use your det-packs to take out the enemy turrets. If you die, keep trying. 2nd Objective: Go to the Library. Do not wait for this objective to come to you, since you need all the time you can get. Run back out the way you came. When the Jedi try to jump you, ignore them if you can. Keep watch to your right. When you see the Library, run into it, shooting any enemy you see. 3rd Objective: Defend the Library and its contents till scan is complete. Shoot all the enemies in the library, but the Jedi especially. You must keep at least one of the shelves intact until the timer runs out (two minutes). This is very hard if you don't know how to do it. Since you should be playing as an engineer, you can heal the shelves. Actually, it should be "shelf". ONLY guard one. This may seem risky, but it is a lot easier than trying to keep them all intact. This is not to say that you shouldn't try to protect the others, but try to concentrate on one. Also, the Jedi attack only once more, at about one minute left. Use this to your advantage. You could also plant det-packs or mines to help protect the shelves. 4th Objective: Retrieve the Holocron from the Comm center and bring it to the Veranda. From this point on, if you die, respawn as a Clone Commander or Engineer. This is because the Chaingun is incredibly effective against Jedi. Now, you could go up the stairs and through an eerie green room to get to the Comm center, and this is faster, but not safer. Many Jedi will try to stop you from this route. Instead, go back like you're going to the Council Chambers and take a left down the hallway and up the stairs. Two or three Jedi will jump you right in the room, but that is less than if you'd gone into the green passage. Kill them and pick up the Holocron. Now run back to the Veranda, the very first place you started. Ignore any Jedi that try to jump you if you can, and keep pushing to get to the Veranda. 5th Objective: Kill the Jedi with the Holocron and return it to the Veranda. You now have the option to play as Anakin Skywalker, and you'd be a fool not to. It is quite possible he'll die early on, but he can still help. Only use Choke on single enemies, as it takes to long when you're under fire. Use block well and the don't worry if the Jedi with the Holocron is blocking, as your lightsaber attacks can knock him down and then you can kill him. Once he's dead, pick up the Holocron and get back to the Veranda. Again, try to ignore any Jedi that get in your way. 6th Objective: Kill the 3 Jedi Masters. Very difficult. Play as an engineer or Commander if Anakin is gone. Use the Yellow Objective markers to locate the masters, since they look just like any other Jedi. Keep an eye on your reinforcements, as they are likely quite low at this point, but don't hesitate to shoot a friend to get a master. Hero: Anakin Skywalker Finis C. Campaign - Galactic Empire 1. Naboo: Imperial Diplomacy The Empire is now completely built, and the fighting men of the 501st have been put under the direct command of Lord Vader. Soon, the will earn the feared title of Vader's Fist, but for now, they must squelch an uprising on the planet of Naboo as an example to other planets that the Empire will not tolerate rebellion. 1st Objective: Capture the Plaza Security Post. Spawn as a normal trooper or an engineer (better), and make your way to the Command Post. If you played the original Battlefront, this level is exactly the same except it is now always night. It's possible you might die as both sides will be heavily manned and determined. If you're an engineer, not have any qualms on healing yourself. Remember, they have unlimited reinforcements, but yours are dangerously low at this point. The only way to get more is to complete objectives. 2nd Objective: Take over the Plaza Command Post. Go back the way you came and take a right. Follow this area around to the yellow objective marker. As you pass the center passage, your Commanding Officer will tell you to stay out, as the auto-turret defense grid has not been taken out yet. Do as he says. Once there, capture the Command Post and switch to the Dark Trooper class (after capturing, of course). 3rd Objective: Capture the Guard Security Post. Get in the tank and plow over there. Destroy any other tanks and turrets before you begin taking the base. The Dark Trooper's arc caster if very helpful at this point, but make sure not to shoot your friends. Capture the Command Post. 4th Objective: Destroy the Security Grid Console. Reload the arc caster, and charge it up all the way. Now go up the ramp and release the powered shot into the enemy formation. Use either the caster or your pistol to take out the rest of the guards. You could use thermal detonators of the console, but using the arc caster is just as good. 5th Objective: Kill the Jedi Guards. Just when you thought all the Jedi were dead, this happens. So, use the arc caster and take them out. After you take out about six (or after a period of time and at least a few kills) the next objective will come. 6th Objective (Informal): The Queen is trying to run. Kill her. Don't dawdle, as you are probably running low on reinforcements at this point, and you only have two minutes to kill the queen. Ignore the Jedi using your jump pack, and shoot her a few times to take her out. Conversely, you could be a sniper and pick her off like in the cutscene. But you don't have to waste your time if you don't want to. Hero: None Finis 2. Mustafar Orbit: Preventive Measures As it were, a lone Geonosian has restarted a hidden droid plant and is planning to use them against the Empire. So, the 501st has been sent in to quell the uprising rather than fight another War. But first, you have to get out of your hangar and destroy their orbital defenses. 