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    FAQ/Strategy Guide by LordKonstantine

    Version: Final | Updated: 09/22/06 | Printable Version | Search Guide | Bookmark Guide

    STAR WARS: BATTLEFRONT
    Version#: Final
    Console: Playstation 2
    Author: LordKonstantine
    Copyright 2005-2006 by Andrew Finnell
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    TABLE OF CONTENTS
    
    1. Introduction
    2. Controls
    3. Gameplay Basics
    4. Units
     4a. CIS
     4b. Republic
     4c. Empire
     4d. Rebels
    5. Non-Playable Characters
     5a. Gungans
     5b. Royal Guards
     5c. Wookies
     5d. Geonosians
     5e. Tusken Raiders
     5f. Jawas
     5g. Ewoks
     5h. Jedi Heroes
    6. Clone Wars Map Strategies
     6a. Naboo: Plains
     6b. Naboo: Theed
     6c. Kashyyyk: Islands
     6d. Geonosis: Spire
     6e. Kamino: Tipoca City
     6f. Rhen Var: Harbor
     6g. Kashyyyk: Docks
    7. Galactic Civil War Map Strategies
     7a. Tatooine: Dune Sea
     7b. Tatooine: Mos Eisley
     7c. Rhen Var: Citadel
     7d. Yavin IV: Arena
     7e. Yavin IV: Temple
     7f. Hoth: Echo Base
     7g. Bespin: Cloud City
     7h. Bespin: Platforms
     7i. Endor: Bunker
    8. Galactic Conquest
    9. Instant Action
    10. Weapons
     10a. CIS
     10b. Republic
     10c. Empire
     10d. Rebels
    11. Vehicles
     11a. CIS
     11b. Republic
     11c. Empire
     11d. Rebels
    12. Turrets
    13. Cheat Codes
    14. Sniping
    15. Tips And Tricks
    16. Contact Info
    17. Copyright Info
    18. Version History
    19. Future Plans
    20. Thanks
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    1. Introduction
    
    Hello (YOUR NAME HERE) and welcome to my FAQ on Star Wars: Battlefront. I just
    want to say this is my first FAQ so this wonít be the best youíve ever read. I
    really liked the game so I figured I should write an FAQ about it, and
    (obviously) I did. I hope it is useful to you.
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    2. Controls
    
    INFANTRY CONTROLS
     D-Pad: Commands
      D-Pad Up: Move Out
      D-Pad Down: Hold Position
      D-Pad Left: At Ease
      D-Pad Right: Follow Me
     Left Analog Stick: Move/Strafe
     Right Analog Stick: Aim
     X Button: Jump
     Square Button: Reload
     Circle Button: Crouch/Prone
     Triangle Button: Enter
     L1: Fire Secondary Weapon
     R1: Fire Primary Weapon
     L2: Switch Secondary Weapon
     R2: Switch Primary Weapon
     L3: None
     R3: Zoom
     Select Button: Full Map
     Start Button: Pause
    
    VEHICLE CONTROLS
     D-Pad: Commands
      D-Pad Up: All Clear (Move Vehicle)
      D-Pad Down: Hold Her Steady
      D-Pad Left: Bail Out
      D-Pad Right: Pile In
     Left Analog Stick: Move/Strafe
     Right Analog Stick: Turn
     X Button: Take Off/Land (Republic Gunship and MAF only)
     Square Button: Reload
     Circle Button: None
     Triangle Button: Get Out
     L1: Fire Secondary Weapon
     R1: Fire Primary Weapon
     L2: None
     R2: Switch Positions
     L3: None
     R3: Zoom
     Select Button: Full Map
     Start Button: Pause
    
    AIRCRAFT CONTROLS
     D-Pad: Commands
      D-Pad Up: All Clear (Move Vehicle)
      D-Pad Down: Hold Her Steady
      D-Pad Left: Bail Out
      D-Pad Right: Pile In
     Left Analog Stick: Steer
     Right Analog Stick: Throttle
     X Button: Take Off/Land
     Square Button: Reload
     Circle Button: None
     Triangle Button: Get Out
     L1: Fire Secondary Weapon
     R1: Fire Primary Weapon
     L2: None
     R2: Switch Positions
     L3: None
     R3: Zoom
     Select Button: Full Map
     Start Button: Pause
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    3. Gameplay Basics
    
    This game plays a lot like Battlefield 1942. The game supports the four major
    armies in the Star Wars universe: The Old Republic, The Rebel Alliance, The
    Galactic Empire, and The Confederacy of Independent Systems (aka the CIS (also
    aka The Separatists.) Each army has five distinct units: Infantryman, Heavy
    Assault, Sniper, Pilot, and a special unit. Your main objective in this game is
    to capture command posts. The more command posts you capture means the further
    you can spawn into battle, which means the farther you can push back your
    enemy, which means more victories you get, which eventually means the more
    bragging rights for you.
    
    You also have a variety of vehicles to lay waste on your enemy with. All
    vehicles spawn at command posts (Except for the AT-AT and the AT-TE which ARE
    command posts.) A commander will keep you informed on the course of the battle.
    I would just like to point out that when the commander says, ďVictory is
    imminent!Ē or ďDefeat is imminent!Ē but itís not entirely true. When he says,
    ďVictory is imminent!Ē it just means your enemy has 20 reinforcement points
    left. ďDefeat is imminentĒ is the opposite. Reinforcement Points mean the
    number of reinforcements left for each army (duh). The counter usually begins
    at 200 or 250. When one army loses all of their reinforcement points, they
    lose.
    
    When one army controls the majority of the command posts, the other army will
    lose reinforcements automatically. But this will stop when the number of points
    equals the number of units on the field. Also if one army holds all the command
    posts for 20 seconds, that army automatically wins.
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    4. Units
    
    4a. CIS
    
    Super Battle Droid
    Class: Infantryman
    Primary Weapons: Wrist Blaster, Tri-Shot
    Secondary Weapons: Wrist Rocket
    
    These guys are good for killing enemy soldiers.
    
    Assault Droid
    Class: Heavy Assault
    Primary Weapons: Rocket Launcher, Blaster Pistol
    Secondary Weapons: Thermal Detonator, Mine Dispenser
    
    These droids are the best for blowing up vehicles and for setting traps.
    
    Assassin Droid
    Class: Sniper
    Primary Weapons: Sniper Rifle, Blaster Pistol
    Secondary Weapon: Thermal Detonator, Recon Droid
    
    The Assassin Droid is used for dropping enemy troops like flies. Sniper Rifle
    has second zoom.
    
    Droid Pilot
    Class: Pilot
    Primary Weapons: Radiation Launcher, Blaster Pistol
    Secondary Weapons: Fusion Cutter, Health/Ammo Dispenser
    
    The Droid Pilot is good for repairing vehicles, piloting vehicles, and healing
    his teammates.
    
    Droideka
    Class: Special
    Primary Weapons: Repeating Blasters
    Secondary Weapons: Shield Emitter
    
    Oh yeah! The Droideka can transform into a wheel form and move fast by pressing
    Triangle. The shield is really powerful but sadly, the droidekas cant give
    commands, Get in vehicles, give commands, or mount turrets.
    
    4b. Republic
    
    Clone Trooper
    Class: Infantryman
    Primary Weapons: Blaster Rifle, Blaster Pistol
    Secondary Weapons: EMP Grenade, Concussion Grenade
    
     The clone trooper is equipped for turning separatist droids into spare parts.
    
    ARC Trooper
    Class: Heavy Assault
    Primary Weapons: Rocket Launcher, Blaster Pistol
    Secondary Weapons: Thermal Detonator, Mine Dispenser
    
    The Advanced Recon Commando, or ARC Trooperís job is to blow the crap out of
    enemy vehicles.
    
    Clone Sharpshooter
    Class: Sniper
    Primary Weapon: Sniper Rifle, Blaster Pistol
    Secondary Weapons: Thermal Detonator, Recon Droid
    
    Clone Sharpshooter, Coooooooooooool. Their trained to disrupt the enemy
    infantry and call orbital strikes on enemy positions. No second zoom.
    
    Clone Pilot
    Class: Pilot
    Primary Weapons: DN Bolt Caster, Blaster Pistol
    Secondary Weapons: Fusion Cutter, health/Ammo Dispenser
    
    In my opinion, the clone pilot looks pretty cool. They are given vehicle and
    medical training on Kamino, I guess.
    
    Jet Trooper
    Class: Special
    Primary Weapons: EMP Launcher, Commando Pistol
    Secondary Weapon: Thermal Detonator
    
    The jet trooper is walking in Jango Fettís footsteps with that jetpack.
    Activate the pack by tapping X twice. The EMP launcher is perfect for giving
    droids a one-way ticket to the scrap yard. The commando pistol is a better
    version of the standard blaster pistol.
    
    4c. Empire
    
    Stormtrooper
    Class: Infantryman
    Primary Weapons: Blaster Rifle, Blaster Pistol
    Secondary Weapons: Thermal Detonator, Concussion Grenade
    
    Ah, the infamous stormtrooper, a rebel soldierís worst nightmare has come true.
    
