Star Wars Battlefront II PS2 Table of contents 1.- Units 1.1. Republic 1.1.1 Clone Trooper 1.1.2 Clone Engineer 1.1.3 Heavy Trooper 1.1.4 Clone Sharpshooter 1.1.5 Clone Commando 1.1.6 Jet Trooper 1.2 CIS 1.2.1 Super Battle Droid 1.2.2 Engineer Droid 1.2.3 Assault Droid 1.2.4 Assassin Droid 1.2.5 Magna Guard 1.2.6 Droideka (Destroyer Droid) 1.3 Empire 1.3.1 Storm Trooper 1.3.2 Imperial Engineer 1.3.3 Shock Trooper 1.3.4 Scout Trooper 1.3.5 Imperial Officer 1.3.6 Dark Trooper 1.4 Rebel Alliance 1.4.1 Rebel Solider 1.4.2 Rebel Smuggler 1.4.3 Rebel Vanguard 1.4.4 Rebel Marksman 1.4.5 Bothan Spy 1.4.6 Wookiee Warrior 1.5 Space Units 1.5.1 Pilot Class 1.5.2 Marine Class 1.6 Heroes 1.6.1 Aayla Secura 1.6.2 Anakin Skywalker 1.6.3 Boba Fett 1.6.4 Chewbacca 1.6.5 Count Dooku 1.6.6 Darth Maul 1.6.7 Darth Vader 1.6.8 Emperor 1.6.9 General Grievous 1.6.10 Han Solo 1.6.11 Jango Fett 1.6.12 Ki-Adi-Mundi 1.6.13 Luke Skywalker 1.6.14 Mace Windu 1.6.15 Obi-Wan Kenobi 1.6.16 Princess Leia 1.6.17 Yoda 1.7 Medals 2.- Droids/items 2.1 Items 3.- Vehicles 3.1 Scout Vehicles 3.1.1 74-z Speeder Bike/BARC Speeder 3.1.2 STAP 3.2 Medium Assault Vehicles 3.2.1 AAC-1 Speeder 3.2.2 AAT 3.2.3 Armored Tank Droid 3.2.4 AT-ST 3.2.5 AT-RT 3.2.6 Hailfire Droid 3.2.7 IFT-X/IFT-T 3.2.8 Spider Walker 3.2.9 T-47 Snowspeeder 3.3 Heavy Assault Vehicles 3.3.1 AT-AT 3.3.2 AT-TE 3.4 Star Fighters 3.5 Scout Fighters 3.6 Multi-purpose Fighters 3.7 Transports 3.8.1 Republic LAAT gunship/AAC 3.8.2 Droid Gunship 3.8.3 Imperial Shuttle 4.- Turrets 4.1 Gun Turret 4.2 Laser Turret 4.3 Tower Turret 4.4 Geonosian Sonic Blaster 4.5 Concussion Cannon Turret 4.6 Anti-infantry Laser Battery 4.7 Ant-vehicle Laser Cannon 5.- Rise of the Empire 5.1 Geonosis 5.2 Mygeeto 5.3 Coruscant 5.4 Felucia 5.5 Kashyyyk (space) 5.6 Kashyyyk (ground) 5.7 Utapau 5.8 Coruscant 5.9 Naboo 5.10 Mustafar (space) 5.11 Mustafar (ground) 5.12 Kamino 5.13 Death Star 5.14 Polis Massa 5.15 Tantive IV 5.16 Yavin 4 (space) 5.17 Yavin 4 (ground) 5.18 Hoth 6.- Galactic Conquest 6.1 Getting Started 6.2 Clone Wars Chart 6.3 Galactic Civil War Chart 6.4 Units 6.5 Power ups 7.-Instant Action 7.1 Modes of play 7.1.1 Conquest 7.1.2 1 Flag Capture the Flag 7.1.3 2 Flag Capture the Flag 7.1.4 Space Assault 7.1.5 Assault 7.1.6 Hunt 7.2 Options 7.2.1 Global 7.2.2 Hero 7.2.3 Conquest 7.2.4 CTF 7.2.5 Hunt 7.2.6 Assault 8.- Hints and Tips 8.1 All level hints 8.2 Space Battles 8.3 Coruscant 8.4 Dagobah 8.5 Death Star 8.6 Endor 8.7 Felucia 8.8 Geonosis 8.9 Hoth 8.10 Jabba's Palace 8.11 Kamino 8.12 Kashyyyk 8.13 Tatooine/Mos Eisley 8.14 Mustafar 8.15 Mygeeto 8.16 Naboo 8.17 Polis Massa 8.18 Tantive IV 8.19 Utapau 8.20 Yavin 4 9.- FAQS 10.- Legal stuff (boring!) 11.- version (even more boring) 12.- credits (no one cares) 1.----------------------------------Units------------------------------------ All factions have the following classes: Solider class: If your not sure which unit to pick he is a good choice. Armed with a blaster rifle a pistol and grenades they are the backbone of the any army. Engineer class: My favorite class, the engineers carry shotguns for close range d combat, Fusion cutters for healing/hacking vehicles, detpacks and health/ammo dispensers for healing other units, but what fun is that? Horde them and use them on yourself. All this makes them good at close combat, effective against vehicles, and a medic. Please note that the ammo count (40) listed is the number of rounds, which equals the number of pellets (320) divided by 8 (the number of pellets in each round). Demolitions (demo.) class: The demo class is a uni-tasker that is they can only really take down vehicles. There mines are fun to use as traps, and its also fun to hit people with rockets, but not practical in the least. If you are having trouble with a tank or out to get major revenge he is your man. Sniper class: Snipers are perfect for precision attacks. There armament includes a sniper rifle, a pistol, grenades, and an auto turret. This makes them superb at long range attacks (sniper rifle), yet able to defend themselves at close quarters (pistol, grenades) and still able to lend support to other units (auto turret). Special class: All factions have 2 special classes that are indigenous only to that faction. The special class has the disadvantage of not being avalible as soon as you start the battle you must earn 8-12 total points to unlock them, and to top it off there can only be 3-4 of them on the field at one time. Most are bizarre units that are more or less useless in the hands of a human. But the computer (on both sides) can use them rather well. Units stats are laid out as follows: --------------------------0.0 Name of army----------------------------------- 0.0.0 name of individual unit Rating (rating based on stats) Class: (what class the unit belongs to) Speed: (1-10 how fast the unit runs)(ad 2 points for energy runs) Defense: (1-10 how many hits the unit can take before dying)(+2 for guardian) Primary weapon (main weapon): name of main weapon ammo per clip/total ammo Rate of fire: (how fast the gun fires) Reload speed: (how long it takes to reload) Infantry: (damage done to infantry) Vehicles: (damage done to vehicles) Special: (any special abilities the weapon has) Main secondary weapon (normally a pistol): name of weapon ammo per clip/total Rate of fire: (how fast the gun fires) Reload speed: (how long it takes to reload) Infantry: (damage done to infantry) Vehicles: (damage done to vehicles) Special: (any special abilities the weapon has) Secondary weapon (weapon above primary): name of weapon ammo per clip/total Rate of fire: (how fast the gun fires) Reload speed: (how long it takes to reload) Infantry: (damage done to infantry) Vehicles: (damage done to vehicles) Special: (any special abilities the weapon has) Secondary's secondary (if available): name of weapon ammo per clip/total Rate of fire: (how fast the gun fires) Reload speed: (how long it takes to reload) Infantry: (damage done to infantry) Vehicles: (damage done to vehicles) Special: (any special abilities the weapon has) Special abilities: (if the unit has any) Tips: (any tips I have found for this unit) (Note: the tips will be almost the same for units of the some class) Real rating: (this rating, unlike the other one, is based on my experience with the unit) Reasoning: (this explains the real rating) ----------------------------1.1 Republic------------------------------------- 1.1.1 Clone Trooper Rating: 6 Class: solider Speed: 7 Defense: 6 Primary Weapon: DC-15 Assault Rifle 50/200 Rate of fire: fast, automatic Reload speed: fast Infantry: 5 shots to kill Vehicles: 1000 (or so)don't bother Main secondary weapon: DC-15s Pistol infinite Rate of fire: moderate, semi-auto Reload speed: N/A Infantry: 7 shots to kill Vehicles: N/A none Secondary weapon: Thermal Detonator(grenade) 1/4 Rate of fire: slow, single shot Reload speed: slow Infantry: 1-2 to kill Vehicles: 3-7 good if in bind Tips: best used at a moderate distance the rifle becomes inaccurate at too long a range , however he can be used as a sniper in some cases. I find it best to charge the enemy but still keep some distance. Use the grenades to your advantage.(i.e. in a large group) And remember the longer you hold down the trigger on your rifle the more inaccurate it becomes. Real rating: 6 Reasoning: he is a good unit that I like to use but a bit to uni-tasking for me because he can only be used for infantry if he meets up with a tank he's toast. 1.1.2 Clone Engineer Rating 7 Class: Engineer Speed: 5 Defense: 5 Primary Weapon: shotgun 5/40 Rate of fire: slow has to cock it after each round Reload speed: moderate Infantry: 1-5 shots (depends on the number of pellets that hit the target) Vehicles: 900 don't bother Main secondary weapon: Fusion Cutter infinite Rate of fire: N/A Reload speed: N/A Infantry: none Vehicles: none Special: can be used to hack/heal vehicles, and build/heal turrets/health and ammo droids and to defuse mines Secondary weapon: detpacks 1/3 Rate of fire: slow Reload speed: slow Infantry: 1 pack to kill Vehicles: 3-5 excellent choice Special: these are remote detonated explosives. Meaning that, after you use one, a remote control will take its place in your inventory. If you press the fire button again the detpack will explode. Secondary's secondary: health/ammo dispenser 1/5 Rate of fire: slow Reload speed: slow Infantry: N/A Vehicles: N/A Special: heals half a health bar and 2 clips of ammo to however picks it up Tips: best at close range , the shotgun will become inaccurate at just 2-3 yards. Don't be fooled by the small number of rounds, the health/ammo packs you carry give you 10 rounds each giving you a total of 90 rounds of ammo! Don't be stingy with the health/ammo packs, use them whenever you need them, because if you don't you may regret it when your lying there dead. Use the Fusion Cutter to hack enemy ships whenever you get the chance, Not only does it give you a medal, but it also gives you 1-2 easy targets(i.e. the people in the tank) and a tank to steal! Real rating: 8-9 Reasoning: HE CAN HEAL HIMSELF! How much better does it get! Not to mention he is effective against tanks (Fusion Cutter /detpacks) and his shotgun is better at the real combat situations, which means that, odds are, you are always going to be surrounded and behind enemy lines. And to top it off the shotgun award (regulator) is way easier to earn then the rifle award (frenzy). 1.1.3 Heavy Trooper Rating 3 (rating vs. class 6) Class: demolitions Speed: 3 Defense: 7 Primary Weapon: PLX Rocket Launcher 1/7 Rate of fire: very slow, single shot Reload speed: very slow Infantry: 1 shot to kill (if you can hit them) Vehicles: 1-6 shots, no better choice Special: if you lock on to a target tank and watch for the spinning circle to appear and stop spinning, your rocket will track the enemy tank. Main secondary weapon: DC-15s Pistol infinite Rate of fire: moderate, semi-auto Reload speed: N/A Infantry: 6 shots to kill Vehicles: N/A don't bother Secondary weapon: Thermal Detonator(grenades) 1/2 Rate of fire: slow Reload speed: slow Infantry: 1-2 Vehicles: 3-7 good if in bind Secondary's secondary: mines 1/4 Rate of fire: N/A Reload speed: N/A Infantry: 1 Vehicles: 1-2 Tips: stay out of combat, you will just get yourself killed. Stay on the back line and wait for an opportunity to arise to shoot a tank. Make the most of your rockets, aim for the critical hit point. Your pistol is pathetic but don't be afraid to use it as soon as some one gets close. When going for the demo. Metal first, know your target, then clear a path using a solider/engineer, then run for it, ignore everything that's in your way and fire. Real rating: 3 (rating vs. class 6) Reasoning: hey cant argue with that. He is pretty useless when it comes to anything but tanks. 1.1.4 Clone Sharpshooter Rating 6 Class: sniper Speed: 7 Defense: 3 Primary Weapon: DC-15x sniper rifle 5/35 Rate of fire: moderate, semi-auto Reload speed: slow Infantry: 1-2, Vehicles: 2000 Special: this rifle as 2 zoom levels (5x 10x) press the zoom button once to enter 5x and again for 10x pressing it a third time will exit snip mode. Main secondary weapon: DC-15sl pistol infinite Rate of fire: moderate, semi-auto Reload speed: N/A Infantry: 6 shots to kill Vehicles: N/A Secondary weapon: thermal detonator(grenades) 1/2 Rate of fire: slow Reload speed: slow Infantry: 1-2 Vehicles: 3-7, good if in bind Secondary's secondary: Auto turret 1/1 Rate of fire: N/A Reload speed: N/A Infantry: N/A Vehicles: N/A Special: this is a special turret that, when deployed, Will fire at any enemy units nearby with a rapid fire machinegun. However it runs on batteries and will run out power eventually. Tips: stay way on the back lines in a high place so you can see the hole battlefield, but not get caught in the crossfire. Your pistol is good but don't charge the enemy with it use it for defense only. Your auto turret is also good but loses power and disappears quickly so don't get to comfortable with it guarding you. Some people say to look for droidekas and aim for them, but I find it hard to kill them with a sniper rifle. The sniper rifle fires a high intensity beam of energy that can easily be traced back to the source, however this means nothing, the computer is to stupid to track you down the only time this matters is when you are playing against a friend because there (hopefully) smarter then the computer and will track you down. 1.1.5 Clone Commander Rating 8 Class: special Speed: 1 Defense: 8 Primary Weapon: Chaingun infinite Rate of fire: very fast, takes 1 second to warm up, overheats in 8 seconds Reload speed: N/A, takes 5 seconds to cool down Infantry: 1-2 second burst Vehicles: 70-100 second burst Special: it fires so fast you cant count rounds so you must count seconds Main secondary weapon: DC-15s pistol infinite Rate of fire: moderate, semi auto Reload speed: N/A Infantry: 6 shots to kill Vehicles: N/A Secondary weapon: Rally 1/1 Rate of fire: N/A Reload speed: N/A Infantry: N/A Vehicles: N/A Special: the commander and every one around him gets a 50% defense boost for 20 seconds after activation. Secondary's secondary: Recon Droid 1/1 Rate of fire: N/A Reload speed: N/A Infantry: N/A Vehicles: N/A Special: it is a small spherical recon droid that can be used to gather intelligence. It carries a small blaster for defense and a powerful self destruct mechanism. It runs on batteries and will run out of power eventually Tips: charge the front lines and don't stop firing. When your chain gun overheats swhich to the pistol for a few seconds. Rally is best used just before entering combat. The recon droid is all but useless so don't bother. Real rating: 4 Reasoning: his chaingun overheats to quickly and his pistol isn't effective enough to keep him alive. Rally is all but useless as is the recon droid. 1.1.6 Jet Trooper Rating 6 Class: special Speed: 6 Defense: 3 Primary Weapon: EMP launcher 2/7 Rate of fire: moderate Reload speed: moderate Infantry: 1 shot to kill Vehicles: N/A Special: a rocket launcher made to kill infantry Main secondary weapon: DC-17 pistol infinite Rate of fire: moderate, semi Auto Reload speed: N/A Infantry: 6 shots to kill Vehicles: N/A Secondary weapon: thermal detonator(grenades) 1/4 Rate of fire: slow Reload speed: slow Infantry: 1-2 Vehicles: 3-7 good if in bind Special abilities: jet pack Tips: use the jet pack for recon and to move about the battlefield quickly. Be warned though the jet pack has a limited range before needing to recharge. Take the enemy on one by one or you will get overwhelmed do to your slow rate of fire. Real rating: 4 Reasoning: his jet pack is good but this is offset by the fact that his weapons are no good. His EMP launcher is to slow and inaccurate to kill infantry and not powerful enough for tanks. -----------------1.2 confederacy of independent systems (CIS)---------------- 1.2.1 Super Battle Droid Rating: 6 Class: solider Speed: 6 Defense: 7 Primary Weapon: Wrist Blaster 50/250 Rate of fire: fast, automatic Reload speed: fast Infantry: 5 shots to kill Vehicles: 1000 (or so)don't bother Main secondary weapon: Tri shot infinite Rate of fire: slow, single shot Reload speed: N/A Infantry: 1-2 shots to kill Vehicles: N/A none Secondary weapon: wrist rocket 1/3 Rate of fire: slow, single shot Reload speed: slow Infantry: 1-2 shots to kill Vehicles: 30 don't bother Tips: avoid large crowds, they can be a threat with no grenades Best used at a moderate distance the rifle becomes inaccurate at too long a range , however he can be used as a sniper in some cases. I find it best to charge the enemy but still keep some distance. And remember the longer you hold down the trigger on your rifle the more inaccurate it becomes. Real rating: 3 Reasoning: Your rockets are useless, the blast radius is not big enough to take out crowds yet not powerful enough to destroy tanks. Your tri shot is cool, but useless, it doesn't have the accuracy or the power to take people down, and the rate of fire is atrocious. They should have left this to the engineer class. So now were down to his rifle which there is nothing wrong with but its his only good weapon. 1.2.2 Engineer Droid Rating 8 Class: engineer Speed: 5 Defense: 5 Primary Weapon: shotgun 5/40 Rate of fire: slow has to cock it after each round Reload speed: moderate Infantry: 1-5 shots (depends on the number of pellets that hit the target) Vehicles: 900 don't bother Main secondary weapon: Fusion Cutter infinite Rate of fire: N/A Reload speed: N/A Infantry: none Vehicles: none Special: can be used to hack/heal vehicles, and build/heal turrets/health and ammo droids and to defuse mines Secondary weapon: detpacks 1/3 Rate of fire: slow Reload speed: slow Infantry: 1 pack to kill Vehicles: 3-5 excellent choice Special: these are remote detonated explosives. Meaning that, after you use one, a remote control will take its place in your inventory. If you press the fire button again the detpack will explode. Secondary's secondary: health/ammo dispenser 1/5 Rate of fire: slow Reload speed: slow Infantry: N/A Vehicles: N/A Special: heals half a health bar and 2 clips of ammo to however picks it up Tips: best at close range , the shotgun will become inaccurate at just 2-3 yards. Don't be fooled by the small number of rounds, the health/ammo packs you carry give you 10 rounds each giving you a total of 90 rounds of ammo! Don't be stingy with the health/ammo packs, use them whenever you need them, because if you don't you may regret it when your lying there dead. Use the Fusion Cutter to hack enemy ships whenever you get the chance, Not only does it give you a medal, but it also gives you 1-2 easy targets(i.e. the people in the tank) and a tank to steal! The droid engineer as the unique ability to heal other droids using the Fusion Cutter , just walk up and pull the trigger! Real rating: 8-9 Reasoning: HE CAN HEAL HIMSELF! How much better does it get! Not to mention he is effective against tanks (Fusion Cutter /detpacks) and his shotgun is better at the real combat situations, which means that, odds are, you are always going to be surrounded and behind enemy lines. And to top it off the shotgun award (regulator) is way easier to earn then the rifle award (frenzy). The droid engineer seems to be more accurate then the others in his class. 