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    FAQ/Walkthrough by CyricZ

    Version: 1.1 | Updated: 11/25/02 | Printable Version | Search Guide | Bookmark Guide

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    A FAQ/Walkthrough by CyricZ
    Version 1.1
    E-mail: cyricz42@yahoo.com
    Table of Contents
    1. Introduction
    2. FAQ
    3. Basics
       3A. Controls
       3B. Displays/Menus
       3C. Hints/Tips
    4. Craft
       4A. Republic Pilotable Craft
       4B. Republic Support Craft
       4C. Separatist Pilotable Craft
       4D. Separatist Opposition
    5. Powerups
    6. Mission Walkthroughs
       6A. Geonosis - The Rescue Begins
       6B. Geonosis - Infiltration of the Arena
       6C. Geonosis - The Battle of Geonosis
       6D. Rhen Var - The Evacuation of Rhen Var
       6E. Raxus Prime - Scrap Yard Pursuit
       6F. Raxus Prime - Ambush Among the Wreckage
       6G. Raxus Prime - The Conquest of Raxus Prime
       6H. Kashyyyk Moon - Anakin's Escape
       6I. Kashyyyk Moon - New Alliances
       6J. Kashyyyk Moon - The Liberation of Kashyyyk
       6K. Rhen Var - Eye of the Storm
       6L. Rhen Var - Lost Legacy
       6M. Thule Moon - Desperate Gambit
       6N. Thule - Assault on Thule
       6O. Thule - Dark Side Rising
       6P. Thule - Fate of the Republic
    7. Multiplayer
       7A. Duel
       7B. Control Zone
       7C. Conquest
       7D. Academy: Thule Moon
       7E. Academy: Geonosis
    8. Secrets
       8A. Bonus Awards
       8B. Codes
    9. Standard Guide Stuff
       9A. Legal
       9B. E-mail Guidelines
       9C. Credits
       9D. Version Updates
       9E. The Final Word
    Hello, and welcome to my guide for Star Wars: The Clone Wars, for the 
    Nintendo GameCube!  As a Star Wars nut, I feel it's my duty, nay, my 
    privilege to write FAQs for Star Wars games!
    In this latest delivery from Lucasarts, we go beyond Episode II: Attack 
    of the Clones to a major battle that occured between the Galactic 
    Republic and the Confederacy of Independent Systems.  After liberating 
    Anakin Skywalker, Obi-Wan Kenobi, and Senator Padmé Amidala from 
    Geonosis, the Galactic Republic is thrust to the forefront once again, 
    this time to prevent the use of an ancient Sith weapon.
    2. FAQ
    Q: What is The Clone Wars?
    A: This is the latest vehicle combat game from Lucasarts, developed by 
    Pandemic Studios.
    Q: Is this game more like Rogue Leader or Battle for Naboo?
    A: Closer to Battle for Naboo, but with a lot less flying and a lot more 
    ground combat, much like Star Wars: Demolition.  Certain elements from 
    Rogue Leader include the massive battles, changing craft, and the 
    command cross.
    Q: What can I pilot in this game?
    A: Both Campaign and Multiplayer have times where you can run around on 
    foot, drive a Republic Fighter Tank, drive an AAT, or pilot an AT-XT 
    Assault Walker.  The Campaign also has times where you pilot a Speeder 
    Bike, a Republic Gunship, a STAP, and even a creature called a Maru.  
    In the Multiplayer, you can also drive around a Separatist GAT, or a 
    Hailfire Droid.
    Q: What Jedi can I play in the game?  
    A: The story dictates you play as Anakin Skywalker, Obi-Wan Kenobi, and 
    Mace Windu at points in the game.  There is little difference between 
    the three with the exception of their flashy lightsaber combos.
    Q: Can I change or leave my vehicle at any time?
    A: In a word, no.  Circumstances in the story will occur that will 
    change your craft at certain times, but not at will.  In Multiplayer, 
    however, you may change to a new craft after you've been destroyed.
    Q: What does the Multiplayer consist of?
    A: There are four types of Multiplayer games.  "Duel" is a straight-up 
    slugfest with either free-for-all or teams.  "Control Zone" is a king-
    of-the-hill type game where a player or team scores by holding a spot 
    on the map as well as destroying the opposition.  "Conquest" is a war-
    type game where the objective is to employ turrets and CPU-controlled 
    vehicles to destroy your rivals' base.  "Academy" is a training 
    endurance mission (which may be played alone) which pits the players 
    against wave after wave of enemies.
    Q: Do I have to get all bonuses in a mission at once for them to count?
    A: Nope.  You just have to get them at some point, and then finish the 
    mission, and you'll forever have those "bonus points".  You can devote 
    entire runs of the mission to just completing one bonus, such as an 
    enemy count, or a time limit.
    Q: What's the difference between the difficulty levels?
    A: Higher difficulty levels have slightly more enemies, but the biggest 
    problem is that they take and cause a lot more damage.  To the best of 
    my knowledge, you get nothing for completing a mission or getting 
    bonuses on higher difficulty levels than you get for Padawan, so I'm 
    just going to concentrate on walkthroughs generally geared towards that 
    3. BASICS
    Most of this stuff is available from your manual, but we all know how 
    much some people hang onto those, much less read them, these days...
    3A. Controls =
    Most craft follow the same basic controls:
    Control Stick: Moves your craft.  Up and Down are forwards and 
     backwards, respectively.  Left and Right turn your craft.
    A Button: Fires your Primary Weapon, which is usually lasers.
    B Button: Fires your Secondary Weapon, which is often some kind of 
    Y Button: Employs your Special Ability, which varies from craft to craft.
    X Button: Toggles between first and third person view.
    L/R Buttons: In the AT-XT Walker, these buttons rotate the cabin.
     In the Gunship, R is acceleration, and L is braking.
     In all other craft, these buttons cause you to strafe left and right, 
    Z Button: Zoom view.  Use this to get a bit of a closer look at what's 
     out there.  It could help if you want to snipe from afar without 
     endangering yourself.
    C Stick: Moves the camera around your craft.
    Control Pad: In later levels, you can use this to issue orders to your 
     fellow pilots.  Pushing Up will have them attack your current target, 
     Left will have them Break and engage at will, Right will have them 
     Defend mission critical craft, and Down will have them regroup on you.  
     The commands are a bit different for multiplayer Conquest.  I'll get 
     to those in that section.
    START: Pauses the game.
    3B. Displays/Menus =
    Main Menu
    Select Campaign to play the single player missions.  You'll go to a 
    galactic map, where you can select any mission you've played.
    Select Options to go to the Options Menu.
    Select Multiplayer to go to the Multiplayer setup.
    Options Menu
    Game Options:
     Viewpoint: Change between 1st and 3rd person view.
     Rumble: Turn the rumble feature off or on.
     Crosshair: Turns the crosshair off or on.  You'll still be able to lock 
      onto enemies, but you won't see how much damage you're causing.
     Display: Changes the display between full and widescreen.
     Reset Options: Set to defaults.
    Audio Options:
     Music Volume  \
     SFX Volume     }- Change the three volumes.
     Speech Volume /
     Mode: Switch between Mono, Stereo, Surround, and Pro Logic II.
     Sound Test: Plays background sound to test volume.
     Reset Options: Set to defaults.
     Movies: Allows you to view any cutscenes you've already seen, as well 
      as trailers for Bounty Hunter and Jedi Outcast.
     Bonus Materials: Allows you to view the unlockable features from 
      earning bonuses.
     Codes: Allows you to input passcodes.
    Credits: Rolls the credits.
    Pause Menu (Mission End Menu)
    This appears when you press START or when a mission is over, either 
    from succeeding or failing.  At the top, you'll see your mission time.  
    Below that are the primary objectives.  Below and to the left are the 
    bonus objectives.  Completed objectives are green, incomplete are white, 
    and failed are red.  At the lower right corner of the screen is the 
    Continue resumes the game if you've paused, goes to the next mission if 
    it's completed, or restarts the mission from your last stopping point if 
    you failed.
    Options brings up another menu.  Game Options will allow you to access 
    the same Game Options from the Main Menu, and is the same for the Audio 
    Options.  Statistics shows how many shots you've fired, how many units 
    you've killed, and how many buildings you destroyed.
    Controls shows how to control the vehicle you're currently in.
    Restart starts the mission over from the beginning.
    Quit returns you to the Main Menu.
    In-Game Display
    In the middle of the screen is your Heads-Up Display.  If you get it 
    close to an enemy, it'll lock on, and a small health bar for the enemy 
    will appear.
    Sometimes above the HUD will be a green arrow.  It will point towards 
    your objective.  You are encouraged to follow it.  Arrows will also 
    appear on the left and right sides of the screen, green for objectives, 
    and red for enemies.
    The top left corner has your command cross.  Each of the directions is 
    labelled with a command.  Make good use of it.
    In the lower right corner of the screen is your radar.  You're the green 
    triangle in the middle.  Green dots around you are fellow Republic 
    forces.  Red dots are Separatist forces.
    In the lower left corner of the screen is your ship status.  The blue 
    aura around your ship outline is your shields, and the green ship itself 
    is the hull indicator.  Shields replenish on their own if you're shot 
    up.  Hull, however, cannot be restored unless you find health powerups.  
    Below the damage indicator, you'll find the number of Secondary Weapons 
    you have remaining.  To the left is the meter of your Special Ability, 
    which depletes as you use it, then refills over time, depending on the 
    3C. Hints/Tips =
    Goes without saying, but keep an eye open for powerups.  They're all 
    surrounded by a halo of some color, so stay on the lookout.
    The crosshair is your friend.  When it gets close to an enemy, you'll 
    automatically lock on and even get a little life meter for the bad 
    guy so you know how much you need to pound him into oblivion.
    Use all extents of your movement, because your greatest defense is your 
    ability to dodge incoming fire.  If you can strafe, circle-strafe around 
    your target.  If you have a Repulsor Boost, use it to swoop around the 
    By all means, USE THOSE MISSILES!!!  This isn't RS, RL, or BFN.  There 
    are ammunition powerups scattered all over the place, so let loose with 
    your Secondary Weapons.  Hammer the bad guys into oblivion!
    Listen to your astromech unit.  It'll give you a beep when your shields 
    have dropped (meaning you'll start taking hull damage), and it will 
    screech (WOOOOOW) if your hull is critical.
    While I don't use the Zoom Function all that often, you may find it's a 
    decent tool for sniping enemies from long range.  Don't get too 
    distracted that you forget about the guys around you, though.
    4. CRAFT
    Most of the game is vehicle combat, and you'll be facing TONS of bad 
    guys in your massive push for galactic peace and order.  You'll have 
    plenty behind the wheel to dish out some pain, though...
    4A. Republic Pilotable Craft =
    With the commission of the Clone Army from Kamino, the Grand Army of 
    the Republic has some serious muscle to take against the Separatists.  
    When their snazzy vehicles are in control of Jedi, they become some 
    serious instruments of hurt.
    For over a thousand generations, the Jedi have existed in the galactic 
    public eye.  With the Force as their ally, they have abilities that far 
    surpass those of other beings.  Although Jedi have the power to rule 
    over those not attuned to the Force, they are the guardians of peace 
    and justice, acting as moderators and diplomats first.  When diplomacy 
    fails, however, they are the fiercest warriors the galaxy could ever 
    see.  Their signature weapon, the lightsaber, is an elegant weapon, and 
    they're deadly with these focused beams of energy.
    When out of a vehicle, you're considerably more vulnerable (you have 
    no shields, but you can block incoming shots).  You'll be facing only 
    small ground enemies, but you don't have the killing power of your 
    vehicles.  The Push and Throw are slow, too, so take care and pace 
    yourself when running around alone.  When using the Throw, hold the 
    button down to throw it further, and use the Stick to control its 
    flight.  Use the Push when staring down a bunch of enemies in an arc in 
    front of you.  Oh, and there's no real difference between the Jedi you 
    play as.  Only their lightsaber combos are different.
    Primary Weapon: Lightsaber Swing
    Secondary Weapon: Lightsaber Throw
    Special Ability: Force Push
    TX-130 S Fighter Tank
    "Republic Fighter Tank"
    The Fighter Tank is small, fast, and versatile.  It was built to be 
    used chiefly by Jedi, whose skills could enhance the craft's already 
    impressive maneuverability.  You'll use this craft many times throughout 
    the game.
    Although the craft is fast, it packs the weakest punch out of all the 
    "standard" Republic assault craft.  The lasers are somewhat weak, but 
    the concussion missiles are a welcome punch.  The Repulsor Boost is a 
    burst of speed.