    Shocktrooper
    Class: Heavy Assault
    Primary Weapons: Rocket Launcher, Blaster Pistol
    Secondary Weapons: Thermal Detonator, Mine Dispenser
    
    The shocktrooper is an assault unit; use him to blow rebel vehicles to
    smithereens.
    
    Scout Trooper
    Class: Sniper
    Primary Weapons: Sniper Rifle, Blaster Pistol
    Secondary Weapons: Thermal Detonator, Recon Droid
    
    A scout trooper is a basic sniper for the empire. No second zoom.
    
    Imperial Pilot
    Class: Pilot
    Primary Weapons: Mortar Launcher, Blaster Pistol
    Secondary Weapons: Fusion Cutter, Health/Ammo Dispenser
    
    Your regular pilot unit, nothing more, nothing less.
    
    Dark Trooper
    Class: Special
    Primary Weapons: Blast Cannon, Blaster Pistol
    Secondary Weapons: Thermal Detonator
    
    The Dark Trooper has a jump-pack that is activated the same way as the jet
    trooper. His blast cannon is really weak except at point-blank range. But to
    make up for it, his armor is really spiffy.
    
    4d. Rebels
    
    Rebel Soldier
    Class: Infantryman
    Primary Weapons: Blaster Rifle, Blaster Pistol
    Secondary Weapons: Thermal Detonator, Concussion Grenades
    
    The standard infantry unit for the rebels.
    
    Rebel Vanguard
    Class: Heavy Assault
    Primary Weapons: Rocket Launcher, Blaster Pistol
    Secondary Weapons: Thermal Detonators, Mine Dispenser
    
    The Vanguardís duty is to punch holes in the Imperial vehicle brigade.
    
    Rebel Marksman
    Class: Sniper
    Primary Weapons: Sniper Rifle, Blaster Pistol
    Secondary Weapons: Thermal Detonator, Recon Droid
    
    The Rebel Marksman is a sniper for the Alliance (sheís also the only female
    character in the game.) Sniper Rifle has second zoom.
    
    Rebel Pilot
    Class: Pilot
    Primary Weapons: Blast Cannon, Blaster Pistol
    Secondary Weapons: Fusion Cutter, Health/Ammo Dispenser
    
    The rebel pilot is a medic and a pilot put together.
    
    Wookie Smuggler
    Class: Special
    Primary Weapons: Bowcaster, Grenade Launcher
    Secondary Weapons: Time Bomb
    
    The wookie smuggler is the toughest soldier in the alliance army. The Bowcaster
    can be charged by holding R1 to fire spread shots. The time bomb can stick to
    turrets and vehicles to blow them up (AWSOME!)
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    5. Non-Playable Characters
    
    5a. Gungans
    Class: (Not Named)
    Alliance: Republic, Rebels
    Found: Naboo: Plains
    
    5b. Royal Guards
    Class: Infantryman, Heavy Assault, and Pilot
    Alliance: None
    Found: Naboo: Theed in Historical Campaign
    
    5c. Wookies
    Class: Infantryman and Heavy Assault
    Alliance: Republic, Rebels
    Found: Kashyyyk: Islands in Historical Campaign, and Kashyyyk: Docks
    
    5d. Geonosians
    Class: Infantryman
    Alliance: CIS
    Found: Geonosis: Spire
    
    5e. Tusken Raiders
    Class: Infantryman and Sniper
    Alliance: None
    Found: Tatooine: Dune Sea
    
    5f. Jawas
    Class: Repairers
    Alliance: All (How Nice of Them)
    Found: Tatooine: Mos Eisley
    
    5g.Ewoks
    Class: (Not Named)
    Alliance: Rebels
    Found: Endor: Bunker
    
    5h. Jedi Heroes
    Class: Heroes
    Alliance: Luke Skywalker: Rebels, Darth Vader: Empire, Mace Windu: Republic,
    Count Dooku: CIS
    Found: Hoth: Echo Base, Tatooine: Mos Eisley, Geonosis: Spire, and Kashyyyk:
    Islands
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    Now for the good stuff! I will give you the strategy that works best for me, so
    I know it will work.
    
    6. Clone Wars Map Strategies
    
    6a. Naboo: Plains
    Default Army: CIS
    Default Enemy: Gungans
    Command Posts: Command, Heads, Pillars, Center, and Redoubt
    
    This map is really different in the Historical Campaign and is really annoying
    due to the DOZENS of Jar-Jar clones in this level. But, at least you can kill
    them.
    
    Historical Campaign Strategy: Start out at the Command as a Pilot Droid and Hop
    into an AAT. Make your way down to the most poorly and least creatively named
    command post in the whole game (In case you didnít know, itís the Center) and
    kill any gungans you see. Then when you capture the Center, go into the big
    shield and attack the front Fambaa. When then turrets start firing, you can
    destroy them or position yourself so the turrets wonít hit you. Keep firing
    until the Fambaa is dead. Then your allies will move in. Go capture the Heads
    to push the gungans back to the redoubt. Attack the Redoubt and victory is
    yours.
    
    Empire Strategy: Start out at the Command and get a speeder bike and go to the
    Center. Hop off and capture it. Then try and get into an AT-ST and kill every
    rebel tank you see. Go toward the Heads and try to capture it. Then go toward
    the Redoubt and kill everyone there. Either deplete their reinforcements of
    capture the Redoubt and you win.
    
    Rebels/Republic Strategy: Start out at the Redoubt as a soldier and hop into a
    tank and move to the Pillars. Destroy all of the turrets and capture it. Get
    back into your tank and go to the Center (Donít worry if you lose it, it always
    happens because itís the main battlefront. Capture the Center and make for the
    Heads. Capture it and go get another tank. Go toward the Command. This is going
    to be hectic because so many units will be spawning there. When the enemies
    stop respawning, capture the Command and find the last of the enemy soldiers to
    kill prevent them from capturing your command posts.
    
    Contributed by James Mueller: Use the aircraft (as the republic and rebels) to
    capture the Command and cut off the enemyís vehicle supply. As the empire/CIS,
    steal the rebels/republics aircraft and use it against them.
    
    6b. Naboo: Theed
    Default Army: CIS
    Default Enemy: Royal Guards
    Command Posts: Palace, Office, Guard, Embassy, Plaza, and Rotunda
    
    This is your first introduction to vehicular warfare. The royal guards donít
    put up much of a fight, though.
    
    CIS/Rebel Strategy: Start out at the Embassy as a soldier and make for the
    Guard. This will stop them from taking it later. Then go to the Palace (Again,
    this will be lost and captured many times) and kill any opposition. If you
    live, keep fighting; if not, spawn at the Plaza and make your way to the Office
    to capture it. Then fight at the Palace. If the Guard or Office gets captured,
    then go around and recapture it. When the Palace is clear, capture it.
    
    Republic/Empire Strategy: Spawn at the Guard as an Infantryman and head to the
    Embassy. Kill any advancing soldiers and capture it. Then move to the Rotunda,
    and try to capture it. If you die, spawn at the Office and try to capture the
    Plaza, then go to the Rotunda and try to capture it again. If you didnít die,
    then capture the Rotunda and proceed to the Plaza to capture it. After that go
    to the Palace (I guarantee it will be unoccupied.) Fight there until the enemy
    is out of reinforcements of until its captured.
    
    6c. Kashyyyk: Islands
    Default Army: CIS
    Default Enemy: Wookies
    Command Posts: Landing Zone, East Harbor, West Harbor, North Harbor, South
    Harbor, Village Center
    
    This is my favorite of the two Kashyyyk maps. It is pure infantry and aerial
    combat. The bad guys have their starships away from the battle. The good armies
    are aided by the Wookies but are surrounded.
    
    CIS/Empire Strategy: Start at the East Harbor and attack the North Village.
    Attack the command post until you capture it. Then move to the Village Center.
    When you capture that go to the South Village and capture that. If the enemy
    captured any of your command posts, recapture them.
    
    Rebel/Republic Strategy 1: Start at the Village Center and take cover at the
    logs near the river. Hold off the opposition until you can make your way to the
    West Harbor. Capture it and then go across the bridge to the East Harbor to
    capture it. Then move to the South Village and fight there until the enemy
    retreats to the Landing Zone.
    
    Rebel/Republic Strategy 2: Start at the North Village and get in a Y-
    Wing/Republic Gunship and tell people to pile in. Then dogfight all enemy
    fighters and land at the Landing Zone. Capture it to cut off their supply of
    vehicles. Then fly to the West Harbor and capture it. Then go down the bridge
    to the East Harbor and capture that. You will probably lose the North Village
    so go for that too. After a long battle you will eventually deplete their
    reinforcements.
    
    6d. Geonosis: Spire
    Default Army: Republic
    Default Enemy: CIS
    Command Posts: Assembly Area, Derelict, West Bunker, East Bunker, Spire, Techno
    Union 1-3
    
    Oh crap... I hate this mission, I hate it, I hate it, I HATE IT! Itís really
    hard as the republic and the separatists are just boring to play as.
    