1st Objective: The droids have invaded the ship. Destroy their landing craft and repel the assault. You could be a pilot or a marine. It doesn't matter either way, since the marine is better against troops, but the pilot will be able to destroy the dropship faster. I pick pilot, so this is written for that. Go out and ignore the droids in the ship. Just throw timebombs under the ship or on the floor under the ship. If you run out before it is destroyed, go back into the Command room and stand near the ammo droid. Don't worry about the enemy survivors either, since your troops can pick them off and you have more important things to do. 2nd Objective: Destroy 8 enemy fighters. Hop in an Interceptor and take off. Watch out for the asteroids, and stay away from their capital ship to avoid the auto-turrets. Other than that, use your missiles and target tracking. 3rd Objective: Destroy their shields. It's faster to go back to your hangar and take a TIE bomber, so do and bomb both from as far away as possible for maximum damage and use rolls to avoid auto-turret fire. 4th Objective: Land in the hangar and take the designated bomber and return it to our hangar. The only hard part is dodging the asteroids and enemy fire, so remember to use your boost and rolls, and this should be a cake walk. Hero: None Finis 3. Mustafar: Tying Up Loose Ends Having broken through their defenses, you must now destroy both the new droid prototype schematics as well as the bug who made them. 1st Objective: Seize control of the Lava Observatory Room. There are many locked doors on your way, as well as a few ceiling mounted auto-turrets. Otherwise, this is an all-too familiar enemy. Play as a normal trooper or engineer, and leave the starting Post by the right hand door (the other's locked). Travel through the twisted halls and watch out for auto-turrets. 2nd Objective: Proceed forward across the bridge and take control of the Walkway. Another Command Post you have to capture. Go out there and watch the door. Droid Assassins will come through, but they are so close to you that it's easy to kill them. From this point on if you die, play as a Dark trooper if you can. 3rd Objective: Battle out to the Collection Base and take control of the Overlook Command Post. ANOTHER Command Post. This time, stay to the right (don't go down the ramp) and watch for the two auto-turrets on the overhang. 4th Objective (Informal): Destroy the Droid Prototype Schematics. No, you won't fight any new kind of droid. Apparently, Delso never got around to building them. Go around the way you didn't come (not up the ramp) and follow the yellow objective markers. there are two "schematics", one on each side of the room. Use det-packs (more effective) or thermal detonators to take them out. 5th Objective: Retrieve the Orbital Strike Beacon dropped by your ally, in the Conference Room. Again, use the yellow objective marker to navigate your way to the Beacon. Pick it up. 6th Objective (Informal): Place it on the Antenna Array. Do it, and don't worry about falling off. Just stay in the middle of the area, and then get ready to run. 7th Objective: Clear the Antenna Array. Run back the way you came, making sure all of your weapons are fully loaded, and prepare for a fight that you might not win. 8th Objective: Kill anything that moves, but you must destroy Gizor Delso. The bug looks just like any other Geonosian, but has a better gun and much more health. Concentrate your fire on him and he should go down. If you die, be an Engineer or Dark Trooper. Their guns are more damaging at close range. Hero: None Finis 4. Kamino: Changing of the Guard Another insurrection you are called upon to put down, this time you are stopping a "behind the books" Clone Rebellion. This is probably my all time favorite level in the Campaign, since you get to play as Boba Fett! 1st Objective: Proceed Southwest to the Main Entrance of the Upper Cloning Facility and use Boba Fett to Gain Entry. Play as Boba, and forget any qualms you have about killing your brothers. Run/jet up to the objective marker for your next objective. 2nd Objective: Use Boba Fett's destructive abilities to blow that panel and gain entry to the Facility. His "Access Codes" are actually his det-packs, so place one ON the panel and back up from the door, then detonate it. If you are starting to die, shoot the auto-turrets on the ceiling or the Clones to gain more "health". Otherwise, ignore the auto-turrets as most of them shouldn't really target you. NOTE: You only get two chances to play as Boba Fett. If he dies once, you can choose him once more, and that's it, so use him wisely. 