1.2.3 Assault Droid Rating 4 (rating vs. class 7) Class: demolitions Speed: 4 Defense: 7 Primary Weapon: BAW E-60R Rocket Launcher 1/7 Rate of fire: very slow, single shot Reload speed: very slow Infantry: 1 shot to kill (if you can hit them) Vehicles: 1-6 shots, no better choice Special: if you lock on to a target tank and watch for the spinning circle to appear and then stop spinning, your rocket will track the enemy tank. Main secondary weapon: Blaster Pistol infinite Rate of fire: moderate, semi-auto Reload speed: N/A Infantry: 6 shots to kill Vehicles: N/A don't bother Secondary weapon: Thermal Detonator(grenades) 1/2 Rate of fire: slow Reload speed: slow Infantry: 1-2 Vehicles: 3-7 good if in bind Secondary's secondary: mines 1/4 Rate of fire: N/A Reload speed: N/A Infantry: 1-2 Vehicles: 1-2 Tips: stay out of combat, you will just get yourself killed. Stay on the back line and wait for an opportunity to arise to shoot a tank. Make the most of your rockets, aim for the critical hit point. Your pistol is pathetic but don't be afraid to use it as soon as some one gets close. When going for the demo. Metal first, know your target, then clear a path using a solider/engineer, then run for it, ignore everything that's in your way and fire. Real rating: 5 (rating vs. class 7) Reasoning: his rockets seem more effective. He is still pretty useless when it comes to anything but tanks. 1.2.4 Assassin Droid Rating 7 Class: sniper Speed: 7 Defense: 3 Primary Weapon: BAW E-5s sniper rifle 5/35 Rate of fire: moderate, semi-auto Reload speed: slow Infantry: 1-2, Vehicles: 2000 Special: this rifle as 2 zoom levels (5x 10x) press the zoom button once to enter 5x and again for 10x pressing it a third time will exit snip mode. Main secondary weapon: blaster pistol infinite Rate of fire: moderate, semi-auto Reload speed: N/A Infantry: 6 shots to kill Vehicles: N/A Secondary weapon: thermal detonator(grenades) 1/2 Rate of fire: slow Reload speed: slow Infantry: 1-2 Vehicles: 3-7, good if in bind Secondary's secondary: Auto turret 1/1 Rate of fire: N/A Reload speed: N/A Infantry: N/A Vehicles: N/A Special: this is a special turret that, when deployed, Will fire at any enemy units nearby with a rapid fire machinegun. However it runs on batteries and will run out power eventually. Tips: stay way on the back lines in a high place so you can see the hole battlefield, but not get caught in the crossfire. Your pistol is good but don't charge the enemy with it use it for defense only. Your auto turret is also good but loses power and disappears quickly so don't get to comfortable with it guarding you. The sniper rifle fires a high intensity beam of energy that can easily be traced back to the source, however this means nothing, the computer is to stupid to track you down the only time this matters is when you are playing against a friend because there (hopefully) smarter then the computer and will track you down. Real rating: 8-9 Reasoning: he seems to be better then the other snipers. he is good as long as you stick to long range attacks. 1.2.5 Magna Guard Rating 7 Class: special Speed: 5 Defense: 6 Primary Weapon: Bulldog RLR 6/30 Rate of fire: fast, semi auto Reload speed: moderate Infantry: 1-3 shots to kill Vehicles: N/A Special: a rapid fire mini rocket launcher Main secondary weapon: Radiation Launcher 1/15 Rate of fire: moderate Reload speed: moderate Infantry: 1-3 shots to kill Vehicles: N/A Special: it a grenade launcher. Hold down the trigger to increase its range Secondary weapon: Neuro Poison 1/1 Rate of fire: slow Reload speed: slow Infantry: ?? Vehicles: N/A Special: when activated poisons every living thing around him. Good thing droids are not living things. Secondary's secondary: Recon Droid 1/1 Rate of fire: N/A Reload speed: N/A Infantry: N/A Vehicles: N/A Special: it is a small spherical recon droid that can be used to gather intelligence. It carries a small blaster for defense and a powerful self destruct mechanism. It runs on batteries and will run out of power eventually Tips: charge the front lines. Use the bulldogs rapid fire rockets to annihilate enemies. The neuro poison doesn't seem to do anything. The recon droid is all but useless, so don't bother. Real rating: 7 Reasoning: he is one of the best special units in the game, but that doesn't make him THE best. Stick with his rockets every thing else is almost useless. 1.2.6 Droideka (Destroyer Droid) Rating 7 (10 in the computers hands) Class: special Speed: 1 (10 when in ball form) Defense: 2 (10 when shield is up) Primary Weapon: Repeating blasters infinite Rate of fire: very fast, automatic Reload speed: N/A Infantry: 2-5 shots to kill Vehicles: N/A Special: can only fire when not in ball mode Special ability 1: personal shield: press the secondary fire button to activate, this allows the unit to take more damage equal to the energy bar that appears in the center left of the of the screen. once this bar runs out the shield drops and you must wait for it to recharge before re-activating. Special ability 2: Transform: press the crouch button to transform into a ball to increase mobility. Press again to re-deploy. It cant fire or deploy its shield when in ball mode Tips: transform into ball mode to get to were your going, re-deploy and activate your shield, fire at anything that moves, repeat. Real rating: 5 (10 in the computers hands) Reasoning: he cant fire up, leaving him at the mercy of nearby turrets, He can only take 4 shots once his shield goes down, and he cant defend himself while in ball mode. But once he deploys he is a sitting duck. -------------------------------1.3 Empire------------------------------------ 1.3.1 Stormtrooper Rating 6 Class: solider Speed: 5 Defense: 5 Primary Weapon: E-11 Rifle 55/220 Rate of fire: fast, automatic Reload speed: fast Infantry: 6-7 shots to kill Vehicles: 1000 (or so)don't bother Main secondary weapon: SE-14r pistol infinite Rate of fire: moderate, semi-auto Reload speed: N/A Infantry: 8 shots to kill Vehicles: N/A none Secondary weapon: Thermal detonator(grenades) 1/4 Rate of fire: slow, single shot Reload speed: slow Infantry: 1-2 to kill Vehicles: 3-7 good if in bind Tips: Best used at a moderate distance the rifle becomes inaccurate at too long a range , however he can be used as a sniper in some cases. I find it best to charge the enemy but still keep some distance. Use the grenades to your advantage.(i.e. in a large group) And remember the longer you hold down the trigger on your rifle the more inaccurate it becomes. Real rating: 4 or 3 Reasoning: for some reason the stormtroopers are the worst solider class. I don't know why, but they are horribly inaccurate, more so than others in there class, and they can take less hits to! Like I said I don't know why. 1.3.2 Imperial Engineer Rating 7 Class: engineer Speed: 5 Defense: 5 Primary Weapon: shotgun 5/40 Rate of fire: slow has to cock it after each round Reload speed: moderate Infantry: 1-5 shots (depends on the number of pellets that hit the target) Vehicles: 900 don't bother Main secondary weapon: Fusion Cutter infinite Rate of fire: N/A Reload speed: N/A Infantry: none Vehicles: none Special: can be used to hack/heal vehicles, and build/heal turrets/health and ammo droids and to defuse mines Secondary weapon: detpacks 1/3 Rate of fire: slow Reload speed: slow Infantry: 1 pack to kill Vehicles: 3-5 excellent choice Special: these are remote detonated explosives. Meaning that, after you use one, a remote control will take its place in your inventory. If you press the fire button again the detpack will explode. Secondary's secondary: health/ammo dispenser 1/5 Rate of fire: slow Reload speed: slow Infantry: N/A Vehicles: N/A Special: heals half a health bar and 2 clips of ammo to however picks it up Tips: best at close range , the shotgun will become inaccurate at just 2-3 yards. Don't be fooled by the small number of rounds, the health/ammo packs you carry give you 10 rounds each giving you a total of 90 rounds of ammo! Don't be stingy with the health/ammo packs, use them whenever you need them, because if you don't you may regret it when your lying there dead. Use the Fusion Cutter to hack enemy ships whenever you get the chance, Not only does it give you a medal, but it also gives you 1-2 easy targets(i.e. the people in the tank) and a tank to steal! Real rating: 6 Reasoning: he is less powerful and less accurate than others in his class However, he can still heal himself. He is also effective against tanks (Fusion Cutter /detpacks) and his shotgun is better at the real combat situations, which means that, odds are, you are always going to be surrounded and behind enemy lines. And to top it off the shotgun award (regulator) is way easier to earn then the rifle award (frenzy). 1.3.3 Shock Trooper Rating 3 (rating vs. class 6) Class: demolitions Speed: 3 Defense: 7 Primary Weapon: MiniMag PLT Rocket Launcher 1/7 Rate of fire: very slow, single shot Reload speed: very slow Infantry: 1 shot to kill (if you can hit them) Vehicles: 1-6 shots, no better choice Special: if you lock on to a target tank and watch for the spinning circle to appear and stop spinning, your rocket will track the enemy tank. Main secondary weapon: SE-14r Pistol infinite Rate of fire: moderate, semi-auto Reload speed: N/A Infantry: 6 shots to kill Vehicles: N/A don't bother Secondary weapon: Thermal Detonator(grenades) 1/2 Rate of fire: slow Reload speed: slow Infantry: 1-2 Vehicles: 3-7 good if in bind Secondary's secondary: mines 1/4 Rate of fire: N/A Reload speed: N/A Infantry: 1-2 Vehicles: 1-2 Tips: stay out of combat, you will just get yourself killed. Stay on the back line and wait for an opportunity to arise to shoot a tank. Make the most of your rockets, aim for the critical hit point. Your pistol is pathetic but don't be afraid to use it as soon as some one gets close. When going for the demo. Metal first, know your target, then clear a path using a solider/engineer, then run for it, ignore everything that's in your way and fire. Real rating: 3 (rating vs. class 6) Reasoning: finally an imperial unit that isn't worse than its competition . He is pretty useless when it comes to anything but tanks. 1.3.4 Scout trooper Rating 7 Class: sniper Speed: 7 Defense: 3 Primary Weapon: E-11s sniper rifle 5/35 Rate of fire: moderate, semi-auto Reload speed: slow Infantry: 1-2, Vehicles: 2000 Special: this rifle as 2 zoom levels (5x 10x) press the zoom button once to enter 5x and again for 10x pressing it a third time will exit snip mode. Main secondary weapon: SE-14r pistol infinite Rate of fire: moderate, semi-auto Reload speed: N/A Infantry: 6 shots to kill Vehicles: N/A Secondary weapon: thermal detonator(grenades) 1/2 Rate of fire: slow Reload speed: slow Infantry: 1-2 Vehicles: 3-7, good if in bind Secondary's secondary: Auto turret 1/1 Rate of fire: N/A Reload speed: N/A Infantry: N/A Vehicles: N/A Special: this is a special turret that, when deployed, Will fire at any enemy units nearby with a rapid fire machinegun. However it runs on batteries and will run out power eventually. Tips: stay way on the back lines in a high place so you can see the hole battlefield, but not get caught in the crossfire. Your pistol is good but don't charge the enemy with it use it for defense only. Your auto turret is also good but loses power and disappears quickly so don't get to comfortable with it guarding you. The sniper rifle fires a high intensity beam of energy that can easily be traced back to the source, however this means nothing, the computer is to stupid to track you down the only time this matters is when you are playing against a friend because there (hopefully) smarter then the computer and will track you down. Real rating: 8 Reasoning: he seems to be better then the other snipers but not as good as the assassin droid. he is good as long as you stick to long range attacks. 1.3.5 Imperial Officer Rating 8 Class: special Speed: 7 Defense: 7 Primary Weapon: Sonic Blaster 5/25 Rate of fire: moderate Reload speed: moderate Infantry: 2-5 shots to kill Vehicles: N/A Main secondary weapon: Mortar Launcher 5/25 Rate of fire: moderate Reload speed: moderate Infantry: 1-3 shots to kill Vehicles: N/A Special: it a grenade launcher. Hold down the trigger to increase its range Secondary weapon: Rage 1/1 Rate of fire: slow Reload speed: slow Infantry: N/A Vehicles: N/A Special: when activated, it increases the amount of damage caused by nearby allied troops by 50% for 15 seconds. Secondary's secondary: Recon Droid 1/1 Rate of fire: N/A Reload speed: N/A Infantry: N/A Vehicles: N/A Special: it is a small spherical recon droid that can be used to gather intelligence. It carries a small blaster for defense and a powerful self destruct mechanism. It runs on batteries and will run out of power eventually Tips: stay mid-range from the enemy, if you charge the sonic blaster wont fire fast enough to kill large crowds, if you stay to far back it wont reach them. Makes a good mid-range sniper, his sonic blaster is highly accurate. The sonic blaster can also take out normal turrets in 5 shots. Rage is best used just before entering combat. The recon droid is all but useless so don't bother. Real rating: 9 Reasoning: hey he is a good sniper, reasonable in close combat, and can take out turrets in 5 shots, all with one rifle. How much better does it get? Rating of 10 if every weapon but his sonic blaster wasn't useless. 1.3.6 Dark Trooper Rating 5 Class: special Speed: 5 Defense: 7 Primary Weapon: Ark Caster Rate of fire: slow Reload speed: slow Infantry: 1-2 shots to kill Vehicles: N/A Special: charge by holding the primary fire button to chain together a maximum of 4 people within 8 feet of each other. Main secondary weapon: SE-14r pistol infinite Rate of fire: moderate, semi auto Reload speed: N/A Infantry: 6 shots to kill Vehicles: N/A Secondary weapon: Thermal Detonator(grenades) 1/4 Rate of fire: slow Reload speed: slow Infantry: 1-2 Vehicles: 3-7 good if in bind Special abilities: jet pack Tips: use the jet pack for recon and to move about the battlefield quickly. Be warned though the jet pack has a limited range before needing to recharge. When facing a single opposite don't bother charging up the Ark caster, because charging it allows for more people to be chained together not more damage. Real rating: 3 Reasoning: his jet pack is less controllable then the jet troopers, it is meant more for quick escapes then recon. His arc caster is fun and cool to use but not very practical. ---------------------------1.4 Rebel Alliance-------------------------------- 1.4.1 Rebel Soldier Rating 6 Class: solider Speed: 6 Defense: 8 Primary Weapon: DH-17 Rifle 50/200 Rate of fire: fast, automatic Reload speed: fast Infantry: 4 shots to kill Vehicles: 1000 (or so)don't bother Main secondary weapon: DL-44 Pistol infinite Rate of fire: moderate, semi-auto Reload speed: N/A Infantry: 6 shots to kill Vehicles: N/A none Secondary weapon: Thermal detonator(grenades) 1/4 Rate of fire: slow, single shot Reload speed: slow Infantry: 1-2 to kill Vehicles: 3-7 good if in bind Tips: Best used at a moderate distance the rifle becomes inaccurate at too long a range , however he can be used as a sniper in some cases. I find it best to charge the enemy but still keep some distance. Use the grenades to your advantage.(i.e. in a large group) And remember the longer you hold down the trigger on your rifle the more inaccurate it becomes. Real rating: 7 or 8 Reasoning: they seem to be able to take more hits than the normal solider and there rifles seem more accurate than most. In other words there the exact opposite of the stormtrooper. 1.4.2 Rebel Smuggler Rating 8 Class: engineer Speed: 5 Defense: 5 Primary Weapon: shotgun 5/40 Rate of fire: slow has to cock it after each round Reload speed: moderate Infantry: 1-5 shots (depends on the number of pellets that hit the target) Vehicles: 900 don't bother Main secondary weapon: Fusion Cutter infinite Rate of fire: N/A Reload speed: N/A Infantry: none Vehicles: none Special: can be used to hack/heal vehicles, and build/heal turrets/health and ammo droids and to defuse mines Secondary weapon: detpacks 1/3 Rate of fire: slow Reload speed: slow Infantry: 1 pack to kill Vehicles: 3-5 excellent choice Special: these are remote detonated explosives. Meaning that, after you use one, a remote control will take its place in your inventory. If you press the fire button again the detpack will explode. Secondary's secondary: health/ammo dispenser 1/5 Rate of fire: slow Reload speed: slow Infantry: N/A Vehicles: N/A Special: heals half a health bar and 2 clips of ammo to however picks it up Tips: best at close range , the shotgun will become inaccurate at just 2-3 yards. Don't be fooled by the small number of rounds, the health/ammo packs you carry give you 10 rounds each giving you a total of 90 rounds of ammo! Don't be stingy with the health/ammo packs, use them whenever you need them, because if you don't you may regret it when your lying there dead. Use the Fusion Cutter to hack enemy ships whenever you get the chance, Not only does it give you a medal, but it also gives you 1-2 easy targets(i.e. the people in the tank) and a tank to steal! Real rating: 8-9 Reasoning: HE CAN HEAL HIMSELF! How much better does it get! Not to mention he is effective against tanks (Fusion Cutter /detpacks) and his shotgun is better at the real combat situations, which means that, odds are, you are always going to be surrounded and behind enemy lines. And to top it off the shotgun award (regulator) is way easier to earn then the rifle award (frenzy). The rebel smuggler seems to be more powerful then the others in his class. 1.4.3 Rebel Vanguard Rating 5 (rating vs. class 8) Class: demolitions Speed: 4 Defense: 7 Primary Weapon: HH-15 Rocket Launcher 1/7 Rate of fire: very slow, single shot Reload speed: very slow Infantry: 1 shot to kill (if you can hit them) Vehicles: 1-6 shots, no better choice Special: if you lock on to a target tank and watch for the spinning circle to appear and stop spinning, your rocket will track the enemy tank. Main secondary weapon: DL-44 Pistol infinite Rate of fire: moderate, semi-auto Reload speed: N/A Infantry: 6 shots to kill Vehicles: N/A don't bother Secondary weapon: Thermal Detonator(grenades) 1/2 Rate of fire: slow Reload speed: slow Infantry: 1-2 Vehicles: 3-7 good if in bind Secondary's secondary: mines 1/4 Rate of fire: N/A Reload speed: N/A Infantry: 1-2 Vehicles: 1-2 Tips: stay out of combat, you will just get yourself killed. Stay on the back line and wait for an opportunity to arise to shoot a tank. Make the most of your rockets, aim for the critical hit point. Your pistol is pathetic but don't be afraid to use it as soon as some one gets close. When going for the demo. Metal first know your target, then clear a path using a solider/engineer, then run for it, ignore everything that's in your way and fire. Real rating: 5 (rating vs. class 8) Reasoning: his pistol is more powerful and accurate then the others. This would have boosted his rating higher but his rocket launcher is isn't as powerful. 