    Republic Strategy 1: Spawn at the Assembly Area as a clone trooper and hop into
    a gunship and load it with allies. Take out the spider droid and land outside
    the Spire. Get out and take the guys with you. Capture the Spire and capture
    the East of West Bunker. You will probably lose the Derelict so use the crawl
    space, next to the thrusters facing the Spire. Capture any other separatist
    command posts.
    
    Republic Strategy 2: Spawn at the left AT-TE as a pilot and get in, load it up
    and go to it. Take the left path and shoot at the spider walker as soon as your
    in range. Even if no ones in it, shoot the crap out of it. Then attack any
    ground troops you see along the way, especially droidekas. This will lower
    their reinforcements. Super Battle Droids and Assault Droids will shoot you so
    shoot them too. You will take a lot of damage; this is why youíre a pilot,
    right? Then attack the Techno Union Ships. After theyíre all destroyed kill
    every droid in the area. Tell your guys to get out and you get out too. Then
    tell a bunch of clones to follow you and capture the Spire. Then capture the
    Bunkers. After that, capture any other enemy command posts. (I know a lot of
    people say going in an AT-TE is suicide, but I do it every time and I always
    win.)
    
    CIS Strategy: Spawn at the West Bunker and follow your allies. Attack all the
    clones there until the AT-TE approaches. You should try to capture the Derelict
    to slow the enemyís advance. If the East Bunker gets captured, go and try to
    recapture it. Keep pushing the enemy back until you get to the Assembly Area.
    Attack it until it blows up. Then you are pretty much victorious.
    
    6e. Kamino: Tipoca City
    Default Army: Republic
    Default Enemy: CIS
    Command Posts: Cloning Center, Alpha 1-3, Beta 1-3
    
    This level was confusing to write because all of the command posts are in
    groups and have simple names, so its hard to remember their names.
    
    Republic Strategy: Spawn at the Cloning Center as a Jet Trooper and fly toward
    Beta 2 and capture it. Then fly to Beta 1 and capture that. The Separatists
    have probably captured Beta 3 already, so just go toward Beta 3 and fight
    there. When more clones arrive capture Beta 3. Then go across the bridge to the
    platform that leads to the Alphas. This place it a huge battlefront. When you
    die you should alternate between a clone trooper, a clone sharpshooter, and a
    jet trooper. Turrets are useless here unless your defending. Eventually the
    combat will die down. So cross the bridge and capture Alpha 1. Then proceed
    with the clones to Alpha 3, and capture it. If the Separatists have captured
    Alpha 2, recapture it.
    
    CIS Strategy: Start at Alpha 1 as a droidekas and proceed to Beta 3 and capture
    it. Then go to Beta 2 and capture it. Hold off the clones as your allies
    capture Beta 1. When the clones are gone try to get into the Cloning Center.
    This will be hard but if you can pull it off capture it and go out toward the
    Alphas. If not, spawn at Alpha 3 (I guarantee you will have it) then fight your
    way to Beta 2 (The clones will probably have it) and capture that. Recapture
    any other command posts you lost and deplete the republic reinforcements and
    thatís that.
    
    6f. Rhen Var: Harbor
    Default Army: Republic
    Default Enemy: CIS
    Command Posts: Western LZ, Ice Caves, AT-AT (AT-TE), Lighthouse, Fortress,
    Citadel
    
    Rhen Var was once a fertile paradise, but an atmospheric cataclysm changed the
    weather patterns and Rhen Var is now a frozen post-apoctolyptic wasteland.
    
    Republic/Empire Strategy: Start at the Western LZ and hop into a tank. Then
    proceed to the Walker, killing all enemy ground troops. Then stay at a safe
    distance and attack the two enemy tanks. When theyíre dead, hop out and capture
    the Lighthouse. Then if youíre still alive, try to capture the Fortress. If
    youíre dead, spawn at the Ice Caves, and clear that area. When you make it out
    of the caves, turn left and go up the stairs. Youíre going commando and try to
    capture the Citadel, if you can capture it you cut off the enemyís supply of
    vehicles. If not, spawn at the lighthouse and continue the battle from there.
    Eventually the enemy will not have enough soldiers to stop you from capturing
    the rest of the command posts.
    
    <Contributed by Liam Piper>
    Spawn at the Ice Caves as a Jet Trooper. Use your jetpack to get to the end of
    the caves as fast as you can. Try to avoid the droids and grab an AAT. Blast
    every droid in the area. You can rack up lots of kills here. This will greatly
    lower the enemyís reinforcements. It may also work for the empire.
    
    CIS/Rebel Strategy: Start at the Citadel as a pilot and hop into a tank, and
    get a gunner in. Drive to the Walker and lay waste on it until it dies (The AT-
    AT is harder to do, also watch out for enemy tanks.) When its dead, go back to
    the courtyard and stock up on health and ammo. Also, go to the mouth of the Ice
    Caves and kill the enemies there. So, drive, shoot, reload, shoot, repeat until
    victorious.
    
    6g. Kashyyyk: Docks
    Default Army: Republic
    Default Enemy: CIS
    Command Posts: City Hall, Pier 1, Pier 2, Landing, Dock 1, Dock 2, Beachhead
    
    This is my least favorite map on Kashyyyk. Just like on the Islands, the good
    armies are aided by the Wookies.
    
    Republic/Rebel Strategy: Spawn at City Hall as either an infantryman or a
    sniper and head to the Landing. Take cover behind the logs and prepare for the
    firefight. The enemy has a better chance of capturing it so good luck. You will
    eventually die so then spawn at Pier 1 and head down the stairs. Attack the
    enemies at the dock. Eventually some allies will advance so follow them.
    Capture Dock 1 and head onto the beach. Stay with your allies or you will die.
    Capture the Landing (or at least try) and if you die, spawn at Pier 2 and do
    the same thing you did at Dock 1. Then go to the Landing and try again. You
    will lose one of the docks eventually so take care of that when the time comes.
    Soon you will drive the enemy back and can capture the Beachhead.
    Congratulations! You beat the Clone Wars Campaign!
    
    Separatist/Empire Strategy: Spawn at the Beachhead and hop into a scout vehicle
    and head to the Landing. Capture it and take cover. Fight off the enemy until
    the AATs (AT-STs) arrive hop in one and head to City Hall. Kill any opposition
    and then hop out. Capture City Hall and fight your way to either pier. When you
    capture one, capture the other. If you lost any command posts, recapture them.
    -------------------------------------------------------------------------------
    
    7. Galactic Civil War Map Strategies
     7a. Tatooine: Dune Sea
    Default Army: Empire
    Default Enemy: Rebels, Tusken Raiders
    Command Posts: Dune Sea, Sandcrawler, Homestead, Bluff, Cisterns, Tusken Camp
    
    Now youíre the Empire. The Rebels and tusken raiders are out gunning for your
    head. Who to kill, who to kill...
    
    Republic/Empire Strategy: Start at the Sandcrawler as, preferably a sniper and
    head toward the big arch thing that leads to the Homestead. To the left of the
    arch is a ramp-type thing and walk up it. Keep going until you have a clear
    view of the Cisterns. Snipe there until the coast is clear. Walk down (DONíT
    JUMP!) and capture the Cisterns using the pillars as cover. Kill all the rebels
    and raiders at the canyon-like paths leading to the Homestead. Then take the
    right path and get inside the Homestead. Stand near the Health Droid until its
    yours. Then go outside and clean up the place. If the tuskens are at the Bluff
    and have unoccupied it, kill them all for godís sake! The Bluff is hard to
    capture and this will cut off their major supply of vehicles. The Tusken Camp
    is hard to capture for two reasons: 1) Theres no frigginí cover! 2) The tusken
    raiders go bezerk every time they see you! Anyway, try the best you can to
    capture it, if you cant, at the Sandcrawler there is another ramp that leads to
    the Tusken Camp, and it does have cover. Oh yeah, the Sancrawler can be
    captured easily, so watch out. Eventually the combat will die down and you will
    win (or lose, either one.)
    
    CIS/Rebel Strategy: Spawn at the Homestead and take the left path down to the
    Cisterns. Kill any raiders and capture the Cisterns. I forgot to mention, donít
    go too close to the Sarlaac Pit of he will eat you. Fight your way to the
    Sandcrawler and get inside. Capture it and clean up the whole area. Now the
    Republic/Imperial forces can only come from one place: The Dune Sea. I usually
    let my allies handle it, and I use the ramps to get the Tusken Camp, but you
    donít have to. When the Dune Sea is captured you will be victorious.
    
    <Contributed by Alexander Colůn>
    
    ďEmpire/Republic:
    At the start of the game, spawn at the sandcrawler, and take a speeder bike
    over to the Homestead, and capture it right away. This will run the enemy's
    reinforcements dry at the start of the game giving you the advantage. If you
    are the Empire, use the dark trooper for this task, because of the shotgun-like
    power it produces. If you are the republic, choose the Jet Trooper, because it
    can take down a droid diekka much faster than the others can. Then take a
    vehicle full of troops to the center outpost that the tuskens start with. From
    there the battle should become easier. Alternately, after the first task is
    done, provide close air to ground support for your troops (Get in the
    starfighter). As long as you remain the aircraft, you cannot be defeated unless
    the enemy captures all the command posts somehow. Then take back the sand
    crawler, and depending on the enemy's remaining, either wipe them out on the
    ground, or jump back in the air to take another outpost, and clear the ground
    of troops in the process.
    