3rd Objective: Retrieve a sample of Clone DNA to ensure that the Kaminoans can never again clone themselves an army. Get to that yellow objective marker, and pick it up. 4th Objective (Informal): Take the sample to the dropship. Go back outside and use the yellow objective marker to run over to the dropship. Get close to it to complete the objective. Remember that you can't use your jet pack when carrying a "flag", so you'll have to run. The opposition should slow and drop off entirely as you get closer to the dropship. 5th Objective: Destroy the 5 Clone Life Support Systems to further annihilate the Kaminoan Clones. Get back into the building you were just in. See the huge recessed panels in the wall? They actually are doors that open when you get close. The easiest way to destroy the pods is with det-packs, as it only takes one. There is an ammo droid in the room when you run out. Remember not to stand too close when you pull the trigger the second time to detonate them. 6th Objective: Destroy the 2 Gunships. The Kaminoans are trying to escape, so you have to stop them. You have plenty of time. Both are marked with yellow objective markers; one is in the air already and flying around, and the other is still on the ground. Use det-packs to destroy the parked one and watch out for enemy opposition, and use wrist- or normal rockets to destroy the flying one. Find an ammo resupply droid if you run out of ammo. Remember to lead the flying ship a little to make sure you hit it. Alternatively, you could find a well placed ammo droid and take both out with a virtually endless supply of rockets. Your choice. Hero: Boba Fett Finis 5. Death Star: Prison Break The final major rebellion put down, the 501st is now stationed on the Death Star. However, things go from boring to deadly as a prison riot turns into a rebel escape plan. And they somehow found plans to the Death Star. 1st Objective: Meet up with the rest of the 501st in the hangar. Okay, spawn as a regular trooper or a marksman. The door down to the hagar is in the back of the room. Get down there and take cover behind the boxes. 2nd Objective (Informal): Defend the Hangar. Most of the opposition will come through the blast doors opposite the way into space. However, at one point, they will come down from your left, so watch out. If you die, just respawn. After two minutes, get ready to recover some ground. 3rd Objective: Capture the Detention Block Command Post. Once you get to the large circular room with the abyss in the middle, take a right and take the Command Post inside. Rebels will come from the hallway in front of you and the side passage to your right. Once it's done, begin moving forward down the center hallway. 4th Objective: Secure the stolen plans. Keep an eye out to the left of you as you go down the hall. When you see the grating, shoot it a few times until it breaks. DO NOT GO THROUGH. This is for later. Instead, go the rest of the way down the hall and kill the rebel with the yellow objective marker on him. Take the plans and return them to the Detention Block Command Post. 5th Objective: Retake the Fire Control Room. Now, remember the grating you destroyed earlier? Go back to it and jump in. This leads to a Garbage Compacter. If you die, try it again. It's very slow and you shouldn't die more than once. Go across to the other side and hang a right, then a left at the top of the ramp. Another left, and you will be on your way to the Firing Control Room. Get to the Command Post and take it. Watch for Rebels, as they could come from both behind you (the way you came in) and in front of you (the way you will leave). After taking it, switch to the Heavy Trooper class. 6th Objective: Destroy the shuttle in hangar 85G before the Rebels are able to escape with it. Ignore any rebel attacks at this point, and just keep moving. Use the Yellow Objective Marker to help navigate the twisting hallways. Remember to leave the Firing Control room through the door you DIDN'T come in through. Once you get to the hangar, start shooting at the shuttle with your rockets and throwing grenades. 7th Objective: Exterminate the Rebel's Jedi Leader. The final Jedi enemy in the campaign. Use your rocket by shooting at his feet (a good tactic for Battlefront, the original). If he gets close, use your pistol. If you die, respawn as an engineer or a Dark Trooper and use your yellow Objective Marker to locate him (he moves around a lot). Hero: None Finis 6. Polis Massa: Birth of the Rebellion The new enemy of the Imperium is beginning to show its face. It is well organized and deadly. Currently, the stolen plans, which were not actually secured, are believed to be on this planet. The 501st, now being taken around by Vader for their punishment, are assaulting the planet. 1st Objective: Capture the Radar Facility. Move out from the hangar. Dodge any fights you can, and stop only once you are taking the Command Post. If you want, you can take a shortcut by hoping in a vehicle and traveling through space over to the Command Post (use the yellow objective marker to find the right hangar). DO NOT GO OUTSIDE. You will die in a matter of seconds. 