1.4.4 Rebel Marksman Rating 6 Class: sniper Speed: 7 Defense: 3 Primary Weapon: E-17d sniper rifle 5/35 Rate of fire: moderate, semi-auto Reload speed: slow Infantry: 1-2, Vehicles: 2000 Special: this rifle as 2 zoom levels (5x 10x) press the zoom button once to enter 5x and again for 10x pressing it a third time will exit snip mode. Main secondary weapon: DL-44 pistol infinite Rate of fire: moderate, semi-auto Reload speed: N/A Infantry: 6 shots to kill Vehicles: N/A Secondary weapon: thermal detonator(grenades) 1/2 Rate of fire: slow Reload speed: slow Infantry: 1-2 Vehicles: 3-7, good if in bind Secondary's secondary: Auto turret 1/1 Rate of fire: N/A Reload speed: N/A Infantry: N/A Vehicles: N/A Special: this is a special turret that, when deployed, Will fire at any enemy units nearby with a rapid fire machinegun. However it runs on batteries and will run out power eventually. Tips: stay way on the back lines in a high place so you can see the hole battlefield, but not get caught in the crossfire. Your pistol is good but don't charge the enemy with it use it for defense only. Your auto turret is also good but loses power and disappears quickly so don't get to comfortable with it guarding you. The sniper rifle fires a high intensity beam of energy that can easily be traced back to the source, however this means nothing, the computer is to stupid to track you down the only time this matters is when you are playing against a friend because there (hopefully) smarter then the computer and will track you down. Real rating: 6 Reasoning: she is good as long as you stick to long range attacks. 1.4.5 Bothan Spy Rating 8 Class: special Speed: 5 Defense: 1 Primary Weapon: Incinerator 1/10 Rate of fire: N/A Reload speed: moderate Infantry: 1 full shot to kill Vehicles: N/A Special: fires an super heated burst of air for 2 seconds to cause damage in an wide area directly in front of the unit. Main secondary weapon: stealth N/A Rate of fire: N/A Reload speed: N/A Infantry: N/A Vehicles: N/A Special: when activated, you will turn invisible you will stay cloaked indefinitely so long as you don't swhich weapons Secondary weapon: regeneration 1/1 Rate of fire: slow Reload speed: slow Infantry: N/A Vehicles: N/A Special: when activated causes all nearby units to slowly regenerate health for 30 seconds. Secondary's secondary: Time Bomb 1/3 Rate of fire: one every 3 seconds Reload speed: 3 seconds Infantry: 1 (if you can hit them) Vehicles: 1-3 Special: time bombs have set timers that will explode 5 seconds after use Tips: stay out of combat!! 2-4 shots from a pistol will kill you, use him to sneak behind enemy lines and capture command posts. Real rating: 5 Reasoning: his ability to capture comm. Posts is nice, but I have never captured one without a fight, in which he will just get killed. 1.4.6 Wookiee Warrior Rating 7 Class: special Speed: 1 Defense: 10 Primary Weapon: Bowcaster 35/210 Rate of fire: moderate Reload speed: moderate Infantry: 1-3 shots to kill Vehicles: N/A Special: fires 5 rounds at once in a fan pattern Can also be charged by holding down the primary fire button To make it one concentrated shot instead of 5. Has 2 zoom levels. Main secondary weapon: HH-4 grenade Launcher 5/25 Rate of fire: moderate Reload speed: moderate Infantry: 1-3 shots to kill Vehicles: N/A Special: its a grenade launcher. Hold down the trigger to increase its range Secondary weapon: Thermal detonators(grenades) 1/4 Rate of fire: slow Reload speed: slow Infantry: 1-2 Vehicles: 3-7 Secondary's secondary: Recon Droid 1/1 Rate of fire: N/A Reload speed: N/A Infantry: N/A Vehicles: N/A Special: it is a small spherical recon droid that can be used to gather intelligence. It carries a small blaster for defense and a powerful self destruct mechanism. It runs on batteries and will run out of power eventually Tips: can either be used at long range in sniper mode or up close in shotgun mode. He has the best defense so don't be afraid to get up close and personal The recon droid is all but useless so don't bother. Real rating: 3 Reasoning: he sounds good on paper but when you use him you will see the light. His bowcaster isn't all its cracked up to be and everything else is useless. 1.5---------------------------Space classes---------------------------------- There are only 2 choices when it comes to space battles and they apply to all factions. 1.5.1 Pilot Class Class: space Speed: 5 Defense: 5 Primary Weapon: Pistol infinite Rate of fire: moderate, semi auto Reload speed: N/A Infantry: 6 shots to kill Vehicles: N/A Main secondary weapon: Fusion Cutter infinite Rate of fire: N/A Reload speed: N/A Infantry: none Vehicles: none Special: can be used to heal vehicles, and build/heal health and ammo droids Secondary weapon: Time Bomb 1/3 Rate of fire: one every 3 seconds Reload speed: 3 seconds Infantry: 1 (if you can hit them) Vehicles: 1-3 Special: time bombs have set timers that will explode 5 seconds after use Tips: he can heal the vehicle he is in and his time bombs are more effective then the marines rockets, however his pistol is weak and inaccurate. I guess it depends on what you are having trouble with. 1.5.2 Marine Class Class: space Speed: 6 Defense: 7 Primary Weapon: Blaster rifle 50/200 Rate of fire: fast, automatic Reload speed: fast Infantry: 5 shots to kill Vehicles: N/A Main secondary weapon: Rocket Launcher 1/4 Rate of fire: slow Reload speed: slow Infantry: 1 (if you can hit them) Vehicles: 4-7 Secondary weapon: Thermal Detonators(grenades) 1/4 Rate of fire: slow Reload speed: slow Infantry: 1-2 Vehicles: 3-7 Tips: his rocket launcher doesn't pack as much punch as the pilots time bombs, but his rifle is better then the pistol, I guess it depends on what you are having trouble with. 1.6-------------------------------Heroes------------------------------------- The heroes are listed in alphabetical order. Let me start by saying that any other game you have used these people in and any movie you have seen them in, doesn't matter here. Heroes abide by very different rules then the regular unit, you must unlock by completing certain conditions that are different for every battle but when the conditions are met a prompt appears on screen and asks if you want to play as that hero. 2. the hero has only a limited time on the battlefield, a glowing lightsaber appears were your heath bar was, when it runs out the hero retreats. Simply being on the battlefield makes the bar run down, getting hit makes it jump down, but there is hope, every time you kill someone as the hero you gain a little bit more time. 3. there weapons are totally unique to the hero class. 4. jedi and sith use lightsabers which are like swords, they have infinite ammo and can cut through anything cutable. 5. heroes are NOT eligible for medals, meaning they can not earn them or use them. The hero classes are laid out as follows: 0.0.0 name of individual unit Rating (rating based on stats) Faction: (whose army they are with) Appearances: (what levels they are usable on) Primary weapon (main weapon): name of main weapon ammo per clip/total ammo Rate of fire: (how fast the gun fires) Reload speed: (how long it takes to reload) Infantry: (damage done to infantry) Vehicles: (damage done to vehicles) Special: (any special abilities the weapon has) Main secondary weapon (normally a pistol): name of weapon ammo per clip/total Rate of fire: (how fast the gun fires) Reload speed: (how long it takes to reload) Infantry: (damage done to infantry) Vehicles: (damage done to vehicles) Special: (any special abilities the weapon has) Secondary weapon (weapon above primary): name of weapon ammo per clip/total Rate of fire: (how fast the gun fires) Reload speed: (how long it takes to reload) Infantry: (damage done to infantry) Vehicles: (damage done to vehicles) Special: (any special abilities the weapon has) Secondary's secondary (if available): name of weapon ammo per clip/total Rate of fire: (how fast the gun fires) Reload speed: (how long it takes to reload) Infantry: (damage done to infantry) Vehicles: (damage done to vehicles) Special: (any special abilities the weapon has) Special abilities: (if the unit has any) Tips: (any tips I have found for this unit) (Note: the tips will be almost the same for units of the some class) Real rating: (this rating, unlike the other one, is based on my experience with the unit) Reasoning: (this explains the real rating) Note that speed and defense will not be listed that is because most heroes can run using force run or block using saber block so it would be a moot point to list these Also note that most heroes have infinite ammo for there weapons so if ammo is not listed, it is infinite. Also also note: the ratings are in comparison to other heroes because they are all 10s when compared to regular soldiers. 1.6.1 Aayla Secura Rating 9 Faction: Republic Appearances: Felucia, Jabbas Palace Primary Weapon: Dual lightsabers Rate of fire: fast Reload speed: N/A Infantry: 1-2 Vehicles: 5-15 Special: she uses two lightsabers making for faster swings Secondary weapon: saber throw Rate of fire: moderate Reload speed: N/A Infantry: 1-2 Vehicles: 5-15 Special: allows the user to throw there lightsaber the longer you hold the secondary fire button the farther it is thrown. Using this drains your energy meter. Secondary's secondary: force pull Rate of fire: slow Reload speed: slow Infantry: N/A Vehicles: N/A Special: pulls enemy units closer to you. Uses energy. Special ability 1: Saber block: after pressing the primary reload button the jedi can block all incoming fire until the energy meter runs out. Special ability 2: force jump: after jumping, press the jump button again to jump in mid-air, can continue jumping until out of energy. Special ability 3: force run: press and old the dash button to run ultra fast Tips: charge in and hack and slash. Real rating: 9 Reasoning: she is one of the best heroes in the game because of her dual lightsabers she can swing faster and has a wider range . 1.6.2 Anakin Skywalker Rating 7 Faction: Empire Appearances: Mustafar Primary Weapon: lightsaber Rate of fire: moderate Reload speed: N/A Infantry: 1-2 Vehicles: 5-15 Secondary weapon: saber throw Rate of fire: moderate Reload speed: N/A Infantry: 1-2 Vehicles: 5-15 Special: allows the user to throw there lightsaber the longer you hold the secondary fire button the farther it is thrown. Using this drains your energy meter. Secondary's secondary: force push Rate of fire: slow Reload speed: slow Infantry: N/A Vehicles: N/A Special: pushes enemy units away from you. Uses energy. Special ability 1: Saber block: after pressing the primary reload button the jedi can block all incoming fire until the energy meter runs out. Special ability 2: force jump: after jumping, press the jump button again to jump in mid-air, can continue jumping until out of energy. Special ability 3: force run: press and old the dash button to run ultra fast Tips: run in and hack and slash Real rating: 7 Reasoning: his lightsaber technique is good. 1.6.3 Boba Fett Rating 5 Faction: Empire Appearances: Felucia, jabbas palace, Kamino, Kashyyyk, mos eisley, Mygeeto, Utapau, Yavin 4 Primary Weapon: E-3 blaster rifle 36/144 Rate of fire: fast Reload speed: fast Infantry: 1-3 shots to kill Vehicles: N/A Special: fires a burst of three rounds making your ammo count 13/48 Main secondary weapon: flame thrower 10/60 Rate of fire: fast Reload speed: moderate Infantry: 1 full rounds to kill Vehicles: N/A Special: fires a continual flame consuming 10 rounds of ammo per shot(1/6) Secondary weapon: wrist rocket 1/5 Rate of fire: slow, single shot Reload speed: slow Infantry: 1-2 shots to kill Vehicles: 30 don't bother Secondary's secondary: detback 1/4 Rate of fire: slow Reload speed: slow Infantry: 1 pack to kill Vehicles: 3-5 excellent choice Special: these are remote detonated explosives. Meaning that, after you use one, a remote control will take its place in your inventory. If you press the fire button again the detpack will explode. Special ability: jet pack: Tips: use the jet pack for recon and to move about the battlefield quickly. Be warned though the jet pack has a limited range before needing to recharge. He is best used at close range . his flame thrower is cool but useless. Use his wrist rockets to destroy turrets. Real rating: 5 Reasoning: as far as heroes go he is pretty pathetic. 1.6.4 Chewbacca rating 3 Faction: rebel alliance Appearances: Felucia, Kashyyyk, Yavin 4 Primary Weapon: Bowcaster 35/210 Rate of fire: moderate Reload speed: moderate Infantry: 1-3 shots to kill Vehicles: N/A Special: fires 5 rounds at once in a fan pattern Can also be charged by holding down the primary fire button To make it one concentrated shot instead of 5. Has 2 zoom levels. Main secondary weapon: guided rocket 1/4 Rate of fire: slow Reload speed: slow Infantry: 1 (if you can hit them) Vehicles: 20-40 Special: when fired, you take control of the rocket as if it were a star fighter. Secondary weapon: Rage 1/1 Rate of fire: slow Reload speed: slow Infantry: N/A Vehicles: N/A Special: when activated, it increases the amount of damage caused by nearby allied troops by 50% for 15 seconds. Secondary weapon: Time Bomb 1/3 Rate of fire: one every 3 seconds Reload speed: 3 seconds Infantry: 1 (if you can hit them) Vehicles: 1-3 Special: time bombs have set timers that will explode 5 seconds after use Tips: can either be used at long range in sniper mode or up close in shotgun mode. rage is best used just before entering combat. He has the best defense so don't be afraid to get up close and personal The recon droid is all but useless so don't bother. Real rating: 2 Reasoning: just use a regular wookiee. He is slightly tougher but not enough to make a big deal over. 1.6.5 Count Dooku Rating 5 (10 if you use the infinite force trick) Faction: CIS Appearances: Geonosis Primary Weapon: lightsaber Rate of fire: moderate Reload speed: N/A Infantry: 1-2 Vehicles: 5-15 Secondary weapon: Force Lightning Rate of fire: N/A Reload speed: N/A Infantry: N/A Vehicles: N/A Special: uses energy to shoot lightning from his hand and electrifies anything in front of him so long as the secondary fire button is held down Or until he runs out of energy. Secondary's secondary: Force Choke Rate of fire: N/A Reload speed: N/A Infantry: N/A Vehicles: N/A Special: uses energy to choke an opponent there by immobilizing him and causing damage as long as the secondary fire button is held down Or until he runs out of energy. Special ability 1: Saber block: after pressing the primary reload button the jedi can block all incoming fire until the energy meter runs out. Special ability 2: force jump: after jumping, press the jump button again to jump in mid-air, can continue jumping until out of energy. Special ability 3: force run: press and old the dash button to run ultra fast Infinite force trick: use force choke on an opponent and while still holding down the secondary fire button change weapons to force lightning, the result will be the opponent still immobilized from force choke and taking damage from force lightning, yet your energy meter will not deplete! Tips: use the infinite force trick for one on one battles but beyond that run in and hack and slash. Real rating: 5 Reasoning: his force trick is cool but can only be used on one enemy at a time. His lightsaber skills are low compared to others. 1.6.6 Darth Maul Rating 10 Faction: CIS Appearances: Coruscant, Jabbas Palace, Mos Eisley, Mustafar, Naboo, Polis Massa, Yavin 4 Primary Weapon: double-bladed lightsaber Rate of fire: fast Reload speed: N/A Infantry: 1-2 Vehicles: 5-15 Secondary weapon: saber throw Rate of fire: moderate Reload speed: N/A Infantry: 1-2 Vehicles: 5-15 Special: allows the user to throw there lightsaber the longer you hold the secondary fire button the farther it is thrown. Using this drains your energy meter. Secondary's secondary: force push Rate of fire: slow Reload speed: slow Infantry: N/A Vehicles: N/A Special: pushes enemy units away from you. Uses energy. Special ability 1: Saber block: after pressing the primary reload button the jedi can block all incoming fire until the energy meter runs out. Special ability 2: force jump: after jumping, press the jump button again to jump in mid-air, can continue jumping until out of energy. Special ability 3: force run: press and old the dash button to run ultra fast Tips: run in and hack and slash Real rating:11 Reasoning: he is the best lightsaber wielder in the game! He uses a double-bladed lightsaber, meaning it has a blade at each end. As you can imagine this gives him great range with this attacks. 1.6.7 Darth Vader Rating: 6 Faction: Empire Appearances: Dagobah, Endor, Hoth, Tantive IV Primary Weapon: lightsaber Rate of fire: slow Reload speed: N/A Infantry: 1-2 Vehicles: 5-15 Secondary weapon: saber throw Rate of fire: moderate Reload speed: N/A Infantry: 1-2 Vehicles: 5-15 Special: allows the user to throw there lightsaber the longer you hold the secondary fire button the farther it is thrown. Using this drains your energy meter. Secondary's secondary: Force Choke Rate of fire: N/A Reload speed: N/A Infantry: N/A Vehicles: N/A Special: uses energy to choke an opponent there by immobilizing him and causing damage as long as the secondary fire button is held down Or until he runs out of energy. Special ability 1: Saber block: after pressing the primary reload button the jedi can block all incoming fire until the energy meter runs out. Special ability 2: force glide: after jumping, press the jump button again to glide in mid-air, can continue gliding until out of energy. Special ability 3: force run: press and old the dash button to run ultra fast Tips: run in and hack and slash Real rating: 3 Reasoning: he has the second worst lightsaber technique in the game, it is slow and only covers the area directly in front of him. 1.6.8 Emperor Rating: 5 (8 if using the Infinite force trick) Faction: Empire Appearances: Coruscant, Death Star, Naboo, Polis Massa Primary Weapon: lightsaber Rate of fire: slow Reload speed: N/A Infantry: 1-2 Vehicles: 5-15 Secondary weapon: Force Lightning Rate of fire: N/A Reload speed: N/A Infantry: N/A Vehicles: N/A Special: uses energy to shoot lightning from his hand and electrifies anything in front of him so long as the secondary fire button is held down Or until he runs out of energy. Secondary's secondary: Force Choke Rate of fire: N/A Reload speed: N/A Infantry: N/A Vehicles: N/A Special: uses energy to choke an opponent there by immobilizing him and causing damage as long as the secondary fire button is held down Or until he runs out of energy. Special ability 1: Saber block: after pressing the primary reload button the jedi can block all incoming fire until the energy meter runs out. Special ability 2: force glide: after jumping, press the jump button again to glide in mid-air, can continue gliding until out of energy. Special ability 3: force run: press and old the dash button to run ultra fast Infinite force trick: use force choke on an opponent and while still holding down the secondary fire button change weapons to force lightning, the result will be the opponent still immobilized from force choke and taking damage from force lightning, yet your energy meter will not deplete! Tips: use the infinite force trick for one on one battles but beyond that run in and hack and slash. Real rating: 2 Reasoning: his force trick is cool but can only be used on one enemy at a time. His lightsaber skills are the lowest in the game. 1.6.9 General Grievous Rating 7 Faction: CIS Appearances: Dagobah, Mygeeto, Utapau, Tantive IV Primary Weapon: Quad lightsaber Rate of fire: fast Reload speed: N/A Infantry: 1-2 Vehicles: 5-15 Special: that's right 4 lightsabers! Two are hidden until he strikes. Secondary weapon: Rage infinite Rate of fire: slow Reload speed: slow Infantry: N/A Vehicles: N/A Special: when activated, it increases the amount of damage caused by nearby allied troops by 50% for 15 seconds. Special ability: Saber block: after pressing the primary reload button the jedi can block all incoming fire until the energy meter runs out. Tips: run in and hack and slash Real rating: 8 Reasoning: he has 4 lightsabers and he knows how to use them! His technique is fast and covers a large area.