    Primary Weapon: Dual-linked Medium Lasers
    Secondary Weapon: Concussion Missiles (20 in Campaign, 15 in MP)
    Special Ability: Repulsor Boost
    Rothana Heavy Engineering AT-XT Assault Walker
    This is the predecessor of the famous Imperial AT-ST, developed by 
    Rothana Heavy Engineering and produced at Kuat Drive Yards.  It's 
    largely used as support for the AT-TE.  This is craft is used a few 
    times in the game.
    The walker is quite a bit slower than the the Fighter Tank, but it 
    makes up for it with some serious firepower.  The lasers are quite 
    powerful, and the Proton Mortar is a good weapon when the enemy's just 
    over that next ridge and you wanna surprise him.  The Mortar's payload 
    may seem small with just the three shots, but there is an excessively 
    large amount housed in the walker, they just have to be loaded into 
    the mortar chamber, so the shots regenerate, basically.  Also, the 
    Plasma Shields are definitely a good extra defense when surrounded by 
    numerous bad guys.  Be careful, though, as once you put them up, they 
    stay up until drained, and you can't use them again until you're 
    The down side is the speed, of course, and the awkwardness, since you 
    can't strafe with the Walker, although you can turn the cabin housing, 
    so you can sort of "psuedo-strafe" by marching forward and turning your 
    cabin in a direction.
    Primary Weapon: Heavy Lasers
    Secondary Weapon: Proton Mortar (3)
    Special Ability: Plasma Shields
    Rothana Heavy Engineering Low-Altitude Assault Transport/infantry Gunship
    "Republic Gunship"
    The only airborne craft you can commandeer in this game.  While the 
    Gunship's often used as a troop transport, it's definitely no slouch 
    in the weapons department.  Used several times in the game.
    Probably one of the favorites of the game.  The Gunship provides flight, 
    speed, and massive firepower.  In addition to the standard laser 
    cannons, the Gunship can fire Missile volleys, and has Pinpoint Lasers.  
    Although the Missile volleys pack the most punch (at a cluster of four 
    Missiles firing per shot), the Pinpoint Lasers automatically seek out 
    enemy targets, pouring mad energy into them until they're vaporized, 
    allowing you to clean up the battlefield pretty quickly.
    Primary Weapon: Laser Cannons
    Secondary Weapon: Concussion Missiles (25 volleys of four Missiles))
    Special Ability: Composite-Beam Pinpoint Laser Turrets
    Aratech 74-Z Military Speeder
    "Speeder Bike"
    Not a standard Republic craft, the Speeder Bike is a one-man high-
    speed craft used primarily for scouting.  You use this only in one 
    mission, on Raxus Prime.
    This craft is very light.  All you have at your disposal are blasters 
    and a Repulsor Boost.  Fortunately, you don't need much, as you're using 
    the bike for chasing, not fighting.
    Primary Weapon: Light Laser Turret
    Secondary Weapon: None
    Special Ability: Repulsor Boost
    This creature is native to Kashyyyk.  Wookie settlers used these beasts 
    for burden and transport.  Some are modified to carry weaponry.
    Being a simple beast, you'll have no shields on this thing.  The Twin 
    Bowcasters are weaker even than the standard laser, so you'll have to 
    use your other weapons wisely.  To use Thermal Detonators, tap B once to 
    throw, and B again to detonate.  It hits real hard, so be sure you get 
    it close to an enemy or two before detonating to get the full effect.  
    The Seismic Pulse Emitter takes out enemies in an arc in front of you, 
    and can take out a good amount of enemies at once.
    Primary Weapon: Twin Bowcasters
    Secondary Weapon: Thermal Detonator (6)
    Special Ability: Seismic Pulse Emitter
    4B. Republic Support Craft =
    While you can't drive around any of these (to my knowledge), they're 
    still there to back you up, or be there for you to protect...
    Clone Troooper
    Modeled off Jango Fett, these guys are only around for aesthetics while 
    you're in a vehicle.  If on foot, though, you'll sometimes have some 
    backup in the form of a few troopers.
    Much the same as a Clone Trooper as far as overall usefulness goes.  
    You'll only play alongside these guys on the Kashyyyk Moon.
    Republic Troop Transport
    With only a couple of laser cannons for defense, these vehicles attract 
    more fire than they give.  You'll mostly end up protecting them 
    throughout the game.
    All-Terrain Tactical Enforcer Assault Walker
    This walker is a squat predecessor to the Imperial AT-AT.  The heavy 
    laser cannon provides some darn good firepower, while the mounted laser 
    turrets help it defend itself.  You'll still need to protect these bad 
    boys as they trundle towards their destination.
    Self-Propelled Heavy Artiller-Turbolaser Walker
    "SPHA-T" or "MAC" or "Bug Gun"
    I'll be calling these "MAC"s in the game, for "Mobile Assault Cannon".  
    These walkers are used for one thing only, firing a huge turbolaser at 
    the enemy.  It has no defense other than that, and it can't move very 
    fast either.  Another thing to protect.
    Jedi Starfighter
    You use these in a different game.  In this game, they just fly around 
    providing air superiority, and they move your Jedi around in cutscenes.
    Rothana Heavy Engineering Low-Altitude Assault Transport/cargo Gunship
    "Cargo Gunship"
    These ships are largely found trucking in vehicles or supplies.  You 
    don't really need to protect them at any point.  Just keep an eye out 
    for them if they drop off some help.
    Republic Acclamator-Class Assault Ship
    Boy, wouldn't it be nice if you could command one of these?  Predecessor 
    to the Victory-class, and later Imperator-class Star Destroyers, these 
    are the main space fighting force in the Republic.  You don't see them 
    too much personally, but they're always there.
    4C. Separatist Pilotable Craft =
    There are a few Separatist craft that you can pilot in the game, either 
    by stealing one in the Campaigns, or selecting in Multiplayer.
    Single-Trooper Aerial Platform
    A common sight in any battle against the Trade Federation, the STAP is 
    meant chiefly to be a patrol and recon vehicle.  When fighting against 
    them, you'll find they're easy to take out (much easier than in BFN, 
    thank the Maker), despite their small size and quick speed.
    You can ride one in the Campaign, in the first mission on the Kashyyyk 
    Moon.  You'll mostly be doing running as opposed to fighting, which is 
    good, because the STAP wasn't really made for heavy combat.  The lasers 
    can discourage enemies, while the Repulsor Boost can get you out of 
    tight situations...
    Primary Weapon: Light Laser Cannons
    Secondary Weapon: None
    Special Ability: Repulsor Boost
    Ground Armored Tank
    Also called a Fighter Tank, this small, speedy craft is like the 
    Republic Fighter Tank in most every way, only it works for the 
    Separatists.  Taking one out shouldn't be too hard regardless of the 
    craft you're in.
    You can only use the GAT in Multiplayer, and as previously stated, it's 
    almost exactly like the Republic's TX-130S.
    Primary Weapon: Dual-linked Medium Laser Cannons
    Secondary Weapon: Concussion Missiles (15)
    Special Ability: Repulsor Boost
    Armored Assault Tank
    Another staple of the Trade Federation, the AAT is a more heavy hover 
    tank than the GAT.  Although slower, you'll find that it takes far more 
    hits to destroy, so lay into it with warheads.
    You can pilot this craft in Campaign on the Kashyyyk Moon, and in 
    Multiplayer.  The lasers are all right, and the real power comes from 
    the cannon, which has no ammo, per se.  Instead, you charge up by 
    holding down the B button will cause the Special Meter to charge up.  
    The longer you hold the button down, the more powerful the cannon shot.
    Primary Weapon: Medium Laser Cannons
    Secondary Weapon: Plasma Cannon
    Special Ability: None
    Intergalactic Banking Clan Hailfire Droid
    "Hailfire Droid"
    Added to the Separatist ranks by the IBC, these droids consist of a 
    small central body, two huge treaded wheels, and a heckuva lot of 
    missiles.  They take a bit more damage than a GAT, but less than an 
    AAT.  Their main asset, besides their missiles, is their impressive 
    flat-out speed.
    When piloting, you'll find that their Repulsor Boosts don't have the 
    same prolonged kick as the Tanks, but they can cover quite a lot of 
    ground.  If you can hit someone well with a full volley of missiles, 
    you'll bust them up real good.  You can only control this droid in 
    Primary Weapon: Repeating Laser Cannon
    Secondary Weapon: Concussion Missiles (5 volleys of 6 Missiles each)
    Special Ability: Repulsor Boost
    4D. Separatist Opposition =
    In addition to what's above, there are a load of other bad guys for you 
    to blow up in this game.
    You'll only run into them while on foot in Geonosis.  They buzz towards 
    you and attack only at close range.  They're pretty easy fodder.
    Battle Droid
    The old-fashioned Trade Federation Battle Droid.  You only go up 
    against them while on foot.  They have blaster rifles, and that's 
    about it.  Push or saber them.  Oh, and they're only there for 
    aesthetics while you're in a vehicle.
    Super Battle Droid
    An upgrade to the standard Battle Droid developed by the Trade 
    Federation after the Naboo debacle.  They have several upgrades putting 
    them ahead of the old models.  They're pretty much the same as far as 
    Jedi are concerned.
    Dwarf Spider Droid
    You'll face these droids only on foot.  They have a light laser cannon, 
    but their real danger is from their self-destruct ability.  To properly 
    take them out, throw your saber at them or Push them.  Aim for them 
    first if a cluster of enemies is nearby to take the other enemies out 
    as well.
    Geonosian Turret
    Raxus Turret
    Kashyyyk Turret
    Rhen Var Turret
    Thule Turret
    Thule Plasma Turret
    All locales have their own specific Turrets.  They're all basically the 
    same as far as the fact that they just sit there and shoot at you.  Some 
    cause more damage than others.  The Thule ones, with their purple plasma 
    spitting, cause the most damage.  The Geonosian ones are pretty weak.
    Homing Spider Droid
    Probably one of the more resilient foes you'll face, the big Spider 
    Droids have a light laser turret for close defense, and a long-range 
    pinpoint laser for distant combat, which can hurt plenty.  Their armor 
    goes past even the AATs, so you'll have to use a few warheads to take 
    one down.
    Droid Starfighter
    While not a particular threat to the game, Starfighters can be a 
    nuisance when you're flying around in the Gunship.  Since they're more 
    manueverable, they tend to buzz around your slower ship, hammering you 
    with lasers.  Pinpoint lasers should take them out quickly.
    Vehicle Armored Carrier
    This carrier will mostly be seen when you're flying around in a Gunship.  
    It flies into the fracas and deposits units that will bust up your 
    mission critical craft or installations.  Take them out while they're 
    still in the air and you won't have to worry about more evil ground 
    Techno Union Ship
    These big ships are used mainly as command and officer transports.  They 
    don't fire back, but often need to be taken down to stymie the enemy's 
    Trade Federation Landing Ship
    Although not a defeatable enemy, these big H-shaped craft exist to drop 
    off bad guys.  There's really nothing you can do about it, though.
    Trade Federation Core Ship
    Much like a Battle Droid Control Ship, only planetside.  You personally 
    control no craft that could take these out, but MACs can, and you'll 
    often have to protect the MACs so that they can destroy the Core Ships, 
    which can house an entire Battle Droid army.
    Heavy Artillery Gun
    A modification on the AAT that's also referred to as a Mortar Tank.  
    About as tough as an AAT as far as armor is concerned, and the cannon 
    has seriously been upgraded in lethality.  They are used for long-range 
    attacks, and will often try to hammer mission critical craft.
    Corporate Alliance Droid
    The CAD isn't seen often in the Campaigns, but you'll face many in 
    Academy Multiplayer levels.  It moves very fast on its single tread, 
    and the laser cannons on its side fire quite rapidly.  They also take 
    a fair amount of hits before going down.
    Multi Utility Transport
    An unarmed vehicle, the MUT is used for transport, naturally.  They can 
    take a fair amount of hits, and you'll have to take out a few to 
    prevent supplies from reaching the enemy.
    Native to the Kashyyyk Moon, these insects aren't very resilient, but 
    they attack in great swarms, and spit a wad of goo as accurate as any 
    Spectral Guardian
    Sort of a psuedo-boss character.  These apparitions guard important 
    tombs with incredible ferocity.  They cannot be harmed directly, but 
    their tombs are their source of power, and can be destroyed.
    There are a few other boss enemies in the game, but we'll save those 
    for later... ^_^
    Unlike many other Star Wars vehicle combat games, there are many 
    powerups scattered throughout missions that can keep you going when 
    the bad guys start piling up.  The powerups have colored halos around 
    them so you can see them in the thick of things.
    One-Fourth Health Pack
    Appears as a white globe with a white halo.  Grab it to restore 25% of 
    your hull or health.
    Full Health Pack
    Appears as a white box with a white halo.  Snag it to completely fix 
    your hull or replenish your health.
