Walkthrough by Mr. V

Version: 1.05 | Updated: 10/02/08 | Printable Version

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Star Wars Battlefront: Renegade Squadron (PSP); Rebellion Developments/
This guide copyright 2008, Levi van Tine - levi(dot)vantine(at)cmich(dot)edu
Single-Player Guide version 1.05 (Walkthrough, originally submitted on

{you can use CTRL+F to quickfind words in brackets}

- Introduction..........................................................{intro}

- Setup.................................................................{setup}

- Battlefront Basics....................................................{basic}

- Walkthrough
	Mission 1: Yavin IV.............................................{yavin}

	Mission 2: Alderaan...............................................{ald}
		Boss: Boba Fett..........................................{boba}

	Mission 3: Ord Mantell............................................{ord}
		Boss: IG-88...............................................{ig1}

	Mission 4: Kessel..............................................{kessel}

	Mission 5: Tatooine...............................................{tat}

	Mission 6: Boz Pity...............................................{boz}

	Mission 7: Hoth	(Ground)........................................{hothg}
		Boss: Darth Vader..........................................{d1}

	Mission 8: Hoth (Space).........................................{hoths}
		Boss: Darth Vader..........................................{d2}

	Mission 9: Korriban..............................................{korr}

	Mission 10: Sullust...............................................{sul}
		Boss: IG-88...............................................{ig2}

	Mission 11: Endor.................................................{end}

- Weapons & Equipment..................................................{weapon}

- Power-ups and Bonuses.................................................{power}

- Instant Action...........................................................{ia}

- Galactic Conquest........................................................{gc}

- Version History.....................................................{version}

- Bibliography.........................................................{biblio}

- Legal Notices.........................................................{legal}

|INTRODUCTION|								{intro}

This guide is a general walkthrough for Renegade Squadron (hereafter referred
to as RS), a PSP-exclusive incarnation of Star Wars Battlefront.  It will take
you step-by-step through all the missions in the single-player campaign.  There
are also short write-ups on the other two single-player opportunities, Instant
Action and Galactic Conquest (stay tuned for an in-depth guide on Galactic
Conquest).  This guide does not contain any information on any multiplayer
components of the game.

I've gone to moderate lengths to avoid spoilers, but I wouldn't classify this
guide as strictly spoiler-free.  Spoilerphobes continue at your own risk.

Please e-mail me at levi(dot)vantine(at)cmich(dot)edu if you have any comments
or would like to request a correction.

|SETUP|									{setup}

When you fire up RS, it will ask if you'd like to create a profile.  This will
allow you to track all of your stats and progress in a single location, so I'd
recommend it.  Here's the main menu breakdown:
- Single Player
	-->Instant Action
	-->Galactic Conquest
- Multiplayer
	-->Ad Hoc
- Customization
	-->Personalize Rebel Alliance
	-->Personalize Empire
	-->Personalize Republic
	-->Personalize CIS
	-->Customize Load-out
- Options
	-->Audio Options
	-->View Medals
	-->Profile Management
- Learn To Play
	-->Battlefront Basics
	-->Space Combat
	-->Game Modes
	-->Galactic Conquest

First things first.  Go into Options and select the controls you like.  There
are two settings - Default and Alternate.  Default is a pretty standard video
game configuration - X = attack, thumbstick moves, etc.  Alternate seems a
little more basic and uses the shape buttons for some movement, foregoing the
ability to roll (for infantry).  Remember that any control scheme you select
will apply to all three control types: infantry, vehicle, and starfighter.
After you pick a scheme, you can invert the axis for any of the types by going
into their individual menus.  Then go into Advanced Controls and modify your
infantry sensitivities if you like, and you can also choose to have your
strafighters auto-level (I'd recommend this setting, it will alleviate some of
the disorientation associated with fighting in a 3-D environment).  This guide
assumes you're using default controls.

After your controls, select your difficulty level - Normal or Elite.  This
guide was written while playing through on Elite, but it can be used for Normal
with no problem.   You can change your audio options as well.  In addition, you
can personalize and customize your default fighters for all of the factions.
In RS, "personalization" refers to the skin, head and uniform settings for a
character, and "customization" refers to the weapon and equipment load-out.
In the main menu you can change the defaults to whatever you like - you can
also modify them at the beginning of a mission and during respawn (you can also
modify your load-out at any time in-game at Command Posts, more on that later).

When you're finished with your setup, I'd highly recommend going to "Learn to
Play" at the main menu and watching all of the tutorials (although for the
single-player campaign, "Game Modes" and "Galactic Conquest" aren't really

|BATTLEFRONT BASICS|							{basic}

Note: This section is just what it says - basic.  The in-game tutorials are
excellent and I'd highly recommend them, especially for first-time players of
the Battlefront series or RS specifically.

The Battlefront series consists of action games focused on third-person,
large-scale combat.  In RS, every ground fight has a relatively large map on
which there are several "command posts" - strategically placed icons that an
army can control for several benefits.  Each command post can be owned by an
army or be neutral.  You have a set number of reinforcement "tickets" at the
beginning of the battle - any time a soldier dies (including you), you lose one
ticket when that soldier respawns.  During the single-player campaign, you
generally start a mission with 5 or 10 tickets and earn more whenever you
complete an objective.

If you control all of the command posts on a map, your enemy has one minute to
either capture a single command post or kill the rest of your reinforcements.
To capture a command post, simply stand near an enemy-controlled or neutral
post for a certain amount of time.  The length of time depends on several
factors: your Capture skill (you can modify it in the customization menu), the
number of your troops in the vicinity of the post, and if it's enemy-controlled
or neutral (enemy posts take longer because you have to convert it to neutral
before you can convert it to your own).  If there is an enemy soldier in the
vicinity of the command post, the capture process will pause and won't start up
again until the enemy leaves the area or you kil him.  Your troops can capture
command posts independently as well - you don't need to be present.  Once you
capture a command post, you can change your equipment and respawn at it.