    Rebels/CIS:
    At the start of the game, spawn at the home base outpost (the one with the air
    vehicles), and take a starfighter, and destroy all enemy vehicles (and I mean
    ALL of them, especially if they are in use. also, try to make sure that you
    destroy the vehicles fast enough so that they dont respawn when u take down
    another, if u cant, dont worry about it). Once you have finished this, land
    next to the sandcrawler, and hold that position for about 30 seconds, or until
    there are sufficient support from your friends. Once this is done, do not
    hesitate to take grab the vehicle with the 3 gun turrets that carry's 4 people,
    including the driver, and take it to the tusken raiders home base (the one with
    the tents). Have everyone exit the vehicle, and take the outpost. Once taken,
    get everyone back in the vehicle. By this time the sand crawler is usually in
    big trouble, and is being taken back. If this is the case, go support your
    troops, but dont let them have that outpost. If they are doing fine, then this
    is rare but good. Take your team to the outpost in the middle right next to the
    sarlac pit (the thing that eats you if you get too close).this will be much
    more difficult to take over only because there are going to be more tuskens
    there, and that is the only place for them to spawn. Get your team out of the
    vehicle, and do as before. Remember, the more outposts you command, the faster
    you drain your enemy of power. Alternately, after you capture the sand crawler,
    get back in the starfighter, and continue to destroy the enemy vehicles as they
    respawn, and kill anyone who gets near the sandcrawler. Both are very
    effective, and have worked in the past. If you are the rebels, use the pilot,
    as they heal vehicles, and are tough to kill if you use the health and ammo
    dispenser wisely. If you are the CIS, use the super battle droid, if you plan
    to use the first idea, as they kill opponents much faster, and reload quickly.
    If you are going to use the second plan, take the droid pilot so you are tough
    to kill in the air, or if you bump into something hard, it will heal you so you
    can do it again.Ē
    
    7b. Tatooine: Mos Eisley
    Default Army: Empire
    Default Enemy: Rebels
    Command Posts: Housing, Market, Warehouse, Cantina, Hangar, Shops
    
    Darth Vader will assist you here. Now youíve unlocked the Dark Trooper. Put his
    shotgun to good use.
    
    Empire/Republic Strategy: Start at the Market and proceed toward the Shops.
    Kill any soldiers that come out and then get inside and capture the Shops. Jump
    out and kill any other soldiers you see. Move to the outside of the Hangar and
    fight there. If you die, and you probably will, spawn at the Warehouse and
    attack the Cantina. When you can get inside, capture it, a Dark/Jet Trooper can
    fly to the other side and enter from the back. Once you have the Cantina, you
    need to get the Hangar, a Dark/Jet Trooper, works well getting inside from over
    the walls. If your not a Dark Trooper/Jet Trooper, you need to enter from the
    front or back. I suggest the back because theres only one turret. The command
    post is on the barge, so use the ramps to get up there. Once you capture the
    Hangar take out any remaining Rebel/CIS troops.
    
    CIS Strategy: Start at the Hangar and get into the AAT, then proceed to the
    Cantina. Kill all the clones there and clear a path for your allies. Go all
    around the street outside their command posts. Hop out and capture the
    Warehouse. Then get back in and proceed to the Market, kill all clones there
    and hop out. Capture the Market and get back into your AAT. Proceed to the
    Housing and (again) kill all the clones there and capture the Housing. The
    clones will probably capture some of your command posts, so recapture those,
    too.
    
    Rebel Strategy: Start at the Cantina and head outside. Fight any imperials
    there until you can make a break for it. Head left up the street and when you
    see a command post to your right, jump over the wall to the Warehouse. Capture
    it and head out back to the Cantina and kill any remaining enemies. Then
    proceed with your allies to the Market and fight there. Fight your way into the
    arches and into the Market. Capture it and go back out. Then head north to the
    Housing and fight off the enemies until you can get to the Housing and capture
    it. Then mop up the rest of the stormtroopers.
    
    7c. Rhen Var: Citadel
    Default Army: Empire
    Default Enemy: Rebels
    Command Posts: Observatory, Crypt, Ruins, Keep, Terrace, Watch, Courtyard
    
    This is my favorite of the Rhen Var maps. It is all infantry combat. Its also a
    good place to practice sniping.
    
    Republic/Empire Strategy: Start at the Observatory (itís the only place you can
    spawn anyway) as a Dark/Jet trooper. Fly toward the Keep and enter from the
    side. Capture it and prepare for the onslaught. The Rebel/CIS troops will enter
    from the stairs outside. Now, if you have any common sense (which I hope you
    do) donít go rushing in front of them to look like a hero! Just hang out at the
    stairs and throw grenades when they appear. Then get out after they donít keep
    coming and head left down to the first landing on the stairs. Jetpack over to
    the Courtyard (you will probably land 2 or 3 levels up.) and make your way
    down. Stay on the stairs and when the capture meter appears, stop. Stay there
    and come out only when enemy troops enter the tower. When youíve captured it,
    head out and kill any CIS/Rebel soldiers. Fight your way, and using the rubble
    as cover, to the stairs leading north. Head up the stairs and run Ďní gun your
    way to the Terrace. Capture it and head to the Keep. I forgot to mention, donít
    worry if you lose the Keep, it always happens. Head to the Watch and Push the
    enemy back. Capture the Watch and kill any remaining soldiers.
    
    CIS/Rebel Strategy: Spawn at the Courtyard as a rebel soldier/droideka and head
    to the bridge. Go under the Watch and head up the stairs. Jump into the gap in
    the wall and capture the Ruins. Fight your way out and head to the Terrace and
    make sure the enemy hasnít captured it. Then head toward the Crypt and fight
    till you capture it. Then head to the Observatory and fight to the death. Then
    respawn at the Crypt as a sniper and snipe the enemies at the Observatory. When
    you can, run into the Observatory and stand near the Health Droid. Kill every
    enemy that spawns there till you capture it. Then head up the stairs to the
    Keep and continue the fight from there. Then (if the enemy has captured it)
    recapture the Ruins. Eventually you will win the Battle.
    
    7d. Yavin IV: Arena
    Default Army: Empire
    Default Enemy: Rebels
    Command Posts: Altar, East Box, West Box, Arena, Gates
    
    This level isnít the best for vehicle fighting, better for infantry fighting.
    
    Republic/Empire Strategy: Spawn at the East Box as a Jet/Dark Trooper and fly
    into the Arena. Stand at the right corner at the opposite side to avoid enemy
    fire. Once you have it, run under the West Box to avoid the turret and shoot at
    the enemies. Whenever you die, you must quickly get back in the action or you
    will lose the Arena. Try to capture the West Box now and then so you can force
    the enemy out. When you do, drive the enemy out of the arena. Then use a
    Jet/Dark Trooper to fly to the Gates. Stand by the Health Droid and Capture the
    Gates. Then kill any other enemy soldiers.
    
    CIS/Rebel Strategy: Spawn at the West Box as a rebel soldier/droideka and head
    into the Arena. Stand at the wall to avoid enemy fire. Once you have it, run
    around the wall and under the East Box to avoid the turret and shoot at the
    enemies. Whenever you die, you must get back to fighting quickly or your enemy
    could capture the Arena. Try to capture the East Box to push the enemy back.
    When you do capture it, you can force the enemy out of the arena. Fight at the
    Altar until you have a clear shot at running into the Altar. Stand at the
    health droid until you capture the Altar, then kill the rest of the enemy
    units.
    
    7e. Yavin: Temple
    Default Army: Rebels
    Default Enemy: Empire
    Command Posts: Temple, Dry Pool, Viaduct, Altar, Forest Ruins, Fountain,
    Overlook
    
    The Death Star has been destroyed, and the Empire isnít too happy about it. So
    they do what anyone would do: Attack the Rebel Base on Yavin IV.
    
    Republic/Rebel Strategy: Spawn at the Dry Pool as a jet trooper/rebel soldier
    and head to the Forest Ruins. Capture it and... TAKE COVER! You are under
    attack on two different sides here, so I say take cover at the big block thing
    (I donít know what it is...) and fire at the enemy as you make your way to the
    stairs. Fight there and, sadly, you will eventually die. So, Spawn at the
    Forest Ruins as a sniper and snipe at the Viaduct until your allies capture it.
    Then snipe at the stairs until your allies can force there way down. Then join
    them for an all out assault on the Fountain. When you can capture it, donít
    hesitate. Capture it and then head to the Overlook and capture that. Thatís
    pretty much it.
    
    CIS/Empire Strategy: Start at the Overlook as an infantryman and hop into an
    AAT/AT-ST and load up a gunner. Head down the bridge and kill all the enemies
    and go past the Viaduct to the Dry Pool. Get out and enter the Dry Pool. This
    part raises a peculiar question: Why is it that whenever I play as the republic
    they suck, but here theyre good? Hmmm... anyway, capture the Dry Pool and hop
    back in and proceed to the Temple. Hop out and head inside. Donít bother to
    stop and fight, just run to the control room. Capture the Temple and kill
    anyone in the area. Now the good guys have no vehicles, haha! Head to the Altar
    and capture it. It is really easy because the enemy units donít spawn at the
    top and none of the turrets can hit you. Capture it and head to the Forest
    Ruins. Fight until you can capture it if your enemy has it.
    