(duh) 1.6.10 Han Solo Rating 4 Faction: Rebel Alliance Appearances: Endor, Kamino, mos Eisley, Utapau Primary Weapon: DL44 pistol Rate of fire: fast Reload speed: ----- Infantry: 1-3 shots to kill Vehicles: N/A Special: fires a burst of three rounds. Main secondary weapon: Fusion Cutter infinite Rate of fire: N/A Reload speed: N/A Infantry: none Vehicles: none Special: can be used to hack/heal vehicles, and build/heal turrets/health and ammo droids and to defuse mines Secondary weapon: detpacks 1/3 Rate of fire: slow Reload speed: slow Infantry: 1 pack to kill Vehicles: 3-5 excellent choice Special: these are remote detonated explosives. Meaning that, after you use one, a remote control will take its place in your inventory. If you press the fire button again the detpack will explode. Secondary's secondary: Rally 1/1 Rate of fire: N/A Reload speed: N/A Infantry: N/A Vehicles: N/A Special: Han and every one around him gets a 50% defense boost for 20 seconds after activation. Tips: keep your distance, or else you will get overwhelmed. Real rating: 2 Reasoning: his primary weapon is a pistol, his main secondary is a Fusion Cutter ! I mean come on how much more pathetic does it get, what on earth (or any other planet) would a real hero need a fuisioncutter for?!?! 1.6.11 Jango Fett Rating 5 Faction: CIS Appearances: Felucia, Kamino, Kashyyyk Primary Weapon: Westar-34 Blaster 16/128 Rate of fire: very fast Reload speed: moderate Infantry: 1-3 shots to kill Vehicles: N/A Main secondary weapon: flame thrower 10/60 Rate of fire: fast Reload speed: moderate Infantry: 1 full rounds to kill Vehicles: N/A Special: fires a continual flame consuming 10 rounds of ammo per shot(1/6) Secondary weapon: wrist rocket 1/5 Rate of fire: slow, single shot Reload speed: slow Infantry: 1-2 shots to kill Vehicles: 30 don't bother Secondary's secondary: Time Bomb 1/3 Rate of fire: one every 3 seconds Reload speed: 3 seconds Infantry: 1 (if you can hit them) Vehicles: 1-3 Special: time bombs have set timers that will explode 5 seconds after use Tips: Tips: use the jet pack for recon and to move about the battlefield quickly. Be warned though the jet pack has a limited range before needing to recharge. He is best used at close range . his flame thrower is cool but useless. Use his wrist rockets to destroy turrets. Real rating: 5 Reasoning: well, at least we know were his son (Boba Fett) gets it from. 1.6.12 Ki-Adi-Mundi Rating 6 Faction: Republic Appearances: Mygeeto Primary Weapon: lightsaber Rate of fire: moderate Reload speed: N/A Infantry: 1-2 Vehicles: 5-15 Secondary weapon: saber throw Rate of fire: moderate Reload speed: N/A Infantry: 1-2 Vehicles: 5-15 Special: allows the user to throw there lightsaber the longer you hold the secondary fire button the farther it is thrown. Using this drains your energy meter. Secondary's secondary: force pull Rate of fire: slow Reload speed: slow Infantry: N/A Vehicles: N/A Special: pulls enemy units closer to you. Uses energy. Special ability 1: Saber block: after pressing the primary reload button the jedi can block all incoming fire until the energy meter runs out. Special ability 2: force jump: after jumping, press the jump button again to jump in mid-air, can continue jumping until out of energy. Special ability 3: force run: press and old the dash button to run ultra fast Tips: run in and hack and slash Real rating: 6 Reasoning: not bad there's just better ones out there. 1.6.13 Luke Skywalker Rating 6 Faction: Rebel Alliance Appearances: Coruscant, Death Star, Hoth, Jabba's Palace, Mygeeto Primary Weapon: lightsaber Rate of fire: moderate Reload speed: N/A Infantry: 1-2 Vehicles: 5-15 Secondary weapon: saber throw Rate of fire: moderate Reload speed: N/A Infantry: 1-2 Vehicles: 5-15 Special: allows the user to throw there lightsaber the longer you hold the secondary fire button the farther it is thrown. Using this drains your energy meter. Secondary's secondary: force push Rate of fire: slow Reload speed: slow Infantry: N/A Vehicles: N/A Special: pushes enemy units away from you. Uses energy. Special ability 1: Saber block: after pressing the primary reload button the jedi can block all incoming fire until the energy meter runs out. Special ability 2: force jump: after jumping, press the jump button again to jump in mid-air, can continue jumping until out of energy. Special ability 3: force run: press and old the dash button to run ultra fast Tips: run in and hack and slash Real rating: 6 Reasoning: like father (Anakin Skywalker/Darth Vader), like son. His lightsaber technique is relatively slow and hard to hit with. 1.6.14 Mace Windu Rating 6 Faction: Republic Appearances: Coruscant, Geonosis, Yavin 4 Primary Weapon: lightsaber Rate of fire: moderate Reload speed: N/A Infantry: 1-2 Vehicles: 5-15 Secondary weapon: saber throw Rate of fire: moderate Reload speed: N/A Infantry: 1-2 Vehicles: 5-15 Special: allows the user to throw there lightsaber the longer you hold the secondary fire button the farther it is thrown. Using this drains your energy meter. Secondary's secondary: force push Rate of fire: slow Reload speed: slow Infantry: N/A Vehicles: N/A Special: pushes enemy units away from you. Uses energy. Special ability 1: Saber block: after pressing the primary reload button the jedi can block all incoming fire until the energy meter runs out. Special ability 2: force jump: after jumping, press the jump button again to jump in mid-air, can continue jumping until out of energy. Special ability 3: force run: press and old the dash button to run ultra fast Tips: run in and hack and slash Real rating: 6 Reasoning: I guess I just expected more from the legendary creator of vaapad. (vaapad is a technique in which you swing your lightsaber at great speed and precision.) 1.6.15 Obi-wan Kenobi Rating 6 Faction: Republic Appearances: Death Star, Kamino, Mos Eisley, Mustafar, Naboo, Utapau Primary Weapon: lightsaber Rate of fire: moderate Reload speed: N/A Infantry: 1-2 Vehicles: 5-15 Secondary weapon: saber throw Rate of fire: moderate Reload speed: N/A Infantry: 1-2 Vehicles: 5-15 Special: allows the user to throw there lightsaber the longer you hold the secondary fire button the farther it is thrown. Using this drains your energy meter. Secondary's secondary: force push Rate of fire: slow Reload speed: slow Infantry: N/A Vehicles: N/A Special: pushes enemy units away from you. Uses energy. Special ability 1: Saber block: after pressing the primary reload button the jedi can block all incoming fire until the energy meter runs out. Special ability 2: force jump: after jumping, press the jump button again to jump in mid-air, can continue jumping until out of energy. Special ability 3: force run: press and old the dash button to run ultra fast Tips: run in and hack and slash Real rating: 6 Reasoning: not bad there's just better ones out there. 1.6.16 Princess Leia Rating 3 Faction: Rebel Alliance Appearances: Naboo, Polis Massa, Tantive IV Primary Weapon: sporting blaster Rate of fire: moderate Reload speed: moderate Infantry: 1-2 shots to kill Vehicles: N/A Special: it has 2 levels of zoom (5x 10X) and can pass through enemies. Secondary weapon: thermal detonators(grenades) 1/3 Rate of fire: slow Reload speed: slow Infantry: 1-2 Vehicles: 3-7 Secondary's secondary: invulnerability Rate of fire: slow Reload speed: slow Infantry: N/A Vehicles: N/A Special: makes you invulnerable for a short period of time Tips: use her like a sniper. Real rating: 6 Reasoning: she makes a good sniper. Get to close and her rating drops to 1 1.6.17 Yoda Rating 7 Faction: Republic Appearances: Dagobah, Kashyyyk. Polis Massa, Tantive IV Primary Weapon: lightsaber Rate of fire: Reload speed: N/A Infantry: 1-2 Vehicles: 5-15 Secondary weapon: force push Rate of fire: slow Reload speed: slow Infantry: N/A Vehicles: N/A Special: pushes enemy units away from you. Uses energy. Secondary's secondary: force pull Rate of fire: slow Reload speed: slow Infantry: N/A Vehicles: N/A Special: pulls enemy units closer to you. Uses energy. Special ability 1: Saber block: after pressing the primary reload button the jedi can block all incoming fire until the energy meter runs out. Special ability 2: force jump: after jumping, press the jump button again to jump in mid-air, can continue jumping until out of energy. Special ability 3: force run: press and old the dash button to run ultra fast Tips: use his small size to setup ambushes in tall grass or deep water Beyond that, run in and hack and slash Real rating: 7 Reasoning: he's just lucky he's small enough to hide in tall grass or he would get a 3. He has very short range . 1.7---------------------------------Medals----------------------------------- Medals can be gained through completion of certain criteria that is different for every medal. The criteria must be met in one lifetime. You can only earn one of each medal per lifetime. Your medals are tracked over your career and any medal you earn is permanently added to your medal count. once you earn veteran status in a weapon you must swhich weapons then swhich back every time you earn the medal for the medal to activate. You will know when it is activated by the tell tail purple bolts. Statuses are earned after you gain a certain amount of one medal type. For every status there are different privileges that add on to one another. Statuses: Green: 0-3 medals Award: nothing, zip, nodda Veteran: 4-31 medals Award: every time you earn this medal you get its bonus for one lifetime. And there is a 30 second grace period, meaning if you die within 30 seconds of earning a medal you keep its bonus in the next life. Elite: 32-63 medals Award: The requirement for the medal is lowered by 25% Legendary: 64+ medals Award: You keep the bonus permanently. Rank Rank determines the number of troops you can command to follow you. Your rank depends on how many total medals you have acquired. Rank: private 1 trooper 0-19 medals Rank: Sergeant 2 troopers 20-99 medals Rank: Captain 3 troopers 100-299 medals Rank: General 4 troopers 300+ medals Now on with the medals (remember the requirements must be met in one life): Name: Gunslinger Requirement: 6 kills with a pistol Elite: 4 kills with a pistol Award: precision pistol: Units: any one with a pistol Ammo: ?/96 Rate of fire: fast Infantry: 1-2 shots to kill Vehicles: 20-40 rounds Special: this pistol has a 2 level scoop making it a sniper pistol. Tips: this medal is easily earn in space battles (I prefer space Mygeeto CIS) after you board the enemy ship, this way you are not as out gunned as you are on the ground. Rating: 8 Reasoning: makes your pistol more accurate and powerful. easy to earn along with your war hero and invaluable in space battles or for sniper/demo. Classes Name: Frenzy Requirement: 12 kills with a blaster rifle Elite: 9 kills with a blaster rifle Award: award rifle: Units: any one with a rifle Ammo: 36/216 Rate of fire: fast Infantry: 1-3 shots to kill Vehicles: 200 shots Special: fires 3 rounds at once (12/72) Tips: no real good level for this one, but I prefer the rebels, they just seem better. Rating: 10 Reasoning: makes your rifle more accurate and powerful. it makes the solider class 10 times better especially in conjunction with the precision pistol. Name: demolition Requirement: 4 critical hits vs. vehicles Elite: 3 critical hits vs. vehicles Award: guidable rockets Units: demo. class Ammo: 1/5 Rate of fire: slow Infantry: 1 (if you can hit them) Vehicles: 7-12 Special: when fired, you take control of the rocket as if it were a star fighter. Also unlike the others this does not replace the rocket launcher instead you will have three primary weapons, a rocket launcher, a pistol and the guidable rockets. Tips: Hoth, without a doubt Hoth, rebel side, take a snowspeeder and land right next to the AT-ATs and fire at there necks. It also helps to have the precision pistol to defend yourself. Note that all 4 hits don't have to be on the same vehicle. Rating: 3 Reasoning: fun to use, but not as good as the regular rocket launcher at taking out vehicles, yet to hard to control for infantry kills. Name: technician Requirement: hack into a vehicle Elite: hack into a vehicle Award: vehicle regeneration Units: all Special: heals the vehicle you are in automatically. Tips: Kashyyyk, republic side, wait on the beach and hack the tank droids when they come ashore. Rating: 3 Reasoning: it takes the whole level to heal up from red, in that amount of time I could just ditch and find a new one. Name: marksman Requirement: 6 headshots with a sniper rifle Elite: 5 headshots with a sniper rifle Award: particle beam rifle: Units: sniper class Ammo: 4/24 Rate of fire: slow Infantry: 1 shot to kill Vehicles: N/A Special: only one level of zoom and a beam that supposedly passes through enemies. Tips: Kamino, any side, aim for anyone in a turret, easy headshot. Rating: 0 Reasoning: worthless, I have said it before but this time I really mean it. It only has 1 zoom level and for some reason it doesn't want to kill people more than 10 feet away!!! Name: regulator Requirement: 8 kills with a shotgun Elite: 6 kills with a shotgun Award: flechette shotgun Units: engineer class Ammo: 40/240 Rate of fire: slow Infantry: 1-3 shots to kill (depends on number of pellets that hit) Vehicles: N/A Special: more accurate and powerful version of the shotgun. Fires 8 rounds at once (5/30) Tips: Tantive IV, rebels side, the close quarters fighting and the narrow hallways make it perfect for anyone with a shotgun. Rating: 8 Reasoning: makes your shotgun more accurate and powerful. Name: endurance Requirement: score 12 points Elite: score 9 points Award: energy recuperation Units: all Special: your energy bar restores quicker Tips: you have to be the worst video game player ever not to get an endurance on almost every level!! However, I prefer: space Mygeeto, CIS side, there are more things to bomb here (the enemy has 3 frigates) and the inside of the enemies ship is empty. Rating: 4 Reasoning: good if you are using a jedi but if it wasn't for the fact that you have to earn it on your way to war hero, it would be at the bottom of my list. Name: guardian Requirement: score 24 points Elite: score 18 points Award: shielding Units: all Special: you take 50% less damage Tips: any space level will do. However, I prefer: space Mygeeto, CIS side, there are more things to bomb here (the enemy has 3 frigates) and the inside of the enemies ship is empty. Rating: 10 Reasoning: the more damage you take, the longer you live! Name: war hero Requirement: score 36 points Elite: score 24 points Award: damage increase Units: all Special: each of your attacks cause 50% more damage Tips: any space battle will do. However, I prefer: space Mygeeto, CIS side, there are more things to bomb here (the enemy has 3 frigates) and the inside of the enemies ship is empty. Rating: 10 Reasoning: the more damage you do, the more likely you will kill someone. 2.----------------------------------Droids/items----------------------------- Droids Medical Droid Looks like a small gray pillar with arms Slowly heals anyone within 2 feet of it. Can be found near most comm. Posts. Can be used to lure unsuspecting enemies into a skilled snipers crosshairs. Or can be booby trapped via a well placed mine. Ammo Droid Looks like a tan box Slowly restores ammo for ANY weapon Can be found near most comm. Posts. Can be used to lure unsuspecting enemies into a skilled snipers crosshairs. Or can be booby trapped via a well placed mine. 2.1 Items Items are those little containers you sometimes see when you kill someone. Blue Restores 1/4 of your health bar White with red rim Restores 1 clip of ammo Yellow Restores your energy meter Green Adds 50% to your defense for 30 seconds Clear red Increases the damage dealt to enemies by 50% 3.