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    FAQ by KingUndrTheMtn

    Version: Final | Updated: 08/03/07 | Printable Version | Search Guide | Bookmark Guide

    STAR WARS: BATTLEFRONT (PlayStation 2)
    Final Version
    By KindUndrTheMtn
    Copyright 2004-2005 by Tim Filla
    1. Introduction
    2. Basic Gameplay and Controls
    3. Units
      3a. CIS
      3b. Republic
      3c. Empire
      3d. Rebels
      3e. NPC's (None-Player Characters)
        3ea. Gungans
        3eb. Royal Palace Guards
        3ec. Wookies
        3ed. Geonosians
        3ee. Tusken Raiders
        3ef. Sarlaac
        3eg. Jawas
        3eh. Ewoks
        3ei. Jedi
    4. Maps
      4a. Clone Wars
        4aa. Naboo: Plains
        4ab. Naboo: Theed
        4ac. Kashyyk: Islands
        4ad. Geonosis: Spire
        4ae. Kamino: Tipoca City
        4af. Rhen Var: Harbor
        4ag. Kashyyyk: Docks
      4b. Galactic Civil War
        4ba. Tatooine: Dune Sea
        4bb. Tatooine: Mos Eisely
        4bc. Rhen Var: Citadel
        4bd. Yavin 4: Arena
        4be. Yavin 4: Temple
        4bf. Hoth: Echo Base
        4bg. Bespin: Cloud City
        4bh. Bespin: Platforms
        4bi. Endor: Bunker
    5. Galactic Conquest
      5a. General Info
      5b. The Birth of the Rebellion
      5c. The Dark Side Rising
      5d. Attack of the Clones
      5e. Revenge of the Sith
      5f. The Galactic Civil War
      5g. A Galaxy Divided
      5h. The Clone Wars
      5i. The Balance of the Force
      5j. Planet Order
    6. Instant Action 
    7. Vehicles
      7a. CIS
      7b. Republic
      7c. Empire
      7d. Rebels
      7e. All Faction Vehicles
      7f. Turrets
      7g. Creatures
    8. Weapons
      8a. CIS
      8b. Republic
      8c. Empire
      8d. Rebels
    9. Multiplayer
      9a. Splitscreen
      9b. Online
    10. Cheats
    11. FAQ
    12. Strategies and Tips
    13. Contact
    14. Copyright
    15. Version History
    16. Thanks
    1. Introduction
    Well, here you are.  My guide.  Hope you enjoy it!  This game is similar to
    the Battlefield games, except this is Star Wars, which in my opinion makes it
    better.  This gives you diversity of units, each with special abilities, and
    maps which each have effective strategies.  This guide was made mostly by me,
    but now, a good deal of it has been made by the readers.  My Thanks section
    is growing very long!  If you have any suggestions, questions, or comments,
    please see the Contact section.
    2. Basic Gameplay and Controls
    Here you will find the basic objectives and controls of the game.
    Basic Gameplay:
    The game's point in battle is to reduce your enemy's reinforcement count to 0.
    You can see the enemy's reinforcements at the top of the screen.  There are
    two bars and numbers under them.  The green bar and number is you, and the red
    bar and number is your enemy.  When the green bar goes all the way down and the
    green number (that starts at either 200 or 250) is 0, you lose, and it will say
    "Defeat" on the screen.  If the red bar and reinforcement number is all the way
    down, you see "Victory" across the screen.  A commander will keep you updated
    verbally on your status, like saying "Our reinforcements are taking casualties"
    or "Victory is imminent!" and other phrases.  The second and more difficult way
    of winning is holding all the command posts for about 20 seconds.
    Ok, let's clear up what reinforcements are and stuff.  This is not stated in
    the game or any booklet or strategy guide, but visualize this: there is a star-
    ship overhead (which there is) and it has 200 men on it, and there are 200 men
    on the battlefield.  The number of reinforcements represent the number on the
    star-ship.  If one dies on the battlefield, one has to come down from the ship
    to a command post, and that means one less is on the ship.  If there are no
    people on the ship for one side and there are on the other side, then victory
    is assured for the team that still has reinforcements.  Let's also say that
    there are groups on the ship that are each assigned to a command post.  If that
    command post is taken, they can't spawn, and die slowly.  That's not really how
    it is in the game, but gives you a good perspective on how reinforcements work.
    So, in summary, to win the easiest way is to capture command posts.  Your
    fellow soldiers will do this, but you have the power to lead attacks, and you
    are a whole lot smarter than your computer friends (I hope).  You can use 
    battle strategy and good combat skills.  If you try to win just by killing and
    not capturing command posts, then most likely you will lose, unless you are
    depriving the enemy of taking main battle routes or holding them at one command
    post while your allies take other ones easily.
    D-pad: Commands
      Up: Move out.
      Right: Follow me.
      Down: Hold your position.
      Left: At ease.    
    Left analog stick: Move/strafe
    Right analog stick: Aim
    X: Jump
    Square: Reload
    Triangle: Get in vehicle
    Circle: Tap once to crouch, tap twice to lay prone
    R1: Fire basic weapon
    R2: Change basic weapon
    R3: Zoom
    L1: Fire secondary weapon
    L2: Change secondary weapon
    L3: None
    Aircraft Controls:
    D-pad: Commands
      Up: None
      Right: Pile in
      Down: None
      Left: Move out
    Left Analog Stick: Navigate
    Right analog stick: Aim
    X: Take off/Land
    Square: None
    Triangle: Get out/get in
    Circle: None
    R1: Fire Basic Weapon
    R2: Switch Position
    R3: None
    L1: Fire Secondary Weapons
    L2: None
    L3: None
    Vehicle Controls:
    D-pad: Commands
      Up: None
      Right: Pile in
      Down: None
      Left: Move out
    Left Analog Stick: Navigate/Strafe
    Right Analog Stick: Aim
    X: None
    Square: None
    Triangle: Get out/get in
    Circle: None
    R1: Fire
    R2: Switch positions
    R3: Zoom
    L1: Fire Secondary Weapon
    L2: None
    L3: None
    Obbreviations I use:
    MAV: Medium assault vehicle (i.e. AT-ST)
    HWU: Heavy weapons unit (i.e. ARC Trooper)
    TS: Transport ship (i.e. Republic Gunship)
    SV: Scout Vehicle (i.e. Speeder bike)
    NPC: Non-player character (i.e. Tusken Raider)
    3. Units
    Each unit will help you do something different, like snipe people or blow up
    vehicles.  Units rated on a 1 to 10 scale, 10 being the highest.
    3a. CIS Units:
    Battle Droid
    Basic Weapons: Blaster Rifle, Blaster Pistol
    Secondary Weapons: Thermal Detonator, Concussion Grenade
    Class: Soldier
    Usefulness: 8
    When to use: When you want to kill a lot of soldiers
    These guys are only found on Naboo: Plains and on Naboo: Theed in Historical
    Super Battle Droid
    Basic Weapons: Wrist Blaster, Tri Shot
    Secondary Weapons: Wrist Launcher
    Class: Soldier
    Usefulness: 9
    When to use: Anytime
    These are good.  They can rapidly deplete forces with there Wrist Blaster, and
    can destroy stuff with the Wrist Launcher.
    Assault Droid
    Basic Weapons: Missile Launcher, Blaster Pistol
    Secondary Weapons: Thermal Detonators, Mines
    Class: Heavy-Weapons
    Usefulness: 8
    When to use: To destroy vehicles
    Assault droids are basically used to destroy vehicles with their missle 
    launcher and to set traps with the mines.
    Pilot Droid
    Basic Weapons: Grenade Launcher, Blaster Pistol
    Secondary Weapons: Fusioncutter, Health/Ammo Dispenser
    Class: Pilot
    Usefulness: 8
    When to use: To destroy large groups and repair vehicles and build turrets
    You will want to use these guys when you have a lot of vehicles.  They can also
    build turrets.
    Assassin Droid
    Basic Weapons: Sniper Rifle, Blaster Pistol
    Secondary Weapons: Thermal Detonators, Recon Droids
    Class: Sniper
    Usefulness: 8
    When to use: In places where you can see long distances and to scout enemy
    The Assassin droid is a sniper, so put them either a long distance away from
    enemies or on a highly elevated spot.  Use the recon droids to quickly move
    into enemy territories.
    Basic Weapons: Repeating Blasters
    Secondary Weapons: Personal Shield
    Class: None
    Usefulness: 9
    When to use: When you have to kill A LOT of soldiers
    These units are feared by enemies and loved by allies.  They can destroy dozens
    of troops without taking damage.  You might think: "These are way to slow!"
    and they are.  But press triangle to go into roll form, where you can roll
    anywhere.  NOTE: cannot use vehicles/turrets
    3b. Republic Units:
    Clone Trooper
    Basic Weapons: Blaster Rifle, Blaster Pistol
    Secondary Weapons: EMP Grenade, Concussion Grenade
    Class: Soldier
    Usefulness: 8
    When to use: To destroy troops
    These are your basic soldier units.  They're the same thing as Battle droids,
    except they're clones.
    ARC Trooper
    Basic Weapons: Missile Launcher, Blaster Pistol
    Secondary Weapons: EMP Grenade, Mine
    Class: Heavy-Weapons Class
    Usefulness: 8
    When to use: To destroy vehicles
    ARC (Advanced Recon Commando) troopers, are the vehicle-destroying units of the
    Republic.  I think they look the coolest of all the clones...
    Clone Pilot
    Basic Weapons: Plasma Disrupter, Blaster Pistol
    Secondary Weapons: Fusion Cutter, Health/Ammo Dispenser
    Class: Pilot
    Usefulness: 7.5
    When to use: To repair vehicles and kill tightly grouped enemies
    Clone Pilots are a little different than the Pilot Droids.  They can shoot out
    plasma plasts, which are electrical beams.  Hold down the trigger for maximum
    Clone Sharpshooter
    Basic Weapons: Sniper Rifle, Blaster Pistol
    Secondary Weapons: EMP Grenade, Recon Droid
    Class: Sniper
    Usefulness: 8
    When to use: Elevated spots and to scout
    Clone Sharpshooters are your basic snipers.  Not much different than the
    Assassin Droid.
    Jet Trooper
    Basic Weapons: Pulse Launcher, Commando Pistol
    Secondary Weapons: EMP Grenade
    Class: None
    Usefulness: 9
    When to use: To reach far away spots and destroy droideka shields
    Jet Troopers take jumping to a whole new level.  Press X twice to use your
    jetpack, which can let you stay in the air for long periods of time.
    3c. Imperial Units:
    Basic Weapons: Blaster Rifle, Blaster Pistol
    Secondary Weapons: Thermal Detonator, Concussion Grenade
    Class: Soldier
    Usefulness: 8
    When to use: To destroy several enemies
    Stormtrooper are again your basic soldiers.  
    Basic Weapons: Missile Launcher, Blaster Pistol
    Secondary Weapons: Thermal Detonators, Mines
    Class: Heavy-Weapons
    Usefulness: 8
    When to use: To destroy vehicles
    The shocktrooper is another assault unit, use them to destroy vehicles, 
    turrets, and special buildings.
    Imperial Pilot
    Basic Weapons: Mortar Launcher, Blaster Pistol
    Secondary Weapons: Fusioncutter, health/ammo dispenser
    Class: Pilot
    Usefulness: 7
    When to use: To repair vehicles and destroy groups
    Use to repair vehicles and launch little grenades on enemies.
    Scout Trooper
    Basic Weapons: Sniper Rifle, Blaster Pistol
    Secondary Weapons: Thermal Detonator, Recon Droid
    Class: Sniper
    Usefulness: 8
    When to use: To snipe and to scout
    Basic sniper units.
    Dark Trooper
    Basic Weapons: Blast Cannon, Blaster Pistol
    Secondary Weapons: Thermal Detonator
    Class: None
    Usefulness: 9
    When to use: To suprise enemies and close combat
    Dark Troopers are like Jet Trooopers, except their jetpacks go faster and wear
    out quicker.  And they have shotguns.
    3d. Rebel Units:
    Rebel Soldier
    Basic Weapons: Blaster Rifle, Blaster Pistol
    Secondary Weapons: Thermal Detonators, Concussion Grenade
    Class: Soldier
    Usefulness: 8
    When to use: To deplete enemies
    Rebel soldiers are, again, soldiers.  They have no armor, but have more will
    than any other soldier class.
    Rebel Vanguard
    Basic Weapons: Missle Launcher, Blaster Pistol
    Secondary Weapons: Thermal Detonator, Mine
    Class: Heavy-Weapons
    Usefulness: 7
    When to use: To destroy vehicles and set traps
    Vanguards are efficient at destroying the Imperial walkers.  Useful on Hoth and
    on Yavin 4: Temple, and on Endor: Bunker.
    Rebel Pilot
    Basic Weapons: Blaster Cannon, Blaster Pistol
    Secondary Weapons: Fusioncutter, health/ammo dispenser
    Class: Pilot
    Usefulness: 8
    When to use: To repair vehicles and close combat
    Rebel Pilots carry shotguns, making them efficient at close combat and at 
    repairing vehicles.
    Rebel Marksman
    Basic Weapons: Sniper Rifle, Blaster Pistol
    Secondary Weapons: Thermal Detonator, Recon Droid
    Class: Sniper
    Usefulness: 8
    When to use: To snipe and to scout 
    Rebel Marksmen are your snipers, and I think they're the only female units in
    the game, if they are females (I'm not sure).
    Wookie Smuggler
    Basic Weapons: Bowcaster, Grenade Launcher
    Secondary Weapons: Time Bomb
    Class: None
    Usefulness: 8
    When to use: To sneak past groups of enemies
    These are the only playable Wookies in the game.  They can take more damage
    than any other unit.