    7f. Hoth: Echo Base
    Default Army: Rebels
    Default Enemy: Empire
    Command Posts: Echo Base, Generator, Outpost, Control, Bunker, Lead AT-AT, Rear
    AT-AT, Forward Camp
    
    This is one of my favorite missions and my favorite battle. It kicks the crap
    out of the Battle Over Coruscant.
    
    Rebel Strategy: Spawn at Echo Base and get into a snowspeeder and get a guy to
    get in. Fly to the rear AT-AT and switch to the gunner position. Rope its legs
    until it explodes. Then kill the other one. Do this over and over again and
    land to recapture the command posts your enemy captured. You will eventually
    win.
    
    Empire Strategy: Spawn at the Lead AT-AT and get in, load up a co-pilot and
    wait for the Rear AT-AT to catch up and get as close as you can to him. This is
    so you cant be taken down by snowspeeders. Head toward the Generator and shoot
    every turret, enemy unit, and tauntaun you see. When you get to the hill, head
    right and shoot the Generator until it explodes. Then hop out and attack echo
    base. Head inside Echo Base and capture it. Then go down the hall and capture
    the Control. Then capture the Outpost. This will lower their reinforcements
    greatly. Then (if you can) find a way to capture the Bunker. You will win soon
    after.
    
    7g. Bespin: Cloud City
    Default Army: Rebels
    Default Enemy: Empire
    Command Posts: Forward Flank, Walkway, Rear Flank, Rear Entrance, Courtyard,
    Chamber
    
    This and Rhen Var: Citadel are the only maps without vehicles. This is a good
    place for sniping.
    
    Republic/Rebel Strategy: Spawn at the Forward Flank as an infantryman and head
    toward the Walkway, when the enemies appear, go into automatic fire and KILL
    THEM ALL. Then capture the Walkway. Head left onto the circular platform to the
    Rear Flank. Head up the hallway to the Rear Flank and capture it. Then head to
    the ramps that lead down to the center of Cloud City. Flank around the center
    and head to the Courtyard. This may be hard to capture, so be on your toes.
    When you capture it, kill any remaining enemy forces.
    
    CIS/Empire Strategy: Start at the Walkway as an infantryman and head toward the
    Forward Flank, when the enemies appear, let Ďem have it! Then capture the
    Forward Flank. Head right and down the ramps that lead to the Rear Entrance.
    Kill all the clones/rebels there and capture then Rear Entrance. Head inside
    the tunnel that leads to the Chamber. Capture the Chamber and head outside to
    the Cloud City Center. Kill all remaining enemies until you win.
    
    7h. Bespin: Platforms
    Default Army: Rebels
    Default Enemy: Empire
    Command Posts: Command, Control, Extractor, Docks, Depot, Fuel, Landing
    
    This map is mainly aerial combat. But (as always) there is some infantry
    combat.
    
    Republic/Rebel Infantry Strategy: Start at the Command as an infantryman of a
    sniper and head to the Extractor as quickly as you can. Capture it and fight
    the enemies that arrive. Then head into the hallway with your allies. This
    place is dangerous because the enemy will throw EVERY SINGLE GRENADE THEY HAVE
    AT YOU! You will eventually beat the enemy back to the Command and will be able
    to capture it. Then you capture the rest of the enemy command posts.
    
    Rebel Aerial Strategy: This section is only for the rebels because if you go in
    the air as a clone, you will lose the Command faster than you can say, ďOH MY
    FRIGGINí GOD!Ē So anyway, spawn at either starship command post as a... well,
    if you want to capture the enemy command posts from behind, be an infantryman.
    If you want to dogfight the enemy, be a pilot. Fly around blasting enemy ships
    left and right. Donít go too close to the Control or you will be blasted by
    anti-aircraft guns (and no one wants that right?) Thatís pretty much it so,
    have fun!
    
    CIS/Empire Infantry Strategy: Spawn at the Control as a dark trooper/droideka
    and head to the Extractor. Capture it and hold off the opposition until backup
    arrives. Then head into the hall and fight some more. After a bunch of
    explosions that will blow you out of the hall and sent you to your death (after
    what seems to be an endless fall,) you will make it to the Command. Then you
    can capture the last two command posts (sorry but I donít know theyre names)
    and you will win.
    
    CIS/Empire Aerial Strategy: Spawn at either starship command post and get in a
    starship. Dogfight the enemy until the infantry captures the Command. Then you
    can land and capture the vehicle command posts.
    
    7i. Endor: Bunker
    Default Army: Rebels
    Default Enemy: Empire
    Command Posts: Rebel Outpost, Village, East Trail, Camp, Barracks, Bunker
    
    Here the Rebels are aided by ewoks, those stupid little buggers. Their best
    defenses are rocks, spears, and log traps.
    
    Rebel Strategy: Spawn at the East Trail and head to the Camp and go through the
    log. Kill enemies that appear and capture the Camp, be sure to check the
    platforms for enemy soldiers. Then watch out for the AT-STs! Proceed to the
    Barracks but you wont get far. You will be on the front lines halfway through.
    This battle will last...the entire battle. When the combat does subside,
    capture the Barracks. Then go to the Bunker and try to destroy, but you
    probably wont. But, either way you win. Congratulations! Youíve beaten Star
    Wars: Battlefront! ĎBout time...lol
    
    Empire Strategy: Spawn at the Barracks and hop into an AT-ST. Make sure youíre
    the last walker to leave the Barracks, youll see why later. Proceed to the Camp
    and kill every rebel you see. When the ewok traps go off, youll be the only
    walker left. Keep going to the Village, and kill all the rebels there. When
    theyre all dead, hop out and capture the Village. Then, if no other rebels are
    around, proceed to the Rebel Outpost. Kill any rebel opposition and capture the
    Rebel Outpost. Then kill the remaining rebels. Proceed to the East Trail, and
    capture it.
    -------------------------------------------------------------------------------
    8. Galactic Conquest
    
    Galactic Conquest requires more strategy than the regular game. Hereís the
    lowdown: you choose a map and one army. You choose a planet to attack. You
    choose a planetary bonus to activate to aid you in battle. If you win the
    battle you get to battle again for total control of the planet. If you lose,
    the enemy gets a chance to attack your only planet. When you capture the
    planet, you get to choose another planet to attack, and you have a new
    planetary bonus you can use. After four victories, you can destroy an enemy
    planet via your secret weapon powered by your secret base. Once you have
    captured all enemy planets, you can attack your enemyís secret base and totally
    control the galaxy.
    
    Planetary Bonuses:
    Naboo: Bacta Tanks: Your allies are given bacta serum to heal over battle
    (except for the CIS which have self-repairing droids.)
    Kashyyyk: Secondary Reinforcements: You are given extra reinforcements to add
    to your ranks.
    Rhen Var: Orbital Sensors: Enemies cant see units on their radar.
    Tatooine: Jedi Hero: A jedi will aid you in your next battle.
    Yavin IV: Elite Training: Your allies gain advanced training and have elite
    tactics.
    Bespin: Sabotage: Saboteurs damage enemy vehicles so they come into play damage
    
    Geonosis: Blockade: Blockades a planet (duh.) You get to see the Trade
    Federation Droid Fighters attack Bravo Squadron at Naboo.
    Kamino: Insurrection: Rebels on a planet. You get to see the republic gunships
    drop off troops at Geonosis.
    Hoth: Rebellion: Overthrows a planet. You get to see the ewoks ambush the
    imperials at the bunker on Endor.
    Endor: Death Star. Destroys a planet. You get to see Alderaan getting
    destroyed! Woot!
    