    Appears as a box with warheads in it with a blue halo.  Gank it to 
    fully replenish your Secondary Weapon supply.
    A three-pointed symbol with a purple halo.  Procure it to be impervious 
    to all damage for 20 seconds.
    Super Blasters
    A triangle with a green halo.  Acquire it to add triple power to your 
    blasters, making enemy mop up a total breeze for 20 seconds.
    Disintegration Field
    A spoked circle with a red halo.  Only available in mulitplayer.  Pick 
    it up and you can cause damage to any enemies for 20 seconds just by 
    running into them.
    An egg-shape with a yellow halo.  Only available in multiplayer.  Scoop 
    it up to become invisible on others' screens for 20 seconds.  They can 
    still see your shots, however.
    Each mission is described as follows:
    Overview: Who you are and why you're here...
    Objectives: Your primary and secondary objectives as the game 
     describes them.
    Craft: The craft/creatures/people you use in this mission.
    Enemies: The different enemies you'll go toe-to-toe with.
    Walkthrough: A detailed walkthrough on the mission.
    Bonuses: Each of the secondary objectives and how to accomplish them.
    NOTE: In all the walkthroughs, I describe how to beat the mission on a 
    Padawan difficulty.  On the Jedi Knight and Jedi Master difficulties, 
    enemies are a bit more numerous, tougher to destroy, and hit harder.  
    Powerups don't change, though.
    6A. Geonosis - The Rescue Begins =
    Mace Windu and a large contingent of Jedi are descending on the planet 
    Geonosis to rescue Anakin Skywalker, Obi-Wan Kenobi, and Senator Padmé 
    Amidala from the clutches of Count Dooku and the Geonosians.  Mace and 
    Luminara Unduli make their landing ahead of the invasion force in order 
    to destroy the planetary defenses near the Arena.
    Destroy the First Anti-Orbital Cannon
    Destroy the Second Anti-Orbital Cannon
    Follow Luminara to the Third Anti-Orbital Cannon
    Destroy the Power Supply of the Third Anti-Orbital Cannon
    Complete Mission in Less Than 9 Minutes
    Recover 3 Missing R5 Units
    Destroy At Least 100 Enemies
    Craft: Republic Fighter Tank -> Jedi
    Geonosis Turret
    Hailfire Droid
    Battle Droid
    Super Battle Droid
    Dwarf Spider Droid
    Destroy the First Anti-Orbital Cannon:
    You'll begin the mission following Luminara to the first Orbital 
    Cannon.  Shoot out the Turrets on the way and you'll soon be at the 
    Cannon.  To destroy it, shoot up the six generators that flank it.  Use 
    Missiles, since lasers take a while.  While you're firing, GATs and 
    STAPs will pop up.  You can largely ignore them.  Once the Cannon is 
    blown, mop up the remaining enemies.
    Destroy the Second Anti-Orbital Cannon:
    Now, follow Luminara some more.  A couple more Turrets line the walls 
    and Luminara will point out some a Full Health and Ammo.  Grab if you 
    need, and take out several more GATs at the end of the canyon.  As you 
    enter the next canyon, Luminara will point out some Hailfires 
    approaching.  Deal with them and any GATs and STAPs that pop up.  
    Continue along the canyon, destroying enemies and Turrets.  
    Eventually, you'll reach a set of platforms.  Luminara will tell you to 
    climb them while she finds another way.  Climb the ramps and take out 
    the Turrets and GATs up here.  About a third of the way, you'll see a 
    green halo nearby.  Those are Super Blasters.  Grab them, and you'll be 
    able to make quick work of the bad guys for 20 seconds.  Continue 
    climbing platforms.  Don't be discouraged when one of the bridges blow 
    up, just use your Boost to sail over the gap.  You're now at the second 
    Cannon.  Blow up the four Generators to move on.
    Follow Luminara to the Third Anti-Orbital Cannon:
    Proceed along the wasteland.  Eventually, Luminara will tell you about 
    multiple incoming enemies.  Start firing Missiles at them and you'll 
    make a nice mess.  Once they're all taken out, you'll head to the last 
    Cannon, which is inside an outpost.  Looks like you'll have to get out 
    and bust through on foot.
    Destroy the Power Supply of the Third Anti-Orbital Cannon:
    Mace will hop into the outpost.  The alarm will sound, and you'll soon 
    be set upon by Battle Droids, Super Battle Droids, and Geonosians.  
    Push your way through (literally and figuratively).  Soon, you'll come 
    upon a Dwarf Spider Droid, and Luminara will tell you about their self-
    destruct mechanism.  Toss your saber at them or Push them from a safe 
    distance.  Aim for the Spiders in a fight so that you can take out any 
    enemies around them.  Keep moving and you'll reach the Generators.  
    There are three Dwarf Spider Droids and an infinite number of 
    Geonosians dropping down.  Fight or run past and start taking out the 
    Generators any way you wish (saber, throw, Push).  Once they're all 
    history, you'll complete the mission and move on.
    Complete Mission in Less Than 9 Minutes: This shouldn't be too hard 
    after your first run through.  Use Missiles on the Cannon Generators, 
    and on as many GATs and Hailfires as possible.  Don't spare them, 
    because you have plenty to go around.  Use the Super Blasters on the 
    platforms to clean them up quickly.  Use all your Missiles after the 
    second Orbital Cannon to clean up the bad guys quickly.  When on foot, 
    use Push as much as possible to clean out large amounts of bad guys 
    at once.  Once you reach the end, blow the Spider Droids and rush to 
    the end, using Push on the Generators.
    Recover 3 Missing R5 Units: The R5 units are green dots on the radar, 
    but that doesn't mean they're easy to find.  One unit is before you 
    reach the platform climbing area.  Climb up a slope on the right side of 
    the canyon before the platforms come into view.  You'll find an Ammo 
    powerup up here, as well as one of the droids.  The next can be found in 
    a section after the second orbital cannon where Luminara talks about a 
    lot of enemies.  Near the left end of that section is part with a climb 
    up to a rock wall.  There are some somewhat loose rocks at the top.  
    Drive around them and you'll find the droid.  The last R5 unit is at the 
    very end of the mission, after you get on foot.  Once you reach the open 
    area with the cannon's generators, you'll see the R5 in a far corner.
    Destroy At Least 100 Enemies: Shouldn't be a problem at all.  Even if 
    you don't get many on the way, the very last area has infinite 
    Geonosians dropping in near the Generators.  Keep killing them.
    6B. Geonosis - Infiltration of the Arena =
    Overview: The way is clear for Transports to land, but Anakin and 
    Obi-Wan will be immediately executed if you just go in blasting.  You 
    and Luminara will arrange to sneak the Jedi into the Arena undetected.  
    You'll have some protecting to do on the way.  You'll also face some 
    new bad guys.
    Destroy All Opposition at the Enemy Landing Pad
    Defend the Landing Pad
    Escort the Convoy to the Arena
    Clear the Separatist Outpost
    All Convoy Vehicles Must Survive
    Destroy All Enemy Turrets
    Find the Hidden Weapons Cache
    Craft: Republic Fighter Tank
    Geonosis Turret
    Hailfire Droid
    Homing Spider Droid
    Destroy All Opposition at the Enemy Landing Pad:
    You'll have a little marker pointing out the pad, but it's pretty far 
    off.  Luminara says she'll take care of the Turrets, but she actually 
    kinda stinks at it, so help her out.  Make your way along the wasteland, 
    blasting Turrets and STAPs.  When you reach the pad, take out the 
    Turrets and GATs sitting around twiddling their thumbs.
    Defned the Landing Pad:
    Once the Cargo Gunships start landing, you'll get the note of enemies 
    moving in.  Several GATs and a few Hailfires will approach from all 
    directions.  Use Missiles on groups of GATs or the Hailfires to clean 
    up quickly.  While you're doing this, the Cargo Gunships will be 
    dropping RTTs.  When three are dropped, you'll start moving.
    Escort the Convoy to the Arena:
    The convoy will start moving, so go ahead down into the canyon ahead 
    of them and clean out the Turrets and GATs in the first area.  Stay 
    with the convoy as it moves.  There will be Hailfires, GATs and some 
    Turrets in the front, and a couple of GATs will come from behind, so 
    stay awake.  Soon, you'll reach a small rock and you'll notice Homing 
    Spider Droids ahead.  Further ahead to the right is a Super Blasters 
    powerup.  Use it if you wish, or just unload with Missiles (or both).  
    There are five Spider Droids to remove, so get to it.  Once they're all 
    down, use your remaining Super Blasters on the Turrets.  As your convoy 
    rounds the corner, they'll be attacked by a bunch of GATs from behind.  
    Fire missiles from a distance, but stay ahead of the convoy, as the 
    real problem will come from the front, in the form of Hailfires and 
    a Spider Droid.  Blast everything and you'll soon be at an outpost.
    Clear the Separatist Outpost:
    There are several Turrets, a Spider Droid, and a bunch of GATs coming 
    out of tunnels.  Destroy the Turrets and Spider, then turn your 
    attention to the tunnels.  Start blasting them to block them, then 
    clean up the remaining GATs.  Your RTTs will drop off the Jedi and 
    you'll head inside to tell Dooku the party's over.
    All Convoy Vehicles Must Survive:
    Shouldn't be too tough.  Stay with the convoy at all times.  Check both 
    in front and behind them.  Use Missiles on the more hardy enemies.
    Destroy All Enemy Turrets:
    Seems like an easy objective, so you know they're going to try to 
    stick you with it somewhere.  In the first valley, make sure you take 
    out all the Turrets you see.  After that, look in the direction of the 
    Landing Pad, then look left to see a big rock nearby.  Behind that 
    big rock is a rather elusive Turret that nobody ever pays attention to.  
    After that, just get all the ones in the canyon pass and at the outpost, 
    and you're all set.
    Find the Hidden Weapons Cache:
    Just before you head to the Separatist Outpost, look at your radar.  
    You'll notice a little side canyon off to your right.  Head into it 
    and a short way in, you'll find Full Health, Ammo, and Invincibilty.
    6C. Geonosis - The Battle of Geonosis =
    Overview: Anakin and Obi-Wan have been freed.  Mace Windu has taken out 
    Jango Fett, and Master Yoda has arrived with the Republic's Clone Army.  
    The Separatists are going to fight back, but the main objective is to 
    find Count Dooku.  Mace is going to attempt to slow down the retreat 
    by taking out Techno Union Ships.
    Fight Your Way to the Gunship
    Destroy All the Techno Union Ships
    Defend the Mobile Assault Cannons
    Defeat the DARK ACOLYTES
    Destroy All Canyon Wall Turrets
    All Mobile Assault Cannons Must Survive
    Complete the Mission in Under 10 Minutes
    Craft: Jedi -> Republic Gunship -> Republic Fighter Tank
    Battle Droid
    Super Battle Droid
    Dwarf Spider Droid
    Geonosis Turret
    Homing Spider Droid
    Droid Starfighter
    Techno Union Ship
    Trade Federation Core Ship
    Fight Your Way to the Gunship:
    You'll start out on foot.  The Gunship is straight ahead of you.  Fight 
    your way past the droids and hop into the ship.
    Destroy All the Techno Union Ships:
    Once in the air, you'll need to take out all the pillar-like Techno 
    Union Ships.  Missiles and Pinpoint Lasers are great for this kind of 
    work, so hammer the ships before they can take off.  There are five in 
    the first valley.  After they go down, you'll get the call to move on.  
    Head to the next canyon and take out four more Techno Union Ships.  
    After that, you'll have to head to a third valley and take out three 
    more.  All the while, you'll be dodging fire from Starfighters and 
    ground-based enemies.  After all ships are destroyed, you'll land and 
    be told about the Core Ships, which are being attacked by MACs.
    Defend the Mobile Assault Cannons:
    You'll hop into a Republic Fighter Tank and will have to clear out 
    ground forces.  These consist of Turrets, GATs, Hailfires, and AATs.  
    Clear out all the red dots and watch the MACs take out the first Core 
    Ship.  Follow the arrow to the next canyon, where you'll find another 
    Core Ship, along with more enemies, including some Spider Droids.  Once 
    that Core Ship is down, head to the last canyon.  Take out all the 
    enemies in this area (note the Super Blasters powerup) and the final 
    Core Ship will drop like a rock real quick.  You'll head towards Count 
    Dooku's hangar, but will stopped on the way by three nasty looking 
    Defeat the DARK ACOLYTES:
    The big thing about these buggies is their armor, which they have 
    plenty of.  Their lasers don't hit hard alone, but they quite accurate, 
    and there are three of them, so the damage will add up fast.  Behind 
    the Acolytes are Super Blasters and Ammo.  First, use all your Missiles 
    against them, then grab the powerups and finish the job.  Once all the 
    Acolytes are gone, you'll have taken the planet.  Mission accomplished.