In addition to small-arms infantry fighting, you can get in land vehicles and
fight.  These include small vehicles like Imperial scout speederbikes, and
larger ones like AT-STs.  In the larger vehicles you can "switch seats" and
control larger, anti-armor weapons instead of driving the vehicle.  You cannot
capture a command post while in a vehicle.

The other battles of RS are fought in space.  There are always two command
posts - one for you, one for your enemies, and they're both within capital
ships on opposite ends of the 3-D "map."  You spawn inside your capital ship
and can select the starfighter of your choice.  Once inside your ship, you
disembark the capital ship and enter the dogfight going on outside.  

There are two ways to win most ground battles: killing every last enemy
reinforcement, or capturing all of the map's command posts and holding them for
one minute.  In space missions, you win by reducing your enemy's reinforcement
count to zero or by destroying all of the exterior "critical systems" on their
capital ship.  In the single-player campaign, however, there may be different
objectives for victory, depending on the needs of the story.

When you're ready, go to Single Player-->Campaign-->New to start
your adventure.


Each mission writeup will include the type of theater (ground or space) and a
recommended load-out (equipment arrangement) based on the type and number of
enemies you'll be fighting and the specific items you need to accomplish story-
based objectives.

MISSION 1: YAVIN IV							{yavin}

Ground Battle - Command Posts: 4
Recommended Starter Load-out:
Weapon 1: Blaster Rifle
Weapon 2: Fusion Cutter
Explosive: Any; not required
Special Item: Jet Pack
Power Up: Not recommended (you'll be mostly fighting alone)
Health: Any
Speed: Any
Capture Rate: Any

The game starts with the classic Star Wars theme and opening crawl.  Afterwards
is a short movie and then you're in the action.  Personalize and customize your
fighter if you haven't already done so.  When you're ready, you'll find
yourself in a Rebel base.  An Imperial recon droid will enter the base and your
first objective is to eliminate it.  It won't pose a threat; just follow the
on-screen tips to lock on and destroy it.  When you're finished, Commander
Serra will radio and instruct you to take the command post - simply stand near
the floating gray icon and watch as it fills up with blue.  When you've taken
it, Serra will inform you that the base door is busted and you'll have to fly
out of the temple with a jet pack.  If you don't have one equipped, press Up
near the command post and you'll be taken to the load-out screen.  Equip a Jet
Pack in the Special Item slot (a Jump Pack will also work, although the Jet
Pack is easier to control, in my opinion), exit the menu and press L twice to
activate the pack.  Fly out of the base using the hole in the southern wall
(the same hole that the recon droid flew in by).  Once outside, land and move
right into the yellow circle to open the base doors.  Serra will instruct you
to repair the gun turret just outside the doors.  If you don't have a fusion
cutter, get one from the Pyramid command post next to you (Weapon 2 slot) and
head to the busted turret.  Target and fire the cutter like a weapon at close
range and you'll repair the turret.  When it's ready, hop into it with Up and
open fire on the four stormtroopers moving towards the base.

You'll see a cutscene and Serra will order you to take out the Imperial armor
in the clearing ahead.  Get a rocket launcher from the command post and head
south to the clearing.  Two rockets will destroy the armor, remember to strafe
to avoid its guns.  After you blow it up, you'll be transported automatically
to the Pyramid command post and witness another cut scene, and you'll be
ordered to dispatch an Imperial scout trooper and return the documents he
stole.  Get a better antipersonnel weapon from the command post, like a
blaster rifle or pistol, and head west up the ramp into the ruins to find the
scout.  Kill him and take the records by walking over his body.  Now head back
to the Rebel base.

Once inside, Serra will instruct you to destroy three databases inside the
base.  Target them with any weapon and blow them up, and you've completed your
first mission.

MISSION 2: ALDERAAN				        		  {ald}

Space Battle - Command Posts: 2
Recommended Starfighter: X-Wing

You start out in the hangar of a Mon Calamari cruiser.  Equip the Vehicle Auto-
Repair power-up at the command post and hop into the X-Wing in front of you and
press R to auto-pilot out of the hangar (if you're playing on the Elite
difficulty setting, this and docking are the only two actions you can take in
auto-pilot mode).  Always be sure to equip the Auto-Repair power-up when you
start a space battle.

When you leave the hangar you'll have Serra and Solo shouting at you and all
kinds of ships and lasers flying by, but take a minute to familiarize yourself
with the controls of the ship.  The X-Wing is a good ship for beginners as it's
relatively fast and durable and has excellent weapons.  When you've got the
hang of it, head to the right and target (Down) the TIE that Serra is yelling
at you about.  It takes a few seconds for your targeting computer to achieve a
lock so don't fire any bombs until the reticles stop moving, or they'll be
fired "dumb" (travel in a straight line instead of following your target).
Blow the TIE up with your lasers (X) and proton bombs (Square; and remember
that you have unlimited bombs - if you get to 0, your bomb bay will
automatically reload after a few seconds).  You can press Triangle to camera
lock your active target (this means that the camera will move depending on your
target - not your ship).  Personally I'm not a fan of the camera lock but it's
up to you.

After you waste the TIE, you'll be instructed to blow up an additional 5 to
pave the road for the Falcon. When the Falcon arrives, be careful not to touch
it or it'll instantly vaporize your ship (Solo apparently doesn't care about
this as he makes no effort to avoid you), but doing so won't harm the Falcon
and you'll just respawn inside the Mon Cal cruiser.  Also, if you do get blown
up at any point, you can select a different starfighter when you respawn - a
Y-Wing or A-Wing (details in the Starfighter section below, type in {star} in
quickfind).  Your next objective is to destroy 3 TIE Interceptors harassing the
Falcon.  They're painted on your viewscreen and radar with yellow so simply
point your ship in the direction of one, lock on, and pursue it.