-------------------------------vehicles------------------------------------ The vehicles are in alphabetical order. There are a wide range of vehicles in star wars battlefront II and here is were you will find them listed. They all have infinite ammo for all there weapons, some have different positions for more people to man more guns. All vehicles (except scouts) have a critical hit spot this is a weakness in the vehicles hull that when hit, takes three times the damage it normally would. (four of these are needed for the demo. Medal) The vehicle stats are laid out as follows: Size: (size of the vehicle) Max speed: (top speed of travel) Defense:(1-10 how many hits the vehicle can take compared to other vehicles ) Crew: (how many people can ride in the vehicle) Pilot: (the pilots weapons) Primary weapon: (pilots main weapon) Rate of fire: (how fast the gun fires) Infantry: (how many shots to kill infantry) Vehicles: (how many shots to kill Vehicles) Special: (special abilities if any) Secondary weapon: (pilots secondary weapon) Rate of fire: (how fast the gun fires) Infantry: (how many shots to kill infantry) Vehicles: (how many shots to kill Vehicles) Special: (special abilities if any) Copilot: (the copilots weapons if any) Primary weapon: (copilots main weapon if any) Rate of fire: (how fast the gun fires) Infantry: (how many shots to kill infantry) Vehicles: (how many shots to kill Vehicles) Special: (special abilities if any) Secondary weapon: (copilots secondary weapon if any) Rate of fire: (how fast the gun fires) Infantry: (how many shots to kill infantry) Vehicles: (how many shots to kill Vehicles) Special: (special abilities if any) Main gunner: (the main Gunners weapons if any) Primary weapon: (Main gunners main weapon if any) Rate of fire: (how fast the gun fires) Infantry: (how many shots to kill infantry) Vehicles: (how many shots to kill Vehicles) Special: (special abilities if any) Secondary weapon: (Main gunners secondary weapon if any) Rate of fire: (how fast the gun fires) Infantry: (how many shots to kill infantry) Vehicles: (how many shots to kill Vehicles) Special: (special abilities if any) Critical hit: (location of the critical hit spot) 3.1 Scout Vehicles Scout vehicles aren't made for combat, but for recon, and to get you to were you need to go in a flash. 3.1.1 74-z speeder bike/BARK Speeder Size: 4.4 meters long Max speed: 500 kph Defense: 1 Crew: 1 Pilot: Primary weapon: 1 laser cannon Rate of fire: slow Infantry: 1-2 shots to kill Vehicles: to many! Tips: only used to zip across the field. But be careful because even at low speeds the bike will explode an contact with an solid object. Don't try to gun people down as you will only make yourself a sitting duck for a grenade. These bikes are capable of jumping, just tap the jump button while moving. 3.1.2 STAP Size: 2 meters tall Max speed: 400 kph Defense: 1 Crew: 1 Pilot: Primary weapon: 2 blaster cannons Rate of fire: fast Infantry: 1-3 shots to kill Vehicles: to many! 3.2 Medium Assault Vehicles Medium assault vehicles have way more armor than scout vehicles, but not as much as heavy assault vehicles, are faster than heavy assault vehicles, but not as fast as scout vehicles. In other words they are a happy medium. 3.2.1 AAC-1 Speeder Size: 5.7 meters long Max speed: 227 kph Defense: 4 Crew: 2 Pilot: Primary weapon: 2 laser cannons Rate of fire: fast Infantry: 1-3 shots to kill Vehicles: 30-50 Secondary weapon: 2 particle cannons Rate of fire: moderate Infantry: 1 shot to kill Vehicles: 10-20 Copilot: Primary weapon: 2 missile turrets Rate of fire: slow Infantry: 1 shot to kill Vehicles: 5-10 critical hit: black coolers on side of tank 3.2.2 AAT (armored assault tank) Size: 9.75 meters long Max speed: 55 kph Defense: 6 Crew: 2 Pilot: Primary weapon: 2 laser blasters Rate of fire: fast Infantry: 1-2 shots to kill Vehicles: 30-50 Secondary weapon: 2 missile launchers Rate of fire: moderate Infantry: 1 shot to kill Vehicles: 10-20 Copilot: Primary weapon: 1 laser cannon Rate of fire: slow Infantry: 1 shot to kill Vehicles: 5-10 shots to kill critical hit: back panel 3.2.3 Armored Tank Droid Size: 6.2 meters tall 5.5 meters long Max speed: 100 kph Defense: 5 Crew: 1 Pilot: Primary weapon: 2 shock rifles Rate of fire: moderate Infantry: 3-5 shots to kill Vehicles: 50-60 Special: fires out in a fan shaped pattern Secondary weapon: 2 mortar cannons Rate of fire: slow Infantry: 1-2 shots to kill Vehicles: 30-40 critical hit: rear tread cylinder 3.2.4 AT-RT (all terrain-recon transport Size: 3.2 meters tall Max speed: 90 kph Defense: 3 Crew: 1 Pilot: Primary weapon: 1 laser cannon Rate of fire: fast Infantry: 1-3 shots to kill Vehicles: 30-50 Secondary weapon: 1 mortar cannon Rate of fire: slow Infantry: 1-2 shots to kill Vehicles: 30-40 critical hit: cylinder between legs 3.2.5 AT-ST (all terrain-scout transport) Size: 8.6 meters tall Max speed: 90 kph Defense: 8 Crew: 2 Pilot: Primary weapon: 2 laser cannons Rate of fire: fast Infantry: 1-3 shots to kill Vehicles: 30-50 Secondary weapon: 1 particle cannon Rate of fire: moderate Infantry: 1 shot to kill Vehicles: 10-30 Copilot: Primary weapon: 1 remote rocket launcher Rate of fire: slow Infantry: 1 shot to kill Vehicles: 10 shots to kill Special: when fired, you take control of the rocket as if it were a star fighter critical hit: rear block between legs 3.2.6 Hailfire Droid Size: 8.5 meters tall Max speed: 45 kph Defense: 3 Crew: 1 Pilot: Primary weapon: 1 repeating blaster Rate of fire: fast Infantry: 3-5 shots to kill Vehicles: 50-60 Secondary weapon: 2 hailfire missile launchers Rate of fire: very fast Infantry: 1 shot to kill Vehicles: 10-20 Special: very inaccurate but fires very fast critical hit: cylinders below cockpit 3.2.7 IFT-T (TX-130T fighter tank)/IFT-X (TX-130S fighter tank) The only difference between these fighter is the paint (IFT-X = red IFT-T = gray) and about 10-20 years Size: 8.2 meters long Max speed: 193 kph Defense: 5 Crew: 2 Pilot: Primary weapon: 2 blaster cannons Rate of fire: fast Infantry: 1-3 shots to kill Vehicles: 30-50 Secondary weapon: 2 missile turrets Rate of fire: moderate Infantry: 1 shot to kill Vehicles: 10-20 Copilot: Primary weapon: 1 beam cannon Rate of fire: slow Infantry: 1 partial blast to kill Vehicles: 5-8 full blasts Special: this weapon fires a long lasting beam of energy critical hit: cylinder at rear of tank (you cant miss it, they even painted a target on it for you!) 3.2.8 Spider Walker Size: 8.32 meters tall Max speed: 90 kph Defense: 7 Crew: 1 Pilot: Primary weapon: 1 beam cannon Rate of fire: moderate Infantry: 1 partial blast to kill Vehicles: 5-8 full blasts Special: this weapon fires a long lasting beam of energy Secondary weapon: 1 blaster cannon Rate of fire: fast Infantry: 2-5 shots to kill Vehicles: 20-50 critical hit: cylinders were the legs connect to the body 3.2.9 T-47 Snowspeeder The snowspeeder isn't technically a ground vehicle but you only use it in ground battles (Hoth) so this is were it belongs. Size: 5.3 meters tall Max speed: 1100 kph Defense: 2 Crew: 2 Pilot: Primary weapon: 2 laser cannons Rate of fire: moderate Infantry: 1-3 shots to kill Vehicles: 20-40 Copilot: Primary weapon: 1 harpoon gun Rate of fire: slow Infantry: N/A Vehicles: N/A Special: fire at AT-ATs legs to bind them up and destroy them. haven't you seen the movie? well if not, then you need to. Anyways, the main gunner must shoot one of the legs of the AT-AT then the pilot must then fly around the AT-AT three times without straying too far away (or the cable will break and you'll have to start over) or getting shot down. After the third pass, the cable will "trip" the AT-AT, causing it to crash to the ground and be destroyed. Obviously, unless you're an ace pilot, this can be very hard and time consuming, and as such is not recommended. 3.3 Heavy Assault Transports Heavy assault transports are the biggest, toughest, slowest vehicles in the game! They serve as walking comm. Posts and are immune to hacking. 3.3.1 AT-AT (all terrain-armored transport) Size: 15 meters tall, 20 meters long Max speed: 60 kph Defense: 10 Crew: 1 Pilot: Primary weapon: 2 laser cannons Rate of fire: moderate Infantry: 1 shot to kill Vehicles: 10-20 Secondary weapon: 2 particle cannons Rate of fire: moderate Infantry: 1 shot to kill Vehicles: 5-10 critical hit: neck (for those of you failing biology, the cylinder between the body and the head.) 3.3.2 AT-TE (all terrain-tactical enforcer) Size: 5.02 meters tall 12.4 meters long Max speed: 60 kph Defense: 10 Crew: 3 Pilot: Primary weapon: 4 laser cannons (front) Rate of fire: fast Infantry: 1 shot to kill Vehicles: 20-30 Secondary weapon: 2 particle cannons (front) Rate of fire: moderate Infantry: 1 shot to kill Vehicles: 10-20 Copilot: Primary weapon: 2 repeating blasters (rear) Rate of fire: very fast Infantry: 3-5 shots to kill Vehicles: 100-300 Special: it's a machine gun Main gunner: Primary weapon: 1 projectile cannon turret (top) Rate of fire: slow Infantry: 1 shot to kill Vehicles: 5-15 critical hit: cylinder in front of tank 3.4-------------------------------Star Fighters ----------------------------- Star fighters are vehicles you can only use in space combat. There are 4 types: scout fighters (light and fast) multi-purpose fighters (medium) bombers (heavy and slow) and transports (mobile comm. Posts). All star fighters have infinite ammo. 3.5 Scout Fighters Scout fighters are light and fast and have homing rockets for dogfights but not armed heavily enough for attacking large ships and they only have minimal shield/armor so just a few shots will take them out so you must rely on there speed to doge attacks or else. They a crew of only one (pilot) and carry rapid-fire lasers and homing missiles. Units include: Republic Starfighter, Droid Tri-fighter, TIE Interceptor, A-Wing 3.6 Multi-purpose Fighters Multi-purpose fighters aren't as fast as scout fighters but are faster then the bombers but are more heavily armed then the scout fighters, but not as armed as the bomber class. They have better defense then the scout fighters but not as good as the bombers. They are a middle of the road fighter they can dogfight and take out capital ship but they aren't as effective as the other two at there respective tasks. They carry multiple rapid fire laser cannons, and one proton torpedo launcher Units include: ARC-170, Droid Starfighter, TIE Fighter, X-Wing 3.7 Bomber class fighters The bomber class is slow but heavily armed carrying with it a re-chargeable payload of bombs for the capitol ships, and very good shielding. There only defensive weapons are 2 laser cannons and one pilot.(the TIE bomber and the Y-wing have a copilot to man a rotary turret) Units include: V-wing, CIS Strike Bomber, TIE bomber, Y-wing 3.8 Transport class The transport class is totally different from the others, it is used to board the enemy ship and serve as a CPthere. However I always find them useless because the enemy destroys it (and rightfully so) right after you land, making your trip for nothing. Note that it is imperative to fill up all positions aboard this class or you will have big gaps in your defenses. Since this class is so different from one another I will list them here: 3.8.1 Republic LAAT Gunship/AAC (the rebels use the same craft) Defense: 10 Crew: 4 Pilot: Primary weapon: 2 laser cannons Rate of fire: fast Secondary weapon: missile launcher Rate of fire: moderate Copilot: Primary weapon: 1 guided missile launcher Rate of fire: slow Special: when fired, you take control of the rocket as if it were a star fighter. 2 Turret Gunners: Primary weapon: 2 beam cannons (one each) Rate of fire: slow Special: this weapon fires a long lasting beam of energy 3.8.2 Droid Gunship Defense: 10 Crew: 4 (+2 passengers) Pilot: Primary weapon: beam cannon Rate of fire: fast Special: this weapon fires a long lasting beam of energy Secondary weapon: 1 rocket launcher Rate of fire: moderate Copilot: Primary weapon: guided rocket launcher Rate of fire: slow Special: when fired, you take control of the rocket as if it were a star fighter. 2 Rear gunners: Primary weapon: 2 particle cannon turret (one each) Rate of fire: fast 3.8.3 Imperial Shuttle Defense: 10 Crew: 3 (+3 passengers) Pilot: Primary weapon: 2 particle cannons Rate of fire: moderate Secondary weapon: 1 proton torpedo launcher Rate of fire: moderate Copilot: Primary weapon: 1 guided missile launcher Rate of fire: slow Special: when fired, you take control of the rocket as if it were a star fighter. Rear gunner: Primary weapon: 2 repeating blasters Rate of fire: fast 4.----------------------------------Turrets---------------------------------- Turrets are a beast of a different color. They cant move, yet there firepower is overwhelming at times. They come in several different types all designed with your death in mind. So keep that in mind next time you face one. Turrets are normally strategically positioned to defend things(comm. Posts) From infantry or tanks. They can only be built by a Fusion Cutter . And they all have infinite ammo. 4.1 Gun Turret Appearances: most all levels Primary Weapon: laser cannon Rate of fire: fast Infantry: 1-4 shots to kill Vehicles: 20-40 Tips: build all the ones on your half of the field, But watch out for the enemies, don't rush them, they will aim right for you. Your best bet is to get them from behind and kill the pilot or set a bomb or rocket them from a distance. Grenades are also very effective. Rating: 5 Reasoning: they are the standard turret. They have low defense and no protection in the back. 4.2 Laser Turret Appearances: Kashyyyk Primary Weapon: beam cannon Rate of fire: moderate Infantry: 1 partial blast Vehicles: 10-25 full blasts Special: this weapon fires a long lasting beam of energy Tips: these look like the standard gun turret but these fire a beam cannon! Use the same strategy as the gun turret. Rating: 7 Reasoning: it can take out vehicles faster and it looks cooler. 4.3 Tower Turret Appearances: Yavin 4 Primary Weapon: laser cannon Rate of fire: fast Infantry: 1-3 shots to kill Vehicles: 20-40 Tips: these turrets sit high above the trees on Yavin 4, so you cant see them from a distance, but they can see you (that's just wrong). Use the turrets fire and trace it to its source then use rockets or bombs to deal with them. Rating: 3 (10 in the computers hands) Reasoning: you cant see once you get in them! The trees black your line of site, but the computer has no problem tracking you down. 4.4 Geonosian Sonic Blaster Appearances: Geonosis Primary Weapon: Sonic Blaster Rate of fire: moderate Infantry: 1-3 shots to kill Vehicles: N/A Special: fires a super-sonic blast of sound waves. Tips: they aren't that accurate so just ignore them. If they get to annoying use the same strategy as the gun turret. Rating: 3 Reasoning: pathetic, can barley be used to kill infantry because it shoots a nearly invisibly blast of sound so if you miss its anyone's guess by how much! 4.5 Concussion Cannon Turret Appearances: Kashyyyk, Mygeeto Primary Weapon: concussion cannon (bet you didn't see that coming!) Rate of fire: Infantry: Vehicles: Special: Tips: Rating: Reasoning: 4.6 Anti-infantry Laser Battery Appearances: Hoth Primary Weapon: laser cannon Rate of fire: moderate Infantry: 1-3 shots to kill Vehicles: 20-30 Special: can be charged up by holding the primary fire button, Thus firing a more powerful blast. Tips: rush them and hit them with grenades or pick them off with rockets They are vary slow to move and hard adjust so don't use them. Rating: 4 Reasoning: the only reason they are good at all is because the are in large groups in an open field. If you don't use them in tandem like the computer they are useless. 4.7 Anti-vehicle Laser Cannon Appearances: Hoth Primary Weapon: blaster cannon Rate of fire: slow Infantry: 1 shot to kill Vehicles: 10-50 Special: can be charged up by holding the primary fire button, Thus firing a more powerful blast. Tips: use on AT-ATs and AT-STs Rush them and use grenades or pick them off with rockets from a distance Rating: 8 Reasoning: now were talking a turret with a purpose. They are extremely useful against the tanks on Hoth, just make sure you charge them up first. 5.-----------------------------Rise of the Empire---------------------------- --------------------------------(Campaign Mode)------------------------------ 5.1 Geonosis: Training I'm not going to cover this section because: its training people if you cant complete this without my help you shouldn't be playing. 5.2 Mygeeto: Amongst the Ruins A powerful energy source must be acquired from the CIS manufacturing plant. General Ki-Adi-Mundi is leading the attack on the CIS manufacturing plant of Mygeeto. A powerful Energy Collector supplies power to its factories. Destroy the Energy Collector and recover the unique power crystals from its core. Objectives: 1.Capture forward command post 2.Destroy the particle cannon turrets 3.Destroy the shield generator 4.Capture the northwestern(#5)command post 5.Destroy the second shield 6.Destroy the power generator 7.Take the power crystals to the ship Capture forward command post The standard solider class is best for this part. If you die just start out here again. Start at command post 1 or 2 (some say to take an AT-RT but then you cant get a frenzy) make your way across the bridge killing the few droids in your way. Once across head strait for the stairs to the command post, don't get side tracked it'll get you killed. At the command post watch for enemy flanks down the hallway while keeping an eye (or crosshairs) on the stairs. 2. Destroy the particle cannon turrets If you die now start out at #3. You can do this one of three ways: 1. Swhich to the engineer class and use remote bombs. 2. Stay the soldier and use the AT-RT. 3. Swhich to the demolitions class and use rockets Number 2 is your best bet (however 1 and 3 are sure fun!) In any case watch out for the ambush troops and the AAT which you can hack for a technician if you want. 3. Destroy the shield generator If you die here start at #3. Now you have a real choice: you can swhich to Ki-Adi-Mundi, there by ignoring the rest of the guide for this level and instead hacking and slashing everything in your way. Fun yes, but not good for medals. My choice is to take either the engineer or the soldier. Now from the command post go down the stairs and take a sharp right at the bottom you should see a big green shield, just go around it on the right and shoot/grenade that box looking thing on your left. 4. Capture the northwestern(#5)command post If you die here start at #3. Just go over and capture it. I recommend ducking if you are running low on health. 5. Destroy the second shield If you die here start at #5 Swhich to the engineer class at #5 and go to the left of the next big shield turn right and shoot the box. 6. Destroy the power generator If you die here start at #5 From the box turn around cross the next bridge killing all droids in your way. Once across turn right and head around the structure looking for more boxes on your left and looking out for more enemies. After destroying both boxes, head inside but BE CAREFUL there are droidekas guarding the core! Kill them, use remote bombs on the core if you have them. Alternately you can use grenades, rockets, even award weapons will do. 7. Take the power crystals to the drop ship If you die now start at the closest place to were you died. This is pretty simple just grab the crystals and head back to were the level started, watching out for AATs and the droidekas on the bridge. Just remember this is your last chance to earn medals so make the most of it. Otherwise grab an AT-RT and run. 5.3 Coruscant: A desperate Rescue Palpatine's kidnapping gives the 501st a hands-on crash course in space combat. General Grievous is holding the Supreme Chancellor hostage aboard his flagship. The Jedi are on their way but the 501st must first clear a path through the Separatist fleet. Engage the nearest CIS cruiser and destroy it. Objectives: Destroy 5 incoming fighters Destroy the Banking clan Cruiser Destroy there communications array Land in there hanger Destroy there engines Destroy there command bridge Cant really help you this battle but here are some tips: 1. Destroy 5 incoming fighters stay near your ship and let them come to you if you wander to far out you'll get creamed. 