    Destroy All Canyon Wall Turrets:
    These are basically the Turrets you see lining the walls in between 
    the big valleys where you find Techno Union Ships.  Use your Pinpoint 
    Lasers to mop them up quickly.  There aren't any hidden ones, so you 
    shouldn't have a problem if you keep your eyes open.
    All Mobile Assault Cannons Must Survive:
    A pretty easy task.  Save your Missiles for Hailfires and Spiders, and 
    use Lasers for GATs and Turrets.
    Complete the Mission in Under 10 Minutes:
    You may want to do this on a separate run.  Basically the idea is not 
    to hang around too long in any one location.  Blow the Techno Union 
    Ships and keep moving.  Of course, waiting around for the Core Ships to 
    blow is inevitable.  To quickly mop up the Dark Acolytes, go right for 
    the Super Blasters and just pour Missiles into them.
    6D. Rhen Var - The Evacuation of Rhen Var =
    Overview: While patrolling the Tion Cluster, Anakin and Obi-Wan discover 
    a massive Separatist fleet heading in the direction of a small Republic 
    outpost on the planet Rhen Var.  Your mission is to secure the 
    evacuation of the base.
    Rescue the Troops in under 90 Seconds
    All Convoy Transports Survive
    Destroy At Least 10 Enemy Vehicle Transports
    Craft: Republic Gunship
    Droid Starfighter
    Homing Spider Droid
    Hailfire Droid
    Trade Federation Landing Ship
    Get to Republic Outpost:
    Your first objective is to pick up some stranded Republic troops.  
    The position is highlighted off in the distance, so head straight for 
    it.  You can ignore the enemies on the ground if you wish.
    Destroy All Ground-Based Enemies Near the Outpost:
    Turn on the Pinpoint Lasers and start liquifying the tanks that are 
    running around the outpost.  When you're out of Pinpoint, you can 
    switch to lasers, or Missiles, if you're daring.  Once they're all gone, 
    head to the landing pad.
    Drop Off the Republic Troops:
    Beeline back to the base and head for the landing pad.  There are some 
    GATs at the base which you can shoot up if you want.
    Defend the Republic Convoy:
    After dropping off, you'll get a refill on Health and Ammo.  Head for 
    the convoy that your display is pointing out and you'll find it 
    surrounded by bad guys.  Get your freak on with the Pinpoints and the 
    Missiles.  Two Missile Volleys can drop a VAC from the sky before it 
    can touch down, and Pinpoints can quickly take care of anything else 
    running around, including Droid Starfighters.  Just watch your radar for 
    the red dots (and especially red triangles, since those are VACs).  
    Once you get to the base, take out anything else in the way, and mop 
    up around the base.  You'll soon reload and resupply at the landing pad.
    Get to the Jedi Sanctuary:
    Obi-Wan will mention Jedi cut off from the base.  Get your butt over 
    there quick.
    Destroy All Enemies Near the Jedi Sanctuary:
    It's just some tanks.  Pinpoint and Missile them quickly.
    Drop Off the Jedi:
    Now drop the hammer and speed directly for the base.  You'll notice 
    that it's under heavy attack.  Fire off some Missile volleys at nearby 
    enemies, but largely, you'll want to land to drop off your buddies.  
    If you don't, the attacking forces will just get more numerous as you 
    wait through the next objective.
    Defend the 3 Transports Until the Evacuation:
    This is mostly a losing battle, but you need to hold off the bad guys 
    as they encroach on the base.  The main objective is to take out the 
    bad guys physically firing on the base, and those come out of the VACs.  
    Move around the perimeter of the base in a counter-clockwise direction.  
    That's the order the VACs drop.  Pinpoint or Missile them to the 
    ground, then use Pinpoints on anything they might have dropped 
    previously.  Keep firing and take out as many of the bigger tanks as 
    you can.  Eventually, the Transports will be away and you'll finish the 
    Rescue the Troops in under 90 Seconds:
    This is the basic situation of "put your foot down and don't stop for 
    nothin'".  Head directly for the outline of the outpost on the horizon 
    and Pinpoint Laser all the bad guys there.  When you run out, turn to 
    the Missiles.  Grab your guys and head like a rocket back to the base.
    All Convoy Transports Survive:
    If you concentrate, this part isn't that hard.  Destroy as many VACs 
    as you can before they can land.  Look for all the red dots on the map.  
    Red triangles are VACs, by the way, so you know when to head for them.  
    Remember to use Pinpoints whenever you can and fire Missiles with 
    Destroy At Least 10 Enemy Vehicle Transports:
    This should happen anyway if you're doing the mission right.  Keep 
    moving around the perimeter of the base and watch for the VACs.  If you 
    can help it, try to shoot them down before they land.  A couple of 
    seconds of Pinpoint Laser or that and a few Missiles should do the 
    trick (on Padawan difficulty).
    6E. Raxus Prime - Scrap Yard Pursuit =
    Overview: Masters Yoda and Windu send a task force led by Obi-Wan and 
    Anakin to Raxus Prime to investigate Separatist activity.  Upon landing, 
    they scouted the area from the ground in Speeder Bikes.  A patrol of 
    STAPs spotted them, and is heading back to base.  You must take control 
    of Obi-Wan and hunt down the STAPs before they get away.
    Prevent STAPs From Returning to Headquarters
    Take Both Shortcuts
    Destroy All STAPs in less than 2 Minutes 20 Seconds
    Complete Misssion with 100 Percent Hull Strength
    Craft: Speeder Bike
    Raxus Turret
    Prevent STAPs From Returning to Headquarters:
    A rather short mission.  Don't forget the Y button for your Repulsor 
    Boost, because you'll need it while chasing these guys.  There are 
    five STAPs to destroy.  You'll get constant distance warnings about how 
    far the STAPs have to go to get to the base.  To get clean shots at the 
    STAPs, it helps to boost off a slope of wreckage and get airborne.  
    Once you reach a tunnel with metal walls, you'll come under fire from 
    Raxus Turrets.  After that, you'll find some ramps launching over 
    waste.  On one of these ramps is an Invincibility powerup.  That's 
    pretty much all there is to the level.  Try to avoid crashing and shoot 
    straight.  Once they're all gone, you'll meet back up with Anakin so 
    you can further investigate what's going on here.
    Take Both Shortcuts:
    This is easy when you know where they are, of course.  Both shortcuts 
    are marked by Health Packs.  The first one is in a tunnel that cuts 
    through a large wreck.  You should see the Health Pack in a small 
    cutoff to your left.  That's #1.  The second one is quite a bit later 
    in the mission.  After you pass through a metal hulk which has Turrets 
    that fire on you, you'll eventually come upon a large ramp leading up 
    to an Invincibility powerup.  You don't need to grab it, but beyond that 
    is a bunch of brown structures.  There's a Health Pack at the far end 
    of these structures that you should be able to see.  Behind that Health 
    Pack is a ramp and your second shortcut.
    Destroy All STAPs in less than 2 Minutes 20 Seconds:
    It may take more than one try, but this is the easiest bonus to earn.  
    Just be sure to lay into the Repulsor Boost and get a clean lock before 
    you fire.
    Complete Misssion with 100 Percent Hull Strength:
    With a little practice, this should only take a few tries.  Note that 
    the bonus didn't say not to take any damage.  If you find a Health Pack, 
    you can use it to restore your hull.  Just watch where you're going.  
    Your craft can take light hits without damage, but not big crashes.
    6F. Raxus Prime - Ambush Among the Wreckage =
    Overview: While waiting for reinforcements to arrive, Anakin and 
    Obi-Wan spot three supply convoys heading for the excavation site.  
    They'll need to destroy them to stymie the enemy's efforts.
    Get to the Ambush Point
    Ambush the Enemy Convoy
    Destroy the Two Remaining Convoys
    Find and Destroy 3 Enemy Communication Outposts
    Destroy All Convoys Within 6 Minutes
    All Squadmates Must Survive
    Craft: Republic Fighter Tank
    Raxus Turret
    Hailfire Droid
    Get to the Ambush Point:
    While you're making your way to the point, Anakin will mention the 
    unit commands, which you can use with the Control Pad.  Be sure to 
    make as much use of these functions as possible.  Whenever an enemy 
    crosses your path, hit Up on the Control Pad and it'll be down that 
    much quicker.  Anyway, proceed along the set path, firing at Raxus 
    Turrets, and the occassional GAT or Hailfire.  You'll eventually see 
    your fabulous ambush spot.  Hide inside and this will trigger the 
    convoys to start rolling.  You have a long window to reach the spot 
    (about six minutes) so don't feel rushed.  Oh, and there's one more 
    thing to mention.  There are large floating trash compactors at certain 
    points in the mission.  If you get sucked up into their little repulsor 
    thingy.  You'll be destroyed, so try to avoid them.  If you get caught, 
    you can boost out.
    Ambush the Enemy Convoy:
    Nothin' says lovin' like a bad guy who don't know you're comin'.  The 
    convoy consists of 8 AATs, 2 STAPs and 3 MUTs.  The MUTs (big brown 
    things) are your targets.  How you wish to take them out is up to you.  
    You have the option of blowing up the attendant AATs, leaving the MUTs 
    defenseless, or you can just drop the MUTs immediately and hightail it 
    out of there.
    Destroy the Two Remaining Convoys:
    After that lovely display of pyrotechnics, the other two convoys will 
    split up.  Grab the Ammo in the area (and there's Invincibility just 
    outside, if you wish) and chase the convoys.  Watch for Turrets all 
    over the place, as well as some stray vehicles.  You've got plenty of 
    time, as the convoys move at a snail's pace, and there are several 
    Health and Ammo powerups lying around.  Once the convoys are stains on 
    the ground, the reinforcements will arrive and you'll be set to attack 
    the excavation site.
    Find and Destroy 3 Enemy Communication Outposts:
    These are small dishes with red lights on them.  The first one is right 
    behind you when you start.  The second is on your way to the ambush 
    point.  You'll pass under a large grilled structure with a Super Blaster 
    on top (which you can get to by means of a ramp), and the dish will be 
    off to your left as you go past it.  The last one is tougher to find.  
    Head towards the ambush point, but don't go inside.  Instead, head in 
    the direction that the convoy would be travelling (ie. not the way they 
    come from) down the large "road".  There are plenty of Turrets along 
    this way (and a Super Blaster to help you out).  There will also be 
    trash compactors above you.  Once you pass under your second trash 
    compactor, take a hard left.  The dish is in this general area.  If 
    you find a huge tube-like structure, you've gone too far.  Hope this is 
    enough info.
    Destroy All Convoys Within 6 Minutes:
    Not a very pressing time constraint, but you should make sure that you 
    focus your squadmates fire on the MUTs and then bug out of there as soon 
    as they're all gone, regardless of whether or not you got all the AATs.
    All Squadmates Must Survive:
    Smart squadmate commands will help here.  Don't tell them to Break, 
    because that increases the possibility that they'll go off and get 
    themselves killed.  As soon as you feel you've finished with a convoy 
    and want to move on, call them up to Regroup so you don't take any 
    extraneous fire.
    6G. Raxus Prime - The Conquest of Raxus Prime =
    Overview: The Republic begins their attack on the excavation site.  The 
    plan is that the main force, backed up by Anakin and Obi-Wan, will 
    attack from the front, while the reinforcments sneak around the back 
    Escort AT-TEs to the Separatist Base
    Clear the Separatist Base of All Enemy Units
    Destroy the Excavator Crane's 2 Fuel Bays
    Destroy the Generator and Bring in Reinforcements
    Destroy the PROTODEKA
    All Republic Units Reach Separatist Base
    Destroy Crane Before Shield Generator
    Complete Mission in Less Than 12 Minutes
    Craft: Republic Fighter Tank
    Raxus Turret
    Homing Spider Droid
    Hailfire Droid
    Escort AT-TEs to the Separatist Base:
    As soon as you jump in the AT-TEs will be under fire from GATs in the 
    valley.  Destroy them all and assist the AT-TEs will clearing the hulks 
    in your path.  They'll reveal a bunch of Turrets.  Bust them up (check 
    your radar to find them quickly).  As you pass the Turrets, more GATs 
    will show up.  There will be Spider Droids and AATs up ahead.  Don't 
    mind them for now.  Just concentrate on the GATs in the area and let 
    your heavy guns bust them up.  After that, a whole bunch more GATs will 
    show up from both sides.  After THAT, you'll have to deal with a couple 
    of HAGs (Mortar Tanks), one from each side.  After a few more GATs, 
    you'll be charged with the specific task of taking out some GATs up 
    ahead.  Then, three Hailfires will show up from behind, then three 
    more from the left, then three more from the right, three more from 
    the left, three more from the right, and three from behind (phew!)  