After the Interceptors, you'll be instructed to head to the middle of the
battlefield and retrieve a holocron floating in space (it's made of frick!).
Fly into the circle to pick it up and then haul it back to the Mon Cal cruiser
(you can press and hold R to turn on your afterburners).  Once you've returned
it, you'll see a cutscene - Boba Fett has entered the system.  

			---BOSS - BOBA FETT---			{boba}
Engage his Slave I - he's a better pilot than the TIEs (and I would certainly
hope so) but no match for you at this early stage of the game.  Use the same
tactics you did on the TIEs - follow as best you can, fire missiles constantly,
and pull a stunt (Circle + stick) if he gets a bead on you.  It won't take more
than a half dozen missiles and some lasering and the fight's over.

After you pound the Slave enough, Fett will bail.  Since you got what you came
here for, it's time to leave.  Unfortunately, the Empire has an interdictor
(which looks suspiciously like a standard Star Destroyer) and its gravity well
generators are preventing the Republic ships from entering hyperspace
(although, curiously, Fett seemed unaffected).  Pilot your starfighter towards
the Imperial ship and blow up the four generators.  Make sure to give yourself
plenty of room - although ramming them also does a little bit of damage.  You
can press and hold L to hit the brakes and give yourself time to fire.  You can
also fly over the ship, go into space for a bit, and do an upside-down stunt
(Circle + down on the stick) to fly back around for another pass.  When you've
destroyed all four generators, the mission's over.

MISSION 3: ORD MANTELL							  {ord}

Ground Battle - Command Posts: 5
Recommended Starter Load-out:
Weapon 1: Shotgun
Weapon 2: Any
Explosive: Cluster Bombs
Special Item: Any
Power Up: Any
Health: Any
Speed: +30
Capture Rate: Any

You start in the south of the map, at the Main Hangar command post.  Your first
objective is to secure the Junkyard command post.  Head north with your squad
to the command post and kill the stormtroopers guarding it, should only be 2 or
3.  When you take the command post, you'll see a cutscene and an old friend
will come barreling in.  Protect Chewbacca while he searches for parts in the
trash heaps near the Junkyard command post; it will take him 1:35 minutes.
Watch your radar to make sure that no red dots - Imperials - get near him, as
some of them are carrying flamethrowers and will roast Chewie at close range.
Chewie's health is represented by a bar in the lower left portion of your
screen so keep an eye on it.  If the stormtroopers are engaging Chewie heavily,
don't be afraid to step in between them and Chewie - they will then turn their
fire on you, and you really have nothing to lose because if Chewie goes down,
the mission ends in failure.

Once Chewie finds the parts, head northwest towards the anti-aircraft battery
that's preventing your departure.  When you get close enough, you'll notice
that it's shielded and you'll be instructed to find and destroy its shield
generator.  Head east until you get to the Silt Swamp command post (press
Select for the map), take it and change your equipment if necessary.  I'd
recommend taking a sniper rifle - there are several stormtroopers guarding the
generator, but they won't leave its vicinity and you can snipe them out from
just north of the Silt Swamp command post.  When you're finished, you can snipe
out the generator, or switch to a close-range weapon to destroy it.  When
you're finished with that, head to the battery that you were at previously.
The Imperials have armor guarding it - it's up to you if you want to fight it
or just run in and blow up the battery and get out, but either way I'd
recommend a rocket launcher.  Let your troops move to the battery and distract
the enemies there before you head in.

Once you've destroyed the battery, you'll be ordered to  find an energy cell
for the Falcon.  It's just south of the northernmost command post, on the north
side of a junk pile.  There's an AT-ST (scout walker) guarding the area so
bring a rocket launcher to waste him.  Grab the power cell and run south
towards the main hangar, where you started the mission.  Solo will start
repairing the Falcon and you have to defend the hangar for 1:35.  Your troops
will rally at the hangar entrance so you don't really even need to fight at
this point if you don't want.  After 1:35, IG-88 shows up.

			   ---BOSS - IG-88---				  {ig1}
Head to the nearest command post to change equipment if necessary.  I'd
recommend a good medium-range weapon (blaster rifle or tri-shot), health and
speed bonuses, and cluster bombs.  Keep your distance from IG-88, it likes to
use a flamethrower which is only effective at close range but can melt your
health quickly.  Strafe around it at a medium range, keep the firepower on it,
and throw all your grenades.   

MISSION 4: KESSEL						       {kessel}

Space Battle - Command Posts: 2
Recommended Starfighter: A-Wing

Your first objective is to destroy the communications array on the Imperial
capital ship; you have 1:30 to do so.  Fly towards it and blow it up, it's
straightforward but you'll notice that there are now bombs flying at you every
10 seconds.  Wait until the bomb distance counter gets to 100, and then pull a
stunt (to the side is best) to dodge it.  After you blow up the comm array,
you'll be instructed to destroy a turret on each of the enemy frigates on the
map.  As you approach a frigate, try to figure which side of the ship the
turret is on so you can swing around and hit it from that side - otherwise
you may find yourself firing at an indestructible hull because apparently your
targeting computer isn't advanced enough to tell you that your target's on the
other side.  After that, your next objective is to clear a path for the LAAT
by blowing up 6 TIEs (fighters only - don't waste your time on the bombers;
blowing them up won't count towards your total).  Vary your speed contantly and
pull stunts occasionally to make it difficult for enemy starfighters to keep a
bead on you.  Don't forget that you can only fire smart missiles when your
targeting computer has achieved a full lock.