2. Destroy the Banking clan Cruiser Just fire at it. 3. Destroy there communications array It's the antenna thing. 4. Land in there hanger Fly in and land. 5. Destroy there engines Go up the stairs through either door, watch out for the turrets in the ceiling then it's the only door on your right. 6. Destroy there command bridge Now it gets interesting you can either take out the ARK-170 you came in on or you can get in the (in my opinion) better droid star fighter. But either or just destroy the bridge its behind the comm. Ray. 5.4 Felucia: Heart of Darkness The droid presence here threatens the Republic cause, they must be destroyed. The CIS is entrenched on Felucia, and have beaten back several attacks. The 182nd Legion landed last month and hasn't been heard from since. As the Republic's finest, the burden is now upon the 501st to liberate Felucia. Objectives: 1. Get to the AT-TE and Kill 6 acklay 2. Defend the AT-TE 3. Acquire the power cell 4. Destroy the CIS defense turrets 1. Get to the AT-TE and Kill 6 acklay Our first battle against the clock (whoop-de-do). Anyway start out as the solider class at CP#1 (duh). Then you have 30 seconds to made it due east to the AT-TE but watch out for the crater look'en things, they release poison gas when stepped on. Once at the AT-TE you must kill 6 acklay and in case your wondering, acklay are 10 foot tall evil spiders (the polar opposite of an ewok). Be warned keep your distance from them or you'll get cut in to. To make things worse when you start shooting at one it chases after you, my advise is to shoot while running backward. After you kill the initial 3, 3 more come out to eat, I mean meet you. 2. Defend the AT-TE If you die now start at #2 Now that that's over, you have to defend the AT-TE for 1 minuet. This is easy just stay to the south beside the AT-TE and kill anything that comes over the hill. Alternately you can go over the hill and cut them off but some times they will make it past you and you'll have to backtrack. 3. Acquire the power cell If you die now start out at #2 Once again you have the option to play as a jedi this time as Aayla Secura there by ignoring the rest of the guide for this level and instead hacking and slashing everything in your way. Fun yes, but not good for medals. Alternately this is another easy objective just run up the hill and follow your objective marker obliterating anything in your way. Just be sure to look out for a group of snipers and engineers, so they can pick you off at long range and murder you at close quarters, seeing no good way around this run in with your rifle blaring. Once you get the power cell run back to the AT- TE. 4. Destroy the CIS defense turrets If you die now start at #2 Now were talking, a no holds demolition match! You can approach this anyway you want including: AT-TE for mega destruction Engineers remote bombs for face-to-face destruction Engineers hack into enemies vehicle to see how they like it Demo class for personalized destruction And finally Aayla Securas' personal brand of destruction Any way you choose follow your objective markers and blow some stuff up. Note: there should be a giant root to get you to the one to the big tree 5.5 Kashyyyk: First Line of Defense The CIS Blockade on the Wookiee Home world must be broken by any means necessary. The CIS is laying siege to the Wookiee home world of Kashyyyk. Break through the enemy blockade and relieve the beleaguered garrison until more reinforcements arrive. Destroy the Separatist flagship at all costs. Objectives: 1. Destroy the enemy frigates 2. Destroy the Heavy Turrets 3. land a LAAT in the enemy hanger 4. Destroy there life support and engines 5. Steal the enemies battle plan holocron 1. destroy the enemy frigates Grab a V-Wing (its on the far left) and get to work 2. Destroy the Heavy Turrets Just bomb them 3. land an LAAT in the enemy hanger Go back to the hanger and grab an LAAT use the GET IN command to fill all the seats then go land in the enemy hanger 4. Destroy there life support and engines From the LAAT, go up the stairs and through the door run passed the people and the turrets unless you want a gunslinger, the door on the right is the engines, the door on the left is the life support they take 2 bombs each so you will need to restock at the ammo droid in the enemy ship. 5. Steal the enemies battle plan holocron Its with the shield generator (the only door we haven't used yet) grab it and run to the hanger, steal an enemy ship and dash to your hanger, run up the stairs, through the door, and into the blue circle. 5.6 Kashyyyk: A Line in the Sand A Fortified Wookiee refinery is the last defense against the planetary droid invasion. The 501st has reinforced the Wookiee defenders at a key refinery. Master Yoda himself is coordinating the defense of this critical installation. The line has been drawn, there can be no retreat. Objectives: 1. Hold the beach for 3 minutes 2. Fall back to the wookiee base 3. Defend the oil refinery for 4 minutes 4. Take all CIS command posts 1. Hold the beach for 3 minutes If you die start at #2 Start at #1 as the engineer class and run down the beach and wait for the enemy. The enemy will throw everything they have at you. Shoot all the enemy unit that come near the CP and hack/bomb any tank droids that make it too the beach, if the spider droid becomes a problem, swhich to the demo. Class and take it out. 2. Fall back to the wookiee base If you die now start at #3 Well a lot of good that did us. Any way run back up the hill, passed the wall, up the ramp and into the light, and make note of were the ammo droid is. 3. Defend the oil refinery for 4 minutes If you die now start at #3 Swhich to the demo. Class and stay up on the platform were the CP is. Use your pistol to pick off any soldiers down below, and don't worry, they wont come up the ramp. When the tank droids come into the clearing right in front of you, use your rockets and manual aim for the rear cylinder (its there critical hit spot) for a demo. Medal. 4. Take all CIS command posts If you die now start out at the last CP you took You now have the option to play as Yoda, there by hacking and slashing every thing in your way and ignoring the guide for the rest of the level, or you can change class to solider/engineer and take the comm. Posts in this order: 1, 2, 4, 5 The enemy offers you little resistance at this point, so you can either just run past them or kill them all for that frenzy/regulator medal. 5.7 Utapau: Underground Ambush Ambushing General Grievous and his army will be the final crushing blow to the CIS. Republic intelligence believes General Grievous is here on Utapau. General Kenobi has gone ahead by himself to scout the planet. Secure a landing area and link up with Kenobi to crush all the Separatists once and for all. Objectives: 1. Assault and capture the lookout (#2) 2. Capture the highway (#3) 3. Capture Hanger 10 (#4) 4. kill General Grievous 5. Take out the AA turrets 6. Destroy the ATX energy pillar 1. Assault and capture the lookout (#2) If you die now start at #1 Start at #1 (duh) as the solider class. Run forward, up the stairs and destroy any droid that gets in your way. Once near the CP look for stairs on your right, run up them to get to the CP While capturing it use your rifle as a sniper rifle and pick off all the droids down below. 2. Capture the highway (#3) If you die now start at #2 Swhich class to the engineer and jump off ledge. Run down the road crushing all enemies in your way, but look out for snipers on the high ledge to your right, and if the AAT becomes a problem, hack/bomb it. The CP is kind of hidden around a corner on the right. 3. Capture Hanger 10 (#4) If you die now start at #3 You can now play as obi-wan, which would make the next two objectives easier, but that is up to you. Now with the engineer (or jedi) run farther down the road, when you enter the hanger expect massive resistance, but hang in there and capture that CP 4. kill General Grievous If you die now start at #4 Time for Grievous! General Grievous appears at the far end of the hanger and will run after the closest trooper, make that trooper you! I know it sounds crazy, but when he runs after you run backwards and lay bombs in his path, detonating them when he gets close. If he kills you start as the demo. Class and lay mines in his path. 5. Take out the AA turrets If you die now start at #4 After that mess is over, run to the far end of the hanger (were grievous started and there should be two AA turrets one on the left and one on the right, use bombs/grenades/rockets to take them out. They droids offer little resistance at this point, so you can ignore them. 6. Destroy the ATX energy pillar If you die now start at #4 Now run back to the CP(#4) and there should be an IFT waiting get in and jet forward and to the right keep going until you see the tower, than destroy it, nothing fancy, just blow it up. If the AAT becomes annoying, you know what to do. 5.8 Coruscant: Knightfall The corrupt Jedi Order must be wiped out, by order 66 of the new Galactic Emperor. Order 66 has been given. The Jedi collaborators must be eliminated. On Coruscant, the 501st has been given the singular honor of executing this order under the command of the newly anointed Lord Vader. Objectives: 1. Capture the jedi council chamber (#2) 2. Defend the library for 2 minutes 3. Retrieve the Holocron from the comm. Center and bring it to the veranda(#1) 4. Kill the jedi with the Holocron and bring it to the veranda(#1) 5. Kill the 3 jedi masters Note: the level looks small and easy, but looks can be deceiving. 90% of your enemies are jedi, not heroes mind you, but still just as deadly. Use your energy and jump over them, trying to run past them could have dire consequences. And to make matters worse all the cheap tricks (mines, bombs, ect.) wont work against there overwhelming numbers. 1. Capture the jedi council chamber (#2) If you die now start at #1 Start as the engineer and run forward around the debris and up the stairs, WATCH OUT! This is an unavoidable trap! As soon as you crest the stairs jedi jump down from the ceiling, and there are manned turrets at the top of the next stairs, which is right were you need to go! Run passed the jedi and up passed the turrets but a bomb on one of the turrets as you pass so there is one less thing shooting at you, and there is yet another jedi ambush at the back of this room, kill them along with all the other enemies in this room to capture the CP. 2. Defend the library for 2 minutes If you die now start at #2 if you die after making it there use #3 Run down both sets of stairs and run up the second stair case on your right kill all the jedi that fall from the ceiling and all the security officers. Now we wait for the 1:00 mark for the second wave of jedi kill them all to. 3. Retrieve the Holocron from the comm. Center and bring it to the veranda(#1) if you die now start at #2 Run to the back of the library and use the ammo droid if you need to, Then take the stairs on the left through the door, then use the door on the left. You should be in a computer room of sorts, again be careful everywhere you step, a jedi comes out of the ceiling, just run passed them and use the door on the other side of the room.(use your map if you get lost) Grab the holocron and take a right, down the stairs, and take another right, down more stairs, and then a strait run to the veranda (#1). Note jedi jump down from the ceiling all along the way, you cant fight them all so run passed them. 4. Kill the jedi with the Holocron and bring it to the veranda(#1) If you die now start at #1 Definitely play as Anakin for he will make your life a hole lot easer! Run forward and use the second door on your right, if you didn't use Anakin, throw a grenade into the room before entering. Kill the jedi and take the holocron back to the veranda (#1) 5. Kill the 3 jedi masters There is no easy way to do this, so just fire your rifle until you either kill them, or you run out of men. Note sometimes mines will work if you place them just right. 5.9 Naboo: Imperial Diplomacy The Queen of Naboo threatens the peace of the New Order. She must be silenced. The Empire is flourishing under Emperor Palpatine but there are still elements that resist the New Order. Chief among these is the Queen of Naboo; rumor has it she is also sheltering fugitive Jedi. It is time to bring Vader's fist down on these traitors. Objectives: 1. Capture the plaza security command post (#2) 2. Take over the plaza command post (#3) 3. Capture the guard security post (#4) 4. Destroy the central grid security console 5. Eliminate the jedi royal guard and the Queen 1. Capture the plaza security command post (#2) If you die now start at #1 Start at #1 as the engineer, run forward and to the right. There will be heavy resistance, but fight through it and capture the CP. 2. Take over the plaza command post (#3) If you die now start at #2 Turn about and run through the big arch, take a left, and follow the road all the way to the end. There you will be shot at by 2 turrets right in front of you, ignore them and turn right. 3. Capture the guard security post (#4) If you die now start at #3 Run forward and then right at the corner. The CP is on the right side. Watch out for turrets on your way. You can use the tank but it only serves to make you a target for there AAC-1s. 4. Destroy the central grid security console If you die now start at #4 Swhich class to the solider and run part way up the ramp on your right. Once there through some grenades over the crest of the ramp, careful not to over shoot. If the console is still in one piece, hit it some more. 5. Eliminate the jedi royal guard and the Queen If you die now start out at the one closest to your objective Jump over the railing and fire away, there is no easer way to do this, that is unless you find a tank... anyway after you kill the jedi the queen appears, and you only have 2 minutes to kill her, so waste no time run over and ignore her bodyguards and shoot her! 5.10 Mustafar: Preventative Measures The Separatist threat is stirring again and lingers in orbit over Mustafar. Gizor Delso, a Geonosian fugitive from the Clone Wars, has reactivated a battle droid army in the Mustafar System. The 501st is in the system but its Star Destroyer has been boarded by Delso's forces. Repel the enemy boarders and take the fight to them. Objectives: 1. Destroy the droid landing craft and all droids in the hanger 2. Destroy 8 fighters/bombers 3. Destroy the enemy shields 4. Steal an enemy bomber 1. Destroy the droid landing craft and all droids in the hanger Start as the marine and run out to the hanger. Fire rockets at the landing craft from a distance until it is destroyed. Then kill all remaining droids. 2. Destroy 8 fighters/bombers Swhich class to the pilot and hop in an TIE interceptor (far left) and use the lock on feature to take out the enemy ships. But heed the commanders advise and watch out for the asteroids they are deadly. 3. Destroy the enemy shields Fly back to the hanger and swhich craft to the TIE bomber and bomb there capitol ship. 4. Steal an enemy bomber Simple enough, just fly into the enemy hanger, steal it and go land in your hanger. 5.11 Mustafar: Tying Up Lose Ends The Geonosian insurrectionist must be destroyed, along with his droids and facilities. Gizor Delso has built prototypes of a new battle droid in hopes of resurrecting the CIS army. Destroy the plans for this prototype and any reactivated battle droids in the mining facility. Needless to say, Delso must be found and terminated. Objectives: 1. Seize the lava observation room (#2) 2. Take the walkway command post (#3) 3. Take the overlook command post (#4) 4. Destroy the droid prototype schematics 5. Place the antenna array 6. Kill Gizor Delso 1. Seize the lava observation room (#2) If you die now start at #1 Start at #1 as the engineer and run through the door on the right. Take a left and follow this hall all the way to the CP. There will be heavy resistance but you must push through. 2. Take the walkway command post (#3) If you die now start at #2 Go through the door on the left because there are snipers on the ledge to the far right. Watch for enemy reinforcements to come through the door on your right. 3. Take the overlook command post (#4) If you die now start at #3 Use this reprieve to make use of the ammo droid behind you. Then run to the other side and go through that door, watch out for the turret in the ceiling and run through the hall. Take a right and follow this road to the CP. Watch out for enemy reinforcements to come down the ramp on your right. 4. Destroy the droid prototype schematics If you die now start at #4 Now run down the road on your left (opposite the earlier one)and take a right, then use the door on your right. Expect heavy resistance in this room. Take a right and go up the stairs and set a bomb/grenades on the table then turn around and do the same on the other side of the room. 5. Place the antenna array If you die now start at #4 Run through the door on your right and grab the antenna then run back to CP #4, cross the bridge then, after placing the antenna, run back and up the ramp. 6. Kill Gizor Delso If you die now start at #4 Kill him! He starts right next to you. I recommend the dark troopers ark caster, since they are in such a tight group. 5.12 Kamino: Changing of the Guard The Kaminoan Facility must be seized. They resist us with our own brethren. The Kaminoans have turned against the Empire and are using our own brethren against us. Lord Vader has hired a special mercenary to lead us in this difficult battle. He has unique knowledge of the cloning chambers that will be invaluable during the siege. Objectives: 1. Gain entry to the upper clone facility 2. Collect a sample of clone DNA 3. Capture the central platform (#2) 4. Destroy the clone life support 5. Destroy the 2 gunships (LAAT) in 5 minutes This level has a twist: you can start out as Boba Fett I recommend that you do. 1. Gain entry to the upper clone facility If you die now start at #1 There are no CPs so just push X and pick Boba Fett, run forward then right. Set a bomb on the control panel next to the door and run inside. 