    Clean up any remaining bad guys and your convoy will start breaching 
    the wall.  Speed in (and collect that Invincibility), once the wall's 
    Clear the Separatist Base of All Enemy Units:
    In the base are a whole load of GATs, several Spiders, and a couple of 
    AATs at the end.  Make your way through and clean house.  Blow up any 
    red dots on the radar.  Once they're all history, you'll make it to the 
    Destroy the Excavator Crane's 2 Fuel Bays:
    Destroy the Generator and Bring in Reinforcements:
    You'll get these two objectives simultaneously.  Your buddies are 
    trapped outside behind a force field.  The generator is at the back of 
    the compound.  Blow that and you can get some help in taking out the 
    two fuel bays for the crane.  Trying to stop you will be several GATs, 
    Spiders, AATs, and Hailfires.  Fortunately, there are plenty of powerups 
    lying around.  I suggest you save those, however.  Once the crane and 
    generator are down, Anakin will see Dooku and take off after him.  
    Obi-Wan will sense a trap, and sure enough, a huge floating tank of 
    destruction pops through a wall and liquifies your strike force, leaving 
    you to take it out.
    Destroy the PROTODEKA:
    That's a big thing, eh?  It has multiple laser cannons, and lots of 
    homing missiles that it will fire at you.  To avoid both, you can hide 
    behind the crane structure.  Peek out and launch all your Missiles at 
    it, then speed around the arena to get more Ammo and Health and repeat.  
    Brute force is pretty much the order of the day, here.
    All Republic Units Reach Separatist Base:
    If you stick to the AT-TEs and don't stray too far off chasing bad guys, 
    there shouldn't be too many problems here.  Also, that means your 
    squadmates have to survive, too, so use them wisely.
    Destroy Crane Before Shield Generator:
    Pretty simple, although you may get tossed around a bit more than if 
    you went for the generator first.  Just destroy the crane's fuel bays 
    first.  Stick with lasers if you want to survive the fight against the 
    Complete Mission in Less Than 12 Minutes:
    This is a long mission, and you should probably do this one and the 
    crane one in separate runs.  Take out everything as fast as possible 
    when you get to the base and hammer the Protodeka quickly.
    6H. Kashyyyk Moon - Anakin's Escape =
    Overview: Anakin's following of Dooku proved costly.  A fight with him 
    ended with him being stunned by Dooku's new lap dog, Cydon Prax.  Waking 
    up in a prison ship, Anakin meets a smuggler named Bera Kazan, who tells 
    him that they're headed to a moon of Kashyyyk to be fed to the Force 
    Harvester, which sucks the Force energy out of living things and stores 
    it.  Once they're placed in a prison, Dooku offers parting taunts and 
    orders Prax to fire up the Force Harvester.
    Escape From Your Cell
    Get Your Lightsaber from the Command Droid
    Get to an Empty STAP
    Escape Into the Forest With Bera
    Free the Prisoners
    Trigger the Wookiee Alarm
    Escape the Harvester in Under 2:35
    Craft: Jedi -> STAP
    Battle Droid
    Dwarf Spider Droid
    Kashyyyk Turret
    Escape From Your Cell:
    Force...Push...  Boom...
    Get Your Lightsaber from the Command Droid:
    He's the droid with the circle around him and the words "Command 
    Droid" above him.  As soon as your Push recharges, knock him over and 
    grab the saber.
    Get to an Empty STAP:
    You have the option of busting down some other doors to free prisoners, 
    or you could just follow Bera to the STAPs.  Just get moving.
    Escape Into the Forest With Bera:
    This part isn't easy.  Stay on Bera's tail and use the Repulsor Boost 
    to keep up.  As you'll see on the radar, the Force Harvester's wave of 
    destruction consists of two red lines.  If the second red line passes 
    you, you're gone.  Bera will take several twists and turns through the 
    forest.  Don't use the boost while among trees, as you'll risk ramming 
    into them.  While you're riding, you'll come under fire from Turrets.  
    Don't bother shooting back.  Just ride hard.  After passing along a 
    river, Bera will mention a ravine up ahead.  Make sure you cross the 
    bridge.  After another ravine, you'll pass through a little Wookiee 
    village.  Step on the gas and you'll soon be out of range of the 
    Free the Prisoners:
    There are three cells in the area besides your own.  Use your Force Push 
    on them before you head to the STAPs to free the prisoners.
    Trigger the Wookiee Alarm:
    After crossing the second ravine, you'll see a highlighted tree labelled 
    "Wookiee Alarm".  Shoot it.
    Escape the Harvester in Under 2:35:
    Definitely not easy.  Don't waste time with the prisoners in the camp.  
    Run straight for your lightsaber, then the STAPs.  Avoid collisions and 
    boost wisely and you should make it out with time to spare.
    6I. Kashyyyk Moon - New Alliances =
    Overview: Anakin is given a Maru and Bera tells him about a nearby 
    comm center that he could send a distress signal to the Republic with.
    Follow Bera to the Communications Outpost
    Destroy All Enemy Units at Secondary Outpost
    Use the AAT to Enter the Comm Outpost
    Get to the Communications Center
    Get Back to the AAT
    Escape From the Outpost
    Destroy the Power Generators
    Escape Into the Forest
    Recover 3 Missing R5 Units
    Destroy All Enemy Units at the Comm Center
    Complete Mission Under 8:30
    Craft: Maru -> AAT -> Jedi -> AAT
    Super Battle Droid
    Battle Droid
    Dwarf Spider Droid
    Follow Bera to the Communications Outpost:
    Tail Bera through the woods and you'll come upon several Gnasp hives.  
    After cleaning out three of them, you'll come across a patrol of STAPs, 
    which you need to take out so that they don't tell the comm center 
    that you're out here.  Continue on and you'll come across another STAP 
    patrol and a lot more Gnasps (there's a Super Blaster in a canyon that 
    could help you out).  Once you leave the canyon, you'll find a 
    secondary outpost.
    Destroy All Enemy Units at Secondary Outpost:
    An AAT and several STAPs and Super Battle Droids are here.  Clean them 
    up and you'll grab the AAT.
    Use the AAT to Enter the Comm Outpost:
    Simply trundle along in the AAT and enter the Comm Outpost by the 
    front gate.  No one will even check your papers.
    Get to the Communications Center:
    Ride through the comm center.  Try not to draw attention to yourself or 
    anything.  As you approach the center, you'll get out and proceed on 
    foot.  Take out the opposition that gets in your way.  Head to the far 
    end of the complex.  You'll relay your message and set off the alarm.  
    Get Back to the AAT:
    Fight your way through the hordes of droids and hop back into the 
    Escape the Outpost:
    Head back the way you came, blasting all the enemy vehicles that just 
    got off their coffee break.  Head towards the gates.
    Destroy the Power Generators:
    As you get to the gate, you'll notice that you'll have to bust your 
    way out.  Shoot down the generators to the left of the gate.
    Escape Into the Forest:
    Take out the STAPs, Dwarf Spiders, and AATs in your way and head back 
    to the Marus to complete this mission.
    Recover 3 Missing R5 Units:
    The first R5 unit is at the secondary outpost (where you pick up the 
    AAT), right behind the hangar.  The second is inside the comm outpost, 
    right as you enter behind a building ahead of you.  The final droid is 
    found once you get on foot.  After you take out most of the bad guys, 
    look for a Turret (big white triangle on your radar).  The last droid's 
    behind it.
    Destroy All Enemy Units at the Comm Center:
    And that means everyone.  Every droid.  Every vehicle.  Shouldn't be too 
    difficult if you're thorough.
    Complete Mission Under 8:30:
    If you're searching for either of the first two, you may want to save 
    this for the next run.  It can still be done, but you'll have a much 
    more relaxed time of it if you're not looking for droids or enemies.
    6J. Kashyyyk Moon - The Liberation of Kashyyyk =
    Overview: The Separtist Army is on the way, but reinforcements won't 
    arrive for some time.  Anakin and Bera need to spring traps at two of 
    the three entrances to the village, and hold off the Separatists at 
    the remaining entrance until the Republic shows up.
    Trigger the First Trap
    All Squadmates Must Survive
    All Wookiee Huts Must Remain Intact
    Complete Mission in Under 10 Minutes
    Craft: Maru -> Republic Fighter Tank
    Super Battle Droid
    Homing Spider Droid
    Trigger the First Trap:
    Follow the arrow and proceed along the ravine.  Along the way, you'll 
    meet Super Battle Droids, Spider Droids, and STAPs.  Use the Seismic 
    Emitter on the first group to clean them up quickly, then Thermal 
    Detonators.  You should at all times be running towards the other end 
    of the ravine.  Shoot the trap (the green square) to block off the 
    Separatist advance.
    Destroy Remaining Enemy Units Near First Trap:
    Pretty basic.  It's just clean-up time...
    Trigger Second Trap:
    Follow the arrow to leave this area.  You'll pass by Gnasp hives, and 
    they'll start attacking.  Just ignore them and keep moving.  In the next 
    ravine, you'll pass more Super Battle Droids, more Spiders, and more 
    STAPs.  Shoot down the second trap the same way.
    Destroy Remaining Enemy Units Near Second Trap:
    Mop up the rest.
    Defend the Wookiee Village:
    You have two Health Packs, two Ammo Packs, and one Super Blaster to 
    help you out here, so use those wisely.  You'll see two VACs set down 
    right in front of you.  They'll each set an AAT and lift off.  Use 
    concentrated fire to get rid of them.  Next, several STAPs and GATs will 
    pour over the ridge and attack.  Soon, you'll get a call about Mortar 
    Tanks.  Head out and use a Seismic Blast to take care of two of them, 
    then use Thermals on the third.  Shoot up some more GATs and STAPs.  
    A VAC will drop a bunch of Spiders, and AATs will start showing up, 
    along with the GATs and STAPs.  Soon, the Republic ship will drop in 
    and you'll get some help from some Republic Fighter Tanks.  You'll get 
    a call about more HAGs.  After you take them out, the enemies should 
    start thinning out.  Destroy the remainder (including three more HAGs) 
    and you'll have held them off.  It's hectic, but keep up the fire and 
    use your Thermals, and you should live.  After you finish, you'll find 
    Obi-Wan, and you'll hop in some Tanks to find out where the bad guys 
    are coming from.
    Fight the Separatists Back to Their Source:
    You don't have to fight anyone, really.  Just make it to the back of 
    the ravine.  If you wish to fight, you'll face GATs, AATs, and Spiders.  
    Anyway, head to the staging area and you'll find the big problem 
    behind this invasion force.
    Destroy the HARBINGER:
    The Harbinger is a big attack carrier.  It has eight turbolaser cannons 
    on its front face, two launching bays from which it will spit out GATs, 
    and a main cannon that traces around a composite beam, and then 
    detonates at several locations.  There is Health and Ammo here to 
    recharge you, and it reappears several seconds after being picked up.  
    Taking out the smaller guns will give you room to breathe, but your 
    main objective is the big gun, which houses the reactor as well.  You'll 
    know you can fire on it when it starts to open up and you can target it 
    with your crosshair.  Unload your full magazine of Missiles and keep 
    shooting.  You should have this thing destroyed with little problem.
    All Squadmates Must Survive:
    All Wookiee Huts Must Remain Intact:
    These two bonuses sort of go hand in hand.  It shouldn't be a problem 
    keeping your other two guys alive if you keep them busy and don't leave 
    them behind.  Saving all the Wookiee Huts is a simple matter of taking 
    out all the heavy stuff first, then the smaller units closest to the 
    Complete Mission in Under 10 Minutes:
    This is a rather tough one.  For the first two parts of the mission, 
    you should definitely take out all opposition, because you'll have to 
    anyway after you spring the traps.  You won't move on to the village 
    defense part until all the enemies in the area are gone.  The village 
    defense thing is a simple matter of taking out enemies as quickly as 
    possible.  Use the Seismic Emitter for large groups of HAGs, AATs, or 
    Spiders.  Use Thermal Detonators for ones that are alone or for clusters 
    of enemies.  Blast everything else.  Once you get into the Republic 
    Tank, jet immediately to the Harbinger.  Stop for nothing.  Once you 
    get there, don't use Missiles on anything but the central gun when it 
    opens up.  Once that gun is down, the mission's over.  It should only 
    take two cycles of the gun opening to take it down.