When you've destroyed 6, head back to the Mon Cal cruiser to switch to the
transport ship.  If you want to make the next part easier you can get a stealth
suit at the command post (make sure you have a decent weapon and grenades too).
Get in the LAAT and fly towards the enemy hangar; you don't need to worry about
enemy fire as long as you don't dawdle.  When you get near the hangar, you can
either land it yourself or press Up to auto-dock.  When you disembark, you'll
immediately find yourself under heavy fire from enemy infantry.  Don't bother
with them because their respawn point is right there and they'll just keep
coming.  Dash behind them and into the next room.  Watch out for the auto-
turrets on the ceiling here (these you can blast if you want) and run into the
next room, where you'll find Ackbar patiently waiting, with a blaster pistol in
hand, despite his status as a prisoner of war.  He'll immediately race willy-
nilly through the previous two rooms towards your transport ship.  Ackbar
clearly doesn't waste time and neither should you; only blast enemy infantry if
you really need to.  Get back to the hangar and you'll discover a force field
blocking the way out; the generator is in the upper-left corner (if the exit is
to your back).  Open fire on it with your weapon and grenades, and head back to
the LAAT when it's destroyed.  If you die here, it's not the end of the galaxy
because you'll respawn inside the enemy hangar.

Get in the LAAT and make sure Ackbar is in and then haul it out of the hangar.
Once you return to the Mon Cal cruiser, the mission's over.

MISSION 5: TATOOINE							  {tat}

Ground Battle - Command Posts: 4
Recommended Starter Load-out:
Weapon 1: Shotgun or Flamethrower
Weapon 2: Any
Explosive: Cluster Bombs
Special Item: Stealth
Power Up: Any
Health: +10 or higher
Speed: Any
Capture Rate: +25 or higher (especially if using stealth)

This will probably be the most difficult mission you've faced yet.  You start
at the Trader Outpost command post in the southwest of the map; head northeast
to find the South Slums command post which you can take if you'd like.  Follow
your troops to your first objective, taking the Cantina command post.  This is
a tough fight - the cantina is filled with stormtroopers and there's not much
room to maneuver.  There are two entrances to the cantina, but I wouldn't
recommend going to the northwest one and trying to flank - you'll just get
flanked yourself from Imperial reinforcements moving to the cantina from their
northern command post.  Let your troops go in first and then move in with a
close-range weapon.  Alternatively you can activate a stealth suit and take the
command post quickly.

Once you've taken it, talk to the shady Rodian cowering nearby, and he will
immediately attempt to run to his death outside under the pretext of leading
you to where your comrades are being imprisoned.  Try to run alongside him,
using your close-range weapon along the way to distract the Imperials.  You
just have to make sure he makes it to the force field alive - once he gets
there you can let him die.

The shipyard force field is powered by 3 generators that you'll have to
destroy.  One is just next to the South Slums command post (which you'll now
find in enemy hands and guarded by a couple of stormtroopers).  Another is near
the southern entrance of the cantina in the open area; it's also lightly
guarded.  The third is near the Imperials' northernmost command post - it's
walled and heavily guarded by infantry.  I'd recommend a sniper rifle, which
you can also use on the generator itself.

The force field will go down and you'll notice a new command post inside the
shipyards, which you're ordered to take.  Put your stealth on if you have it
and get inside - this will make taking it much easier, as your troops are
assaulting the front entrance and you can flank the stormtroopers when you drop
the stealth field.  You're now ordered to defend the command post.  Repair the
ammo and health droids nearby if they're destroyed and dig in for a fight.  An
auto-turret (Special Item slot) is a good idea for cheap additional firepower.
Two AT-STs will also attack, when they arrive switch to rockets and focus on
them; your troops will take care of the infantry.  Stay near your health and
ammo droids but not too near, you don't want them to get destroyed by
collateral damage.

When the AT-STs are down, grab an antipersonnel weapon from the command post
and hightail it to the Falcon in the south of the map (just leave the
shipyard and turn right and head down the street).  When you get there the
mission's over.

MISSION 6: BOZ PITY							  {boz}

Ground Battle - Command Posts: 5
Recommended Starter Load-out:
Weapon 1: Medium-range
Weapon 2: Any
Explosive: Cluster Bombs
Special Item: Shield
Power Up: Any
Health: +20 or higher
Speed: +10 or higher
Capture Rate: Any

You start this fight with 3 command posts.  Spawn at the easternmost one, the
Monuments, and head northeast towards the Gatehouse command post.  There'll be
a big firefight when you get there as the stormtroopers try to hold you off.
Go in at the same time as or just behind your troops so they can take the
lion's share of the damage.  Use your grenades liberally and don't get too
close to stormtroopers - some of them have flamethrowers (unless you're
wielding a flamethrower of your own).  Once you've taken the command post, a
second squad of Imperials will try to retake it, with an AT-ST in tow.  Hold
the command post for 1:30, make the AT-ST your first priority.  The health and
ammo robots are near the western wall so stand next to them for buffs.  After
1:30, you're ordered to place a detpack on an explosive charge near the command
post.  You don't need to return to the command post to equip a detpack - simply
move into the yellow circle in front of the charge and press Up.

After you place the charge, move south of the command post, just west of the
cliff wall.  Smoke any stormtroopers that move around the wall while you wait
for the AT-AT to get close to the booby trap.  It will detonate automatically
and destroy the AT-AT.

Despite the loss of their AT-AT, the Imperials will rally and take the
Gatehouse command post and you won't be able to retake it.  Retreat back to the
Monuments command post and commandeer the Rebel tank there or one of the anti-
armor turrets, and open fire on the advancing Imperials.  There are numerous
stormtroopers and two AT-STs.  When you get the word that Ackbar is wounded,
head all the way back to the southern command center and grab a bacta tank
(apparently there are portable models).  Run northwest back to Ackbar who is
lying prone next to a large rock (you can't ride the taun-taun like creatures
scattered around the map while you're carrying a story item, unfortunately).