    3e. NPC's (Non-player characters)
    There are a few units that you can't play as.  They will appear yellow on the
    map.  They only appear in historical campaigns (except Tusken Raiders and the
    3ea. Gungans
    Weapon: Boomers
    Classes: One (no name)
    Toughness: 7
    Map: Naboo: Plains
    Alliance: Republic
    You will want to watch out for their boomers.  They are kind of like grenades
    that burst into electricity when they throw them.  In groups, they destroy the
    AATs easily.
    3eb. Royal Palace Guards
    Weapon: Blaster Rifle, missile launcher, fusion cutter, etc.
    Classes: Three: Soldiers, pilots, heavy-weapons
    Toughness: 8
    Map: Naboo: Theed
    Alliance: Republic
    These guys are about normal fighting skills, they aren't anything special.
    3ec. Wookies
    Weapon: Bowcasters, missile launchers, fusioncutters
    Classes: Soldiers, heavy weapons, pilots
    Toughness: 8
    Map: Kashyyyk: Islands, Kashyyyk, Docks
    Alliance: Rebels/Republic
    You are probably going to say, "You can play as these!" but you can't.  The
    Wookie Smugglers are a little bit different from the regular Wookies.
    3ed. Geonosians
    Weapon: Sonic Blaster
    Classes: One (no name)
    Toughness: 7
    Map: Geonosis: Spire
    Alliance: CIS
    These ones have very weak weapons.  The sonic blaster barely does any damage.
    They are not to be feared.  They can move fast, so try to shoot them on the
    3ee. Tusken Raiders
    Weapon: Blaster Rifle, Sniper Rifle
    Classes: Two, Soldiers and Snipers
    Toughness: 8.5
    Map: Tatooine: Dune Sea
    Alliance: None
    These are tough.  Do not underestimate them.  They will strike both sides, so
    basically there are three enemies on the Dune Sea.  You do not need to kill all
    Tusken Raiders to win, though.
    3ef. Sarlaac
    Weapon: Tentacles
    Classes: One (only one appears)
    Toughness: Unbeatable
    Map: Tatooine: Dune Sea
    Alliance: None
    The Sarlaac is an invulnerable doom thing, that will destroy everything that
    comes near it.  Stay away from it.  It is unbeatable and a problem.
    3eg. Jawas
    Weapon: Fusioncutter
    Classes: One: Repairers
    Toughness: Not warriors
    Map: Tatooine: Mos Eisley
    Alliance: Both
    Jawas go around constructing turrets and repairing vehicles.  Don't kill them
    unless they help the enemy.  Every kill of one of these counts as a minus.
    3eh. Ewoks
    Weapon: Spears and rocks
    Classes: One (no name)
    Toughness: 6
    Map: Endor: Bunker
    Alliance: Rebels
    These guys are hard to see, so don't be a stormtrooper and walk into one as he
    stabs you.
    3ei. Jedi
    Weapon: Lightsaber
    Classes: Count Dooku, Mace Windu, Darth Vader, Luke Skywalker
    Toughness: 10
    Map: Count Dooku: Kashyyk Islands, Mace Windu: Geonosis Spire, Darth Vader:
         Tatooine Mos Eisley, Luke Skywalker: Hoth Echo Base
    Alliance: Count Dooku: CIS, Mace Windu: Republic, Darth Vader: Empire, Luke
              Skywalker: Rebels
    Steer clear of these guys.  They will deflect your bullets, and kill you with
    one slash of their lightsaber.  
    Killing Strategy: Draw them toward the edge of a drop that will kill you, shoot 
    a missile right next to the Jedi, and he will fly up, and plunge into the pit, 
    killing him.  He will respawn.  Best levels to kill on: Bespin: Platforms, Rhen 
    Var: Citadel, Kamino: Tipoca City 
    Second Killing Strategy: Run over with a speeder bike (or push him around with
    a vehicle).
    Third Killing Strategy: Make them chase you, then turn around and run back-
    wards.  Then shoot at his feet.
    Fourth Killing Strategy: Use grenades, and throw them at the feet of the Jedi,
    and down they go!  Much like the first one, just use grenades.
    Fifth Killing Strategy: Land a starfighter on him.
    Sixth Killing Strategy: Step on him with an AT-AT (this one is kind of hard).
    Seventh Killing Strategy: (Only for Tatooine: Dune Sea)  In a vehicle, push him
    into the Sarlaac pit or make him chase you to the Sarlaac.
    Still having problems with the units, or don't know when to use one?  Go to
    Tutorials on the main menu, and there will be intros to all the unit classes,
    vehicles, and the ones you get at the start of Historical Campaigns, and the
    one you get at the start of Galactic Conquest.
    4. Maps
    Here we are, the main walkthrough.  Scale: Easy, Average, Moderate, Hard.
    4a. Clone Wars
    4aa. Naboo: Plains
    Default Player: CIS
    Difficulty: Easy
    Command Posts: The Redoubt, The Command, The Center, The Pillars, The Heads 
    Key Command Post: Center
    Recommended Unit: CIS: Any
                      Republic: Any
                      Rebels: Any
                      Empire: Any
    This level's historical campaign appearance is simple.  The Gungans will throw
    their boomers at you.  This can be challenging, because it's like dozens of
    EMP grenades everywhere, but are easy to kill and have no guns except for their
    turrets and your AATs will lay waist to them.  Spawn at the command post with
    the vehicles.  If you have the option, take the starfighters and demolish the
    enemy vehicles.  If not, grab a speeder/STAP or if you want a tank or walker 
    and head to the Center.  Bad name.  Be creative, LucasArts!  Take that command 
    post, and then you have to drive back the enemy so that command post isn't
    under attack, though it probably will throughout the course of the battle.  If
    one of your command posts fall, take it during your spare time.  If you are in
    historical campaign, your next job is to get the shield down.  Just take down
    one fambaa (or however they're spelled) and the shield will go down and your
    legion of troops will attack that, leading to the Gungand defeat.  Your ally
    tanks will shoot the shield if it's up just like in the movie (except they 
    won't realize that they're not doing anything) until the shield is down.  Some-
    times they will go in, but usually it's you and your ground troops.  If you
    are on the ground, it's hard to last long inside the shields, due to the 
    boomers and turrets.  If you're in a tank it's also hard to last, though you
    will live considerably longer.  Now, if your not in historical campaigns, your
    going to want to launch an attack on their vehicle spawning command post,
    though it's usually very will guarded with vehicles and a lot of troops and
    turrets.  If you capture one of the lesser command posts as the Republic, a
    huge group of Gungans will spawn at once.  I really don't like the Gungans,
    because they all sound EXACTLY like Jar-Jar (I have nothing against Jar-Jar,
    but a dozen Jar-Jars is enough to drive you INSANE).  They also think they are
    going to die, which is mostly true, but hearing about it OVER AND OVER is quite
    4ab. Naboo: Theed
    Default Player: CIS
    Difficulty: Easy
    Command Posts: The Office, The Palace, The Guard, The Embassy, The Rotunda, The
    Key Command Post: Palace/Rotunda
    Recommended Unit: CIS: Super Battle Droid/Battle Droid
                      Republic: Clone Trooper
                      Rebels: Rebel Soldier
                      Empire: Stormtrooper
    If you have the Palace to start out with, spawn as a heavy-weapons unit and
    place a mine at each entrance.  If you have the Rotunda, put a mine on each
    bridge.  Get in a tank (if there are any left) and go to the place with a path
    to the side command posts and one to the Palace and another to the Rotunda,
    although that one is blocked off by pillars and then stairs, making it
    impossible to drive a vechicle through there (unless they were a scout vehicle,
    which you don't get here.  There you should find reasonable competition between
    the many, many soldiers and the tanks.  The Palace is usually under battle, so
    if you don't have it, take it with your tank, and if you do have, DO NOT let
    it fall into enemy hands.  You have enough allies and enough turrets to drive
    back the foes.  It's also mildly difficult, but you have some cover in case you
    get killed, and since there is so much battle, the dead usually drop off health
    and ammo.  A wise choice would be to capture a side command post to give you a
    good staging point for an attack on the big one (Palace or Rotunda).  If you
    have the Palace to begin with, you are in a slight advantage, because for some
    reason the Rotunda is very easy to get if you already have one of their side
    command posts, which are also easy to get if you have tank at your disposal.
    The Royal Guards are your enemies if you are playing in Historical Campaigns.
    They are, in my opinion, easier than clones, because of their tanks.  The
    pilots (not the unit pilot; the ship's driver) in the clone tanks are not
    exposed, only the main gunner.  In the Gian Speeders (also only in Historical
    Campaigns) the pilot and the main gunner are vulnerable, so when the Gian
    Speeder is fighting an AAT you can sneak up and shoot the two drivers,
    disabling the vehicle.  Combat is always fierce on this level, so soldiers are
    a wise choice.
    4ac. Kashyyyk: Islands
    Default Player: CIS
    Difficulty: Average
    Command Posts: West Harbor, East Harbor, North Village, Village Center, South
                   Village, Landing Zone
    Key Command Post: North Village/Landing Zone
    Recommended Unit: CIS: Super Battle Droid
                      Republic: Clone Trooper
                      Rebels: Rebel Soldier
                      Empire: Stormtrooper
    Kashyyyk: Islands is my least favorite of the two Kashyyyk levels.  It is
    fairly simple in Historical Campaign, but the Wookies do have a lot of health.
    Spawn as any unit (preferably a soldier) and get to the starfighter, not a
    transport ship or bomber.  They are slow and are torn through by the star-
    fighters.  This way, you can tear through the enemy's bombers or transports.
    This will not work in Historical Campaigns because the Wookies do not have
    vehicles of their own.  Taking the skies is not difficult unless it is on
    multiplayer, because it is two on two always in the skies, and a regular dog-
    fight.  On the ground, a good strategy is needed.  
    Empire/CIS: The Landing zone is not a good place for ground units to spawn, but 
    gives you an excellent place far away for your ships to spawn in peace without 
    battle raging around them.  This is, however, a good spawning point for snipers
    , as they can shoot across the valley to the South Village.  A better Empire/
    CIS spawning place would be one of the northern harbors.  The West Harbor is on 
    an island of its own and a straight divides you from the Village Center, which 
    is the main command post for your enemies.  Snipers can pick off enemies in the
    Village Center, but be prepared to fight other snipers going for both you and
    the infantry crossing the dock or fording the water below you in the valley.
    As a soldier, you can try to avoid snipers and get the big advantage of the
    Village Center.  Watch out for enemies around the buildings, and reinforcements
    from the South and North Villages.  Droidekas are simply devastating on this
    level.  Get the droidekas in the village, and the defenders will give way and
    lose to you.
    Republic/Rebels: This level is a lot more difficult for the forces of good.
    Your ships spawn in the middle of battle.  You are also surrounded.  You can
    try to risk to gather a lot of men in some ship and strike at the Landing Zone,
    which allows them to have no ships and no more waves coming from the south.
    With the ships you gained there, you can start destroying the ground units that
    are fighting against your men at the Villages.  The Republic Gunships are esp-
    ecially good at that.  The Rebels have it the hardest on this level, because
    one going for the Landing Zone will have to do either alone or with one other
    ally.  The Republic can use a gunship to take it and have a strike team, which
    will probably win.  In the village, you have to use all your droideka-killing
    skills and your keen eyes to take them down.  Droidekas are hard to see, until
    their shields are up, and when that happens your most likely dead, or you have
    to take cover while droids rush in on your command posts.  A Jet Trooper is
    good on this level, because he can easily dispatch droidekas and can fly over
    and shoot attacking droids.  If the Landing Zone is in your hands, they will
    have less reinforcements, but there will be more attackers in the north, which
    may weaken your defenses and might even allow the villages to fall.  You need
    to keep and eye on your map to see if any enemies have snuck past you.  Try to
    not bring battle here in Galactic Conquest until you've secured Rhen Var.  Even
    risking orbital censors to be used here is a bad choice.
    4ad. Geonosis: Spire
    Default Player: Republic
    Difficulty: Moderate
    Command Posts: Techno Union Ships 1, 2, 3, Spire, West Bunker, East Bunker,
                   Derelict, Assembly Area
    Key Command Post: Derelict/Techno Union Ships
    Recommended Unit: Republic: Clone Trooper or Pilot
                      CIS: Droideka
    Geonosis is a long and complicated level.  In Historical Campaign, it intro-
    duces you to the Clone Army.  There is no way of giving a good walkthrough of
    the level without dividing it into two parts, so that's what I'll do.
    Republic: First things first: get in a Gunship.  Load up on allies.  Gunships
    are virtually indestructable on this level.  The only thing that can possibly
    take them down are the Geonosian Starfighters.  Go on the west side of the
    Spire and take down the Hailfire Droid and Spider Walker, and if you want get
    out and take the command post.  This clears a path for your AT-TE allies.  I
    advise you not to get in an AT-TE on this level.  They move slow and everyone
    concentrates on killing them, so they go down fast.  Anyway, get back in your
    gunship and go as high as you possibly can, so your almost eye-level with the
    tip of the Spire.  Shoot down on the Techno Union Ships, using your guns and
    missiles.  If you run out of missiles, go back to the Derelict and refill your
    ammo.  Then head back and finish up the dirty work.  Once that's done, your
    probably going to want to return to the Derelict and exit your ship.  Then
    fend off the enemies from the Derelict (and there will be enemies nearby).
    Once you've secured the area, proceed north to the Spire.  The Spire is easy
    to get up to, because the defenses are weak there because they all attack the
    Derelict and such.  Once the Spire is taken, their forces will start to crumble
    at a good rate.  Hopefully by now they only have one command post, two tops,
    and that one should be one of the bunkers.  Those are easy to take but hard to
    keep.  They aren't necessary to win the battle, but stop the CIS's hailfire
    droids and spire walkers from spawning, and gives you an excellent staging
    point to attack the Spire.  Without the Spire and the Techno Union Ships, the
    CIS is doomed.