2. Collect a sample of clone DNA If you die now start at #1 Watch for the turrets in this and the next room, don't stop moving or they will rip through you. Run forward and around the pillar and into the next room, kill any clones DIRECTLY in your way, anyone else just run past. Run around the pillar and pick up the DNA, then run back the way you came. Take a left outside the building and use a rocket on the turret. Run across the bridge next to the turret run across that platform and up the next bridge then run into the light. 3. Capture the central platform (#2) If you die now start at #1 Use your jet pack and fly, or run back down the bridge and take a left and go down the next bridge (over the river and through the woods...) cross this platform, taking out the turrets as you go, then cross the next bridge and capture the CP in the bump thing. 4. Destroy the clone life support If you die now start at #2 Run to the right and there is a dead end, but jump over the left side and land on the platform below. Run to the left killing all the clones. Go through the door and take a right at the fork. Look to the right and go through that door, destroy all the computers with yellow arrows above them. 5. Destroy the 2 gunships (LAAT) in 5 minutes If you die now start at #2 Now pause the game and select respawn and start at #2 as the demo. Class. Fire rockets at the parked one to the north, the other one is in the air so lock on and fire. 5.13 Death Star: Prison Break Military detainees aboard our secret Battle Station have broken free. They must not escape. A contingent of Rebel prisoners have escaped from their cells. Making matters worse is the fact they have also managed to steal the technical readouts to the Death Star. Eliminate the prisoners and secure the plans before they are beamed off-station. Objectives: 1. Meet up with the 501 2. Defend the hanger (#2) for 2 minutes 3. Capture the detention block (#3) 4. Take back the plans 5. Capture the fire control room (#4) 6. Destroy the shuttle in hanger 856 7. Kill the rebel leader 1. Meet up with the 501 If you die now start at #1 Start out with the solider class and look for an opening at the east side of the room, run through and down the ramp and into the hanger. 2. Defend the hanger (#2) for 2 minutes If you die now start at #2 Watch the door on the north side of the hanger, kill anyone that comes down the hall, but do not give chase, as at the 1:15 mark the door on the west side opens and you will be flanked from behind. Kill all enemies that enter the hanger. 3. Capture the detention block (#3) If you die now start at #2 Swhich to the engineer class and run through the north door and follow the passage down to the cell block. Once there you will be surrounded. This will be a tough fight but you must win. 4. Take back the plans If you die now start at #3 Now run as fast as you can down the main hall, ignoring everything in your way. Kill the enemy that has the plans being careful not to fall over the side. Once the plans are in hand, return to CP #3 5. Capture the fire control room (#4) If you die now start at #3 Run back down the hall but look to your left, there should be a grate or an opening that looks blown open, if it is a grate shoot it and jump in, if not than just jump in. this will take you to the trash compactor, and it will squish you if you stand there to long, so run out the other side. Take a right from there, and go up the ramp and take a left then another left, follow this through the door then take one more left go around the crescent and capture the CP. 6. Destroy the shuttle in hanger 856 If you die now start at #4 or #5 when you get it later You now have 3 minutes to destroy the shuttle, so waste no time. Take a right and follow it to the end then a left through the door and follow this all the way, take a left at the broken bridge then a left at the door on the other side. kill all rebels in your way. Up the ramp and you should be at CP #5 swhich to the demo. Class and run through the door to the west. Go down the hall and fire at the shuttle, 4 rockets and 1 grenade should do it. 7. Kill the rebel leader If you die now start at #5 Take out your pistol and your mines and kill the jedi at the opposite end of the hanger. 5.14 Polis Massa: Birth of the Rebellion The Death Star plans have been traced to a secret Rebel facility hidden in an Asteroid Field. The Death Star plans have not been secured as previously thought. Imperial Intelligence has tracked the plans to a small Rebel outpost in Polis Massa system. Recover the plans and destroy the Rebel outpost. Objectives: 1. Capture the radar facility (#2) 2. Retrieve the holodisk from the command center 3. Defend the radar facility (#2) until the uplink is established(2 min) 4. Destroy the databank in the cavern 5. Take back the hanger (#1) 1. Capture the radar facility (#2) If you die now start at #1 Start at #1 as the engineer. From the CP run forward across the Bridge and up the stairs on your left. Go through the Door down the hall and trough the door at the end. There should be a doorway in front and slightly to the left of you. Go through and to the CP killing all rebels in your way. 2. Retrieve the holodisk from the command center If you die now start at #2 Take the passage on your right and take a left, go through the door ahead on the right. Expect HEAVY resistance for the rest of this objective. Run down the hall, through the door and go through the doorway on your right (it should have glass on either side).go up the two small sets of stairs in front of you then up the larger stairs and take a right in the room and grab the disk then run back to the radar facility (#2) 3. Defend the radar facility (#2) until the uplink is established(2 min) If you die now start at #2 Swhich to the solider for more accurate fire and stay in the round room with the CP and kill anyone that comes down the three halls. 4. Destroy the databank in the cavern If you die now start at #2 Run back to the hanger (#1). You will notice that it is now under enemy control (or close to it) there is nothing you can do to stop it so just run to the far side and into the vehicle hanger. Grab an AAC-1 and drive outside, go straight and to the right, this will take you into the enemy hanger right near the databank. Now get out of the tank and run up the stairs on the right and go through the door on your left, take a right and ten look left, the databank is right beneath you, throw 4 grenades at it to blow it up. 5. Take back the hanger (#1) If you die now start at #2 Now take the same rout back to the hanger and kill all enemies and capture the CP. 5.15 Tantive IV: Recovering the Plans Lord Vader has sensed the plans are aboard a consular Ship making its way to Tatooine. Lord Vader has determined the Death Star plans were beamed to the Tantive IV, a consular ship under the flag of Alderaan. The ambassador, Princess Leia Organa, is believed to be a member of the Rebel Alliance. The 501st will storm the ship, recover the plans, and take Leia Organa prisoner. Objectives: 1. Capture the barracks command post (#0) 2. Go to the tech room and destroy the security mainframe 3. Get the access codes and return them to the tech room 4. Find and capture Princess Leia Note: this level is incredible confusing with the locked doors and the doors that lead nowhere and dead ends. And to make matters worse there is incredibly HEAVY resistance from the very start of the level. So just stay on track don't wonder off, and use your map to guide you. 1. Capture the barracks command post (#0) If you die now start at #1 Start as the solider and run forward, throwing grenades as you go, and take a left at the corner. Go through the door on your right and capture the CP. 2. Go to the tech room and destroy the security mainframe If you die now start at #0 Go through the door on the left side of the room and take a left. Then go through the first door on your right. Destroy all computers with yellow arrows aver them, there are some in the next room at the far side of this one. 3. Get the access codes and return them to the tech room If you die now start at #0 Go back the way you came and into the hall, now take a left and a right around the corner go down the hall and up the stairs take a left and go through the door on the first door on your right. Take a right and destroy the computer on the right of the turbine. Now go through the opening and up the stirs and take a right at the top look around and destroy the computer. Now go sown the ramp behind you and through the door, take a right and then a left around the corner, run down the hall and go through either door to the tech room. Enter the circle on the floor. 4. Find and capture Princess Leia If you die now start at #0 Go out the door on the right side behind you and take a right take a left at the corner and go through the door and take another right and kill Leia. 5.16 Yavin 4: Vader's Fist Strikes Back The Rebels must not escape our retribution, strike them out of the skies. The Rebel scum are fleeing their base on Yavin 4. Imperial intelligence believes most of their command staff is spread among the transport ships. Destroy the transports before they can make the jump to hyperspace, then attack the remaining warships. Objectives: 1. Destroy the 5 rebel transports in 3 minutes 2. Destroy the 2 Corellian frigates 3. Destroy 10 fighters (10 minutes) 4. Destroy there 4 heavy turrets 5. Destroy there engines 1. Destroy the 5 rebel transports in 3 minutes Start as the pilot and grab a bomber and get to it. 2. Destroy the 2 Corellian frigates Fly over and bomb them 3. Destroy 10 fighters (10 minutes) Now things get interesting you only have 10 minutes to complete the rest of the mission so waste no time. Fly back to the ship and swhich to the fighter (interceptor) and use the lock on to destroy there fighters. 4. Destroy there 4 heavy turrets Now fly back to the hanger and swhich back to the bomber and destroy there heavy turrets. There are two on each side. 5. Destroy there engines Fly to the back of there ship and bomb the engines. 5.17 Yavin 4: Revenge of the Empire Their base is ripe for the taking. The Death Stars destruction will be repaid in blood. The Rebels still maintain a sizable force in their base on Yavin. The 501st has been given the honor of avenging the Death Star's destruction. Remember your brethren aboard the battle station and show the traitors no mercy. Objectives: 1. Capture the water fountain (#2) 2. Capture the viaduct (#3) 3. Capture the reflecting pool (#4) 4. Bring the breaching bomb to the temple doors 5. Kill the rebel leadership 1. Capture the water fountain (#2) If you die now start at #1 Start as the solider and run to your right into the fountain watch for rebels in all directions. 2. Capture the viaduct (#3) If you die now start at #2 Now run up the hill and to the right watch for rebel snipers, grenades/mines hidden in the grass, and tanks to be in your way. 3. Capture the reflecting pool (#4) If you die now start at #3 once captured #4 Go up the right side of the wall and into the pool kill all rebels in the walled area. Now you must defend this CP for 2 minutes, watch for enemies straight ahead and to the left. If the tanks/turrets become to annoying quickly swhich to the demo. Class then swhich back when you are done. 4. Bring the breaching bomb to the temple doors If you die now start at #4 Now run over the left wall and straight ahead watch for rebels as you go. There should be 2 ramps to take you to the bomb. Once in hand, run down the ramp and up the hill and slightly to the right, you just have to touch the cement door on the front of the temple. 5. Kill the rebel leadership If you die now start at #4 If you die start at #4 and grab a tank to get in. run in the temple and up the stairs on either side. The rebel leaders are Bothan spies, which means they are invisible and move around and deadly at close range, so watch for the yellow arrows and use grenades to kill them. 5.18 Hoth: Our Finest Hour The Rebel Outpost has been discovered and will be destroyed, Galactic peace is at hand. Lord Vader has discovered the hidden rebel base on Hoth. General Veers is leading the ground assault on the base's shield generators. Lord Vader will land once the generators are down and personally see to the destruction of the Rebel base and the end of the Rebellion. Objectives: 1. Capture outlook command post (#1) 2. Capture the forward bunker (#2) 3. Destroy the shield generator 4. Capture echo base hanger (#4) 5. Destroy the shield console in the tech room 6. Capture the back hanger (#6) 7. Acquire the bomb and place it under the transport ship 8. Defend the bomb for 1 minute Note: there is a 20 minute timer for this battle up to obj. 8 this is plenty if time so don't worry, but don't wonder off either! Note 2: spawn at your AT-AT if you die before obj. 5 1. Capture outlook command post (#1) Spawn at the left AT-AT as the engineer and jump in. turn right and destroy all the turrets around the CP. Then slowly walk over there, firing at the CP to kill any enemies that are there. Once there hop out and capture it. 2. Capture the forward bunker (#2) Go get back in the AT-AT and do the same: turrets, infantry, capture. 3. Destroy the shield generator Get back in the AT-AT for the third time and turn right head for the shield generator around that hill, you cant go over so go around. Once there fire everything you've got at it. 4. Capture echo base hanger (#4) Turn around and head up the hill which leads to the hanger. Park right outside and hop out run in and capture the CP. The resistance is fierce. 5. Destroy the shield console in the tech room If you die now start at #4 Play as Vader and go to the left side of the hanger and follow the hallway to the computer making note of the force fields you pass. 6. Capture the back hanger (#6) If you die now start at #4 Run to the place you saw the force fields and go through, cross the bridge, and take a right, once in the big hanger go to the right side and capture the CP. 7. Acquire the bomb and place it under the transport ship If you die now start at #6 Go back and get the bomb then run it to the ditch outside hanger #6. Destroy all turrets before you set the bomb! 8. Defend the bomb for 1 minute If you die now start at #6 This is where I always fail. Use Vader if you still have him if not then use the solider's grenades to protect the ditch. THE END 6.----------------------------Galactic Conquest------------------------------ Time to conquer the galaxy! Galactic conquest is exactly what its name suggests: your goal is to conquer the galaxy, one planet at a time. 6.1 getting started You the player starts out with one fleet on the board and three planets. In order to conquer a planet you must move to it by use of hyperspace routs. Read the help section in galactic conquest (in game) to learn the controls. Your fleet can only make one hyperspace jump per turn so make the most of it! Once your fleet makes it to an enemy planet or an enemy fleet a battle begins Your objective is to either: Capture all comm. Posts and hold them for 20 seconds or Kill all enemy reinforcements Both of which sound easy but keep in mind the enemy is trying to do the same. And also note that the more CP you own the enemy reinforcements drop faster. Capturing comm. Posts Find an enemy CP using your map in the top right of the screen or press select to get a big map. The blue circles are your comm. Posts the red are your enemies and the white are neutral. If a blue circle starts blinking red it means an enemy is trying to take your CP and there is no one there to stop him. If a blue circle starts blinking white that means an enemy is trying to take it but one of your units is trying to stop him. The same goes for the enemies comm. Posts but in reverse. When you reach an enemy CP you will see a red circle like thing on the right of your screen. This is there CP meter the longer you stay within a certain range of the CP that meter will slowly drain. Once all of the red is drained it will turn into a neutral CP continue to stay within range and the CP meter will start to fill with blue once the meter turns fully blue the meter will disappear and the CP is yours. Keep an eye on the meter though, if it starts blinking that means an enemy is nearby and trying to stop you, kill him and the meter will continue filling. Victory/defeat result in the following: Note: credits = money Note 2: planetary bonus is the amount of credits earned by owning the planet 1. If you invade a planet and are victorious: You earn credits equal to this formula on the charts below: Liberate + all planetary bonuses = credits earned The planet is now yours and you can build fleets from it. You can add its planetary bonus to your equation. Your enemy can no longer build fleets from it. Your enemy no longer get a planetary bonus from it. 2. If you invade a planet and lose: You earn credits equal to this formula on the charts below: Defeat + all planetary bonuses = credits earned Your fleet is destroyed and you have to build a new one You still can not build fleets from it. You still gets no planetary bonus from it. 3. If your enemy invades a planet and the enemy wins: You earn credits equal to this formula on the charts below: Defeat + all planetary bonuses = credits earned You no longer control the planet and can no longer build fleets from it. You no longer get its planetary bonus. Your enemy get its planetary bonus. Your enemy controls the planet and can build fleets from it. 4. If your enemy invades a planet and you win: The enemies fleet is destroyed forcing them to build a new one You earn credits equal to this formula on the charts below: Liberate + all planetary bonuses = credits earned The planet is still yours and you can build fleets from it. You can still add its planetary bonus to your equation. Your enemy still can not build fleets from it. Your enemy still gets no planetary bonus from it. 5. if you run into an enemy fleet and a space battle erupts: Winner gets 300 credits and there fleet is still in on piece The loser gets 100 credits and there fleet is no so lucky The following illustrates the credits earned to be added in our equations: Note: the planets are listed counterclockwise like this: 7--6--5 --4 1---2----3 6.2 Clone Wars