2nd Objective: Retrieve the Holodisk from the Command Center and return it to the Radar Facility for uplink. Run. Don't stop to fight. The Rebels have far to many men on the map for you to win in the long term. Once you've grabbed it (wasn't as hard to find as the cutscene made it out to be) get back to the Command Post you just took. 3rd Objective: Defend the Radar Facility till uplink. This is easy. You have many men in this area, and the rebels rarely even come down one of the three hallways leading to the Command Post. The hardest part is probably waiting for the time to run out. Then get ready to move. 4th Objective: Destroy the databank in the Caverns Again, if you can get to a vehicle, it makes your trip short. If not, avoid any fights you safely can, and make your way down that huge flight of stairs. Using the objective marker to guide you, get to their databank. Once their, use det-packs or grenades to take it out. For grenades, make sure you throw them onto the actual base of the thing for the maximum damage. 5th Objective: Capture the Hangar and get off this rock. Now, I recommend taking a vehicle this time, as you will otherwise have to travel all the way around the facility. Go out the way you DID NOT come in (up a ramp of sorts) to get to the vehicle hangar. Then just zoom across the area to the hangar, marked by a yellow objective marker. Once up there, shoot down any opposition and take it. Watch for snipers on the side walls. Hero: None Finis 7. Tantive IV: Recovering the Plans The plans on Polis Massa were not the correct ones, but Lord Vader has finally located a person who does have them: Princess Leia Organa of Alderaan. Now, find her and capture her. Alive. This is a mission that may be too difficult to win on the first try, so be prepared to try it again. 1st Objective: Capture the Barracks Command Post. You will almost certainly die at least once before even making it into the room with the Command Post. Spawn as a normal or heavy trooper and stand back from the door. When it explodes open, throw grenades or shoot rockets at the enemy on the other side. Once you clear the dropship, throw a grenade around the corner. Then move down the stairs and into the room on your right. Capture this Command Post, and be watchful of your reinforcements. 2nd Objective: Make your way to the Tech Room. You can now play as Darth Vader, and do so. Go out the door in the left side of the room (from the way you came in). Go to the area with the yellow objective marker. 3rd Objective: Destroy the Security Mainframes in the Tech Room so we can gain access to the engine room. See those little wall computers? Hack n' slash at them. You have to destroy them all. They should go down in a few slashes, but don't forget about the enemy. Kill them if they get annoying. Make your way up and into the "Bridg" of the ship. Their are more terminals in this area and to the right. Destroy them all. You will only get the next objective after you destroy the last terminal, so go back and make sure you didn't miss any if you don't get the next objective. Watch your reinforcements. 4th Objective: Acquire the Access codes and return them to the Security Terminal in the Tech Room. Objective markers are vital in navigating the ship. Once you gain entry to the Engine room (it's grey and has a huge spinning turbine in it) you will have to complete another objective before completing this one. 5th Objective (Informal): Disable the Turbine to clear a path to the terminal. Throw your lightsaber at the panel to the right of the stairs that lead up to the platform that goes through the energy of the turbine. This shuts it off and lets you go up the stairs (left) and onto the platform on the wall. Once there, go right and make a sharp right after going out the little hallway. Destroy this terminal and pick up the "Access Codes". Return them to the tech room, the place you had to destroy the terminals in. Use the Objective Marker to help guide you. Watch your reinforcements; they could be dangerously low at this point. 6th Objective: Find and capture Princess Leia and bring her to Lord Vader. Okay, there is no helpful objective marker this time, so you have to play it by ear. It's difficult to know where each player is, but there is a relatively easy way to find the escape pod room. Find your way back to the place where you first boarded the ship. Go down the stairs and up the ones the other side. Turn left. Now try every door you see. When you find one that is grey and HAS RED LIGHTING, that's the one. Find Leia and kill her. Yes, kill. It's the only way to capture her. Hero: Darth Vader Finis 8. Yavin Orbit: Vader's Fist Strikes Back The Rebel's have managed to destroy the Death Star, and the 501st's remainders have met up with the rest of the surviving Imperial fleet and launched an attack on the planet before the majority of the evacuation is complete. But before they crush the leaders on the planet, they must keep the Rebel fleet from escaping. This is the hardest Space mission you will ever fight, as many of the objectives have time limits, some of which do not renew after completing the objective. Mercifully, the last two levels are not as difficult. 