Now head south to the Sacrifical Chamber command post and defend it for 1:30
while the ships are being prepped for departure.  There'll be constant waves
of infantry and at least one AT-ST, but your forces are dug in and holding off
the Imperials should be no problem (especially if you still have that tank).
Once the ships are ready, go slightly west and the mission's over when the
LAAT arrives.  I'm not quite sure how the evacuation of an entire planetary
base could be called "victory," however...

MISSION 7: HOTH (GROUND)						{hothg}

Ground Battle - Command Posts: 4
Recommended Starter Load-out:
Weapon 1: Medium-range
Weapon 2: Any
Explosive: Cluster Bombs
Special Item: Shield or Stealth
Power Up: Any
Health: +10 or higher
Speed: +20 or higher
Capture Rate: +15 or higher

This is a tougher mission because Echo Base has lots of narrow tunnels that
make it difficult to navigate, and you'll be running around a lot.  You start
at the Echo Base command post, head straight (west) to the hangar command post.
There'll be a fierce firefight here as stormtroopers attempt to take the
hangar.  Go in with your troops and soften up the enemy with the sniper rifle
or missiles first before you move in.  Alternately, use your stealth and take
the command post before the enemy knows your there, then open fire on them from
behind and they'll go down quickly.

Now you have to head through the tunnels to the command center and destroy the
Rebellion's databases.  Move south and east through the halls towards the
command center.  Go slowly and take out any infantry along the way, take some
of your troops with you as meat shields, if possible (friendly AI isn't the
best).  Flood the command center with grenades or other explosives and then mop

Now it gets a little tricky.  Serra orders you to place timers on three bombs
he has planted around the base.  The first one is easy, it's behind a pillar
near the Hangar command post (press Up to place a timer).  Head back to the
command center and enter the southern hallway to find the next bomb.  Turn left
and exit the base proper into a large field.  There's wreckage at the far end
you can't cross, turn right at the wreckage and then left into the Look-out
Bunker command post - the third and final bomb is next to the command post.
You'll be harassed this entire time by enemy infantry and your own troops will,
unfortunately, be next to worthless.  Use your stealth or shield to make things

Your next objective is at the Echo Base command post.  You can take a
"shortcut" by dying and respawning (you can use the "Respawn" selection in the
Pause Menu to this effect as well).  Once there, head out the rear entrance to
the downed LAAT and grab the power cell.  Now you have to take it back to the
Bunker command post which your forces now conveniently control.  Sadly, you
can't use your respawn shortcut as this will cause you to drop your power cell.
So, make your way back there through the tunnels, resistance will be moderate
until you get to the clearing just before the bunker, where it will be rather
heavy.  Once you've made it inside the bunker and repaired the particle cannon,
hop in it with Up and blow up the AT-AT.  Once you've got the crosshairs on the
walker just hold the fire button - it will go down before the cannon overheats.

Your success in holding off the Empire hasn't gone unnoticed by their field
commander - Lord Vader.  Get off the particle cannon quickly, change equipment
at the command post if you need to, and get to the clearing outside the bunker.

			---BOSS - DARTH VADER---			   {d1}
Toughest boss fight yet - of course, he's only the third boss.  I'd recommend
taking a flamethrower and a shield.  Stay at the maximum range of the
flamethrower to avoid most of Vader's lightsaber swings, and activate your
shield if he gets too close.  If you go with a different weapon, stay at range
and throw grenades at him as well.  Don't, under any circumstances, leave the
open field - you stand little chance against Vader in the narrow hallways of
Echo Base.  When you deplete his life bar, he'll kneel and you're free to
continue your mission.

Get back to the Echo Base command post, either on foot or using your respawn
shortcut.  When you arrive a 45-second timer will start; defend the command
post.  Place an auto-turret at the top of the ramp and toss some proximity
mines around it and settle in with a mid-range weapon, just fire it from the
top of the ridge at the hapless stormtroopers below (this fight is infantry
only).  After :45, you're cruelly forced to return yet again to the clearing in
front of the bunker - this time, the mission will end when the LAAT lands to
pick you up.

MISSION 8: HOTH (SPACE)							{hoths}

Space Battle - Command Posts: 2
Recommended Starfighter: A-Wing

You start by being ordered to blow up frigate turrets (again), 4 of them.  Use
the same tactics you did at Kessel.  After they're taken care of, you'll have
to protect the Rebellion transport as it gets into hyperspace range.  Move to
the Mon Cal cruiser, the transport will be its own left.  Make sure not to
touch the transport or you'll blow up.  Stay near the transport as it heads
toward the opposite edge of the map, and keep TIEs off it.  As long as you're
making even a moderate effort to protect it it should be fine (just don't get
too far away or the TIEs will focus on the transport instead of you).

When the transport's away, there'll be a cutscene and you'll be introduced to a
new model of TIE, the Defender.  Destroy 6 of them.  They're not that much
tougher than the garden-variety TIEs, but they do have a significantly stronger
hull.  After you destroy 6, you'll be ordered to procure one for the Rebellion.
Head to the Star Destroyer's hangar and land or auto-dock near the Defender
(make sure you don't block the Defender's route out with your Rebellion
starfighter).  Hop into the Defender and fly out, you should have little or no
harassment in the enemy hangar (is stealing starships really this easy?).  Fly
the TIE straight back to the Mon Cal's hangar, and you'll see another cutscene
before your next boss fight.

			---BOSS - DARTH VADER---			   {d2}
Take an X-Wing or A-Wing for this fight, you'll want the speed.  Vader's TIE
Advanced is pretty fast; if you wait too long to fire your missiles, he'll just
fly by you and the missile won't be able to change direction in time.  Keep on
him with missiles, he may be too fast for you to track effectively with lasers.
Fortunately he seems more interested in avoiding destruction than he does in
destroying you, in fact you may be more worried about the other TIEs in the
fight who take this opportunity to throw potshots at you.  Vader has quite a
bit of health but if you keep on him with the missiles it shouldn't take too
long to bring him down.