    CIS: The separtists have it harder on this level, because in the movie they
    lose.  First things first: spawn at the Spire and hop in a Geonosian star-
    fighter.  Take down both gunships (preferably before they take off) and start
    attacking the Assembly Area.  With that down there won't be any more gunships,
    which are one of the two big threats to the precious Techno Union Ships.  If
    you see an AT-TE reach one of the bunkers, go and take it down with your star-
    fighter.  The reason for this little ship your in is the doom of the AT-TE
    threats.  The Assembly Area takes a long time to destroy, and unfortunately
    can't be taken.  Keep your eye on the map for units advancing to your front to
    the north, and if any command posts are captured go and get 'em, although there
    is a possibility of losing your starfighter.  You should have a warning on the
    state of the Spire, because it takes a long time to capture and hopefully you
    will see it blinking before its too late.  Another good way to destroy the AT-
    TEs is the Hailfire Droid, which has missiles equipped for just the purpose.
    The Spider Walker can be effective too, because of the powerful beam shot out
    of it.  The Derelict should be captured by you, too.  Land your starfighter
    right up next to it, and go in.  Defending yourself should be simple in there,
    because there is only one way attackers come in, except the tiny space they can
    crouch and go through, but unless you're in multiplayer odds are this won't
    4ae. Kamino: Tipoca City
    Default Player: Republic
    Difficulty: Moderate
    Command Posts: Cloning Center, Beta 2, Beta 1, Beta 3, Alpha 1, Alpha 2, Alpha 
    Key Command Post: Cloning Center
    Recommended Unit: Republic: Jet Trooper
    		  CIS: Any (Droideka)
    Kamino does not work on my disc.  I haven't played it since I went over to my
    friends house a while ago.  Oh well.  The first few minutes is scurrying around
    getting command posts for both factions.  It is easier for the CIS because they
    are a lot closer to everything.  The main goal for both factions: secure the
    Cloning Center.  That means defending it as the Republic and getting it as the
    CIS.  It will spell doom for the Republic if it is in the CIS hands, and is
    quite hard to capture back as the Republic, because of: droidekas.  I hate
    droidekas.  The battle outside is mostly battles on the bridges between command
    posts.  It's hard if you are the Republic and encounter droidekas, but for the
    CIS its not that hard and if there are no droidekas its not that hard.  The
    best thing to do as the CIS is try to get the Cloning Center and keep it, then
    try to take all the command posts possible.  The Republic should take all
    possible command posts and defend the Cloning Facility.  Simple.  The Jet
    Trooper is good at flying from command post to command post, avoiding the tur-
    moil at the bridge.  The Droideka can easily secure the bridges and allow his
    allies to proceed.  Turrets should be manned by the defenders of a command post
    because they are useless to attack and very helpful to defend.  In this battle
    it is hard to sneak up on enemies because there are a few routes you can go
    by.  This makes defenders have to watch only one or two positions with turrets
    or on the ground.  The Cloning Center, though, has several bridges coming to
    it, making it a little harder to defend.  But the main room only has three
    hallways to watch, so that makes it easier.  Also, it is heavy so that you have
    more warning about enemies trying to approach.
    4af. Rhen Var: Harbor
    Default Player: Republic
    Difficulty: Moderate
    Command Posts: Western LZ, Ice Caves, Lighthouse, Citadel, Fortress, AT-TE/AT-
    Key Command Post: Lighthouse
    Recommended Unit: Republic: ARC Trooper/Pilot
                      CIS: Assault Droid
    		  Empire: Shock Trooper/Pilot
                      Rebels: Vanguard
    Soldier: The soldier's main job is to secure the area for the passing of your
    walker.  The first thing that should be done is spawning at the Ice Caves.  The
    Ice Caves will normally have an on going battle at the end of it, and unless
    you are the Empire, avoid this.  The Empire can probably take down the enemies,
    but the Republic has it harder because of those dang droidekas.  If you are
    the Republic, get out of the caves and pray that there is still a MAV at the
    Western LZ.  If there is, lucky you!  You can either escort the walker or ride
    up to the Lighthouse.  If you survive out of the Ice Caves, go to the Light-
    house.  Another but longer way is to spawn at the walker and either walk or
    ride to the Lighthouse, or wait until a MAV comes and get in that.  Either way,
    get to the Lighthouse.  Once you're there, do the obvious and capture it.  Now
    go up on the deck that is to the right of the stairs heading to the Ice Caves,
    if you are looking at the Ice Caves from the Lighthouse.  If they have con-
    structed turrets there, take them down.  Then head to the stairs that lead to
    the frozen lake where the walker should be on.  Take down that turret.  That
    takes care of the left flank of the walker.  Now either man a turret or head
    over to the Fortress.  Either way take down that turret sitting out on the
    front porch.  If you are in a turret shoot down the MAVs coming in to attack
    the walker.  If  you are at the Fortress, take that command post, but watch out
    there are many places to hide there.  One that is taken, go up the front right
    stairs if you are facing the Lighthouse.  Up those stairs is another walker
    threat, a turret.  Take that down, and the walker should be turret free, except
    for the Citadel's turrets which are clearly visible and in range of the walker
    and can be taken down by it.  Finish up by taking the Citadel.  Take any lost
    command posts.
    Pilot: The pilot's job on this level is manning the vehicles (how unexpected).
    the recommended thing to do is man the walker.  Simple and easy.  An AT-AT (if
    properly manned) can survive the whole battle and get at least sixty kills.
    It's harder in an AT-TE because of the AATs which are stronger and the fact
    that the AT-TEs are weaker than the AT-AT.  Either way, that is the easier
    choice.  Another choice would be to man a MAV at the Western LZ and escort the
    walker.  Finally, you can go and take the Lighthouse (which is harder as a
    Pilot) and construct those turrets.  You can also go around repairing vehicles
    and dispensing health to the soldiers and snipers fighting the brutal war in
    the large courtyard.
    Heavy Weapons Unit (HWU): You're job is like normal; take down vehicles and
    secure the areas with mines.  Spawn at the Western LZ, and put a mine on one
    of the MAVs and a few at the entrance to the Ice Caves.  Now go and refill your
    ammo and get to the the courtyard somehow.  Once you're their, you need to take
    the Lighthouse, although it may be difficult.  Once you've done that, you
    mine up the stairs leading to it, the exit of the courtyard in front of the
    walker, or the exit of the Ice Caves.  Now sit back and blow the crap out of
    the enemy MAVs.  You may die a few times because the MAVs will pick you off if
    they see you, so continously relocate.
    Sniper: The sniper class has a few oppurtunities.  There is the Lighthouse
    oppurtunity, in which you take the Lighthouse and lay prone in front of the
    stairs leading into the main courtyard.  Fire into that, and you should always
    have enemies to fight.  A more difficult idea is capturing the citadel, but
    it most likely wouldn't work for a few reasons: 1) snipers are not equipped for
    capturing command posts, 2) that area seems to be a Jedi haven, 3) it's a heavy
    command post.  But if by a miracle you can take it, you can stop a lot of enemy
    vehicles from spawning and you have a sniper oppurtunity that you can either
    shoot to the Fortress or to the courtyard, or pick off enemies that are behind
    or under your walker.  A way to clear out the Citadel is the simplicity of the
    recon droid.
    Jet and Dark Trooper: The Jet Trooper here has an interesting secret (sent in 
    by DarthWaffle7).  Start at the Western LZ.  Jet up on top of the entryway to 
    the Ice Caves.  Then make your way through the few pathes that there are for a 
    longtime (the jetpack is useless)  Eventually you'll make it to the top.  You 
    can see everything from up there.  If you attempt to jump, you will slide, per-
    haps down the mountain.  If you simply walk off the edge, you will fall and 
    die.  If you jump off, you'll slide down, take no damage, and wind up in some 
    random point on the map.  Ok, back to the main strategy.  The Jet Trooper 
    should spawn at the walker.  Jet to the Lighthouse.  Use your pistol to 
    dispatch normal foes and EMP launcher for droidekas and groups, and as the Dark
    Trooper use your shotgun for everything.  The Lighthouse  should not be hard to 
    take.  Once that's finished, jetpack over to the Fortress.  It may take a few 
    tries to take the Fortress.  After that, fly over to the Citadel.  The Citadel
    is normally taken in the last minute or two of the battle.  It is kind of hard
    to take because it is heavy and enemies are always behind the pillars.
    Soldiers: The main rule for soldiers here: do not get massacred by the walker.
    A soldier may want to man a vehicle.  If you want to do this, see the Pilot
    section for details.  Your units will normally take the Lighthouse, so do not
    bother with it unless it is taken by the enemy.  A load of troopers will come
    out of the Ice Caves.  You may have some fun up there (droidekas especially).
    The Ice Caves is not a hard command post to take.  You may die once or twice,
    but if you clear out the entryway, your home free.  Once that's done, you
    should first check to see if you have all your command post (the walker can
    clear the way for a lot of enemies) and if not, go get 'em!  If you have them
    all, proceed to the Western LZ, the daddy of all enemy command posts.  The exit
    of the Caves is full of brutal warfare if you control the Ice Caves, because
    that's where your allies will go.  If you manage to liberate enough enemies to
    have peace, destroy the guarenteed mines in front.  There will always be mines
    unless you are fairly early in the battle in doing this.  It will take a few
    lives usually to capture the Western LZ, if you do it at all.  Go back and get
    any lost command posts.  See the Republic/Empire strategies to capture them.
    Pilots: The Pilot NEEDS to man a vehicle.  In truth, you are kind of advantaged
    if you are the Rebels.  Go behind the beast and fire away, the only thing that
    can hit you are the vehicle and missile launcher equipped escorts.  The easiest
    thing you can do the whole time is to continously take down the walker the
    whole battle, keeping the thing away from the main courtyard.  You could go to
    the Western LZ and have a vehicle assault there.  It is easy, even for one
    vehicle.  Just blast everything and make sure the turret is down, then head in.
    The Pilot has a simple strategy, but a hard one to execute.
    HWU: You know what to do already.  Get the Lighthouse and blast the crap out of
    every enemy vehicle without getting hit.  Or place mines on the vehicle and
    ride through enemies without getting hit.  Enough said.
    Sniper: The sniper should just go to any command post and snipe.  It's your job
    and you should do it.  There aren't any battle strategies you should use, just
    get 'em at the Ice Caves and coming to the courtyard.  Don't get hit by the
    enemy walker.
    Droideka: The droideka should go to the Ice Caves and blast all crap that comes
    out.  The walker can spot you easily, so watch out for that.  Do not try to
    threaten the escorts of the walker.  It ain't gonna work.  The only other thing
    to do is to guard a command post, but that's boring.
    Wookie: Get in a vehicle and run under the AT-AT (after destroying all escorts)
    and plant time bombs on the legs, then run!  Otherwise, do what a soldier does.
    4ag. Kashyyyk: Docks
    Default Player: Republic
    Difficulty: Moderate
    Command Posts: City Hall, Pier One, Pier Two, Dock One, Dock Two, Beachhead,
    Key Command Post: Landing
    This level, Rhen Var: Citadel, and Tatooine: Dune Sea all compete for my
    favorite level.  This level has sparse ground fighting, but good vehicle-to-man
    or vehicle-to-turret fighting.  This will give you a great oppurtunity to
    use your missile launcher and your sniper skills.  The best place to start for
    the Empire/CIS is their main command post, the Beachhead.  Take a scouting
    vehicle to the Landing (do not use a droideka, they will drown unless you want
    to scoot all the way there.  This is a great advantage to the Republic).  Once
    you are there, your enemies may have already captured it, but most likely they
    haven't.  The fighting is easy there, but watch for snipers.  If you see a shot
    from a sniper rifle, take cover in the logs further up on the beach.  They
    don't give you the greatest cover, but they will have to suffice unless you
    want to die.  Recon droids are more popular units of war here.  They are used a
    lot due to the mass amounts of snipers.  To be a sniper, see the alternate
    strategy.  The Republic and Rebels best bet is to either be a soldier or heavy-
    weapons unit.  The heavy-weapons unit should not challenge their medium assault
    vehicles head on at the beach, but should use the convienent Wookie-made plat-
    forms.  Go as close to the Beachhead as you can without falling, and stand
    within a short walking distance to an ammo droid.  Here you can fire away at
    the MAVs.  A soldier should spawn at City Hall and go straight to the Landing,
    or spawn at one of the Piers and walk down the bridges.  Anyway, go to the
    Landing.  The logs that are used as sniper's cover is better used for cover
    from a vehicle.  The fighting is not difficult at the Landing, but constant.
    Some enemies will blend in well with the water, and will flank you from three
    sides.  You could attempt to take one of the Docks, and that is not easy and
    not hard.  You just have to have a good weapon for rapid dispatch.  Once there,
    turn around and watch for spawning enemies and enemies coming up from the
    stairs.  On this level you really have a free will, because of the various
    tasks of each unit.  Every unit here has a separate task.  Soldiers is the
    dirty ground fighting, pilots man vehicles (or supply soldiers with health),
    HWUs take out the vehicles (or else do nothing), snipers are always having fun
    ;) and special units use their abilities (except droidekas.  They are disad-
    vantaged here).
    Alternate strategy (from Adurbin 09):
    This level is also my favorite in the game for any side you chose.  Appear at 
    Pier 1 or 2.  Be a sniper (note: the overall technique has nothing to do with 
    sniping).  Run along the tops towards that weird hut looking thing.  Throw 
    detonators down near the docks to slow the enemy.  When you get to the ammo and 
    healing droids, stop by them and look at the other pier.  Now send a recon 
    droid of the edge and it should land on the dock.  call an air Strike in the 
    middle of the enemies and wait for them to blow.  If you want to call another 
    immediately after go ahead.  As long as the ammo droid lives,  you have 
    unlimited air strikes.  If you are at the point where they only have eight 
    reinforcements stop and just snipe them.(note: You can shoot enemies with the 
    recon droid.  this gives you a chance to get a tremendous amount of head shots 
    and will lose their lives so some snipers can actually go through that level 
    without dying and possibly shooting the rifle).