1st Objective: Use a TIE Bomber to destroy their transports before they can make the jump to light speed. Speed boost is very critical to this mission, as is precision bombing. Their are 7 ships, all of them moving actively to get past your capital ship. One good bombing run should take each out, but they are far apart, so be prepared to move as soon as each one is destroyed, as you only have a certain amount of time. Then set your course for the Frigates on the sides of the Capital Ship. 2nd Objective:Destroy the Corellian frigates. This is the only objective you don't have a time limit for. But still, move quickly. There are two of these, and the should go down after a couple of bombing runs. As soon as they are destroyed, boost and fly as quickly as you can back to your hangar. Or just die (I don't suggest it). 3rd Objective: Destroy 10 enemy fighters. From this point on, you will have only ten minutes. This time will not renew or get bigger as you complete the objectives, so do it fast. As soon as you get to your hangar, jump into an Interceptor. Target tracking is the key here. Make sure that you are chasing an X-Wing or A-Wing, since they are easier to destroy than the Y-Wings. Also, try to stay away from their capital ship to avoid the auto-turrets. This Objective should not take you any more than 4 minutes at maximum, and that is pushing it. As soon as the tenth fighter bites the dust, get back to your hangar as fast as possible. 4th Objective: Use a TIE Bomber to destroy their heavy turrets. Once you're back in the hangar, jump into a Bomber and take off. Their are four heavy turrets, two on each side. They should go down with on run apiece, so remember to roll. This objective should take more time to get to firing range than to complete (final time should be no later than 4 minutes to go, and the only people who could complete it at that point are those who should never be in a situation like that.) Start flying for the back of the ship as soon as the last turret goes kablooie. 5th Objective: Stop the Alliance from jumping to lightspeed; Destroy their Engines. The final objective of the mission, this is hard. Their are 6 engines total, two of which are dual engines. All this means is that you have more room to hit, since their health is linked together. Their four engines on the extreme back, set up like a square, and two dual engines a little ways forward, one dual engine on each side. Take these out, starting with one side, going to the back, and finishing at the other side. The only thing that can really help is accuracy and time. Hero: None Finis 9. Yavin: Revenge of the Empire Having broken through the fleet, Vader's Fist is now destroying as many Rebels as possible, peaking at their leadership that was unable to escape the planet. 1st Objective: Capture the Water Fountain. This is another map that did not change. The only thing I noticed is in Instant Action/Galactic Conquest, where one of the Command Posts is moved. Anyway, spawn and head to the Command Post under the Yellow Objective Marker. Take it. You should not meet any serious opposition. 2nd Objective: Capture the Viaduct. This is another Command Post that you must capture. You have to stand on the elevated platform to take it. If you die, respawn and try again. It should not take more than 2, 3 tries at most. 3rd Objective: Capture the Reflecting Pool. This one is a little harder. Get up to it (follow the yellow objective arrow). Once you are taking it, do not stop moving, or you will die. The turrets shooting at you are numerous. Move back and forth across the pool. If you can, take out the turret closest to you. Resistance on the ground is what you should watch out for. There isn't much, but they will try to jump you. 4th Objective: Defend the Reflecting Pool for 2 minutes. Again, move back and forth, dodging turret fire. The rebel counterattack is lame, but if the turrets kill you, then they WILL take it, so stay alive. If you die at any point from here on, spawn as a Dark Trooper. This will help greatly later. 5th Objective: Bring the Breaching Bomb to the Temple Doors. Now, as a Dark Trooper, jump in the tank that is just outside of the pool travel over to the base of the small pyramid that holds the bomb (under a yellow objective marker). Now, get it and jump back in the vehicle. Drive up to the temple wall (yellow objective marker) and get out. The bomb is placed automatically. Get back into the vehicle and back up away from the doors. NOTE: if, at any time, your vehicle's health is low, jump out and just complete the objectives on foot, dodging all the fights and fire you can. 6th Objective: Destroy the Rebel Leadership. Go into the now open temple. Go all the way to the back and up the stairs (on either side). Charge your arc caster all the way up and go into the room with all the green boards. There appears to be nothing under the objective markers, but just release the shot at them. Bothan Spies will materialize as they die. Hero: None Finis 10. Hoth: Our Finest Hour Despite what the cutscene makes it sound like, this is the last level in the campaign, and is very easy to beat compared to some of the previous levels. Vader's Fist, under the command of Vader himself is assaulting the Rebel base on Hoth. Note: There are some movie cutscenes during the battle after completing some of the objectives; this is not the end of the battle. 