After you beat Vader, the mission's over.

MISSION 9: KORRIBAN							 {korr}

Ground Battle - Command Posts: 5
Recommended Starter Load-out:
Weapon 1: Medium-range
Weapon 2: Any
Explosive: Cluster Bombs
Special Item: Shield or Stealth
Power Up: Any
Health: +10 or higher
Speed: +20 or higher
Capture Rate: Any

You start at the Valley of the Dark Lords command post.  Head left towards the
Academy command post to capture it.  It's lightly defended so you should have
no problem.  Your next order is to hold it for :55, you can take a breather if
you like because your trigger-happy comrades should have no problem defending
it on their own.

Your next objective is to capture the Sith Tomb Atrium command post.  Head
northwest through the tunnel, then left through a clearing and up the ramp.
Imperial troops have dug in at the top of the ramp and may give pose a
challenge, especially if you're going army of one.  Use your grenades and
other explosives to thin their numbers.  You can also stay in the clearing and
use a sniper rifle to blast the stormtroopers at the top of the ramp.  This
will have the added effect of bringing their comrades into the open field
where it's more of an even ground.  Alternatively, you can simply barrel inside
the tomb guns blazing and stand just behind the command post, where the robots
will work on you while you fight and you can flank the stormtroopers (with your
own troops, which will be coming up the ramp behind you).

After you take the command post, you'll be instructed to place timers on the
three bombs that Serra has placed in the tombs.  Two are near the Atrium
command post.  The other is north and will require a fight - head north to the
Inner Sith Tomb command post, then fight your way east towards the Landing Pad
command post.  The third and final bomb is about halfway between the two
command posts.

Now you're ordered to start trashing the Sith artifacts in the tomb.  Most of
them are in the vicinity of the Inner Sith Tomb command post, and your troops
can harry enemy infantry while you waste the relics.  The last relic will
require a detpack (from a command post) to destroy, just walk into the circle
and press Square to toss the detpack, then move anyway and hit Square again to
detonate it.  This will piss off Emperor Palpatine, who will move into the
tomb.  Get out of the tomb immediately (you can also respawn, I'd recommend the
Valley of the Dark Lords command post).

Now you need to get to the Emperor's shuttle and swipe his datapad.  Head east
and then north through the tunnel until you get near the hangar.  It's
moderately defended, so you can either fight it and grab it, stealth in, or
simply dash in, grab it, and scurry right behind the Emperor's shuttle and then
scoot back out the way you came in.  Get back to the Valley of the Dark Lords
command post; your transport will be waiting nearby.

MISSION 10: SULLUST							  {sul}

Ground Battle - Command Posts: 5
Recommended Starter Load-out:
Weapon 1: Medium-range
Weapon 2: Any
Explosive: Cluster Bombs
Special Item: Shield
Power Up: Any
Health: +10 or higher
Speed: +10 or higher
Capture Rate: +15 or higher

Spawn at the Ravine command post (eastern one) and head north with your men to
the Garrison command post.  When you get inside, move right to benefit from the
robots while you fight (but stay away from the window on the far side, there's
an AT-ST lurking around there and he can take potshots at you).  The command
post is only moderately defended; you and your troops should have little
problem taking it.

Now you're ordered to defend the Garrison for 1:00.  Stay near the robots and
blindside the stormtroopers when they come in through the southeastern door.
Your next objective is to destroy the target in the south of the map near the
Falls command post (you'll need a detpack from a command post).  Your troops
will manage to lose all of your command posts except the Ravine during this
time.  Also, IG-88 will show up again to harass you.

			   ---BOSS - IG-88---				  {ig2}
IG-88's tactics have changed little since the last time you fought it, with
the exception that this time t will use its blasters more if you're out of the
range of its flamethrower.  Use your grenades or wrist rockets and keep the
pressure on it with a close- to mid-range weapon like the shotgun.  Stay out
of the range of its flame and you'll be fine.

Once IG-88's dealt with head northeast of the clearing to the Imperial officer.
You'll need to kill him and take his computer codes.  He's heavily guarded so
just use bombs to wipe out some of his troops and then dash in to grab the
codes.  Run northwest to the power core, shouldn't be many troops along the

Your next objective is to destroy four gravity well generators on the ground.
The first is right outside the power station.  The next is south and a little
bit west, near some ammo/health robots.  Now head east through the clearing,
watch out for the AT-ST here.  Go through the door at the eastern end of the
clearing and head through the tunnels.  At the end of the tunnels turn right
for the third generator.  Turn around and head straight up to find the last
one - this one is heavily guarded by enemy infantry and an AT-ST.  Once you
destroy this one you're victorious, so just hit the Imperials with a one-man
blitzkrieg and take out the generator.

MISSION 11: ENDOR							  {end}

Ground Battle - Command Posts: 4
Recommended Starter Load-out:
Weapon 1: Close-range
Weapon 2: Any
Explosive: Cluster Bombs
Special Item: Shield
Power Up: Rage
Health: +10 or higher
Speed: Any
Capture Rate: +35

You start out at the Downed AT-AT command post.  Your first objective is to
take the Ewok Village command post.  You can head straight  and up the ramp to
go in from the hut, or go to the left and up another ramp for a head-on
assault (don't bother with the speeder bike right now - it can't go up ramps or
even shoot upwards).  Any way you go you'll be facing a tough fight - there are
lots of stormtroopers and they have a tactical advantage (they're above you).
Bring lots of bombs or simply stealth in through the hut and take the command
post.  After you capture it, grab a fusion cutter and repair the anti-armor
turret immediately in front of the command post (use it on the robots nearby if
they need it).  Use it to waste the two AT-STs moving in on your position - one
will come from the front, another from behind (in the direction of the downed
AT-AT).  Don't forget that you can use the turret very effectively on enemy
infantry when they start coming up the ramp - just don't let it overheat.