    4b. Galactic Civil War
    4ba. Tatooine: Dune Sea
    Default Player: Empire
    Difficulty: Easy
    Command Posts: Bluff, Homestead, Tusken Camp, Cistern, Sandcrawler, Dune Sea
    Key Command Post: None
    Empire/Republic: Start out at the Sandcrawler, and grab a speeder.  Zoom over 
    to the Homestead, under that big arch.  Then jump off the speeder at the top of 
    the Homestead.  Run down into the Homestead, and stand by the health droid, and 
    kill the attackers until you have captured it.  This should drive the Rebels 
    from this area, and bring in some troops and a vehicle.  Then, the Rebels will 
    flock in from the Bluff.  You should get in an vehicle, but be prepared for a 
    ton of missiles and concussion grenades.  You might encounter a combat 
    landspeeder.  Hold back the foes, and once you got that in control, jump out 
    and slowly take the command post.  Then, they might have taken the Sandcrawler 
    or retaken the Homestead.  You can take those back if you want, but if you have 
    got the Bluff, you should be close to winning.  If there's nothing to do, or 
    taking the Bluff is too hard, get in a medium assault vehicle and head up to 
    the Tusken Camp.  Then, massacre the tuskens!  This is an easy way to get a lot 
    of kills with no resistance; the tuskens have no grenades or missile launchers, 
    only blaster and sniper rifles.  And, there is always action at the Cistern.  
    For Snipers: get in a starfighter, and land on one of the stone pillar things.  
    Then, snipe away!  The only danger you  might have is if enemy starfighters 
    destroy yours, and your stuck.  The only way to get down is if you jump off and 
    land in a vehicle.
    Rebels/CIS: Ok, start out at the Bluff.  Get a medium assault vehicle and get a
    copilot.  Siege the Dune Sea or Sandcrawler, but be prepared for medium assault
    power.  Take them down, but it may be difficult.  The Dune Sea is VERY hard to
    get, because you are surrounded by turrets and vehicles when you try to take
    it, and seemingly endless troops spawn there.  The Sandcrawler is easier, but
    you have no cover, so being a soldier could help here.  The enemy has a knack
    for taking the Homestead, because it is extremely simple to take, read the
    guide above this one.  If you are frustrated or bored, there is always the
    three-way clash at the Cistern, or some starcraft to battle.  The Empire and
    Republic have unit disadvantages, because the CIS has the almighty droidekas,
    and the Rebel Pilots seem very tough, but on this level, you're sort of
    wandering, searching for a fight.     
    4bb. Tatooine: Mos Eisely
    Default Player: Empire
    Difficulty: Easy
    Command Posts: Market, Shops, Hangar, Cantina, Warehouse, Housing
    Key Command Post: Shops/Hangar
    Start out at either the Shops or Housing.  Then go to either the Shops or
    Housing.  Jetpack units help, because you can get there faster (duh).  Once
    you're there, take it.  To take the Shops, you're going to run past an inter-
    section that 9 times out of 10 has soldiers coming up it.  I suggest strafing
    past it, firing some shots, and leave the people following you to take care of
    it.  Then run until you get to a short wall connecting two buildings, then jump
    over this, then go to the next wall, where the Shops should be.  There should
    be a bunch of enemies in there, but as long as you are on this side of the
    wall, they can't get you (I think).  And you can't get them.  When you're
    ready, jump over.  If you are the Empire, take out Pilots first, because in
    this tight little area shotguns are lethal.  If you are the Republic, take out
    the droidekas (if any) and then the Super Battle Droids.  Then wipe out the
    rest, and stand by the health droid (if it's still alive) until you get the
    command post.  To get the Housing, you're probably not want to go down to go
    down the road that leads straight to them from the Shops.  There is a lot of
    battle there, and a turret defending the Housing.  Go around, but not from the
    Cantina past the Warehouse and Market, but the other way, past the Hangar.
    Weave through the buildings, and get on top and jump from rooftop to rooftop if
    you can, then get to the Housing secretly, and kill all who are near.  Then
    finish up by either getting the Hangar or Warehouse (or Market).  The Hangar
    is tricky, because you either need to get in through the well-guarded battle-
    field of the front, or the open doorway to the back.  The open doorway has
    two turrets by it, which aren't usually armed, but as the Clones, there might
    be an AAT.  I suggest not going in an entrance, but spawning as a Jetpack unit,
    then going up the top.  You're not going to make it up in one trip, but when
    you're at the roof, just clean out the sail barge, then jetpack onto the barge,
    empty out the ground troops either with you're primary weapon or a turret, then
    wait till you win the battles outside the Hangar, then your allies may come
    help you, and they may not.  The battle should be ending soon after that.  If
    you are trying to capture the Warehouse/Markets, it would be best going for the
    Warehouse.  I suggest going from rooftop to rooftop, then shooting the guards,
    then falling into the Warehouse, and capturing it.  TIP:  If you have the Ware-
    house as any faction, place mines at the entrances.  The entrances are narrow
    (except one) and perfect for mines.  The CIS is in an extreme advantage here.
    They get an AAT, and the Jawas can heal them.
    4bc. Rhen Var: Citadel
    Default Player: Empire
    Difficulty: Average
    Command Posts: Observatory, Ruins, Watch, Courtyard, Terrace, Crypt, Keep
    Key Command Post: Keep/Watch
    Citadel is a fun level for me, because no vehicular combat and some good combat
    with any weapon (except, that is, missile launchers).  You only begin with one
    command post, so when the level starts you have to scurry around to get the
    best ones.  The ones you are going to want to get are the Keep and the Watch.
    The Rebels and CIS have an advantage in getting these, because it is a lot 
    shorter of a run from the Courtyard to the Keep than it is from the Observatory
    to the Keep.  The Empire and the Republic will get there first if you spawn
    immediately and run as soon as you spawn on the most direct route.  You don't
    have to do everything perfectly, but you will approach it as soon as you see
    enemies coming from the stairs in front of you.  Toss a grenade there (I've got
    up to seven kills with one grenade there) and run up the stairs to the keep.
    An enemy or two will come up and challenge you for the Keep, but you can beat
    them.  Enemies may also come to the Keep from the Terrace (which normally is
    captured by the Rebels or CIS) and the Watch (which is captured normally by the
    enemy of the player).  Make sure you have the Keep in your possession, because
    if captured by your enemies (they usually try to take it halfway through the
    level).  The Watch is another important command post, and one that is easy to
    capture and critical for the Empire and the Republic.  Three guys will spawn on
    the narrow walkway at a time (if the Rebels have it).  They shouldn't be hard
    to kill.  Go to the far edge of the Watch, so you can see everyone spawn.  The
    turrets won't be up until someone has stable control over it, and hopefully
    you'll have the stable control.  Now, the leap of faith.  If you are looking at
    the Keep from the Watch, you will see and valley like thing to your left and
    right.  Look down to your left at the health and ammo droids.  Jump down next
    to them.  You will lose some health, depending on where you drop from.  Some
    spots (mainly to the right of the Watch) will deprive you from a lot of health.
    The left side won't lose you as much health.  Use the health droid to regain
    your health.  From there, if you are the Empire or Republic go right through
    the pillars to the Courtyard.  The Courtyard only spawns one man at a time, so
    it is not hard to take.  The two entrances sometimes have enemies in them or
    nearby outside.  As the Rebels/CIS, go up to the Ruins.  That command post is
    a usual hunting ground for Jedi, so be on your guard.  From the valley there is
    a set of stairs left of the bridge heading to the watch.  They will lead you
    right to the Ruins, which is an average command post to capture.  From there
    you can either snipe over to the Observatory or continue to the Observatory.
    The Observatory is normally held by your enemy, no matter what faction you are.
    There you will find the highest intensity battle of the level.  There are 
    grenades flying everywhere, people storming down the stairs and what not.  It
    is easier to defend this command post than to capture it, because capturing it
    requires being able to see all the scattered units outside and inside of the 
    huge room that houses the command post itself.  The Crypt switches sides more
    than any other command posts.  At the beginning of the level it usually goes to
    the Republic/Empire, because they only have a short walk from the Observatory
    to the Crypt.  It switches sides so much is because the Terrace, and extremely
    well-guarded command post which belongs to the Rebels/CIS for most of the
    battle, is about the same distance to it as the Observatory to the Crypt.  The
    hallways allow for easy fighting and sneaking up on your enemies.  Once in the
    Crypt you should duck behind the big stone thing in the middle next to the
    command post.  Enemies are sometimes hard to find, but don't often spawn there.
    Most of the units on this level dress in white, so they are harder to kill out-
    side in the snow than inside the blue Crypt.  The Terrace is the hardest
    command post to capture and the easiest to defend.  Turrets line the stairs
    good.  The easiest way to get it is from the Crypt.  A direct assault from the
    Courtyard is not a wise idea, because of the overload of snipers and turrets.
    If you do manage to capture it, then it is normally late in the level, and it
    should end soon.  
    4bd. Yavin 4: Arena
    Default Player: Empire
    Difficulty: Moderate
    Command Posts: Altar, East Box, West Box, Gate, Arena
    Key Command Post: Arena
    This level may seem hard at first, but once you know what your doing, it's not
    that tricky.  Start out either as a sniper or a jetpack unit.  If you are a
    sniper, spawn at the East or West Box, whichever you have.  Then simply snipe
    into the opposing box.  The snipers in the other box will shoot down into the
    Arena, which will sometimes turn the tide of the battle in the Arena which is
    nearly eternal.  If you are a jetpack unit (soldiers will work too, but take
    longer) spawn at a box and head straight for the Arena.  Fight there, and
    either empty out or stay out of range of the turret.  That thing is very
    dangerous, as well as the snipers up there.  As soon as you have a fair grip on
    the Arena, go up the slope to the enemy's box.  The troops up there will either
    be leaving or snipers, except the turret.  Take them out, then hide behind the
    health droid and capture the command post.  You can have cover, gain health,
    and capture a command post at the same time.  How convinient.  Now, once you
    take that, the enemy should be driven from the area.  Now you have to go out-
    side.  I suggest going to your command post, either the Gate or Altar, and
    grabbing the best availabe vehicle, then drive it around to their command post.
    Normally, they should have a lot of troops left when you attack this command
    post, so any ground attacks die within seconds.  If you are in a vehicle, you
    will last longer.  I don't recommend going in for the command post, just have
    a killing spree, until your vehicle is almost down, then throw some detonators
    and RUN.  Only when their troops drop below thirty should you go for the 
    command post.  Otherwise, you will die. 
    Alternate Stategy (from Adurbin 09):
    There is an almost perfect approach to taking the Alter,if on the Rebel side.  
    At the beginning of the level, appear at the Gate and grab a landspeeder.  
    Drive it over to the Alter, but DON'T attack the AT-ST's.  They WILL win.  
    Drive up the stairs, and stop when you run into the main entrance.  Get out and 
    run inside.  If you are a soldier you will have more of an advantage.  If you 
    are doing this at the beginning of the game, 99% of the time only 2, or 3 
    people appear.  If you are looking at where you entered,  they will always 
    appear in the right corner.  I guarantee you take the Alter.
    4be. Yavin 4: Temple
    Default Player: Rebels
    Difficulty: Moderate
    Command Posts: Temple, Altar, Dry Pool, Forest Ruins, Viaduct, Fountain, Over-
    Key Command Post: Viaduct
    The Temple.  I don't like this level very much, but I have to write about it,
    because without it this wouldn't be a complete guide.  Take a speeder bike as
    any faction to the Forest Ruins.  There you will find good combat throughout
    the battle.  Then, take either the Viaduct or the Alter.  The Alter is the
    easier of the two to take, because you can see your opponents when on top, and
    it is not always well guarded.  AT-STs prowl about that area, so watch out in
    defending it as the Rebels, and way-to-go Empire!  To combat them as the Rebels
    use the nearby Tower Turrets.  They can take one down, but not head to head.
    Head to head if they both have full health, the AT-ST will barely win.  For the
    Rebels, its a little harder.  The Viaduct and the Dry Pool are almost identical
    command posts; a turret by some ruins which has some health and ammo droids
    under a viaduct.  They are very difficult to take, because it is a small fight-
    ing area with two turrets.  The easiest way to take it is either to sneak
    around the back, take out the turret gunners, and then kill the guys around it,
    or if you're really good, hide behind the trees because of the turrets and then
    wipe them out in cease fire, but you will lose a lot of lives normally if you
    try this.  Once the Viaduct is taken, the AT-STs will stop coming into the
    Rebel's main command post, the Temple.  If you control the Viaduct, Alter, and
    Dry Pool, the AT-STs won't threaten the defense at the Temple.  To take the
    enemy's back command post for either faction (either the Overlook or the
    Temple) simply take a speeder bike and rush up there.  It's harder for the
    Empire because they have to get off their speeder bike in the huge assembly
    room, then run up the stairs into the room you see in A New Hope where you can
    see the Death Star in comparison to Yavin 4.  This has no effect on the game,
    because the Death Star is already destroyed.  For the Rebels, it's easy because
    they just have a small area to go to, and it is not hard to take, unless you
    encounter an AT-ST.  If one comes, find the nearest cover (although there isn't
    much) and if one spawns, shoot anyone who nears it.  The Fountain is fairly
    difficult to take, because when at the center it is hard to keep watch around
    a 360 degree area, but easy for an approaching enemy to spot you.  You also
    have a flank of enemies to deal with before you can even enter, and two
    turrets.  The Fountain is usually captured in the last few seconds of the game,
    if at all.
    Alternate Strategy (From Adurbin 09):
    If the enemy is taking over a lot of places, and you can't quite get them back, 
    grab a speeder bike and drive up one the slants on the Temple SLOWLY.  If 
    you're a sniper this is a perfect spot to snipe.  If you want to see out 
    farther just fall one level.  This will hurt but barely.  DO NOT JUMP!  This 
    could hurt you severely and possibly kill you!  You usually aren't supposed to 
    get this high so the game can't know how to react when you jump.  