    Every army starts out with two planets.
    Rebels: Hoth, Yavin IV
    Empire: Endor, Bespin
    Republic: Kamino, Kashyyyk
    CIS: Geonosis, Rhen Var
    
    Maps:
    Birth of the Rebellion
    Army: Rebels
    
    Dark Side Rising
    Army: Empire
    
    Attack of the Clones
    Army: Republic
    
    Revenge of the Sith
    Army: CIS
    
    The Galactic Civil War
    Army: Rebels, Empire
    
    A Galaxy Divided
    Army: Empire, Rebels
    
    The Clone Wars
    Army: Republic, CIS
    
    Balance of the Force
    Army: CIS, Republic
    -------------------------------------------------------------------------------
    9. Instant Action
    
    Instant Action is a good way to practice your skills. You choose a map and an
    era to battle in. You can make a list of maps and choose to play them in order
    or in random order. When you load the map, you choose either army to play as on
    the map. Since I beat the game already, this is the only thing I play now.
    -------------------------------------------------------------------------------
    
    10. Weapons
     10a. CIS
    
    Wrist Blaster
    Used By: Super Battle Droid
    Ammo: 55/220
    Damage: Moderate
    
    Tri-Shot
    Used By: Super Battle Droid
    Ammo: Rechargeable Battery
    Damage: Moderate
    
    Wrist Rocket
    Used By: Super Battle Droid
    Ammo: 4
    Damage: High against Infantry, Low against Vehicles
    
    Rocket Launcher
    Used By: Assault Droid
    Ammo: 7
    Damage: High
    
    Blaster Pistol
    Used By: Assault Droid, Assassin Droid, Droid Pilot
    Ammo: Rechargeable Battery
    Damage: Low
    
    Thermal Detonator
    Used By: Assault Droid, Assassin Droid
    Ammo: 3
    Damage: High
    
    Mine Dispenser
    Used By: Assault Droid
    Ammo: 4
    Damage: High
    
    Sniper Rifle
    Used By: Assassin Droid
    Ammo: 4/36
    Damage: High
    
    Recon Droid
    Used By: Assassin Droid
    Ammo: 1
    Damage: Blaster: Low, Orbital Strike: High
    
    Radiation Launcher
    Used By: Droid Pilot
    Ammo:
    Damage: Moderate
    
    Fusion Cutter
    Used By: Pilot Droid
    Ammo: Rechargeable Battery
    Damage: None
    
    Health/Ammo Dispenser
    Used By: Pilot Droid
    Ammo: 5
    Damage: None
    
    Repeating Blasters
    Used By: Droideka
    Ammo: Rechargeable Battery
    Damage: Moderate
    
    Shield Emitter
    Used By: Droideka
    Ammo: Rechargeable Battery
    Damage: None
    
     10b. Republic
    
    Blaster Rifle
    Used By: Clone Trooper
    Ammo: 60/180
    Damage: Moderate
    
    Blaster Pistol
    Used By: Clone Trooper, ARC Trooper, Clone Sharpshooter, Clone Pilot
    Ammo: Rechargeable Battery
    Damage: Low
    
    EMP Grenade
    Used By: Clone Trooper
    Ammo: 3
    Damage: High
    
    Concussion Grenade
    Used By: Clone Trooper
    Ammo: 2
    Damage: Low-Moderate against Vehicles, None against Infantry
    
    Rocket Launcher
    Used By: ARC Trooper
    Ammo: 2/8
    Damage: High
    
    Thermal Detonator
    Used By: ARC Trooper, Clone Sharpshooter
    Ammo: 3
    Damage: High
    
    Mine Dispenser
    Used By: ARC Trooper
    Ammo: 4
    Damage: High
    
    Sniper Rifle
    Used By: Clone Sharpshooter
    Ammo: 6/36
    Damage: High
    
    Recon Droid
    Used By: Clone Sharpshooter
    Ammo: 1
    Damage: Blaster: Low, Orbital Strike: High
    
    DN Bolt Caster
    Used By: Clone Pilot
    Ammo: Rechargeable Battery
    Damage: Non-Charged: Low, Charged: High
    
    Fusion Cutter
    Used By: Clone Pilot
    Ammo: Rechargeable Battery
    Damage: None
    
    Health/Ammo Dispenser
    Used By: Clone Pilot
    Ammo: 5
    Damage: None
    
    EMP Launcher
    Used By: Jet Trooper
    Ammo: 2/8
    Damage: High
    
    Commando Pistol
    Used By: Jet Trooper
    Ammo: Rechargeable Battery
    Damage: Low-Moderate
    
    10c. Empire
    
    Blaster Rifle
    Used by: Stormtrooper
    Ammo: 55/220
    Damage: Moderate
    
    Blaster Pistol
    Used By: Stormtrooper, Shocktrooper, Scout Trooper, Imperial Pilot, Dark
    Trooper
    Ammo: Rechargeable Battery
    Damage: Low
    
    Thermal Detonator
    Used By: Stormtrooper, Shocktrooper, Scout Trooper, Dark Trooper
    Ammo: 4
    Damage: High
    
    Concussion Grenade
    Used By: Stormtrooper
    Ammo: 2
    Damage: None-Low
    
    Rocket Launcher
    Used By: Shocktrooper
    Ammo: 7
    Damage: High
    
    Mine Dispenser
    Used By: Shocktrooper
    Ammo: 4
    Damage: High
    
    Sniper Rifle
    Used By: Scout Trooper
    Ammo: 6/36
    Damage: High
    
    Recon Droid
    Used By: Scout Trooper
    Ammo: 1
    Damage: Blaster: Low, Orbital Strike: High
    
    Mortar Launcher
    Used By: Imperial Pilot
    Ammo:
    Damage: High
    
    Fusion Cutter
    Used By: Imperial Pilot
    Ammo: Rechargeable Battery
    Damage: None
    
    Health/Ammo Dispenser
    Used By; Imperial Pilot
    Ammo: 5
    Damage: None
    
    Blast Cannon
    Used By: Dark Trooper
    Ammo:
    Damage: Low at Long Range, High at Short Range
    
    10d. Rebels
    
    Blaster Rifle
    Used By: Rebel Soldier
    Ammo: 50/250
    Damage: Moderate
    
    Blaster Pistol
    Used By: Rebel Soldier, Rebel Vanguard, Rebel Marksman, Rebel Pilot
    Ammo: Rechargeable Battery
    Damage: Low
    
    Thermal Detonator
    Used By: Rebel Soldier, Rebel Vanguard, Rebel Marksman
    Ammo: 4
    Damage: High
    
    Concussion Grenade
    Used By: Rebel Soldier
    Ammo: 4
    Damage: None-Low
    
    Rocket Launcher
    Used By: Rebel Vanguard
    Ammo: 2/8
    Damage: High
    
    Mine Dispenser
    Used By: Rebel Vanguard
    Ammo: 4
    Damage: High
    
    Sniper Rifle
    Used By: Rebel Marksman
    Ammo: 4/36
    Damage: High
    
    Recon Droid
    Used By: Rebel Marksman
    Ammo: 1
    Damage: Blaster: Low, Orbital Strike: High
    
    Blast Cannon
    Used By: Rebel Pilot
    Ammo: 30/90
    Damage: Long Range: Low, Short Range: High
    
    Fusion Cutter
    Used By: Rebel Pilot
    Ammo: Rechargeable Battery
    Damage: None
    
    Health/Ammo Dispenser
    Used By: Rebel Pilot
    Ammo: Rechargeable Battery
    Damage: None
    
    Wookie Bowcaster
    Used By: Wookie Smuggler
    Ammo: 35/170
    Damage: Moderate-High
    
    Grenade Launcher
    Used By: Wookie Smuggler
    Ammo:
    Damage: High
    
    Time Bomb
    Used By: Wookie Smuggler
    Ammo: 3
    Damage: High
    -------------------------------------------------------------------------------
    
    11. Vehicles
     11a. CIS
    
    STAP (Single Trooper Aerial Platform)
    Class: Scout Vehicle
    Positions: 1:Pilot
    Firepower: Weak
    Speed: Fast
    
    Slower than a speeder bike, but built for firepower.
    
    AAT (Armored Assault Tank)
    Class: Medium Assault Vehicle
    Positions: 2:Pilot, Main Gunner
    Firepower: Moderate
    Speed: Moderate
    
    These are dangerous, to infantry AND vehicles.
    
    Hailfire Tank
    Class: Medium Assault Vehicle
    Positions: 1:Pilot
    Firepower: High
    Speed: Moderate
    
    These are available only on Geonosis. These can run over infantry.
    
    Spider Walker
    Class: Heavy Assault Vehicle
    Positions: 1:Pilot
    Firepower: High
    Speed: Slow
    
    This vehicle is actually a droid and is pilot less, but is powerful.
    
    Droid Starfighter
    Class: Starfighter
    Positions: 1:Pilot
    Firepower: Moderate
    Speed: Fast
    
    These are your average starfighters.
    
    MAF (aka Droid Gunship)
    Class: Attack Transport Flyers
    Positions: 3:Pilot, Co-Pilot, Main Gunner
    Firepower: High
    Speed: Slow
    
    Powerful, but slow.
    
     11b. Republic
    
    74-Z Aratech Speeder Bike
    Class: Scout Vehicle
    Positions: 1:Pilot
    Firepower: Wimpy
    Speed: Really Fast
    
    Faster than a STAP, but less powerful.
    
    TX-130S Fighter Tank
    Class: Medium Assault Vehicle
    Positions: 2: Pilot, Main Gunner
    Firepower: Moderate
    Speed: Moderate
    
    These vehicles are powerful and are fairly slow.
    
    AT-TE Walker (All Terrain-Tactical Enforcer)
    Class: Heavy Assault Transport
    Positions: 3: Pilot, Main Gunner, Co-Pilot
    Firepower: Devastating
    Speed: Really Slow
    
    This behemoth is lethal to anything in its path, but is slower than infantry.
    
    Jedi Starfighter
    Class: Starfighter
    Positions: 1: Pilot
    Firepower: Moderate
    Speed: Really Fast
    
    These are faster than almost any other starfighter.
    
    Republic Gunship
    Class: Attack Transport Flyers
    Positions: 5: Pilot, Co-Pilot, Left Turret, Right Turret, Passenger
    Firepower: High
    Speed: Slow
    
    I personally donít like these, theyre slow and are easy targets.
    