    6K. Rhen Var - Eye of the Storm =
    Overview: Anakin shows Obi-Wan, Master Windu, and Master Yoda the 
    devastation caused by the Force Harvester.  Master Windu informs them 
    of an ancient weapon, the Dark Reaper, that could be powered by the 
    Force Harvester.  This weapon, constructed by the Sith during the 
    Great Sith War, four thousand years ago, was stopped by Ulic Qel-Droma, 
    a fallen Jedi who redeemed himself.  He's the only one who will know 
    how to defeat the Dark Reaper before Dooku can use it to overthrow the 
    Republic.  Anakin and Obi-Wan must travel back to Rhen Var to find any 
    info about how to stop the Reaper.
    Get to the Downed Republic Assault Ship
    Defend the Downed Republic Assault Ship
    Proceed to the Separtist Fuel Depot
    Destroy the Separatist Fuel Depot and All Enemies in its Vicinity
    Reach the Assault Ship in Under 90 Seconds
    Don't Let Any Allies Die
    Destroy the Four Radar Dishes
    Craft: Republic Fighter Tank -> AT-XT Assault Walker
    Hailfire Droid
    Battle Droid
    Rhen Var Turret
    Get to the Downed Republic Assault Ship:
    Your first task down here is to take out a Fuel Depot to slow the 
    Separatists down.  The Assault Ship carrying Walkers that were to 
    go after the depot was shot down, so you'll have to get there before the 
    Separatists do.  Simply follow the arrow and you'll reach the ship.  
    You'll start by passing over an ice field, with some STAPs, Turrets, a 
    Spider, and a big wall at the end that you'll have to bust down.  You'll 
    pass "Marker 1" after that wall.  Proceed along the snow field and pick 
    off some more bad guys and you'll soon pass "Marker 2".  Now, in the 
    coming area, there are slopes leading up the side of the canyon.  If 
    you take either of these slopes (you'll probably need to boost to get 
    up there) you can avoid a Spider and another wall by going above it.  
    Take advantage of that.  Keep pushing ahead past the next marker, and 
    plow through the HAGs.  You'll eventually reach the ship.
    Defend the Downed Republic Assault Ship:
    Once you get here, there are lots of bad guys coming in from two 
    directions (and being dropped from VACs) that will try to ruin your 
    day.  GATs, AATs, STAPs, and Hailfires abound.  On a ledge between 
    the two entry points is Health, Ammo, and a Super Blaster powerup.  Use 
    them.  After all enemies are destroyed, you'll continue on.
    Proceed to the Separtist Fuel Depot:
    You'll hop into an AT-XT and head off for the Fuel Depot.  STAPs, Battle 
    Droids, and Turrets will try to get in your way.  Later, you'll find a 
    line of AATs.  You'll reach a wall with a hangar on either side.  
    Destroy the hangars to stop the enemies from flowing out.  Destroy the 
    wall to move on.  Next, after a Health pack, you'll come upon enemies 
    shooting at your from a bridge.  Use a Proton Mortar to destroy the 
    bridge and that's one less problem.  Mop up enemies and Turrets in the 
    area and you'll reach the Fuel Depot.
    Destroy the Separatist Fuel Depot and All Enemies in its Vicinity:
    Sounds simple enough.  You've just got a whole load of STAPs and a ton 
    of AATs guarding the place, along with a few Turrets.  Climb up on the 
    left or right ridge for some cover.  Use your Proton Mortars and Shields 
    whenever you can.  Once you take out the enemies in the surrounding 
    area, just pound the Fuel Depot and when it explodes, it'll take out 
    the enemies nearby.  With the enemy's efforts hindered, you can move 
    on to the Jedi Monument.
    Reach the Assault Ship in Under 90 Seconds:
    Basically another "put your foot down" bonus.  You have to motor to get 
    to the Assault Ship.  Don't shoot at much anything else besides the 
    walls blocking your path.
    Don't Let Any Allies Die:
    Pretty easy.  I've left them alone and still got this bonus.  Just 
    kill everything and everyone should survive.
    Destroy the Four Radar Dishes:
    Okay, another case of "hunt down elusive targets".  The first one is 
    right at the downed Assault Ship on a little ledge with some powerups 
    on it.  The second dish is soon after you enter the AT-XT.  At the first 
    metal wall on your right you'll find it.  The third and fourth are both 
    at the Fuel Depot, one on the far right side, the other on the far left.  
    Use the Zoom Mode to pick these off quickly.
    6L. Rhen Var - Lost Legacy =
    Overview: Your forces are ready to take over the Jedi Monument.  It's 
    time to find out what ghosts Qel-Droma keeps in his tomb.
    Destroy All Enemy Units at Separatist Outpost
    Follow the Markers
    Destroy All Turrets at Command Center
    Proceed to the Next Marker
    Destroy Enemy Convoy Before it Reaches the Temple
    Proceed to the Jedi Temple
    Protect Republic Ground Forces
    Defeat the Spectral Guardians
    Destroy 6 Enemy Vehicle Carriers
    Complete Mission in Less Than 12 Minutes
    Both Mobile Assault Cannons Must Survive
    Craft: Republic Gunship -> Republic Fighter Tank
    Hailfire Droid
    Rhen Var Turret
    Techno Union Ship
    Trade Federation Core Ship
    Spectral Guardian
    Destroy All Enemy Units at the Separatist Outpost:
    You'll be dumped right at the outpost.  Fire away at all enemies in 
    the area.  Pinpoints are quick kills against the Turrets, and all the 
    ground stuff can be taken out with Missile volleys easily enough.  Once 
    your radar is clean, you'll move on.
    Follow the Markers:
    Proceed along the canyon, following the arrow, blowing up any enemies 
    in your path (which is so much fun in the Gunship).  You'll soon reach 
    the enemy Command Center.
    Destory All Turrets at Command Center:
    That's a lot of Turrets, but you've got some mad power on your side.  
    One Missile volley can take out any Turret, and even normal lasers will 
    drop them relatively quickly.  Make your way around the area, picking 
    them all off as you see them.
    Proceed to the Next Marker:
    You'll move along the canyon now.  Bust up an ice wall to proceed.  
    Drop to the ground to pick up some Ammo and Health.  You'll soon get 
    another call from Obi-Wan about a convoy on the move to the Temple, 
    which you'll have to destroy.
    Destroy Enemy Convoy Before it Reaches the Temple:
    Consisting of about seven MUTs and at least ten AATs.  Wipe them out.  
    All of them.  Missiles, Pinpoints, do whatever you have to do.
    Proceed to the Jedi Temple:
    When the convoy is just a memory, hit the gas and blast through some 
    more ice walls.  You'll reach the temple and Obi-Wan will deploy two 
    platoons of ground forces with which to secure the area.
    Protect Republic Ground Forces:
    The Core Ship in the middle of the area will be constantly spewing out 
    AATs and Hailfires.  Demolish them with extreme prejudice as they come 
    out.  You'll also get calls of VACs dropping off units as well.  Take 
    out the VACs before they can make the drop.  There are three Ammo packs 
    and two Health Packs in the area, some on top of Techno Union Ships.  
    Keep destroying AATs and Hailfires after the Turbolasers start firing 
    and you'll eventually blow the Core Ship.  Time to head inside.
    Defeat the Spectral Guardians:
    Once you enter, you'll be set upon by some ghosties.  Shoot the three 
    tombs in the middle.  They take a lot of hits, so use the Missiles 
    before they knock you down to nothing flat.  Once the three tombs are 
    destroyed, Anakin will enter the tomb proper.
    Destroy 6 Enemy Vehicle Carriers:
    Keep an eye out for the VACs and drop the quickly with your Pinpoint 
    Lasers.  Obi-Wan will point out the first two for you.  There are 
    four more at the very end at the Jedi Temple.
    Complete Mission in Less Than 12 Minutes:
    Not too hard, especially considering much of the time spent is from the 
    MACs, which you really can't help anyway.
    Both Mobile Assault Cannons Must Survive:
    Easy enough if you keep on top of all the enemies spilling out of the 
    Core Ship, which isn't hard while you've got a bird's eye view from the 
    6M. Thule Moon - Desperate Gambit =
    Overview: Anakin encounters a Holocron image of Ulic Qel-Droma, who 
    promises to teach Anakin how to resist the power of the Dark Reaper.  
    Anakin also learns that the Dark Reaper is hidden on the planet Thule.  
    The Jedi plan their attack.  Anakin will begin by taking out the 
    planetary shield generator on Thule's moon.
    Defend the Republic Assault Ship From All Attackers
    Escort Convoy to Shield Generator Complex
    Destroy 4 Shield Generator Charger Couplings
    Landing Ship Shields Above 50 Percent
    Destroy All Reactors
    At Least 2 Convoy Units Reach the Shield Generator
    Craft: Republic Fighter Tank -> AT-XT Assault Walker
    Hailfire Droid
    Thule Turret
    Homing Spider Droid
    Defend the Republic Assault Ship From All Attackers:
    Your landing has been detected and a large assault force is moving on 
    your position.  The enemy force consists of a bunch of GATs, AAT, 
    Hailfires, about five HAGs, and two Spiders.  Four of the HAGs come from 
    the valley entrance.  The other one is up on a ridge, near the two 
    Spiders.  If you run low on Health/Ammo, head up the ramp of the Assault 
    Ship to collect powerups.  Once all enemies are destroyed, a convoy of 
    engineers will move to the shield generator complex so they can let 
    you in.
    Escort Convoy to Shield Generator Complex:
    Your convoy will get underway.  Take out STAPs, GATs, and Spiders as 
    you move along.  Soon, you'll get a call that one of the convoy craft 
    is down from Mortar Tanks.  Move around the ridge and zoom out to find 
    the HAGs that are shelling you.  Blast them.  Continue on, taking out 
    GATs, Turrets, AATs, HAGs, Spiders, anything that shoots back.  You'll 
    reach the doors and the engineers will start pounding them down.  
    Defend them while they're pounding.  They'll soon blow the door and you 
    can head inside.
    Destory 4 Shield Generator Charger Couplings:
    Open up on the enemies inside.  Pound the Turrets, AATs, GATs, Spiders, 
    and even a couple of CADs.  Make your way around the outside, blowing 
    walls, then head down the far ramp and shoot up the four large blue 
    tubes to deactivate the shield generator and open the planet for attack.
    Landing Ship Shields Above 50 Percent:
    Easiest on Padawan difficulty.  Just keep the heavy attackers (ie. HAGs) 
    off the Assault Ship.  
    Destroy All Reactors:
    The Reactors are blue-lighted structures in the middle of suspended 
    platforms.  You can't miss them.  There are either four or five.  Not 
    sure of the count, myself, but there are no hidden ones.  Each one has a 
    Spider Droid in front of it anyway, so taking them out is a simple 
    matter of shooting the thing behind the Spider Droid.
    At Least 2 Convoy Units Reach the Shield Generator:
    You always lose one from the first bunch of Mortar Tanks.  Protecting 
    the other two is easier.  There are no enemies coming from behind, so 
    that's one less thing to worry about.
    6N. Thule - Assault on Thule =
    Overview: With the planetary shield down, Obi-Wan takes his forces to 
    the enemy and attempts to destroy their command center to disrupt their 
    Destroy All Opposition at the Landing Zone
    Destroy First Energy Farm
    Destroy Second Energy Farm
    Destroy the Command Installation
    Destroy All 8 Techno Union Ships
    Complete the Mission in Under 9 Minutes
    All Engineers Must Survive
    Craft: Republic Gunship
    Hailfire Droid
    Thule Plasma Turret
    Droid Starfighter
    Homing Spider Droid
    Techno Union Ship
    Destroy All Opposition at the Landing Zone:
    Make a beeline for the landing zone and open up all your weapons on 
    the AATs, Spiders, Hailfires, and Turrets there.  Pinpoints and 
    Missiles.  You'll get a free refill after you finish, so use it all 
    up.  Mace Windu's strike force will land and you'll be tasked with 
    taking out the Command Center.
    Destroy First Energy Farm:
    The farms have internal shielding, so pick up some engineers at the 
    landing zone and head towards the first farm.  Clear out all opposition 
    down there, and drop them off.  While they disable the shielding, 
    you'll have to hold off GATs approaching from two fronts.  Once you 
    get the call that the engineers are done, blow up the energy farm with 
    multiple Missile volleys and Pinpoints.
    Destroy Second Energy Farm:
    More of the same.  Pick up engineers, clear out the landing area, 
    drop them off, defend them from GATs (and a couple of AATs this time) 
    coming from two directions.  Wait for the engineers.  Blow up the 
    Destroy the Command Installation:
    Now for some good old-fashioned pyrotechnics.  Head towards the Command 
    Installation (it's highlighted in your view).  Your objective is to 
    waste all the conduits that are powering the installation.  There are 
    conduits all around the installation and you'll be under plenty of fire.  
    Just stay calm and shoot straight and you should be able to take them 
    all out in one pass.