    4bf. Hoth: Echo Base
    Default Player: Rebels
    Difficulty: Hard
    Command Posts: Echo Base, Control, Outpost, Generator, Bunker, Forward Camp
    Key Command Post: Echo Base/Generator/Forward Camp
    This level is hard, unless you know what you are doing.  Grab a Airspeeder and
    tell people to get in.  Fly towards the towering AT-ATs, and then switch to co-
    pilot.  If there is someone else in the Aispeeder, they will fly low towards
    the AT-AT's legs, and that is when you aim at the leg and press R1.  If you
    catch on, your rope should stick to that. Then release R1.  The pilot will
    fly in circles around the AT-AT's feet until it gets destroyed.  Keep doing
    this, and keep all your command posts and you are good.  If they take Echo 
    Base, you have no Aispeeders, and then you have no Generator, which means you
    have no victory.  If they don't have the Forward Camp, their AT-ATs can't 
    spawn.  As the Empire, it is wise to get in an AT-AT, but I usually don't
    because your kills will hit rock bottom and start to dig into the negatives.
    This is because your dim-witted ally pilots will get under the feet of the AT-
    AT and stomp, they get crushed.  You also have to worry about the airspeeders.
    It is helpful if you want to destroy the shield generator, but isn't helpful
    if you don't want to be considered traitor.  I suggest hopping in an AT-ST and
    going to the Outpost.  Kill the defenders, and try to take the Outpost.  If it
    stops being taken and you can't find anybody around, go out of the little
    building to the front of it and you will find a little Rebel bugger standing
    there.  Once the outpost is taken, go to the Control, and then to Echo Base,
    then have fun killing all your remaining enemies.  Hoth is usually a fam-
    ous level for people, because it is one of the best scenes in the movie.  It
    is fun because as the Empire, you can just massacre all your enemies and
    as the Rebels, you have the fun challenge of manning an airspeeder.
    4bg. Bespin: Cloud City
    Default Player: Rebels
    Difficulty: Moderate
    Command Posts: Rear Entrance, Chamber, Forward Flank, Courtyard, Walkway, Rear
    Key Command Post: Chamber
    This battle consists of everything but vehicles.  There are massive battles
    with at least twenty men on each side.  There are snipers and turrets picking
    off enemies.  There are close quarter combat fights to the death.  The last
    unit you want to play as on this level is the Heavy Weapons unit, because you
    are going to be one bored little soldier.  There are absolutely no vehicles on
    this level.  This is one of the very few (if only) level without vehicles.  The
    only thing a heavy weapons unit is good for on this level is the destruction of
    turrets.  The most effective stratgey that I have discovered either you die a
    lot or die none.  Take a soldier and spawn at either the Forward Flank or the
    Rear Flank.  Take the enemy's opposite command post, by fighting your way
    through the hallways.  Watch out for grenades!  The little things that jut out
    of the main hallway provide good cover.  The enemy's command post should be
    taken quite easily, but when taking it, watch out for enemy's units spawning.
    They come in pairs of two, so observe them and take down the harder one first.
    Then, proceed to the next command post, either the walkway or the Rear
    Entrance.  Both are critical to the battle, because the Rear Entrance gives you
    easy access to the Carbon Freezing Chamber, which normally is taken by your
    allies no matter what side you are on.  The Walkway allows you to flank your
    enemy on two sides in the courtyard, which allows for a control of most of the
    area.  The Carbon Freezing Chamber is necessary, and if it falls take it back,
    but you don't have to take it back right away.  The Courtyard always contains a
    fight with turrets and ground units, making it a full scale battle.  It is hard
    to survive long at the Courtyard, so be prepared to use your best tactics.
    Mines should be placed in this level, especially by the Carbon Freezing
    Chamber.  Put mines in all the doorways, but do not put them on the white
    ground of the hallways, but the black and orange ground of the Chamber.  They
    cannot see them if they are on their, unless they are vigorously watching for
    them (which you should be if you attack the Chamber).
    Alternate strategy: (From Kasha_kamsue):
    Instead of the main strategy which involves losing a few lives, if you are a 
    talented sniper, then this will work.  Start out at whatever area is on the top 
    story of the level.  Be a sniper and wait behind all the other units.  When you 
    see storm troopers, droids, clones or rebels (your enemy) fire at them and try 
    to get head shots (duh).  After a few minutes if you see some of your units in 
    the base, capture it.  Then move on to the next command post and capture it.  
    Then stay above the battle and snipe at your enemy from above. 
    4bh. Bespin: Platforms
    Default Player: Rebels
    Difficulty: Moderate
    Command Posts: Dock, Fuel, Command, Extractor, Control, Landing, Depot
    Key Command Post: Extractor
    The first thing you want to do is take a soldier and head to the Extractor.
    Normally you'll get there faster than the enemy, which is an advantage.  A
    group of allies usually comes with you, so the enemy will CONSTANTLY BE
    THROWING GRENADES AT YOU!!!  When the assaults of the Extractor cease by either
    your surrender or you being angrily aggressive and ferociously killing all
    enemies in sight, the battle should move onto the bridge leading towards your
    enemy's most important command post, either the Control or Command.  There
    battle should break out ferociously.  You have to fight there, or your troops
    will be hammered back into the Extractor, and eventually be pushed back to
    your main command post.  The bridges are usually full of mines and grenades,
    so beware.  The little pieces of wall sticking out of the main wall provide
    as cover for you.  This battle is very wierd for me.  I take the Control faster
    as the clones than as any other faction.  It should be the hardest, because the
    clones are naturally the toughest to play as, due to droidekas.  But as the
    Rebels or Empire it takes me longer.  I don't know about the CIS, I never play
    as them.  You may have some of your back command posts fall victim to aerial
    attacks.  Don't worry about them.  You can retake them (if your allies don't)
    when you have the Command/Control.  Once you have the Command/Control, you
    will probably want to empty the turrests.  Tough.  If they see you, your dead.
    The best thing to do is get close enough to them so they can't shoot you, and
    then shoot them.  They can be seen in the back of the turret.  You can only
    get a glimpse of them since the turrets move so fast.  But it's possible.
    Alternate strategy: (From kikibigdog2):
    Take a ship up to the top of the Extractor as a sniper.  Face your enemy's main 
    command post.  Then, lie prone and shoot away.  They almost never find you.
    4bi. Endor: Bunker
    Default Player: Rebels
    Difficulty: Moderate
    Shield Bunker, Barracks, Camp, East Trail, Village, Rebel Outpost
    Key Command Post: Camp
    Spawn at either the village or the Barracks, and grab a speeder (or an AT-ST,
    if you want) and head to the neutral command post.  Capture it.  If you are in
    an AT-ST, either you or your enemy will have already capture it.  If you are in
    an AT-ST, watch out for the Ewok traps.  When you're heading down the largest
    trail, there will be logs that are suspended on trees by rope.  There will be
    one on a tree and one on the tree opposite to it.  If they are tilted up, then
    when the next AT-ST walks through, they will release and bust it in one hit.
    You may notice them in Return of the Jedi.  There are two or three of these.
    In an AT-ST, go to the farthest south command post and take it.  There will
    usually be little defense there.  If you are a Rebel, you might want to go to
    the Shield Generator, but it is difficult to destroy by yourself, so it's best
    to destroy when the Empire is weakened and you can take a large group down 
    there.  A Rebel Vanguard is a smart unit on this map, because of the vehicle
    amount of the Empire.  There will usually be groups of enemies on this level,
    because you cannot have widespread forces due to the lack of vision and the
    trees.  Watch out for the Ewoks as the Empire.  They are hard to see and are
    very embarrasing to be killed by, especially in multiplayer.  This level is very
    different from this scene in the movie, because on this level there are a lot of
    Rebels and not as many Ewoks.  It is still a fun level, though.  On this level, 
    you will notice your kill amount is usually higher than normal.  I don't know 
    why, maybe because its a small map.
    5. Galactic Conquest
    5a. General Info
    Galactic Conquest is where you choose a historical point in time.  Each one 
    makes you play as a specific faction, but some let you choose between two of
    them.  You then fight your opponent (CIS vs. Republic, Empire vs. Rebels) on
    all of the planets that have two battles.  Once you beat one of the ones
    originally available to you, you can play the others, most of which allow you
    to choose your faction.  Then, you select a planet to attack.   All but one
    of the planets will be the enemies.  Bespin is a good first attack; because you
    need to take it early or else your vehicles will be smoking at the start if 
    they choose Bespin as their planetary bonus.  Here is a list of the planetary
    Bespin: Sabotage
    Enemy vehicles come into play damaged.
    Naboo: Bacta Tanks
    Your troops are injected with Bacta Syrum, which makes your units heal overtime
    (unless you are the droids, then the droids are replaced with self-healing
    Kashyyyk: Reinforcements
    You are given secondary reinforcements.
    Rhen Var: Orbital Sensors
    They can't see units on the map.
    Tatooine: Jedi Hero
    A Jedi hero will fight alongside you.
    Yavin 4: Elite Training
    Your units will be more skilled.
    For the next ones, the planetary bonus becomes available once you have
    completed four battles.
    Endor: Death Star
    Destroy a planet.  You also get to see footage of Alderaan getting destroyed!
    Hoth: Rebellion
    Overthrow a planet.  You get to see the footage of stormtroopers on Endor 
    ambushed by Ewoks.
    Geonosis: Blockade
    Overthrow a planet.  You get to see the Trade Federation blockade Naboo from
    Star Wars: Episode 1.
    Kamino: Rebellion
    Overthrow a planet.  You get to see the clones landing their ships on Geonosis
    and clones piling out.  
    Here is a list of all the Galactic Conquests.
    5b. The Birth of the Rebellion
    Difficulty: Easy
    Side: Rebels
    5c. The Dark Side Rising
    Difficulty: Easy
    Side: Empire
    5d. Attack of the Clones
    Difficulty: Easy
    Side: Republic
    5e. Revenge of the Sith
    Difficulty: Average
    Side: CIS
    5f. Galactic Civil War
    Difficulty: Average
    Side: Empire/Rebels
    5g. A Galaxy Divided
    Difficulty: Average
    Side: Empire/Rebels
    5h. The Clone Wars
    Difficulty: Hard
    Side: Republic/CIS
    5i. The Balance of the Force
    Difficulty: Hard
    Side: Republic/CIS
    Each Galactic Conquest has a final planet.  After you've conquered all the
    planets, you have to beat the one where your enemies main base is on.  Here is
    the list of final planets if you are playing as the indicated faction.
    CIS: Kamino
    Republic: Geonosis
    Empire: Hoth
    Rebels: Endor
    5j. Planet Order
    You will chose what planets you want to attack in what order.  The Prima
    Strategy Guide says you should have Kashyyyk first, but I don't agree.  Here is
    the order the planets should be taken in my opinion:
    1) Bespin: The sabotage really hurts your enemies and his a pain to deal with 
               if against you.
    2) Rhen Var: It sucks not seeing units on the map!
    3) Tatooine: The last thing you want to see at their main command post is a
    4) Yavin 4: It's easy fighting regular old units, not smart ones.
    5) Kashyyyk: You don't want them getting extra reinforcements, do you?
    6) Naboo: Though you may think the ability to heal yourself is great, its not.
              It's not a big advantage to them, because when I see them, I don't
              like wounding them, I like killing them all at once.
    And that's all I have to say about Galactic Conquest.  Stick to the same
    strategies as the Historical Campaign and Instant action.
    6. Instant Action
    This section is fairly short.  In Instant Action, you choose one of the maps
    and play it as any faction.  But, if the planet has one map, it can only be
    played as the two groups that fought each other there in Historical Campaign
    (ex. Hoth has to be played Rebels vs. Empire, etc.)  This is a good way to
    touch up on skills and prepare for Multiplayer.  You can play with both Jedi
    fighting (not against each other) if you change the setting on Options.
    Instant Action is also good if you start to play just for fun.  It can
    familiarize you with the factions, and help you pick a favorite faction.  I use
    this most because basically I play this game for fun now, not to say "I beat
    the game!". 
    7. Vehicles
    Here's your scale: Wimpy, Threat, Problem, Lethal
    Speed: Sloth, Slow, Average, Fast, Very Fast
    7a. CIS    
    Weapons: 2 Blaster Cannons
    Scale: Wimpy
    Type: Scout
    Crew: Pilot
    Top Speed: 400 KPH
    Size: Small
    Manufacturer: Baktoid Armor Workshop
    Movie: The Phantom Menace
    The only thing these are good for is to get where you want to fast.
    Weapons: 2 Laser Cannons, 1 Laser Blaster
    Scale: Problem
    Type: Medium Assault
    Crew: Pilot, Main Gunner
    Top Speed: 55 KPH
    Size: Medium
    Manufacturer: Baktoid Armor Workshop
    Movie: The Phantom Menace, Revenge of the Sith
    You will seriously want to watch out for these.  Especially when your in a
    Hailfire Droid
    Weapons: 1 Laser Cannon, Hailfire Missiles
    Scale: Threat
    Type: Medium Assault
    Crew: Pilot
    Top Speed: 45 KPH
    Size: Medium
    Manufacturer: Haor Chall Engineering
    Movie: Attack of the Clones, Revenge of the Sith
    These thing are bad because they can run over you.  Watch out for these, if 
    they are coming at you.
    Spider Walker
    Weapons: 1 Beam Cannon, 1 Laser Cannon
    Scale: Problem
    Type: Assault Walkers
    Top Speed: 90 KPH
    Crew: Pilot
    Size: Medium-Large
    Manufacturer: Baktoid Armor Workshop
    Movie: Attack of the Clones, Revenge of the Sith
    You really want to watch out for these, especially if you are infantry.
    Geonosian Starfighter
    Weapons: 1 Laser Cannon
    Scale: Problem
    Type: Fighter Craft
    Crew: Pilot
    Top Speed: 1000 KPH
    Size: Small-Medium
    Manufacturer: Huppla Pasa Tisc Shipwrights Collective
    Movie: Attack of the Clones
    These things are the key to taking down the powerful AT-TEs.