    11c. Empire
    
    74-Z Aratech Speeder Bike
    Class: Scout Vehicle
    Positions: 1: Pilot
    Firepower: Wimpy
    Speed: Really Fast
    
    The usual speeder bike, fast and weak.
    
    TX-130T Fighter Tank
    Class: Medium Assault Vehicle
    Positions: 2: Pilot, Main Gunner
    Firepower: Moderate
    Speed: Moderate
    
    I bet your thinking, ďThe republic has this tank too!Ē and yes, they do, the
    only difference is the color of the lasers and hull.
    
    AT-ST (All Terrain-Scout Walker (aka Chicken Walker))
    Class: Heavy Assault Vehicle
    Positions: 2: Pilot, Co-Pilot
    Firepower: Heavy
    Speed: Moderate
    
    This is faster than most heavy assault vehicles and is powerful.
    
    AT-AT (All Terrain-Armored Transport)
    Class: Heavy Assault Transport
    Positions: 2: Pilot, Co-Pilot
    Firepower: Devastating
    Speed: Really Slow
    
    These things are hell on four legs; but, apparently, hell isnít very fast.
    
    TIE Fighter
    Class: Starfighter
    Positions: 1: Pilot
    Firepower: Moderate
    Speed: Fast
    
    The TIE fighter is faster than an X-Wing, but less powerful.
    
    TIE Bomber
    Class: Starfighter
    Positions: 2: Pilot, Bombardier
    Firepower: Heavy
    Speed: Moderate
    
    The TIE bomber is dangerous to fighters and ground troops.
    
    11d. Rebels
    
    74-Z Aratech Speeder Bike
    Class: Scout Vehicle
    Positions: 1: Pilot
    Firepower: Wimpy
    Speed: Really Fast
    
    The same as the Imperial speeder bike.
    
    Combat Landspeeder
    Class: Medium Assault Vehicle
    Positions: 2: Pilot, Main Gunner
    Firepower: Heavy
    Speed: Moderate
    
    These have more missiles than the average medium assault vehicle.
    
    X-Wing Fighter
    Class: Starfighter
    Positions: 1: Pilot
    Firepower: Heavy
    Speed: Moderate
    
    The X-Wing is the best fighter in the Alliance fleet.
    
    Y-Wing Fighter
    Class: Starfighter
    Positions: 2: Pilot, Main Gunner
    Firepower: Heavy
    Speed: Moderate
    
    The Y-Wing is the workhorse of the Alliance fleet.
    
    Native Vehicles
    
    Desert Skiff
    Found At: Tatooine: Dune Sea
    Positions: 4: Pilot, Gunners 1-3
    Firepower: Moderate
    Speed: Moderate
    
    This is nothing special, really.
    
    Geonosian Fighter
    Found At: Geonosis: Spire
    Positions: 1: Pilot
    Firepower: Moderate
    Speed: Fast
    
    Just the thing the CIS needed for destroying AT-TEs.
    
    Gain Speeder
    Found At: Naboo: Theed
    Positions: 2: Pilot, Main Gunner
    Firepower: Moderate
    Speed: Moderate
    
    Just like the Combat Speeder, but no missiles and exposed crew. Only seen in
    Historical Campaign.
    
    T-47 Airspeeder (Snowspeeder)
    Found At: Hoth: Echo Base
    Positions: 2: Pilot, Co-Pilot
    Firepower: Moderate
    Speed: Moderate
    
    Less powerful than all other starfighters but just the ticket for destroying an
    AT-AT.
    
    Bespin Cloud Car
    Found At: Bespin: Platforms
    Positions: 2: Pilot, Co-Pilot
    Firepower: Heavy
    Speed: Really, Really Fast
    
    The co-pilots weapon is really powerful. The fastest vehicle in the game.
    
    Creatures
    
    Kaadu
    Found At: Naboo: Plains
    Alliance: Gungans, Republic, Rebels
    Firepower: None
    Speed: Fast
    
    This is good for going from point A to point B fast. No weapons can be fired
    while riding it.
    
    Tauntaun
    Found At: Hoth: Echo Base
    Alliance: Rebels
    Firepower: None
    Speed: Fast
    
    Same as the Kaadu. Will run away during a firefight.
    -------------------------------------------------------------------------------
    12. Turrets
    
    Gun Turret
    Firepower: Moderate
    Found on: Naboo, Kashyyyk, Rhen Var, Tatooine, Yavin IV, Bespin, Endor
    
    Standard turret. Best for offense, not defense.
    
    Geonosian Sonic Turret
    Firepower: Weak
    Found on: Geonosis
    
    Weak against vehicles and infantry. Avoid at all costs.
    
    Tower Turret
    Firepower: Moderate
    Found on: Yavin IV
    
    Useful for killing AT-STs and infantry, but no zoom.
    
    Anti-Infantry Turret
    Firepower: Moderate
    Found on: Hoth
    
    Useful for killing infantry (duh.)
    
    Anti-Vehicle Turret
    Firepower: Heavy
    Found on: Hoth
    
    Useful for killing vehicles (duh,) can be charged for maximum power.
    
    Anti-Air Turret
    Firepower: Heavy
    Found on: Bespin
    
    Best against aircraft (obviously) as well as infantry (didnít see that coming.)
    
    If I missed any turrets, they will be added soon!
    -------------------------------------------------------------------------------
    13. Cheat Codes
    
    Unlock All Planets: Press Square, Circle, Square, Circle at the Main Menu.
    Unlock Ewok Size: Enter your profile name as Jub Jub, and must be entered in
    that case.
    -------------------------------------------------------------------------------
    14. Sniping
    
    Sniping is such a big thing I had to make a whole section for it.
    
    The 10 Factors of Sniping
    
    1. Location
    Choose a location that will support your operations. You should choose to be
    elevated and (always) concealed. Your camp should always overlook a location of
    enemy activity (a command post) so you can rack up those kills!
    
    2. Camouflage.
    You should blend into your surroundings or the enemy will see you. The rebels
    have really good camouflage. Or, if you have no camouflage, use your
    surroundings (rocks, trees, grass, etc.) Also, go prone (tap o+o to lay prone)
    to decrease visibility.
    
    3. Cover
    Cover is crucial in case of enemy fire. Rhen Var: Citadel has plenty of it, due
    to all of the rubble and whatnot. Cover is also an alternative to camouflage.
    
    4. Surprise
    Surprise is a major factor here. If the enemy knows your location, theyíll come
    to kill you. A good idea is to switch locations after each kill to keep enemies
    guessing (good for online play.)
    
    5. Backup
    If you are going to stay and snipe for a while the biggest problems are ammo,
    and enemies sneaking up behind you. So, bring a pilot to refill your ammo, or a
    soldier in case an enemy sneaks up behind you.
    
    6. Transportation
    Transportation is good for two reasons. First, it can get you to a good for
    getting to a faraway sniping point (faraway command posts.) Also, I can be used
    for getting back to a friendly command post to refill ammo. It is also used to
    get out of a messy situation.
    
    7. Reconnaissance
    You should always know what the terrain your going in to is like. Use the recon
    droid to see enemy positions. This makes it safer for you as a sniper.
    
    8. Recon Droid
    This is the coolest gadget in the game! This little bugger can call down
    orbital strikes on enemy positions. Press L1 and wait for four beeps to
    activate the weapon. The strike hits the droids location so place him right in
    the middle of a mob of enemies. Also good for recon (hence the name.)
    
    9. Marksmanship
    A sniper needs to kill enemies fast, so go for headshots. These are hard due to
    the piece-of-crap crosshair. But I have a tip: in zoom, there are two lines;
    one goes vertical while the other horizontal. They intersect smack-dab in the
    middle of the crosshair, so use this for aiming. A moving target is nearly
    impossible to kill with a headshot, so aim for the chest. Usually, bots will
    run the other way when hit, so be ready for this.
    
    10. Distance
    Always stay at a safe distance from the enemy. Even if a sniper shot is seen, a
    faraway sniper is harder to find. If an enemy sees you and starts running
    toward you, you will have more time to hide the farther away you are. Only move
    closer to the enemy when you KNOW its safe, not when you think its safe. Who
    knows, you could head right into a minefield!
    
    Sniping Camps
    Heres a list of some good locations to snipe.
    
    Naboo: Plains
    The pillars near the Redoubt.
    The pillars at the Center.
    
    Naboo: Theed
    The platforms that are above the street (available from the stairs at the
    Embassy and the Plaza.)
    
    Kashyyyk: Islands
    The East and West Harbors (stay on the hill!)
    The huts at the Village.
    The hut at the Landing Zone, and the trees.
    
    Geonosis: Spire
    Any stalagmites on the battlefield.
    The cliff around the Spire.
    
    Kamino: Tipoca City
    The elevated platforms.
    
    Rhen Var: Harbor
    The Lighthouse.
    The outside of the Citadel.
    Spawn at the Citadel and head down the stairs that lead to the other building
    in front of the Citadel. Behind this building is a staircase, go up it. Jump
    onto a window directly in front of the top of the other building. Jump onto the
    roof, and snipe away. The only problem here is you have to go all the way back
    to get ammo. But at least its effective...
    