After you blow up the AT-STs, you'll receive word that the Imperials are
attempting to repair the downed AT-AT.  Rush back their and thwart their
efforts; they'll only be a few stormtroopers there.  When you're done with
that, head east towards the Shield Bunker command post (stop at the Ewok
Village command post along the way - equip for a firefight).  When you get to
the command post, you'll see a cutscene and Solo will show up.  Help him take
the command post.  Stay near the robots but keep moving - your first priority
should be the stormtrooper carrying the rocket launcher.  When you've taken the
command post, Chewie will show up in a commandeered AT-ST.  Hop into the AT-ST
and defend the command post for 1:00.  Enemy infantry will approach from the
direction of the Ewok Village, as well as from inside the bunker itself.  This
fight should be no problem with all the troops you have as well as Solo and the

After one minute, you'll be ordered to take all the command posts on the map.
Solo will help.  You can ditch the walker if you like, it's powerful but slow.
First take the northernmost command post and then the westernmost one - both
will be lightly defended, if at all.  When you're ready, head towards the Ewok
Village.  This is the last fight of the campaign and it won't be an easy fight.
Let your troops go in first and distract the stormtroopers.  You can also use
a jet pack or jump pack and fly up to the catwalks from the ground to blindside
your enemies.  Alternatively, you can equip stealth and take the command post
sneakily - you win when the command post is yours.

Congratulations!  You've beat the single-player campaign of RS and the Renegade
Leader medal is yours.

|WEAPONS & EQUIPMENT|						       {weapon}

The following sections list all of the equipment and vehicles available to
players of the single-player campaign, as well as a rating on a 10-point scale
and justification for each rating.  I'd recommend that you try a wide variety
of load-outs to find the one that works best for you.  Also, there is a great
in-depth guide on weapons at GameFAQs written by OboeDude, you can find it at

Primary Weapons:

- Blaster Rifle (9/10)
	Excellent weapon.  Doesn't overheat and carries lots of ammo, as well
	as a high rate of accuracy, decent damage, and good range.  I rely on
	this weapon quite often.

- Arc Caster (4/10)
	Great idea, poor execution (no pun intended - I didn't do a lot of
	executing with it anyways).  Even the primary blast doesn't do much
	damage, and it's a close-range weapon.  It's also useless against
	vehicles.  The upside is that it doesn't use ammunition - it simply
	recharges after each shot.

- Carbonite Freeze Gun (3/10)
	Not sure when you'd ever want to use this guy.  It doesn't use ammo,
	but you need to score a direct hit for it to work.  Can be charged to
	freeze enemies longer, but even a fully charged freeze doesn't last
	particularly long.  Worthless against vehicles.

- Incinerator (7/10)
	The incinerator is a decent close-range weapon,especially against large
	groups of enemies or enemies that are already low on health (ones that
	have been hit with a grenade, for instance).  It has a limited range so
	if you want to use it I'd recommend a longer-range secondary weapon.

- Shotgun (8/10)
	The best close-range weapon, in my opinion.  Decent rate of fire and
	high damage at point blank range.  Doesn't carry much ammo but if you
	use it properly you won't need much.  Less useful at longer ranges.

- Sniper Rifle (7/10)
	The sniper rifle is actually a good weapon, but the situations where
	you'll find yourself using it are sparse (at least in the single-player
	campaign).  It has, as you might expect, a long range, high damage
	output, and slow rate of fire, although it does carry 5 shots per clip.

- Chaingun (6/10)
	The in-game description of this weapon is right on the money.  Great
	damage, but it's bulky and less useful at range.  It also overheats too
	quickly to justify selecting it over other, more reliable weapons.

- Bowcaster (7/10)
	The bowcaster is chargeable; the longer the charge, the more focused
	the fired beam will be.  An uncharged shot will send out several
	smaller shots in a spread, similar to the shotgun (but less lethal).
	The fully charged bolt will only hit a single enemy.  The rate of fire
	is decent and the charge time isn't too bad.

- Rocket Launcher (7/10)
	My weapon of choice against vehicles.  High damage, although it needs
	to reload after each shot which is kind of tedious.  It also can only
	be locked on to vehicles, and you might find yourself running out of
	ammo if you go up against more than one vehicle at a time.

Secondary Weapons:

- Blaster Pistol (8/10)
	Good general-purpose sidearm if you have a more demanding weapon in
	your primary slot, like the rocket launcher.  Decent rate of fire, low
	overheat rate and unlimited ammo.

- Fusion Cutter (8/10)
	I generally carry this with me at all times to repair command post
	droids and slice into enemy vehicles, and I rely on my primary weapon
	and grenades for combat.  It is not technically a weapon.

- Tri-shot (9/10)
	Great close-range weapon.  It has high damage at point blank range,
	unlimited ammo, and a high rate of fire (although this may lead to
	frequent overheating).

- EMP Launcher (6/10)
	The EMP launcher is most useful against vehicles - but if you're going
	after vehicles, you're probably better off taking a rocket launcher.
	Slow rate of fire, low clip count, and less damage against infantry
	(although there is a small blast radius).

- Explosive Blaster Pistol (7/10)
	Good range and high damage.  Unfortunately, it's bolt-action (must be
	reloaded after each shot) which can be very sad when you miss (like the
	freeze gun, you need direct hits for this guy).  There is a small blast
	radius though.

- Grenade Launcher (6/10)
	Decent all-around weapon, but you're better off spending your credits
	on grenades probably.

- Guided Rocket (8/10)
	Great weapon if you're in an isolated position on the battlefield.
	A direct hit will generally kill an infantryman and will damage
	surrounding enemies, and it does great damage against vehicles.
	Unfortunately it probably has the longest reload time of all the
	weapons, and using it leaves you vulnerable.