    Destroy All 8 Techno Union Ships:
    After you pick up your first group of engineers, you'll pass a clearing 
    with three TU Ships, and there'll be a fourth just past that near the 
    energy farm.  The next four are after you pick up the second group of 
    engineers.  You'll see one right on your way, another beyond that, and 
    the last two up on a cliff beyond that.
    Complete the Mission in Under 9 Minutes:
    This is a pretty steep time limit.  Clear out the Landing Zone as 
    quickly as you possibly can (empty your Missile battery).  The same 
    goes for the Command Center.  Everything else is timed to protect, so 
    just keep them alive.
    All Engineers Must Survive:
    Not necessarily easy, but simple in the sense that you just have to 
    keep all the bad guys away from the energy farms.  If you hear a 
    scream, you blew it.
    6O. Thule - Dark Side Rising =
    Overview: With the communications down, and the main military base 
    neutralized, Mace Windu leads the ground assault on Thule's captial 
    Destroy the Two Starfighter Hangars
    Defend the AT-TEs as They Destroy the Factories
    Proceed to the Sith City
    Destroy the PROTODEKAS
    Enter the Service Ducts and Destroy the Gate Mechanism
    All Walker Squadmates Must Survive
    All Fighter Tank Squadmates Must Survive
    At Least 4 AT-TEs must Survive
    Craft: AT-XT Assault Walker -> Republic Fighter Tank
    Homing Spider Droid
    Thule Turret
    Hailfire Droid
    Battle Droid
    Dwarf Spider Droid
    Destroy the Two Starfighter Hangars:
    The first part of your assault is as such.  Make your advance, taking 
    out those that get in your way.  When you reach the first bridge, make 
    sure you aim right to take out the AAT lobbing cannon fire at you.  
    Cross the bridge and blow up the walls of the nearby building, and 
    proceed on through it, watching out for AATs hiding in corners.  The 
    first hangar is on your right as you leave.  Take out the Turrets and 
    AATs guarding it and use concentrated fire to blow it up.  Proceed 
    along the trenches towards the next hangar.  Shoot anything evil that 
    moves.  There's an Invincibility powerup along this route, but you'll 
    face about three guys while grabbing it, so it's not super-useful.  
    As you reach the second hangar, VACs will drop off Spiders in addition 
    to the AATs and Turrets that are already there.  Use your Shields and 
    Mortars wisely.  Use concentrated fire on the second hangar and you'll 
    have neutralized the enemy's air presence.
    Defend the AT-TEs as They Destroy the Factories:
    This part is in a Republic Fighter Tank.  Your task is to keep the 
    AT-TEs alive while they blow up the factories.  This part's wild and 
    wooly.  There are six AT-TEs, and it's a big field.  GATs, AATs, 
    Hailfires, and Spiders all swarm across the field.  Most of your trouble 
    will be GATs and AATs that come from the factories.  In addition, some 
    HAGs are produced.  They hang back and fire from long range.  Have 
    your squadmates take care of them when they show up.  Keep up the 
    attack, wiping any red dots.  Eventually, the AT-TEs will destroy the 
    Proceed to the Sith City:
    Make your way across the plains and you'll eventually run into a really 
    bad dream come true.
    Destroy the PROTODEKAS:
    Bad news is you're staring down two of these monster tanks.  Good news 
    is that you have squadmates who can lend a hand.  Assign them to attack 
    a particular one while you dodge around avoiding Missiles, all the while 
    returning your own fire.  Take out one completely before going after 
    the other.  Keep your eyes open for the supplies, because you'll need 
    them.  Of particular desire to you should be the Super Blaster.  After 
    the tanks are down, push on ahead, and an Assault Ship will drop in.  
    You'll switch to a cutscene where your tank is destroyed by Cydon Prax 
    in his Dreadnought.  You're on foot for now.  
    Enter the Service Ducts and Destroy the Gate Mechanism:
    Run your little butt and follow the arrow to the service ducts as 
    indicated, knocking down all in your path.  The service ducts aren't 
    too complicated.  Just keep moving towards the far end.  Eventually, 
    you'll see two Spiders ahead.  Destroy them and the mechanism behind 
    them and the gates are open for Anakin to charge in.
    All Walker Squadmates Must Survive:
    All Fighter Tank Squadmates Must Survive:
    At Least 4 AT-TEs must Survive:
    These all go hand-in-hand.  It's basically a matter of shooting 
    straight, killing enemies quickly, and watching each others' backs.  
    Given the mess that this mission is, the defending shouldn't be too 
    hard unless you're on high difficulties.
    6P. Thule - Fate of the Republic =
    Overview: The enemy is in disarray.  Relatively unnoticed, Anakin's 
    strike team lands at the rear of Thule's capital city, and begins the 
    assault that will hopefully destroy the Dark Reaper.
    Fight Your Way to the Sith Temple
    Defeat Dooku's Henchman, Cydon Prax
    Defeat the DARK REAPER
    Make it Through the City in under 5:30
    All Squadmates Must Survive Through the City
    Destroy 45 Enemy Units
    Craft: Republic Fighter Tank
    Homing Spider Droid
    Thule Turret
    Dwarf Spider Droid
    Hailfire Droid
    Fight Your Way to the Sith Temple:
    Lay into the bad guys with all you got.  The path splits soon after you 
    start.  Either path has you facing the same bad guys.  Use your 
    squadmates wisely and keep moving forward.  When you reach a plaza, 
    some VACs will drop off Spiders.  Use all your remaining Missiles as 
    you'll get a supply drop-off.  Blast through the roadblock and move on 
    ahead.  You'll enter a plaza with Dwarfs and Homing Spider Droids.  
    You also have Ammo, Health, and Super Blasters here.  Take them out 
    and proceed across the bridge.  On the bridge are several Hailfires with 
    a couple of Turrets for support.  In the next plaza are several GATs, 
    AATs, Spiders, and Turrets.  You'll also get an Ammo refill.  Go 
    straight across the plaza if you want Health, otherwise turn right 
    to another path split.  The right path has an ammo refill, so go that 
    way to leave yourself some leeway as far as Missiles go.  After that 
    mess, proceed down the street to another Health and Ammo dump.  Finally, 
    you'll reach the Sith Temple.
    Defeat Dooku's Henchman, Cydon Prax:
    Cydon Prax will challenge you in his custom DREADNOUGHT.  He has 
    forward facing blasters and a seismic pulse that can really mess you 
    up.  Fortuantely, he doesn't use it too often.  Have your squadmates 
    attack him as well and Prax will be a spot on the floor in no time.
    Defeat the DARK REAPER:
    You'll now attack the Reaper yourself, since you're the only one immune 
    to its effects.  Your squadmates will perish shortly, leaving you 
    alone.  There are several Health and Ammo powerups around.  At all times 
    during this battle, the Reaper can shoot a nasty beam that will drain 
    your shields and hull.  Are you ready?  Qel-Droma will coach you 
    throughout this.  You'll start with the six conduits on the outer side.  
    Blow them all up with lasers and Missiles.  Next will be the four laser 
    cannons on the underside.  After that are the two Harvester bays, which 
    are decidedly weaker.  Finally, you need to destroy the Force Harvester.  
    Loose all your remaining missiles at the Harvester and Dooku will be 
    denied yet another victory in the galactic struggle. 
    Make it Through the City in under 5:30:
    Try to keep your foot down.  It's not a serious time limit, but you have 
    to reach Cydon Prax before the time limit is up.
    All Squadmates Must Survive Through the City:
    They only have to get as far as Cydon Prax.  The Dark Reaper will 
    liquify them quickly, so don't worry about that.
    Destroy 45 Enemy Units:
    Pretty simple.  Wipe them out.  All of them.  Try not to miss a single 
    enemy, as the count of enemies is just enough.
    The multiplayer in this game is good fun.  There are no real bots to 
    play against, but a group of friends can enjoy a lot of time blowing 
    each other up.
    When you open the Multiplayer Menu, you'll start by selecting an area 
    to fight in, which is separated into the four main games, then the 
    worlds available for each.  
    Once you pick your world, if you're playing Duel or Control Zone, 
    you'll select:
    Time limit: 1, 5, 10, 15, 20, 30 minutes, or infinite
    Score Limit: 1, 5, 10, 20, 30, 40, 50, or infinite for Duel
                 10, 20, 30, 40, 50, 100, or infinite for Control Zone
    Teams: If on, there must be at least one player on either Red or Blue 
     Team.  Team members cannot damage each other.
    After that, you'll select your player name (you can either use 
    "Player #" or a name from the profiles).  You'll then select your team 
    if playing with them, and then your craft (or Jedi) and enter the game.
    Alternatively, you can just press START to be dumped straight into the 
    In all games, you'll start with a countdown where you cannot move or 
    attack, just get your bearings.  If you die and respawn, you'll have a 
    few seconds where you're invincible.
    So, how do the craft stack up to each other?
    Republic Fighter Tank and GAT: Almost identical.  The weakest on the 
    battlefield for firepower, but that's not saying much, because a few 
    well-placed Missiles can take care of someone nice and quick.  They are 
    the fastest, though, so they get the highest marks for speed and 
    manueverability, especially with their Repulsor Boosts.  This can also 
    help them climb walls and hills in battlefields.
    AT-XT and AAT: Whereas the Tanks are for speed, these guys are for 
    power.  They're both slow, and their lasers are deadly.  Their Secondary 
    weapons are devastating but slow.  The AAT is  faster and more 
    manueverable than the AT-XT, as well as having an infinite Secondary, 
    but it's an even tradeoff with the Shields that the AT-XT has.
    Hailfire Droid: Sort of a wild card.  The Hailfire has very good flat 
    out speed, but its turning is a lot worse than the Tanks.  Its Secondary 
    is very powerful, if all Missiles hit, and the lasers are nothing 
    special.  Pick this if you want to make things a bit more hectic in 
    the arena, what with multiple warhead explosions.
    7A. Duel =
    A classic deathmatch-style.  Your vehicles will be placed in the battle 
    area.  Your objective is to destroy all other vehicles (or those on 
    the other team if you're playing with teams).  Powerups are scattered 
    around the arena and will respawn after being taken.  You score one 
    point for every enemy killed.  Highest score at the end of the time 
    limit, or whoever reaches the score limit, wins.
    For craft, you can use the Republic Fighter Tank, the AT-XT Walker, 
    the GAT, the AAT, or the Hailfire Droid.  After you're destroyed, you 
    can select a different craft to use.
    Here are the arenas for Duel:
    Kashyyyk: This area is open for the most part.  It's a large circle 
    field.  The inner part is clustered with wroshyr trees, while the outer 
    part has small foothills, both of which can make for good cover.  The 
    foothills have Ammo and Health on them.  And at opposite ends of the 
    field are Invincibility and Disintegration.  The center cluster of 
    trees is hiding a Super Blaster.
    Rhen Var: The Lost City of Barazon consists of two basic areas.  The 
    larger open area has very little cover, besides a few ruined structures 
    and foothills.  Out there, there's a few Ammo and Health powerups.  
    Heading through a gate will lead you to the smaller area, but one with 
    more structures and better cover.  You'll find Health, Ammo, Super 
    Blasters, and Disintegration in that area.  Also, if you're daring, 
    and your craft has Repulsor Boost, you can boost yourself up some of 
    the curved walls on the structures, if you feel like sniping.
    Geonosis: This enclosed valley is basically one long curved canyon on 
    two levels.  Health and Ammo are scattered throughout.  The upper 
    levels have bridges from which one could ambush others.  One end of the 
    canyon has a Disintegration powerup.  The other end has a balanced rock 
    with Cloaking and Disintegration (for the life of me, I can't figure 
    out a way up there).  Near the first Disintegration, there's a Super 
    Blaster and Ammo stowed high up.  There are paths that can get you 
    there.  If you have Repulsor Boost, you can just boost yourself up 
    Thule: This one's a total mess, to say the least.  The lowest part 
    consists of a low and open valley, and there are two very thin canyons 
    where you can leave the valley.  There are also many out of the way 
    smaller valleys with cool powerups in them.  You can find Disintegration, 
    Super Blasters, Invincibilty, and Cloaking each in a little valley, as 
    well as plenty of Health and Ammo.  Not all paths in this arena lead 
    somewhere.  Some just jump off into space to land in the canyons or 
    valleys below.  Neat as a surprise attack.
    Raxus: You can play this area after earning 5 Bonus Points.  This is 
    long and somewhat thin.  This is the enemy base from the Raxus Prime 
    mission.  The far end outside the base are open, but have few powerups.  
    Most of them are in the base itself, or around the outside walls.  
    In addition to the usual Health and Ammo, you can also find two Super 
    Blasters and two Cloakings.  I've also seen a Super Blaster (along with 
    a Health) behind one of the walls in the base, but I can't get to it.