    Kashyyyk: Docks
    Either pier.
    The water.
    The top of the stairs facing either dock.
    
    Tatooine: Dune Sea
    On top of the HUGE stone pillars, use a starfighter to get up. (Better for the
    Rebels/CIS because their snipers have second zooms.)
    The ridges near the Sandcrawler.
    
    Tatooine: Mos Eisley
    Top of the houses.
    
    Rhen Var: Citadel
    Top of the Courtyard.
    The Watch.
    The Entire Citadel is one big sniping camp!
    
    Yavin IV: Arena
    The East Box.
    The West Box.
    The platform around the entire arena.
    
    Yavin IV: Temple
    The bridge near the Dry Pool.
    The top of the Altar.
    The Forest Ruins.
    
    Hoth: Echo Base
    Top of Echo Base.
    Top of the Outpost.
    Top of the Bunker.
    The hill behind the Forward Camp.
    
    Bespin: Cloud City
    Um...the entire city.
    
    Bespin: Platforms
    The roof of the Extractor.
    The halls between the Extractor and the Command/Control.
    
    Endor: Bunker
    The ewok platforms.
    
    James Mueller also said that the second zoom of the Rebel Marksman/Assassin
    Droid is the same as the single zoom of the Clone Sharpshooter/Scout Trooper.
    -------------------------------------------------------------------------------
    15. Tips and Tricks
    
    ALWAYS use cover! Anything that is solid and isnít hostile is cover. When your
    being fired at in the open, you are going to wish you listened to me!
    
    Always stay with your allies. Unless your going commando to capture a command
    post, stay with your allies. Tell them to follow you because they can really
    save your butt when your out of ammo in the middle of a firefight!
    
    Using vehicles as transportation is really useful, especially when youíre a
    sniper. (See the 10 Factors of Sniping, Factor #6.) Use it to load it with
    allies and head to a strategic command post (the Spire in Geonosis: Spire, The
    LZ in Kashyyyk: Islands, etc.)
    
    When a big group of enemies is all together, use an orbital strike!
    
    Donít Spawn Kill! It ruins the gaming experience and is a really stupid
    feature.
    
    Starfighters are useful against land vehicles because theyre pretty powerful.
    
    Always look for health and ammo droids when you need them, theyre everywhere!
    
    The vehicles look snazzy and all, but the grunt work is the real equalizer
    between the two armies, use vehicles as a means to escort troops to a
    battlefront.
    
    Vehicles can be used as cover. Get behind them to be safe from fire. But
    obviously tanks are better cover than walkers.
    
    When in a land tank, keep moving while fighting the enemy. It will decrease the
    odds of you getting hit.
    
    Sometimes stealth is the key. Go prone in the grass and sneak around enemies to
    get to where you need to go.
    
    Know your enemy. Know their weaknesses (A sniper is useless a close range, a
    Dark Trooper isnít effective at long range, etc.)
    
    Keep moving in the open, you never know when a sniper will be aiming at you.
    
    <The following 4 tips were contributed by Alexander Colůn>
    
    The other thing I have noticed is that when you play on a battlefield where
    there are locals on your side (Wookies on Kashyyyk, Ewoks on Endor, etc.), if
    your enemy controls the majority of the outposts, you will loose 1
    reinforcement about every 3-7 seconds. However, if you control the majority of
    the battlefield, then your opponent looses 5 reinforcements about every 3-7
    seconds, so use this to your advantage in battle. Also, When a Factions'
    (Rebels, Republic, Empire, and CIS) reinforcements get down to 25, the AI will
    not get into any vehicles. And if there is a Jedi Hero on the field, they will
    die by themselves once the reinforcements get to 15.
    
    Also, A Jedi Hero can be killed by running them over with a speeder bike, or by
    throwing them off an edge where they wont survive (Kamino, and Bespin platforms
    usually), if they happen die by falling, they WILL respawn and take 5
    reinforcements to do it.
    
    One good Blitz technique is to load up a vehicle of your choice with anyone.
    Take them to the nearest contested command post, and order him/her to get out.
    Get out of the vehicle yourself, so the capture will go by faster, and once you
    have it, get back into your own vehicle, but this time, dont have anyone with
    you. Circle the nearby area around the command post, and hold it for 15-20
    seconds, or until you see that your troops are capable of defending and pushing
    through the enemy lines. Once you have done this, have someone get into your
    vehicle, and get out yourself. Take a team of 3-6 (include yourself) out of the
    way of the battle zone, and sneak up on the opponent from behind, and take
    their command post (preferably their home base). By this time you should
    control all but 1or 2 command posts, and have made your opponent suffer great
    casualties in reinforcements. All you have to do is have all your units swarm,
    and obliterate the opposing force. For levels that dont support vehicles, use
    this technique with teams of 4-6, and attempt to take over all the outermost
    command posts, and then swarm the middle with infantry. IMPORTANT HINT!!! if
    you have captured a command post , lay mines on the entry points to the
    outpost, or the points that are most likely to be crossed by your enemy to
    prevent the enemy from taking the outpost so quickly if you happen to be
    battling on another front. Also, it will help greatly if you place mines in
    spots not easily seen until its too late, or in places that vehicles come by
    often.
    This guide is written under the assumption that you dont die. I know that is
    not gonna happen unless you are crazy at the game. So if you do die, dont fret,
    that just means if your friends need a little bit of help, you can do so.
    
    The Most important tip I can give you is to not allow your enemy to gain
    control of the majority of the outposts, or force you to fight on more than one
    front, from the same outpost. If you both control an equal amount of outposts,
    thatís fine. At the very least you will not be loosing reinforcements, and will
    give you a better chance to prioritize your attacks.
    
    -------------------------------------------------------------------------------
    16.  Contact Info
    
    My email address is finnell5@hotmail.com.
    Here are some rules for contacting me:
    1.	Donít share my email address with anyone.
    2.	Donít use vulgar language. Anything than includes words more offensive than
    suck, hell, or crap will be deleted.
    3.	Donít give me spam. I donít want to read anything that will waste my time.
    4.	I will accept any tips that actually work, donít send me that arent useful;
    but if they work I will add it to my FAQ and your name to the Thanks
    section.
    5.	Please use the best language you can. I donít want to be reading stuff
    people use when theyre using AOL IM.
    6.	Use black print and white background; I donít want my eyes straining for the
    rest of the day because I was reading some yellow on bright-green crap.
    7.	If you
    I want to see that you tried to see the best spelling you can, donít spell
    Geonosis as Gnosis like some guy on gamewinners.com
    8.	Make sure the info your giving me is relevant to this game.
    9. Donít point out minor spelling mistakes, like, ďyou keep spelling youíre
    like your.Ē Relax; unless you canít understand what im saying, itís not the
    end of the       world.
    10. If anyone didnít like my strategies and was wondering, yes I have played
    this game.
    12. Make sure I will be able to understand the message.
    13. Donít make your message too personal like im your best bud.
    -------------------------------------------------------------------------------
    17. Copyright Info
    
    This cannot be duplicated in any form under any circumstances, except for
    personal, private use. This cannot be distributed to any persons without
    advanced written permission from me.
    
    This FAQ can be posted on:
    Gamefaqs.com
    Neoseeker.com
    Supercheats.com
    
    All other websites need written permission from me to place this guide on their
    website. Displaying this guide on any website without written permission is
    strictly prohibited and is a violation of copyright.
    
    All trademarks and copyrights contained in this document are owned by their
    respective trademark and copyright holders.
    -------------------------------------------------------------------------------
    18. Version History
    
    0.05-Finished Table of Contents
    0.10-Finished Gameplay Controls
    0.15-Finished Gameplay Basics
    0.20-Finished Units Section
    0.25-Finished Non-Playable Characters
    0.30-Finished Clone Wars Map Strategies
    0.35-Finished Galactic Civil War Strategies
    0.45-Finished Galactic Conquest and Instant Action
    0.60-Finished Weapons, Vehicles, and Turrets
    0.80-Finished Cheat Codes, Tips and Tricks, Sniping, and Contact Info
    1.00-Finished Guide, Posted on gamefaqs.com
    1.10-Added Some Stuff to the Guides
    1.15-Added Some More Stuff to the FAQ
    1.20-Added a new strategy
    Final: Well, no one really plays Battlefront I anymore; and Ive got my
    Battlefront II guide going REALLY well for me. This guide is no use to me
    anymore. For those who have contributed: thanks for helping me with me first
    guide.  I will not accept anymore contributions to the guide, although I am
    still open for help. I will be making more FAQís in the future, so look for my
    name. By yíall.
    -------------------------------------------------------------------------------
    19. Future Plans
    
    Separate Strategies for Each Faction
    At Least One Strategy for Separate Units
    
    Thatís all I got. More plans coming soon!
    -------------------------------------------------------------------------------
    20. Thanks
    
    Thanks to gamefaqs.com for letting me post my FAQ on their website.
    Thanks to Liam Piper for the strategy on Rhen Var: Harbor.
    Thanks to James Mueller for the tips on Naboo: Plains.
    Thanks to Alexander Colůn for the tips and the guide.
    Thanks to you for reading my FAQ.
    
    FINAL THOUGHT: May the Force be with you.