- Orbital Strike (6/10)
	This weapon would be perfect if it could target...maybe that's why it
	can't target.  High damage, huge blast radius, but low rate of fire and
	ammo count.


- Thermal Detonator (8/10)
	Perfectly adequate bomb.  However, cluster bombs are superior (except
	for the price - if you're going into combat but can't afford the
	clusters, take the thermal dets).

- Detpacks (3/10)
	Maybe you can find use for these guys as booby traps - too bad you can
	only lay one of them at a time, however.

- Proximity Mines (8/10)
	Vastly superior to the detpacks as a booby trap.  In combat, not as
	good as clusters - but what is?

- Cluster Grenades (10/10)
	Excellent grenade.  Wide blast radius and high damage.  Always take
	these if possible.

- Wrist Rockets (6/10)
	Unlike the rocket launchers, the wrist rockets can lock on, and they
	fire at the feet of your opponent so they rarely miss.  This makes them
	similar to thermal detonators - at twice the price.

Special Items:

- Health and Ammo (6/10)
	Using these will drop blue and green canisters around you, like the
	ones that enemies drop when they die.  You're probably better off just
	fighting near command post robots.

- Auto-Turret (8/10)
	Very useful if you're in a stationary fight, especially if you're near
	a command post - you can just lay the turret and then switch to
	something else at the post.  You can only lay one turret at a time

- Recon Droid (7/10)
	The only downside to this little guy is that you control it exclusively
	and are vulnerable when using it.  It's very fast, has good damage, a
	high rate of fire, and low overheat rate - but then again, if it's a
	weapon you want, stick to weapons.

- Stealth Suit (8/10)
	Great in the single-player campaign for discreetly capturing command
	posts or other storyline objectives.  Not good for combat - any time
	you make a hostile action, the stealth drops.

- Jet Pack (7/10)
	The jet pack allows you to fly behind enemy lines to blindside and
	flank your opponents, or sneak into elevated areas around conventional
	ways.  I don't use it much in combat.

- Jump Pack (7/10)
	Similar to the jet pack, but cheaper.  You can't change your flight
	path in mid-air though.

- Personal Shield (10/10)
	I'd always recommend the shield if you expect a firefight.  You know
	how annoying it is when you've got an opponent whittled down to his
	last sliver of health and then he activates a shield?  Well, you can be
	that guy too!

|POWER-UPS AND BONUSES|							{power}

- Power-Ups
I'd highly recommend the Rally, Regenerate, and especially Rage power-ups when
you're in a big fight, but remember that they're most useful when surrounded by
lots of friendly troops.  Only use Stamina if you need to run a long distance
or you want more ammo for your stealth field.  The vehicle auto-repair power-up
is excellent for space combat, but not so much on the ground - vehicle use
isn't particularly common during the single-player campaign, at least.

- Bonuses
It never hurts to have some extra health or speed during a fight.  The capture
rate bonus is also great because capturing, especially by yourself (as you'll
be doing often during the campaign), can be kind of tedious.  It also gives you
a stamina bonus which is good when you're using the stealth field.

|INSTANT ACTION|							   {ia}

This game mode, chosen at the main menu, allows you to get right into combat,
as its name would suggest.  You can choose from a wide range of maps (both
ground and space) and, depending on the map, one of four factions (Rebellion,
Imperial, Republic, Confederacy).  There are three battle types: Conquest,
which is basic Battlefront play where you're trying to completely destroy an
opposing army; Neutral Flag, where you're trying to capture a flag in the
middle of the map and return it to your base; and Team Flag, where each team
has a flag in their base and you have to get the enemy's flag and return it to
yours (classic capture-the-flag).  You can also play with Heroes in Instant
Action - special warriors from the Star Wars mythos that are allied with a
particular faction (Jango Fett, Yoda, etc.).  The hero that you have available
depends on which map you're on and which faction you're representing.

|GALACTIC CONQUEST|							   {gc}

Galactic Conquest is a game mode that presents Battlefront as a sort of board
game.  There are 16 planets, arranged in 4 sectors on a 2D map.  You and the AI
each control a faction (only the Rebellion and Empire are available in RS), and
your objective is to control all 16 planets on the map and thereby "liberate"
or "conquer" the galaxy.  Stay tuned to GameFAQs for an in-depth guide on RS'
Galactic Conquest mode.

|VERSION HISTORY|						      {version}

09-04-08: Version 1.0 submitted to GameFAQs.  The guide is complete.

10-02-08: Version 1.05 submitted to GameFAQs.  Cleaned up the format.

|BIBLIOGRAPHY|							       {biblio}

- ASCII art courtesy of dtools.net (ascii.dtools.net).
- Disclaimers courtesy of GameFAQs (GameFAQs Help: Copyrights, Trademarks, and
  Plagiarism - http://www.gamefaqs.com/features/help/entry.html?cat=29).
- Format developed using FAQ writer EntropicLobo's format as a basis
  (http://www.gamefaqs.com/features/recognition/47899.html); used with
- Written using Metapad (http://www.liquidninja.com/metapad/); created by
  Alexander Davidson.

|LEGAL NOTICES|								{legal}

This work is the intellectual property of Levi van Tine.  It is authorized for 
use exclusively on gamefaqs.com (although other sites are free to link to it).
If you notice this guide being hosted by any site other than GameFAQS, I would
greatly appreciate an e-mail about it.  You are free to use this work, print
it, and distribute it as you see fit, but it is expressly not to be used for
commercial purposes.  Also remember that presenting any part of this work as
your own constitutes plagiarism, and  mentioning any part of it without proper
citation is just poor writing.

All trademarks and copyrights contained in this document are owned by their 
respective trademark and copyright holders.

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