    Droid Starfighter
    Weapons: 2 Blaster Cannons
    Scale: Threat
    Type: Fighter Craft
    Crew: Pilot
    Top Speed: 1180 KPH
    Size: Small-Medium
    Manufacturer: Xi Char
    Movie: The Phantom Menace, Revenge of the Sith
    These are basic Fighter Craft, and are faster than the X-wings and the Y-wings,
    though they don't have to fight them.  But compared to the Jedi Starfighter,
    these things move very, very slow.
    Weapons: Rockets, 2 Beam Cannons, 1 Cannon Turret
    Scale: Problem
    Type: Air Transports
    Crew: Pilot, Co-pilot, Turret gunner
    Top Speed: 820 KPH
    Size: Large
    Manufacturer: Haor Chall Engineering
    Movie: Revenge of the Sith
    These aren't all that common, and are slow and easy to kill.
    7b. Republic
    TX-130S Fighter Tank
    Weapons: 2 Blaster Cannons, Missiles, 1 Beam Cannon
    Scale: Problem
    Type: Medium Assault
    Crew: Pilot, Main Gunner
    Top Speed: 193 KPH
    Size: Medium
    Manufacturer: Rothana Heavy Enginneering
    Movie: Attack of the Clones
    You will want to watch out for these.  They are similar to AATs.
    Weapons: 4 Laser Cannons, 2 Laser Cannons, 1 Projectile Cannon
    Scale: Lethal
    Type: Heavy Assault Transports
    Crew: Pilot, Co-pilot, Main gunner
    Top Speed: 60 KPH
    Size: Large
    Manufacturer: Rothana Heavy Engineering and Kuat Drive Yards
    Movie: Attack of the Clones, Revenge of the Sith
    If you are an enemy of these, the only possible solutions are the Geonsoian  
    starfighters or a whole lot of AATs.  If you have one, you are lucky.  These 
    are the secret to destroying the Techno Union Ships and victory at Rhen-Var: 
    Harbor.  These are weaker than the AT-ATs, but more armed.
    Jedi Starfighter
    Weapons: 2 Laser Cannons, Missiles
    Scale: Problem
    Type: Fighter Craft
    Crew: Pilot
    Top Speed: It says it goes 12,000 but that must be wrong.  That's 12 times
               faster than the Geonsosian Starfighter.  I'll say its a typo and it
               goes 1200 KPH
    Size: Medium
    Manufacturer: Kuat Systems Engineering
    Movie: Attack of the Clones, Different version in Revenge of the Sith
    These are probably your best Fighter Craft, with there unimaginable speed.
    Republic Gunship
    Weapons: 2 Laser Cannons, Rockets, 2 Wing Lasers, 2 Beam Cannon Turrets
    Scale: Threat
    Type: Air Transport
    Crew: Pilot, Co-pilot, 2 Turret Gunners, 1 Transport Position
    Top Speed: 620 KPH
    Manufacturer: Rothana Heavy Engineering
    Size: Large
    Movie: Attack of the Clones, Revenge of the Sith
    The only reason these things aren't that bad is that they are slow, allowing
    starfighters to easily destroy them.
    Gian Speeder
    Weapons: 2 Gian Blasters, 1 Laser
    Scale: Threat
    Type: Special Craft
    Crew: Pilot, Main Gunner
    Top Speed: 160 KPH
    Size: Medium
    Manufacturer: SoroSuub Facilities
    Movie: The Phantom Menace
    These only appear in Historical Campaign in Naboo: Theed.
    7c. Empire
    TX-130T Fighter Tank
    Weapons: 2 Blaster Cannons, Missiles, 1  Beam Cannon
    Scale: Problem
    Type: Medium Assault
    Crew: Pilot, Main Gunner
    Top Speed: 193 KPH
    Size: Medium
    Manufacturer: Imperial Department of Military Research and Rothana Heavy Engi-
    Movie: None
    Your probably thinking "Hey doesn't the Republic have those?" and yes they do.
    Everything is EXACTLY the same, the size, the speed, the guns, only the color
    is different.  It says this has better turning and better guns, but barely if
    Weapons: 2 Blaster Cannons, 2 Light Blaster Turrets
    Scale: Problem
    Type: Assault Walker
    Crew: Pilot, Co-pilot
    Top Speed: 90 KPH
    Size: Medium
    Manufacturer: Imperial Department of Military Reseearch, Kuat Drive Yards
    Movie: Empire Strikes Back, Return of the Jedi
    These are seen a lot, and are fairly dangerous.
    Weapons: 2 Heavy Lasers, 2 Blaster Turrets
    Scale: Lethal
    Type: Heavy Assault Transports
    Crew: Pilot, Co-pilot
    Top Speed: 60 KPH 
    Size: Largest
    Manufacturer: Kuat Drive Yards, Gen. Maximillian Veers' design
    Movie: Empire Strikes Back
    Watch out for these.  They are just as deadly as the AT-TEs, but with a few
    weaknesses.  The AT-TEs can shoot from all directions, whereas the AT-ATs can
    only shoot from the front.  And, you can rope their legs.
    TIE Fighter
    Weapons: 2 Laser Cannons
    Scale: Problem
    Type: Fighter Craft
    Crew: Pilot
    Top Speed: 1,200 KPH
    Size: Small
    Manufacturer: Sienar Fleet Systems
    Movie: A New Hope, The Empire Strikes Back, The Return of the Jedi
    These are fast, and are perfect for destroying an X-Wing.
    TIE Bomber
    Weapons: 2 Laster Cannons, Proton Torpedoes, Proton Bombs
    Scale: Problem
    Type: Bomber
    Crew: Pilot, Co-pilot
    Top Speed: 850 KPH
    Size: Medium
    Manufacturer: Sienar Fleet Systems
    Movie: The Empire Strikes Back
    These can not only destroy Aircraft, but can destroy ground soldiers with their
    bombs.  They are slow, though.
    7d. Rebels
    Combat Landspeeder
    Weapons: 2 Blaster Cannons, Missiles, 1 Blaster Cannon Turret
    Scale: Problem
    Type: Medium Assault
    Crew: Pilot, Main Gunner
    Top Speed: 227 KPH
    Size: Medium
    Manufacturer: SoroSuub Facilities
    Movie: None
    These are dangerous, especially to infantry.  SoroSuub lost the design in a bet
    to the Rebel Alliance.
    Weapons: 4 Laser Cannons, Proton Torpedoes
    Scale: Problem
    Type: Fighter Craft
    Crew: Pilot
    Top Speed: 1050 KPH
    Size: Small-Medium
    Manufacturer: Incom Corporation
    Movie: Different version in Revenge of the Sith, normal version in A New Hope, 
           The Empire Strikes Back, and The Return of the Jedi
    Ah, the infamous X-Wing.  Very useful, but the TIE Fighters are faster, but I
    think X-Wings are more efficient.
    Weapons: 2 Laser Cannons, Proton Bombs, 1 Laser Cannon Turret
    Scale: Problem
    Type: Bomber
    Crew: Pilot, Co-pilot
    Top Speed: 1000 KPH
    Size: Medium
    Manufacturer: Koensayr
    Movie: A New Hope, Return of the Jedi
    These are like TIE Bombers, but faster and with some advantages and weaknesses.
    Watch out for them on both the ground and the air.  They have back guns that
    are used to destroy ground units.
    T-47 Airspeeder
    Weapons: 2 Laser Cannons, 1 Harpoon Gun
    Scale: Problem
    Type: Special Craft
    Crew: Pilot, Co-pilot
    Top Speed: 1100 KPH
    Size: Medium
    Manufacturer: Incom Coroporation 
    Movie: The Empire Strikes Back
    These are problems only to the AT-ATs, because they are just about the only
    thing capable of taking them down. 
    7e. All Faction Vehicles
    These vehicles are made and spawned by all or most of the factions.
    Speeder Bike
    Weapons: 1 Laser Cannon
    Scale: Threat
    Type: Scout
    Crew: Pilot
    Top Speed: 500 KPH
    Found: Tatooine: Dune Sea, Yavin 4: Temple, Endor: Bunker, Naboo: Plains
    Size: Small
    Manufacturer: Aratech Repulsor Company
    Movie: Attack of the Clones, The Return of the Jedi
    These are used to zoom across the map in no time.  Not available for CIS.
    Sand Skiff
    Weapons: 3 Heavy Gun Turrets
    Scale: Problem
    Type: Special Craft
    Crew: Pilot, Three Gunners
    Top Speed: 250 KPH
    Found: Tatooine: Dune Sea
    Size: Medium
    Manufacturer: Ubrikkian
    Movie: Return of the Jedi
    These are very, very useful, for just needing a ride.  But while you are
    getting your ride, why not kill some enemies on the way?
    Cloud Car
    Weapons: 2 Laser Cannons, Rockets
    Scale: Threat
    Type: Special Craft
    Crew: Pilot, Co-pilot
    Top Speed: 1500 KPH 
    Found: Bespin: Platforms
    Size: Small-Medium
    Manufacturer: Bespin Motors
    Movie: The Empire Strikes Back
    These things are used for many things at Bespin, but aren't that great as star-
    fighters.  Fastest vehicle in the game.
    7f. Turrets
    Gun Turret
    Scale: Problem
    Faction: All
    Map: Several
    These are very common, and pilots need to construct them before use.
    Geonosian Sonic Plaster
    Scale: Wimpy
    Faction: CIS
    Map: Geonosis: Spire
    These will to a little damage, but will knock you backwards.
    Tower Turret
    Scale: Problem
    Faction: Rebels
    Map: Yavin 4: Temple
    These are very high up, and look a little like trees.
    Anti-Infantry Laser Battery
    Scale: Problem
    Faction: Rebels
    Map: Hoth: Echo Base
    These are useful for killing ground troops at Hoth.
    Anti-Vehicle Laser Cannon
    Scale: Threat
    Faction: Rebels
    Map: Hoth: Echo Base
    These are supposed to be used to destroy AT-ATs, but really do not to much to
    Anti-Air Turret
    Scale: Lethal
    Faction: All
    Map: Bespin: Platforms
    These are deadly to aircraft and to ground units.
    7g. Creatures
    Creatures are only used for transportation, and will be killed in one or two 
    hits.  You also cannot attack with them.  They count as vehicles, so killing
    them is a simple way to get the tank buster award.
    Faction: Gungans/Republic/Rebels
    Map: Naboo: Plains
    These are just big animals.  Nothing much.  You can't attack from one.  They
    are just fast.  They are weak, too.
    Faction: Rebels
    Map: Hoth: Echo Base
    These are like Kaadu, but will flee if there is enough combat.
    8. Weapons
    You might be confused at some of the units weapons, so here is a section 
    devoted to each weapon.
    8a. CIS
    Wrist Blaster
    Used By: Super Battle Droid
    Technical Name: Wrist Blaster
    Weapon Type: Blaster Rifle?
    Manufacturer: NA
    The Wrist Blaster is ideal for killing huge groups of clones.
    Used By: Super Battle Droid
    Technical Name: Wrist Blaster
    Weapon Type: Shotgun
    Manufacturer: NA
    Tri-Shots are like the Dark Trooper's and Rebel Pilot's Blast Cannon, but they
    shoot three shots, instead of four, and they always are in the same spots.
    Wrist Launcher
    Used By: Super Battle Droid
    Technical Name: Wrist Launcher
    Weapon Type: Missile Launcher
    Manufacturer: NA
    Wrist Launchers are built in missile launchers which make the Super Battle 
    Droids efficiant for any time, unless it's repairing.
    Missile Launcher (CIS)
    Used By: Assault Droid
    Technical Name: BAQ E-60R Missile Launcher
    Weapon Type: Missile Launcher
    Manufacturer: NA
    Aim these at vehicles or at large groups' feet.
    Blaster Pistol (CIS)
    Used By: Assault Droid, Pilot Droid, Assassin Droid
    Technical Name: Separtist Blaster Pistol
    Weapon Type: Blaster Pistol
    Manufacturer: NA
    A weapon used by most classes of every faction, these fire slow, weak, and
    inaccurate shots, but beat killing people than missile launchers or sniper
    rifles at close range.
    Thermal Detonator (CIS)
    Used By: Assault Droid, Assassin Droid
    Technical Name: Merr-Sonn V-1 Thermal Detonator
    Weapon Type: Grenade
    Manufacturer: Merr-Sonn
    Lob these at large groups to send soldiers flying off-screen.
    Mines (CIS)
    Used By: Assault Droid
    Technical Name: Conner Ship Systems HX2 Mine
    Weapon Type: Mines
    Manufacturer: Conner Ships
    Put these in places where no one will see them, and when an enemy is near,
    Grenade Launcher (CIS)
    Used By: Pilot Droid
    Technical Name: Merr-Sonn RD-4 Grenade Launcher
    Weapon Type: Grenade Launcher
    Manufacturer: Merr-Sonn
    Grenade Launcher.  Again, nothing much.
    Fusioncutter (CIS)
    Used By: Pilot Droids
    Technical Name: SoroSuub F-187 Fusioncutter
    Weapon Type: Fusioncutter
    Manufacturer: SoroSuub (visit the SoroSuub factory in Podracer Revenge)
    A fusion cutter repairs vehicles and repairs/builds turrets.
    Health/Ammo Dispenser (CIS)
    Used By: Pilot Droid
    Technical Name: Health/Ammo Dispenser
    Weapon Type: Health/Ammo Dispenser
    Manufacturer: NA
    These are probably the only weapons identical to every other faction, even in
    technical name.
    Sniper Rifle (CIS)
    Used By: Assassin Droid
    Technical Name: BAW E-5s Sniper Rifle
    Weapon Type: Sniper Rifle
    Manufacturer: NA
    From a distance, shoot enemies with this weapons powerful zoom capability for
    extreme damage.