1st Objective: Capture the Outlook Command Post; it will serve as a launching point for our ground troops. Spawn and jump into an AT-AT. Now use your primary fire to pick off the turrets around the objective marker, whether they are occupied or not (except when they are occupied by your troops). When they are destroyed, jump out and go over and capture the Command Post there, keeping a watchful eye on enemies trying to kill you (kill them back). 2nd Objective: Capture the Forward Bunker. Again, jump in the AT-AT and destroy all the turrets in the vicinity of the Command Post (this time, move forward while you shoot). Then take a hike over there and capture it. Again, opposition is minimal. 3rd Objective: Destroy the Shield Generator. Get back to an AT-AT. Use the zoom (while moving forward) to make sure your shots are accurate. If you're lucky, at least one will be far enough forward for you to begin shooting right away. Otherwise, walk it forward and take the Generator out (remember to use both Primary and Secondary weapons). 4th Objective: Capture Echo Base. This is relatively hard. An Engineer is best, as they can heal themselves. Get in there. If you die (likely), respawn and try again. Eventually, you'll take it (usually, you have enough reinforcements at this point for a prolonged assault). 5th Objective: Destroy the shield console in the Echo Base Tech Room to gain access to the back hangar. Play as Lord Vader at this point. Go to the right and forward (opposite the entrance). Take a right. Use your sprint to make the trip short. When you get there, destroy the console (under a yellow objective marker). Now go back. 6th Objective: Capture the back hangar Command Post. Remember that glowing green wall blocking your path? That is now gone, and you need to go that way. Using the Yellow Objective Marker to guide you, get to and capture the Command Post there. Watch out for the auto-turret on the Falcon, and use Saber Throw if enemies are two far away to kill. 7th Objective: Acquire the bomb beacon and place it under the transport ship so we can lock in on your current position. Grab the beacon (objective marker). Now, go outside the hangar (opposite where the Falcon was) and SPRINT! SPRINT FOT YOUR LIFE! Really, there are too many auto-turrets and enemy troops. The place you have to put the beacon is inside a trench, so get in there and take cover. 8th Objective: Defend the bomb for one minute so we can lock on to your current position. Very easy. In fact, you don't have to defend it at all, so it's okay if you die as Darth Vader here. It is still a smart idea to defend it, since even though I've never seen them destroy it, there's no reason to give them the chance. Once the minute is up, get back to the hangar. Hero: Darth Vader Finis Yay! You're done. Now go Conquer the galaxy and tear apart worlds at your leisure. I hope you had as much fun with this game as I did. 3. Other Stuff A. Cheats Really, this is not a game that you should need to cheat on. I include them because on some games I will cheat, but only if I borrowed the game from blockbuster and have to give it back soon. To enter a cheat, pause the game (after starting a level) and enter the correct combination. You should hear a sound if you entere4d it correctly (if you don't, enter it again. Sometimes it takes two tries.): Infinite Ammo: U, D, L, D, D, L, D, D, L, D, D, D, L, R Invincibility: U, U, U, L, D, D, D, L, U, U, U, L, R Lo-Res Soldiers: D, D, D, U, L, D, D, D, D, D, L, U, U, U, L, R No HUD: U, U, U, U, L, U, U, D, L, D, U, U, L, R Party time hit effects: U, D, L, D, L, R Slo-mo: U, U, U, L, U, D, U, U, L, D, D, D, L, U, D, D, L, R (sound effects) B. Contributions If anyone has any questions, sees a problem, or just wants to help, email me at email@example.com I will probably email you an answer to your question if you need help, since I don't especially want to update this now that it's done. And ask if you want to borrow something from me. I'll pretty much let you, but if you don't ask first, then I'll fight you to the death (not legally; I take fencing). Madbird: For many of the "Hard Facts" (Names of Weapons, vehicle position names, etc.). Check out his walkthrough (It kicks the pants off of mine, I just finished first). Apac4245, timbad: For suggesting a better navigation. Mr Phantom: For helping wiht spileng. (I did that on propuse). mike Therob: The art at the beginning of the walkthrough (rocks, doesn't it?) Rich Scinto: For pointing out that I forgot the droideka! Gamefaqs: For having such a great site and community. George Lucas: For inventing one of the greatest fantasies of all time. Pandemic: For creating such great games!
FAQ Display Options: Printable Version