    7B. Control Zone =
    In Control Zone, there is a special circle in the area.  When a craft 
    enters that area, it changes to their color.  For every second the craft 
    sits in that area, a point is scored.  If two or more opposing crafts 
    sit in the circle, it remains white and no points can be scored from 
    it.  A point is also scored for a kill.
    For craft, you can use the Republic Fighter Tank, the AT-XT Walker, 
    the GAT, the AAT, or the Hailfire Droid.  After you're destroyed, you 
    can select a different craft to use.
    As a personal note, I feel this is most fun when playing a 2 on 2 
    team game.
    Here are the arenas for Control Zone:
    Thule: The Lost Valley of the Sith is just that, a simple valley.  The 
    Zone is spot on in the middle, and there are a couple of 1/4 Health 
    Packs there.  Scattered about are the usual Health/Ammos.  There are two 
    tall pillars near the Zone.  One has Disintegration on it, the other 
    has Invincibility.  To get to the tops of these pillars, you need a 
    craft that has Repulsor Boost.  On the hills around the pillars, there 
    is a stretch of land that angles up.  Boost off that stretch and collect 
    the powerups.  There is also Cloaking hiding near the Invincibility 
    pillar, and Super Blasters hiding in a high point at the walls of the 
    valley, behind the Disintegration.
    Raxus: This adaptation of the Raxus base has the Zone on a hill.  In 
    the Zone itself, there are four 1/4 Health Packs, but they're hidden 
    in corners and alcoves where it'd be easy to get trapped in.  Around 
    the perimeter are Ammo and Health.  Near the Zone is a ramp sticking 
    up that you can use to boost up to a Super Blaster.  There's also a 
    Super Blaster in a far corner (along with three Ammo boxes).  There are 
    two bunkers near the edge, one with Disintegration, the other with 
    Thule Moon: You can access this after earning 10 Bonus Points.  All 
    respawn points are on a square catwalk system above the Zone.  The 
    catwalks all have Ammo on them.  On the high ledges outside of the 
    catwalks are two Super Blasters.  Down in the lower area are 
    Disentegration, Invincibility, and two Cloakings.  The Zone is actually 
    quite small, and has no powerups on it.  Good luck holding it.
    7C. Conquest =
    An assault-style game.  There are two teams in the game.  There is no 
    time or score limit.  Team #1 is the Galactic Republic, and Team #2 is 
    the Confederacy of Independent Systems.  For craft, the Republic can 
    pick the Republic Fighter Tank and the AT-XT, while the Confederacy 
    (Separatists) can pick the GAT or the AAT.
    Your objective is to destroy the other team's home base, a structure 
    that takes a lot of hits, but can't return fire.  In the upper right 
    corner of the screen is the health bar for your base.
    To help you in your task, there are structures called Outposts on the 
    battlefield.  To take control of one, enter the circle around it.  
    While inside the circle, Turrets will be built.  Once you have a Turret 
    up, the Outpost is officially yours.  If you stay in the circle, more 
    Turrets will be built.  You can build a maximum of four Turrets at any 
    one Outpost.  To return an Outpost to neutral status, all Turrets at it 
    must be destroyed.
    Once four Turrets have been constructed, the Outpost can being producing 
    units.  The Republic produces AT-XTs and the Separatists produce AATs.  
    You do not need to be in the Outpost for this.  The Outpost will 
    produce two units (you can keep track of how many outposts and units you 
    have on the upper right corner).  If those units are destroyed, the 
    Outpost will continue producing units as long as the four Turrets 
    remain.  If one is destroyed, production stops.
    Now, the units you create from the Outpost can be assigned orders just 
    like in the Campaign with the Command Cross.  Up is Attack Enemy HQ.  
    Left is Hold Position.  Right is Defend Allied HQ.  Down is Defend 
    Oh, and most of the powerups you'll find are just Ammo and 1/4 Health 
    Packs.  There are a couple of maps that have better ones if you look 
    hard enough.
    So, as you can tell, this game can get hectic and messy in a very 
    spectacular manner. ^_^
    Here are the Conquest battlefields:
    Geonosis: A simple design.  Each home base has two Outposts nearby, and 
    there are two Outposts in the mid-field.  There are plenty of rock 
    pillars to offer cover.
    Kashyyyk: Two Outposts are next to your base.  Crossing to the other 
    base is a matter of three ravines.  If you fall into a ravine, you blow 
    up.  Between the ravines are a singular outpost, and in the very middle 
    of the field you'll find plateaus with one Outpost on the left and right 
    sides.  Also, there are sneaky paths to get around the outside of the 
    Thule Moon: Two Outposts are next to your base, like always.  Further 
    from the base is another Outpost, then a ravine with a double bridge to 
    connect the sides.  Off to the left of the Red Base (or to the right of 
    the Blue Base) are bridges connecting to another area with two Outposts, 
    and a small tunnel that leads to a rare Full Health.  To the right side 
    of the Red Base is a climbable path.  It's long, but once you reach the 
    end, you'll find three Ammo packs and a lovely vantage point for 
    sniping.  There's a similar point from the Blue Base, to the left of 
    the bridge leading to the two Outposts off to the side.  There are only 
    two Ammo packs here, but it's quicker to get to.
    Rhen Var: Unlock this by earning 15 Bonus Points.  Each Base has four 
    Outposts around it, and there's one in the middle of the field.  There 
    are plenty of side passages around the outside of the field.  What 
    (literally) separates this area from others is ice walls.  A few shots 
    will take care of them, but they do exist as barriers.  Also, this is 
    the only Conquest map with some good powerups.  To the left and right 
    of the middle base, near the walls, you'll find Cloaking and 
    7D. Academy: Thule Moon =
    The two Academy levels are so complex that they each needed a 
    separate section.
    The principle behind Academy is simple.  You and whoever you're playing 
    with are dropped into the battlefield and you basically have to survive 
    wave after wave of enemies.  The longer you survive, the higher your 
    If you are playing with two or more people, then after every third 
    round (assuming they're still alive), you'll be able to duke it out with 
    them to earn bonus points.
    On the Thule Moon mission, you can choose between a Republic Fighter 
    Tank and an AT-XT, and you'll go after waves of Separatist enemies.  
    You're in the center of the field, and there are four gates for them to 
    come through.  And come they will.  There's a small path in one of the 
    corners that leads to Super Blasters, so use it if you feel you need 
    The points for enemies are as follows:
    STAP: 10 Points
    GAT: 25 Points
    Hailfires: 30 Points
    AAT: 40 Points
    HAG: 45 Points
    CAD: 50 Points
    Homing Spider Droid: 60 Points
    Dark Acolyte: 100 Points
    I'll soon have the workings of what the waves consist of.
    In this mission, if you're playing alone, then after every three waves 
    you'll have a bonus wave where Jedi Credits will float around.  Collect 
    them for points:
    Yellow: 25
    Red: 40
    Purple: 60
    Blue: 100
    The Academy session is over when all players die from the opposition 
    (not duels).
    7E. Academy: Geonosis =
    This Academy session is unlocked with 20 Bonus Points.  This is much 
    like the Thule one: fight until you die.  The difference here is that 
    you're in the Geonosis execution arena, and you're facing swarms of 
    bad guys while on foot with a lightsaber.  Controls for your Jedi are 
    the same as normal.  Before you start, you can pick your Jedi: Anakin, 
    Obi-Wan, Mace, or an unnamed Jedi (who we'll call "Bob").
    If you're playing alone, then you'll have support from the beginning in 
    the form of Anakin, Mace, and Obi-Wan, whichever ones you're not 
    playing as (this means that you'll get all three if playing as Bob).  If 
    playing with others, you get no help from other Jedi.
    Once you get through some waves, Padmé will show up to lend you some 
    support.  Later still, Clone Troopers will be dropped in to help with 
    the increasing tide of bad guys.
    Geonosian: 5 Points
    Battle Droid: 10 Points
    Super Battle Droid: 15 Points
    Dwarf Spider Droid: 20 Points
    8. SECRETS
    There's plenty of cool stuff to keep you going in the game once you've 
    completed the Campaign.
    8A. Bonus Awards =
    Completing Bonus Objectives in the game will earn you Bonus Points.  
    These points will be used towards new stuff.
    5 Points - Multiplayer Level: Duel - Raxus Prime
    10 Points - Multiplayer Level: Control Zone - Thule Moon
    15 Points - Multiplayer Level: Conquest - Rhen Var
    20 Points - Multiplayer Level: Jedi Academy - Geonosis Arena
    25 Points - Unit Viewer: Models of the major characters and craft in 
     the game.  Use Left or Right to cycle through them.  C-Stick rotates 
     them.  R and L zoom out and in, respectively.  A has them perform 
    30 Points - "Making Of" Video - A short featurette on the making of the 
    35 Points - CD Player - Play music tracks from the game.
    40 Points - Sketchbook - Look at production sketches for the game.
    45 Points - Jedi Master - Yoda is available for use in the Geonosis 
     Arena Jedi Academy Multiplayer Level.  He's really no faster, hardier, 
     or more powerful than anyone else you can use, but it's worth it just 
     to see those fancy spins.
    8B. Codes =
    Already a few codes for this game have been released.  Unless otherwise 
    notified, all passcodes remain in the system as long as you save after 
    entering them:
    CHOSEN1 - Your craft has unlimited Secondary Weapon ammo and can 
     perform its Special Ability for as long/often as you want.  Does not 
     save after being entered.
    1WITHFORCE - Invincibility
    GASMASK - Unlock all Campaign Missions.
    FRAGFIESTA - Unlocks all multiplayer maps.
    CINEMA - Unlocks all movies.
    SAYCHEESE - Allows you to view team photos in Sketchbook.
    YUB YUB - Gives you three free Bonus Objectives for the mission you 
     last played (the one that shows up on your Profile, and the first one 
     that pops up when you select the Campaign).  You can use it as often 
     as you want to get all bonuses, but you still have to beat the 
    ROGERROGER - Allows you to use the Battle Droid in Academy: Geonosis.  
     Alone, the Battle Droid is pretty lousy.  His single shot rifle is 
     best used for long range support covering fellow Jedi.
    FUZZBALL - Allows you to use the Wookiee in Academy: Geonosis.  Much the 
     same as the Battle Droid, except he's got a really sweet autoaim 
     capability that lets him survive a lot longer.  He takes hits real well, too, 
     so having him on a team will extend your survival quite a bit.
    9A. Legal =
    This FAQ was made 100% by me, and is Copyright © 2001-2002 Scott 
    "CyricZ" Zdankiewicz.  You may not take it in whole or in part and 
    claim it as your own. You may not alter it in any way, even if you ask 
    me first, and that includes putting it in HTML format.  Please don’t 
    post this on your site unless you have express consent by me.  I’ve put 
    a lot of time into this.  Give me some credit...
    Currently, the following sites have permission to post my FAQ:
    I'm not going to allow people with small personal sites to post this 
    FAQ.  They may post the link on GameFAQs with all the ED guides, but, 
    trying to keep updates, well, updated, I'll only allow large committed 
    sites that I trust.
    9B. E-mail Guidelines =
    If you wish to e-mail me, be sure to follow these guidelines...
    - Make ABSOLUTELY sure I haven't already answered your question in the 
    - Make sure it has something to do with Clone Wars.  I don't want spam, 
    chain letters, offers for friendship.  Compliment me on the FAQ all you 
    want, though...
    - Make sure you say Clone Wars at one point in your e-mail.  I have more 
    than one FAQ, and asking a generic question such as "How do I kill the 
    last boss?" doesn't tell me much.
    - Spell correctly and use proper grammar, please.  If I can't understand 
    your e-mail, it'll go to the junk pile...
    9C. Credits =
    EGM, olivicmic, and PodRacerX, for finding codes.
    Lucasarts and Pandemic Studios, for creating a sweet Star Wars game.
    The game's manual, for providing a little extra info on some of the 
    CJayC and Al Amaloo for having this guide on their sites.
    9D. Version Updates =
    Version 0.5 - 10/31/02 - Completed the first sections and the Geonosis 
    missions.  More coming shortly.
    Version 0.6 - 11/1/02 - Added the Multiplayer section, so that's out of 
    the way.  More in the Codes section.
    Version 0.7 - 11/5/02 - A few more missions, codes, etc.  Schoolwork's 
    been tying me up lately...
    Version 1.0 - 11/7/02 - That'll do it.  I'll update more as codes start 
    coming in, and once I get the gumption to put together the waves for 
    Academy levels.
    Version 1.1 - 11/25/02 - Codes. w00t.
    9E. The Final Word =
    Well, that's about all.  Have fun collecting the bonuses, and blowing 
    up your friends in multiplayer!  The Force be with you!