    Recon Droid (CIS)
    Used By: Assassin Droid
    Technical Name: Arakyd Mark IV Recon Droid
    Weapon Type: Recon Droid
    Manufacturer: Arakyd
    Use these to scout enemy territories for sniping spots.  They can also call
    orbital strikes.
    Repeating Blasters
    Used By: Droideka
    Technical Name: Repeating Blasters
    Weapon Type: NA
    Manufacturer: NA
    These are probably the most lethal weapons in a game that a character already
    Personal Shield
    Used By: Droideka
    Technical Name: Personal Shield
    Weapon Type: Shield
    Manufacturer: NA
    These will create a small shield that can hold off fire for a short time.  This
    makes the droideka a very feared enemy.
    8b. Republic
    Blaster Rifle (Republic)
    Used By: Clone Trooper
    Technical Name: Republic DC-15 Blaster Rifle
    Weapon Type: Blaster Rifle
    Manufacturer: Republic
    These are automatics used to deplete enemies fast.
    Blaster Pistol (Republic)
    Used By: Clone Trooper, ARC Trooper, Clone Pilot, Clone Sharpshooter
    Technical Name: Republic DC-15s Blaster Pistol
    Weapon Type: Blaster Pistol
    Manufacturer: Republic
    (See "Blaster Pistol (CIS)")
    EMP Grenade
    Used By: Clone Trooper, ARC Trooper, Clone Sharpshooter, Jet Trooper
    Technical Name: Merr-Sonn V-6 Haywire Grenade/Merr-Sonn V-1 Thermal Detonator
    Weapon Type: Grenade
    Manufacturer: Merr-Sonn
    These explode and give out electricity.  These are similar to the Gungan 
    Concussion Grenade (Republic)
    Used By: Clone Trooper
    Technical Name: SoroSuub LXR-6 ConcussionGrenade
    Weapon Type: Grenade
    Manufactuer: SoroSuub
    These are handy.  They stick to whatever they hit (except people) and explode,
    so are ideal for vehicles.
    Missile Launcher (Republic)
    Used By: ARC Trooper
    Technical Name: Merr-Sonn PLX Missile Launcher
    Weapon Type: Missile Launcher
    Manufacturer: Merr-Sonn
    (See "Missile Launcher (CIS)")
    Mines (Republic)
    Used By: ARC Trooper
    Technical Name: Conner Ship Systems HX2 Mine
    Weapon Type: Mine
    Manufactuer: Conner Ships
    (See "Mines (CIS)")
    Bolt Caster
    Used By: Clone Pilots
    Technical Name: Drever Corp "DN Bolt Caster" Plasma Disruptor
    Weapon Type: Misc.
    Manufacturer: Drever Corp
    Bolt Casters shoot out beams of electricity, and their damage can be improved
    by holding down the fire button.
    Fusioncutter (Republic)
    Used By: Clone Pilots
    Technical Name: SoroSuub F-187 Fusioncutter
    Weapon Type: Fusioncutter
    Manufacturer: SoroSuub
    (See "Fusioncutter (CIS)")
    Health/Ammo Dispenser (Republic)
    Used By: Clone Pilots
    Technical Name: Health/Ammo Dispenser
    Weapon Type: Health/Ammo Dispenser
    Manufacturer: NA
    (See "Health/Ammo Dispenser (CIS)")
    Sniper Rifle (Republic)
    Used By: Clone Sharpshooter
    Technical Name: Republic DC-15x Sniper Rifle
    Weapon Type: Sniper Rifle
    Manufacturer: Republic
    (See "Sniper Rifle (CIS)")
    Recon Droid
    Used By: Clone Sharpshooter
    Technical Name: Arakyd R-1 Recon Droid
    Weapon Type: Recon Droid
    Manufacturer: Arakyd
    (See "Recon Droid (CIS)")
    EMP Launcher
    Used By: Jet Trooper
    Technical Name: Merr-Sonn EM Pulse Launcher
    Weapon Type: Missile Launcher
    Manufacturer: Merr-Sonn
    These shoot out blasts that are a mix between an EMP Grenade and a missile
    Commando Pistol
    Used By: Jet Trooper
    Technical Name: Republic DC-17 Blaster Pistol
    Weapon Type: Pistol
    Manufacturer: Republic
    These pistols fire faster, use less energy, recharge faster, and do more damage
    than regular pistols.
    8c. Empire
    Blaster Rifle (Empire)
    Used By: Stormtrooper
    Technical Name: BlasTech E-11 Blaster Rifle
    Weapon Type: Blaster Rifle
    Manufacturer: BlasTech?
    (See "Blaster Rifle (Republic)")
    Blaster Pistol (Empire)
    Used By: Stormtrooper, Shocktrooper, Imperial Pilot, Scout Trooper, Darktrooper
    Technical Name: BlasTech SE-14r Light Repeating Pistol
    Weapon Type: Blaster Pistol
    Manufacturer: BlasTech
    (See "Blaster Pistol (CIS)")
    Thermal Detonator (Empire)
    Used By: Stormtrooper, Shocktrooper, Scout Trooper, Dark Trooper
    Technical Name: Baradium-Core Thermal Detonator
    Weapon Type: Thermal Detonator
    Manufacturer: Baradium-Core
    (See "Thermal Detonator (CIS)")
    Concussion Grenade (Empire)
    Used By: Stormtrooper
    Technical Name: SoroSuub LXR-6 Concussion Grenade
    Weapon Type: Thermal Detonator
    Manufacturer: SoroSuub
    (See "Concussion Grenade (Republic)")
    Missile Launcher (Empire)
    Used By: Shocktrooper
    Technical Name: MiniMag PTL Missile Launcher
    Weapon Type: Missile Launcher
    Manufacturer: MiniMag
    (See "Missile Launcher (CIS)")
    Mines (Empire)
    Used By: Shocktrooper
    Technical Name: Golan Arms KE-6b Mine
    Weapon Type: Mine
    Manufacturer: Golan Arms
    (See "Mines (CIS)")
    Grenade Launcher (Empire)
    Used By: Imperial Pilot
    Technical Name: Merr-Sonn V-6d Mortar Launcher
    Weapon Type: Grenade Launcher
    Manufacturer: Merr-Sonn
    (See "Grenade Launcher (CIS)")
    Sniper Rifle (Empire)
    Used By: Scout Trooper
    Technical Name: Modified BlasTech E-11s Sniper Rifle
    Weapon Type: Sniper Rifle
    Manufacturer: BlasTech
    (See "Sniper Rifle (CIS)")
    Recon Droid (Empire)
    Used By: Scout Trooper
    Technical Name: Arakyd R-4 Recon Droid
    Weapon Type: Recon Droid
    Manufacturer: Arakyd
    (See "Recon Droid (CIS)")
    Blast Cannon (Empire)
    Used By: Dark Trooper
    Technical Name: Golan Arms Blast Cannon
    Weapon Type: Shotgun
    Manufacturer: Golan Arms
    These are similar to Tri-Shot, but they shoot four bullets, and are not
    perfectly in the same spot every time.
    8d. Rebels
    Blaster Rifle (Rebels)
    Used By: Rebel Soldier
    Technical Name: BlasTech DH-17 Blaster Rifle
    Weapon Type: Blaster Rifle
    Manuacturer: BlasTech
    (See "Blaster Rifle (Republic)")
    Blaster Pistol (Rebels)
    Used By: Rebel Soldier, Rebel Vanguard, Rebel Pilot, Rebel Marksman
    Technical Name: BlasTech DL-44 Blaster Pistol
    Weapon Type: Blaster Pistol
    Manufacturer: BlasTech
    (See "Blaster Pistol (CIS)")
    Thermal Detonator (Rebels)
    Used By: Rebel Soldier, Rebel Vanguard, Rebel Marksman
    Technical Name: Merr-Sonn Munitions Class A Thermal Detonators
    Weapon Type: Thermal Detonator
    Manufacturer: Merr-Sonn
    (See "Thermal Detonator (CIS)")
    Concussion Grenade (Rebels)
    Used By: Rebel Soldier
    Technical Name: SoroSuub LXR-6 Concussion Grenade
    Weapon Type: Thermal Detonator
    Manufacturer: SoroSuub
    (See "Concussion Grenade (Republic)")
    Missile Launcher (Rebels)
    Used By: Rebel Vanguard
    Technical Name: Golan Arms HH-15 Missile Launcher
    Weapon Type: Missile Launcher
    Manufacturer: Golan Arms
    (See "Missile Launcher (CIS)")
    Mines (Rebels)
    Used By: Rebel Vanguard
    Technical Name: Conner Ship Systems 3HX3 Mine
    Weapon Type: Mines
    Manufacturer: Conner Ships
    (See "Mines (CIS)")
    Blaster Cannon
    Used By: Rebel Pilots
    Technical Name: Golan Arms CR-1 Blaster Cannon
    Weapon Type: Shotgun
    Manufacturer: Golan Arms
    (See "Blast Cannon (Empire)")
    Fusioncutter (Rebels)
    Used By: Rebel Pilots
    Technical Name: SoroSuub F-187 Fusioncutter
    Weapon Type: FusionCutter
    Manufacturer: SoroSuub
    (See "Fusioncutter (CIS)")
    Health/Ammo Dispenser (Rebels)
    Used By: Rebel Pilots
    Technical Name: Health/Ammo Dispenser
    Weapon Type: Health/Ammo Dispenser
    Manufacturer: NA
    (See "Health/Ammo Dispenser (CIS)")
    Sniper Rifle (Rebels)
    Used By: Rebel Marksmen
    Technical Name: BlasTech E-17d Sniper Rifle
    Weapon Type: Sniper Rifle
    Manufacturer: BlasTech
    (See "Sniper Rifle (CIS)")
    Recon Droid (Rebels)
    Used By: Rebel Marksmen
    Technical Name: Arakyd R-4 Recon Droid
    Weapon Type: Recon Droid
    Manufacturer: Arakyd
    (See "Recon Droid (CIS)")
    Used By: Wookie Smuggler
    Technical Name: Wookie Bowcaster
    Weapon Type: NA
    Manufacturer: Kashyyyk Weapon Crafters
    These are what you see Chewbacca fighting with.  They pack a powerful punch.
    Grenade Launcher (Rebels)
    Used By: Wookie Smuggler
    Technical Name: Merr-Sonn HH-4 Grenade Launcher
    Weapon Type: Grenade Launcher
    Manufacturer: Merr-Sonn
    (See "Grenade Launcer (CIS)")
    Time Bomb
    Used By: Wookie Smuggler
    Technical Name: Merr-Sonn TB-47 Time Bomb
    Weapon Type: Mine?
    Manufacturer: Merr-Sonn
    These are like mines, but explode in seconds, not whenever something come by
    9. Multiplayer
    9a. Splitscreen
    Splitscreen mode.  Both harder and easier.  You don't have a full view of the
    screen, so that is harder.  But, two human characters will trample the enemy.
    Splitscreen is basically a normal game, but with a big line down the middle,
    and two screens.  Everything is the same, except that Galactic Conquest doesn't
    have all of the options it had.  Splitscreen can ready you up for the real
    multiplayer, and can be fun if you are fighting someone else, especially in
    aircraft.  Well, there's not much to say about splitscreen.  There's no chat,
    because, duh, you're sitting right next to the person.
    9b. Online
    Coming soon!
    10. Cheats
    All cheats are found on GameFAQs.com.  They are submitted by DarthVader1 and
    by EPNeo on the site.
    1) Unlock All Planets
    At Historical Campaigns planet selection, enter Square, Circle, Square, Circle.
    2) Small People
    Enter this as a profile name: Jub Jub (has to have lowercases, not all caps)
    They will use the frame they used for the Ewoks.  You will look really fat and
    your limbs will be all screwed up.  Otherwise you play the same, except a
    different point of view.  It's hard to play like this.
    3) Unlockables:
    Bespin Concept Art
    Beat: Bespin: Cloud City
    Endor Stills
    Beat: Bepin: Platforms
    Geonosis Stills
    Beat: Geonosis: Spire
    Hoth Concept Art
    Beat: Hoth: Echo Base
    Instant Action Mode
    Beat: Any Historical Campaigns mission
    Kamino Storyboards
    Beat: Kamino: Tipoca City
    Naboo Stills
    Beat: Naboo: Theed
    Star Wars Battlefront Art
    Beat: Kashyyyk: Islands
    Tatooine Concept Art
    Beat: Tatooine: Mos Eisely
    Weapons and Units Stills
    Beat: Rhen Var: Harbor
    Yavin Concept Art
    Beat: Yavin 4: Temple
    *All levels must be beat in Historical Campaigns
    If the cheats don't work, don't email me, submit a problem at GameFAQs 
    Contributor Central.
    11. FAQ
    1) Can you play as a Jedi?
    No.  I wish you could, but no.  They are NPCs, which stands for Non-Player
    Character.  In Battlefront II you can.
    2) Are there any unlockable units?
    No.  I'm 99% sure that you can't.  You might consider a Super Battle Droid, a
    Dark Trooper, a droideka, and a Jet Trooper to be unlockable, because they
    can't be played in every Historical Campaign.
    3) How do you construct a turret using a pilot and a fusioncutter?
    I don't think I was specific enough, which is my fault.  Go by an area with a
    metal platform with an image of a wrench, and use the fusioncutter as a
    secondary weapon near the area, and a gun turret will soon appear.
    4) Are you able to save in the middle of a battle?
    Unfortunately, no.
    5) Can Jedi phase through droideka shields?
    With one stroke they will take it down, with the next they will destroy the
    6) How do you play splitscreen?  I have two controllers!
    The controllers have to be made for the PS2.  They cannot be compatible with
    PS1.  Also, you need two profiles.
    7) Why do I see pictures of Jabba the Hut?
    For PC, there is a downloadable level called Tatooine: Jabba's Palace.  You
    can't get it for PS2 or Xbox (dang).
    8) On Splitscreen Mode, I can only played a few Galactic Conquests.  Why?
    For some reason, they made so only the easier Galactic Conquests can be played.
    9) How do you destroy an AT-AT with a soldier, if no vehicles are available?
    Basically, you can't.  The concussions are useless (unless there are fifty guys
    throwing them at once) so, get in a vehicle!  Or play as a heavy-weapons unit.
    You may notice you asked these questions.  They aren't all "frequently asked",
    I just take the best ones and post them.
    12. Strategies
    NOTE: These are not placed in order of importance!  They are in the order
    either I thought of them, or they were mentioned to me.
    1) Take the center command post. Then you can launch attacks from the command
    posts around it easily.
    2) Always, always, always use the Airspeeders to destroy AT-ATs when they are
    3) Never tangle with a Jedi.  You will almost never win.
    4) Diving to the side is a good way to escape grenades.  To do that, strafe and
    jump at the same time.
    5) Listen to your ally's commands.  If they tell you to follow, follow.  And
    most importantly, if they say "Grenade!  Grenade!" or "Get down" something like 
    that, get out of there!
    6) If you start losing, capture the key command posts.
    7) If you want to destroy a lot of troops, don't rely on your blaster pistol.
    Use a unit with an automatic (soldier).
    8) Use the Prima Strategy guide.  I get tons of information from it.
    9) Know what units do and and what to use in a certain situation.  For example,
    use a pilot if you are on Rhen Var: Harbor because there are a lot of turrets
    that need to be build and a lot of vehicles to be repaired.
    10) Know your enemies weaknesses.  Dark Troopers have poor ranged abilities.
    Snipers are useless in close combat.
    11) Don't ever stand still when you are out in the opne.  You may think you are 
    safe, but you never know when a sniper is aimed at you.
    12) Use the mini-map.  You can tell what command posts need you and where the
    battles occur.
    13) Use Instant Action to improve your skills.
    14) Use vehicles to your benefit.  Don't walk across the map when a speeder is
    available.  Don't go plunging into a huge battle when an AT-ST is available.
    15) Watch the skies.  Especially when you are the Empire and Y-Wings are zoom-
    ing over your head.
    16) Survey the area you're about to attack from a distace.  Make sure there are
    no enemies in turrets or anything.
    17) Use the terrain to your advantage.  If there is tall grass, lay prone and
    crawl.  If there are stacks of logs, crouch by them to provide cover.
    18) If you are defending a command post, use the droids around you, such as the
    health and ammo droids.
    19) Watch out for mines.  Especially in Bespin: Cloud city in the Chamber.  The
    orange lights make mines nearly invisible.  Mines can be destroyed.
    20) When in a ground vehicle, kill the units with heavy weapons first.
    21) Get the command posts where the vehicles are first, so you don't have to
    worry about taking tanks out when you are in the heart of the battle.
    22) You are the difference in the battle.  9 times out of 10 the battle will be
    lost without you.  You have to be in the frontlines.
    23) If you are in a vehicle, try to have a co-pilot, a main gunner, etc., so
    you are not alone.  Then you can double weapons.
    24) Know what you are about to fight if you are doing a sneak attack.  Observe
    a little, use a recon droid.  If you are a heavy-weapons unit, don't go
    plunging into battle against soldiers.
    25) Make sure that there are no snipers in the area before you attack.  The
    best thing is to take a recon droid and survey the area.
    26) To take out droidekas, use a Jet Trooper's EMP Launcher and fire one or two
    shots to take the shield down, then another to kill it.
    27) If you are in a speeder bike and you see an enemy Jedi, that is the only
    time to purposely mess with him.  Run him down!
    28) Watch out for anti-aircraft turrets, even when you are on the ground.  They
    are lethal to aircraft (hence the name) and can kill anyone who tries to come
    up and take it down on the ground.
    29) If you plan to be in an aircraft for a long time, be a Pilot.  If you get
    hit, you can hover over your own territory, automatically repairing (or in
    Platforms, you can go under the platforms, where you are guarenteed to be safe) 
    30) If you are losing, don't do a "suicidal charge of sheer rage".  You may
    deplete a few forces, but it will be impacted heavier with expert battle
    techniques or vehicle assaults will impact their reinforcements more.
    31) If you see a group of enemy units bunched together (and you are in an
    aircraft), land on them.  If you see a Jedi from an aircraft, land on him! 
    32) As a Jet Trooper, you can fly up to mountaintops and building tops where
    you can easily assault droids.
    33) If you have a Jedi on the team, stay with him for protection, or order him
    to follow you for elite assaults.
    34) If you are in aircraft and are looking down at masses of enemies, go in for
    an attack run, but be sure to pull up.  This is another way to destroy medium-
    assault vehicles easily.
    35) If in a medium assault vehicle, go in front of an army to escort them, if 
    36) Always check your map to make sure that there isn't a huge battle that
    needs your help or a command post you didn't know got taken.
    37) Kill the most dangerous units first.  Take down soldiers first, and snipers
    last (if in close combat).
    38) Don't underestimate the distance of a fall.  Don't jump down anything
    higher than a normal house-roof in Mos Eisely.
    39) Never underestimate the power of aircraft, especially bombers, if you are
    on the ground.
    40) Know the armament of your enemy.  Don't pick a nose-to-nose fight with a
    Rebel Pilot or a Darktrooper.  Don't try to snipe the sniper as a soldier.
    41) Missile launchers can be used for enemy dispatch very effectively (if you
    know what you're doing).
    42) (This is one of my favorites)  As a HWU, place mines on MAVs or SVs and
    just get in.  If you go through a group of enemies, the mines will detonate
    and kill the enemies nearby.
    43) Though droidekas are hard to beat, they are also hard to play as, unless
    you have a lot of experience with them.  Travel in groups of two as droidekas
    for best results.
    44) Move a lot to avoid snipers.
    45) Always use the best weapon available for each situation that you have.  For
    example, don't shoot five clustered enemies with a blaster pistol if a grenade
    is available.
    14. Contact
    Here are the contact rules.  I forgot to update this section after changing my
    e-mail address, so if you sent a messsage in the past six months or so and
    never got a reply, I'm really sorry!  My e-mail address is
    1. Emails that do not pertain to the guide (spam, "have you played this game?"
       etc.) will be deleted immediately.
    2. Use the best English as you can.  No AOL language (i.e. hey u kno bout um
       yavin arena i gt a gud wy 2 win).  Use the best spelling you can, I can for-
       give stuff like immediately being immediatly 
    3. As for fonts, please use black print and a white background, none of this 
       bright green yellow crap, and use a legible font like Times New Roman.
    4. If you have a suggestion or strategy and think you may be put in the Thanks
       section, please sign it with the name you'd like to use.  I prefer either a
       name like Strider42 or a first name and last initial.
    5. If you have a suggetion for a certain level that is on a planet with two
       levels, be specific.  If it is about Geonosis: Spire then you can use Geo-
       nosis, but if you're talking about Yavin 4: Arena don't just say "on Yavin".
    6. See the FAQ section before you ask a question.  If it's not there then ask.
    7. No profanity or other inappropriate words.  The limits is sucks and crap.
    8. Do not share my email address with anyone.
    9. Do not point out small spelling/grammar mistakes, like "You said your when
        you should have said you're" or "you spelled immediately wrong".  Unless
        you cannot understand the word or it changes the meaning of the sentance,
        let it go.
    10. Make sure the message has a clear point and is more than "On Kashyyyk: Is-
        lands its good taking enemy ships."  A better example would be "On Kashyyk:
        Islands if you take enemy ships you can gain better air control and slow
        the attacks on your main command posts."
    15. Copyright
    This may be not be reproduced under any circumstances except for personal, 
    private use. It may not be placed on any web site or otherwise distributed 
    publicly without advance written permission. Use of this guide on any other
    web site or as a part of any public display is strictly prohibited, and a 
    violation of copyright.
    Sites this guide should be found: GameFAQs.com, Gamespot.com, SuperCheats.com,
    GamerHelp.com, Ziff Davis Media, AtoZcheats.com (If you're site isn't there,
    you've emailed me and I've gave you permission to post it, I haven't updated it
    since.  I update every month or so.)
    All trademarks and copyrights contained in this document are owned by their 
    respective trademark and copyright holders.
    16. Version History and Plans
    0.1: Started Guide, finished Table of Contents
    0.2: Finished Basic Gameplay and Controls, started Units
    0.4: Finished Units section, started Levels
    0.7: Finished Levels section, started Vehicles
    0.9: Finished Vehicles
    1.0: Finished Guide, Posted at GameFAQs.
    1.2: Added Galactic Conquest Section and Instant Action Section.  Reached 15
    1.3: Added "Command Posts" section to the Levels, and added "Speed" Section to 
         vehicles, reached 20 Strategies.
    1.4: Started Weapons section, redid Geonosis: Spire, Tatooine: Dune Sea.
    1.6: Finished Weapons section, reached 25 strategies, redid Kamino: Tipoca City
         and Rhen Var: Harbor, and made minor changes to a few other maps.
    1.7: Added "Size" and "Movie" to vehicles,  added Cheats section
    1.8: Guide posted at SuperCheats, added FAQ section.
    1.9: The walkthoughs became as long for several maps. Lengthened Endor: Bunker, 
         Bespin: Platforms, Hoth: Echo Base, Naboo: Plains, Naboo: Theed
    2.0: Guide posted on GamerHelp, lengthened Kashyyyk: Docks, Rhen Var: Harbor,
         Yavin 4: Arena, Tatooine: Mos Eisley.  This is the first update in a
    2.1: Reached 30 Strategies, added multiplayer section, lengthened some maps
         (sorry, can't remember which ones), Guide Posted on Ziff Davis Media
    2.2: Reached 35 Strategies, added the "Manufacturer" and the "Top Speed"
         section to vehicles, rewrote the Basic Gameplay, added "Battlefront II
         Preview" section, added "Planet Order" to Galactic Conquest.
    2.3: Lengthened Bespin: Cloud City, Rhen Var: Citadel, Kashyyyk: Docks, Yavin
         4: Temple, first time abbreviations appear, reached fourty strategies, got
         42 strategies, added more BFII info.
    Final: Put separate faction walkthroughs for Kashyyyk: Islands and Geonosis:
         Spire, Put separate unit guides for Rhen Var: Harbor, reached 45 strate-
         gies, all guides lengethened to 300 words or more, more BFII info, guide
         posted on AtoZcheats.com.
    17. Thanks
    The personal tips are placed in order received, in case you were wondering.
    Everything else is in order of importance.  If you don't like the name I put 
    you as on this list, just email me.  I never give out email addresses, but 
    sometimes the name, and not the server.
    Thanks to Prima Strategy Guides.  I used a whole lot of information from it in
    this guide. 
    Thanks to GameFAQs for posting my guide.
    Thanks to SuperCheats, GamerHelp, Ziff Davis Media, and AtoZ Cheats for allow-
    ing my guide to be on their site.
    Thanks to Addison Fox for the sniper strategy to Yavin 4: Arena.
    Thanks to Alex Grover for reminding me that I left out Yavin 4 for planetary
    bonuses on Galactic Conquest.
    Thanks to Mike Smithen for reminding me that Jet Troopers use Commando Pistols
    and some information about them.
    Thanks to Brad Burleson for giving me strategies 21 and 22 and giving me new
    info for Geonosis: Spire.
    Thanks to Dan Lebrek for Strategy 26 and for telling me that only the CIS gets
    a vehicle at the Hangar in Tatooine: Mos Eisely.
    Thanks to Choya Amai for the second way to kill a Jedi and for Strategy 27.
    Thanks to Eric Davis for telling me the movie that TIE Bombers are in.
    Thanks to Coder Cable for the strategies for Bespin: Cloud City and for
    Kashyyyk: Docks and for telling me that there is no Jedi Starfighter in Return
    of the Jedi and a combat landspeeder never appears in the movies.
    Thanks to Alex Bade for the strategy to get a ton of kills in Tatooine: Dune
    Thanks to Patsdamop for telling me Y-Wings are in A New Hope. 
    Thanks to Zak Garcia for the third strategy to kill a Jedi.
    Thanks to CGR7690 for the health strategy to get the East/West box.
    Thanks to Spencer Pace for reminding me I put Rhen Var: Harbor where Rhen Var:
    Citadel should.
    Thanks to Baradnorodh for telling me the planetary bonuses for the final 
    planets in Galactic Conquest.
    Thanks to Mike Carey for telling me that Jawas heal droids.
    Thanks to Blake Appleton for reminding me that you need two profiles to launch
    a Splitscreen game.
    Thanks to Harry Rendell for the fourth Jedi killing strategy.
    Thanks to Jake Ahola for telling me that MAFs are in Revenge of the Sith.
    Thanks to Jonathon Acosta for the landing-ship-on-enemy technique (fifth Jedi
    killing strategy) and Strategy 31.
    Thanks to kikibigdog2 for the Bespin: Platforms sniper secret.
    Thanks to Susan Sharp for the Geonosis sniper strategy.
    Thanks to Kasha_kamasue for the Bespin: Cloud City sniper secret.
    Thanks to Digiiam for Strategy 32.
    Thanks to RogueAngel7 for the Bespin: Platforms Strategy 3.
    Thanks to Rexraptor14 for the CIS strategy on Tatooine: Dune Sea.
    Thanks to Maddogonfire93 for the info on Battlefront 2.
    Thanks to ClevelandKid2049 and Mitchell Shepherd for reminding me that I 
    switched up the Kamino and Geonosis planetary bonuses in Galactic Conquest.
    Thanks to Adurbin09 for Alternate Strategy 1 for Yavin 4: Arena, Alternate
    Strategy 1 for Yavin 4: Temple, Alternate Strategy 1 for Kashyyyk: Docks, and
    Strategy 41 and 42.
    Thanks to Robodog011 for the seventh killing strategy.
    Thanks to DarthWaffle7 for the Jet Trooper secret on Rhen Var: Harbor.
    Thanks to you to reading my guide.