Chart: Planet liberate bonus defeat Polis Massa 500 30 200 Mustafar 600 30 200 Utapau 600 30 200 Dagobah 500 30 200 Naboo 600 30 200 Geonosis (CIS base) 1000 100 350 Tatooine 500 30 200 Kamino (Republic base) 1000 100 350 Kashyyyk 500 30 200 Felucia 500 30 200 Yavin 4 500 30 200 Mygeeto 500 30 200 Coruscant 600 30 200 Space battles 300 100 6.3 Galactic Civil War Chart: Planet liberate bonus defeat Hoth (rebel base) 1000 30 350 Polis Massa 500 30 200 Mustafar 600 30 200 Utapau 500 30 200 Dagobah 600 30 200 Naboo 500 30 200 Tatooine 500 30 200 Kashyyyk 500 30 200 Felucia 500 30 200 Yavin 4 600 30 200 Mygeeto 500 30 200 Coruscant 600 30 200 Endor (imperial base) 1000 100 350 Space battles 300 100 6.4 New units Now that you know about credits and how to get them, Lets talk about how to spend them. The new units menu can be reach on your turn by pressing the R1 button. Use the left analog stick to select a unit and the X button to purchase. Any unit purchased stays with your army for the rest of that session. Below is a chart of Units and their cost. Unit Credits Soldier class Default Demo class 1000 Sniper class 1000 Engineer class 1000 Special unit 1 1800 Special unit 2 1800 Pilot Default Marine 800 6.5 Power Ups Power ups can be purchased on your turn by pressing the L1 button and navigating with the left analog stick, and press x to purchase. You can only hold three power ups at a time and they can only be bought on your turn. Power ups are useful AFTER you buy all the units, before then I would not advise buying any power ups, because they give you only a vary slight advantage and only last one level, were as units are forever. Below is a description on the Bonuses and cost and ratings (1-10): Energy boost credits 200 Energy Boost decreases the amount that your stamina levels fall by performing a physical action. It also decreases the amount of time it takes for the bar to fully recharge. Rating: 1 Reasoning: It just isn't worth it, now if It were free... maybe. Garrison credits 200 This bonus gives you 30 extra men when your reinforcement count hits 30. Rating: 8 Reasoning: you can never have too many reinforcements. Auto Turrets credits 200 Gives you auto turrets at all of your comm. Posts (they are in the light) Rating: 3 (10 in the computers hands) Reasoning: the computer easily destroys these turrets and bypasses them. Supplies credits 400 Doubles ammo in your weapons. Rating 3 (7 in space battles) Reasoning: I have never run out of supplies on the ground, now in space an extra time bomb or rocket might come in handy... Bacta Tanks credits 400 It SLOWLY restores your health over time. Rating: 7 Reasoning: it does restore your health, but note the word SLOWLY. Combat Shielding credits 400 This increases your initial health by 1/4 but once lost cannot be restored until next re-spawn. Rating: 5 Reasoning: it does give you more health but it would be better if you could heal it. Sabotage credits 600 This severely damages any enemy craft to spawn on the field. Rating: 9 Reasoning: best used in space battles when all the enemy has is craft. Also useful on Hoth. Enhanced blasters credits 600 Makes all your blaster type weapons 50% more powerful. Rating: 10 Reasoning: The best bonus in the game, especially if you have war hero making your blasters 100% more powerful. Leader credits 800 Makes your playable hero for that level available to use. Rating: 8 Reasoning: most playable heroes (especially on the rebels side) aren't worth it but the ones that are, are really worth it. 7.-----------------------------Instant Action-------------------------------- Level-by-level walkthroughs differ by personal preference, as well as how many medals you have on legendary. Therefore, I wont be putting walkthroughs in this section or anywhere really. Rather, any good strategies I come across will be put in the next section (Hints and Tips). 7.1 Modes of play In instant action, you can choose how you want to play a certain level. The choices range greatly and not all modes can be played on all levels. 7.1.1 Conquest: This is the standard play mode featured in galactic conquest. The goal is simply to destroy all enemy units and/or capture and hold all com. Posts for 20 seconds Playable levels: Coruscant, Dagobah, Death Star, Endor, Felucia, Geonosis, Hoth, Jabbas Palace, Kamino, Kashyyyk, Mos Eisley, Mustafar, Mygeeto, Naboo, Polis Massa, Tantive IV, Utapau, Yavin 4. 7.1.2 1 Flag Capture the Flag: Earn points by picking up the flag and carrying it to a flag zone on your opponents side of the battlefront. 1 point per capturing of the flag. Command posts cannot be captured. Both you and your opponent have infinite reinforcements. Which ever side gets a pre-set number of points first or has the most points when the timer hits zero wins (see section 7.2) Playable levels: Death Star, Endor, Felucia, Hoth, Jabbas Palace, Kamino, Tantive IV, Utapau, Yavin 4, and any level with the word "space" before it. 7.1.3 2 Flag Capture the Flag: Capture the flag at your opponents flag zone and bring it back to yours, while also defending your flag. 1 point per capturing of the enemies flag. Command posts cannot be captured. Both you and your opponent have infinite reinforcements. Which ever side gets a pre-set number of points first or has the most points when the timer hits zero wins (see section 7.2) Playable levels: Coruscant, Dagobah, Geonosis, Kashyyyk, Mos Eisley, Mustafar, Mygeeto, Naboo, Polis Massa. I prefer this one over 1 flag as it seems more of a traditional way of playing capture the flag. 7.1.4 Space Assault: Earn points by shooting down enemy starfighters and destroying capital ships. This is the same as the space compete in galactic conquest. This is an excellent place to come practice flying in space as well as to earn certain medals.Which ever side gets a pre-set number of points first wins (see section 7.2) Playable levels: Any level with the word "space" before it. 7.1.5 Assault: Play only as heroes. Choose to play as good guys or bad guys. 1 point per kill. Command posts cannot be captured. Which ever side gets a pre-set number of points first wins (see section 7.2) Playable Levels: This is available only on Mos Eisley. 7.1.6 Hunt: Play the indigenous species of a planet or there hunters. Command posts cannot be captured. Which ever side gets a pre-set number of points first or has the most points when the timer hits zero wins (see section 7.2) Playable levels: Endor (Ewoks vs. Imperial sniper), Geonosis (Geonosians vs. Clone Sharpshooter), Hoth (Wampas vs. all the rebels), Kashyyyk (wookiees vs. CIS MagnaGuard) Mos Eisley (jawas vs. sand people), Naboo (Gungans vs. Super Battle Droid). Hoth: wampa side, is possibly the most fun battle in all of BF2. Naboo: Gungans side, has to be the most suicidal battle if you have friendly fire on. 7.2 Options In instant action you not only get to choose your play mode, but how that mode is played. Certain options effect different modes. 7.2.1 Global AI units per Team: 0-16 This effects how many computer controlled (or AI) units are on each team. Setting it to zero makes it so you are the only person on the field on your team, and only one AI or player controlled unit on the enemy team. AI difficulty level: Normal or Elite No explanation needed (or I would at least hope not) Modes of play effected by theses options: all 7.2.2 Hero Heroes: on-off Determines whether or not there will be heroes in battle. If turned off, none of the other options in this section matter. Unlock Hero: Points-timer This determines if the Hero is offered to you at timed intervals, or after you achieve a certain amount of points. Points - first to 1-120 This means which ever player (1 or 2) reaches a set amount of points, he/she will get to play as the hero for the levels faction. Timer- 1-120 seconds This means the hero will be offered to all players at set intervals. Assign To: best - worst - random player This determines which player gets offered to play as the hero first when playing in a two player match where both players ore on the same side. Timer: always - 0 - 120 (seconds) - never This determines how long until the hero is playable again after being defeated. Setting it to always makes it so as soon as the hero dies, he will be offered up to be played as again. Setting it to never makes it so that once the hero is defeated, he will never become available again during the level. Modes of play effected by theses options: all except space assault. 7.2.3 Conquest AI units per Team: 0-16 This effects how many computer controlled (or AI) units are on each team. Setting it to zero makes it so you are the only person on the field on your team, and only one AI or player controlled unit on the enemy team. Reinforcements: 10% - 500% (goes up in intervals of 10) Adjusts your reinforcement count. Timer: off - 0 - 60 min. (goes up in intervals of 5) It's a timer. You figure it out. Modes effected: conquest 7.2.4 CTF AI units per Team: 0-16 This effects how many computer controlled (or AI) units are on each team. Setting it to zero makes it so you are the only person on the field on your team, and only one AI or player controlled unit on the enemy team. CTF Score: 1-15 points. 1 point per flag captured. Which ever side reaches this number first, wins. Timer: off - 0 - 60 min. (goes up in intervals of 5) If the timer hits zero before the set CTF score is reached, the side that has the most points, wins. Modes effected: capture the flag 1 & 2 7.2.5 Hunt Timer: 5 - 60 min. (goes up in intervals of 5) If the timer hits zero before the set score is reached, the side that has the most points, wins. Score limit: 10 - 1000 (goes up in intervals of 10) Which ever side reaches said amount of points first, wins. 7.2.6 Assault AI units per Team: 0-16 This effects how many computer controlled (or AI) units are on each team. Setting it to zero makes it so you are the only person on the field on your team, and only one AI or player controlled unit on the enemy team. Score limit: 10 - 1000 (goes up in intervals of 10) Which ever side reaches said amount of points first, wins. 8.---------------------------- Hints and Tips ------------------------------- I plan on expanding this section soon, but for now here are the hints and tips that I learned the hard way and that other readers sent in: 8.1 All level hints These hints can be used and applied to all (or at least most) levels 1. my patented (not really, but I thought of it myself) way of dealing with turrets. You must be a solider/engineer class for this to work right. First, find a turret under enemy control, now go into aim mode and walk towards it. You should be able to see a small part of the enemies head sticking up over the turret, that's what you are aiming for. Start firing at that little target. By now you should have his attention, he will start firing back (duh). Now is when my trick comes in, go out of aim mode yet still hold your sights on his head, this will keep you focused on him. if you stay at a slight distance and don't get too close, you should be able to see the blaster shots coming toward you, so you just side-step them while firing back! Its that easy. You see, turrets my be powerful, but there blaster bolts travel so slow you can see them coming, allowing you to side-step them easier then a regular blaster. 8.2 Space Battles 1. a very easy way to win in any space battle that has minimum troops inside the enemies main ship. First be a pilot class and hop in a Multi-purpose Fighter or a scout fighter class ship. Fly straight for the enemies hanger, land, and run into there control room. Destroy the turrets on either side of the room (see All level hints #1). See that big pillar in the middle of the room? That's the auto- turret mainframe. Hit it with 2 bombs. Now re-stock at the ammo droid (there is one in the room, you just have to find it) and go to the room on the left of where you came in, this is the life support room. Destroy the turret directly ahead and plant three bombs on the center of the big console at the end of the room. Re-stock at the ammo droid again, and run to the door on the right this time. This is the engine room. Watch out for the turret on your right and as you round the pipes there will be another one on your right. Now plant three bombs on the computer screen-looking thing on the big glowing pipe. If your computer already disabled the enemy shields then skip this part... Re-stock and run into the room in the back (the only door you haven't used yet). This is the shield generator room. You have to plant 5 bombs on the big glowing thing, so you will have to re-stock again to finish it off. Run back out into the hanger and grab a bomber class ship. Now go destroy the enemies frigates. If the level still isn't over, aim for the big antennae thing in the middle/back of the enemies ship and bomb it. 2. on any space battle, preferably one where the capital ships are close together, be any team you want. Be marine class and fly to enemy ship. If you keep dying, be a pilot and destroy the turret and/or the frigates. Board enemy ship as marine and land. Kill any enemy that pops up. They should be more worried about getting to a ship than you. makes for easy frenzy. If you want die and repeat. Or, use the award rifle and get lots o' kills. If you keep dying or running out of ammo, stand by the health or ammo machine. The batte should be won pretty quickly, especially if you kill the frigate(s) -Zach Kaiser That's it. 8.3 Coruscant 8.4 Dagobah 8.5 Death Star 8.6 Endor 8.7 Felucia 8.8 Geonosis 1. Be CIS and get Dooku. Then jump on the AT-TE and kill the top gunner. Another guy should pop up and kill him to. People should keep popping up; once I got 20+ kills! -Zach Kaiser 8.9 Hoth 1. on hoth, be the empire and be the engineer. Get in an at-at. Zoom in as far as you can while still moving forward. The snow speeders should come out of the hangar. Wait until they're flying straight at you or moving in a straight line. Time it right and hit them with your secondary lasers (the green ones). If you hit them, they should go down right away. Keep doing this while walking. They should be done for a while so concentrate on an enemy base and destroy anyone who pops up, along with the turrets. Destroy the shield generator if it is still there. You now have the key to victory on Hoth! I do that whenever I play hoth; it's a good strategy. 8.10 Jabba's Palace 8.11 Kamino 1. be the CIS/rebels (you can be the same idea with the republic/empire, but you cant use the same exact instructions). Choose comm. post #1. then choose the sniper class. Now run toward #4. after you cross the first bridge, look ahead and to the left, you should see a dead-end path. Take it and look straight ahead and down, turret! Kill the guy manning it. Now look to the right, turret! Kill the guy manning it. Now look to the left, bagels! Oops, I mean turret! Kill the guy manning it. Now look back to the first turret you shot at, there should be another guy in it, kill him. ect. By following this pattern, you can rack up the kills fast. The only problem is you run a high risk of getting killed from behind, so this works best in 2 player mode when you have someone to cover your back(and vis-versa). 8.12 Kashyyyk 1. Be either the republic or the rebels, chose comm. post 3 and be the demo. Class. you should start out up on that overlook thing. Now go into aim mode and look out toward that bridge in the middle of the lake, see them? There should be enemy snipers on that bridge that (I don't know about you) get really annoying when you are on the ground, now its time for some pay-back. Aim your rocket launcher right at them and fire and watch them go flying off the bridge. If you have the demo. medal, all the better. Note that if you are really good with a pistol and/or have several medals on leg. Its best if you stay on the beach next to the comm. post, that way the enemy cant take it. The odds of you winning this battle by doing only this is slim, but it sure is fun! 8.13 Tatooine/Mos Eisley 1. in any battle on this level it is easiest to stick to the roads along the outer edge of the level. You will avoid the main conflicts and instead focus on capturing comm. posts. 8.14 Mustafar 8.15 Mygeeto 8.16 Naboo 8.17 Polis Massa 1. play as any faction and start out at the comm. post nearest an exit to the facility (#1 for republic/Empire, #6 for rebels/CIS). Run over and hop in a vehicle. Floor it into the enemies base (the opposite as the ones just named) and take that comm. post. Now if you can just stay there and protect it while assaulting the nearest enemy base from behind (#5 for republic/Empire, #2 for rebels/CIS, you will most likely win the battle. 2. if you play as the CIS, you can run through the shield and onto the surface of the asteroid. Unlike all the other factions, you wont take any damage (this is most likely because droids don't need to breath)! This will allow you to ambush enemy bases from behind without the use of a vehicle(which I highly recommend). 8.18 Tantive IV 8.19 Utapau 8.20 Yavin 4 Be Galactic Empire -or- CIS (Though it is harder) Start on CP #3 and be a Sniper. (They are the fastest.) Head west to CP #4 and capture it. Switch to Soldier class. Head North to CP #6 and kill all the rebels/clones in the area. Capture the CP. Stay there a while and wait for more troops. Your teammates should have gotten CP #5 by now, but if they need help, help them by switching to the Heavy Trooper class and destroying the Rebel Tanks. When they are done with that CP, switch to a sniper and snipe people from the side of the temple. Then run into the temple to capture the last CP. I did this without dying and it took me about 10 minutes. - Tim Sims ----more to come---- 9.-----------------------------------FAQs------------------------------------ This section can be fun/funny depending on the questions I get. Send questions to: scooterspv@yahoo.com Please no spam and the format should meet the following rules: 1. Use proper English and spelling, so non of this: Waz the anzer to the kuzton! Any question not properly laid out will be instantly deleted. 2. please know what you are talking about, so non of this: What caliber is the blaster rifle? 3. Make no demands or veiled threats, so non of this: Answer the question or else! 4. do not e-mail me telling me why a certain units rating should be higher/lower. 5. don't be lazy, read the guide before asking me a question and make sure it is not in there. 6. any comments, either good or bad, should be in an e-mail combined with a viable question if not, it is immediately deleted. Any question that passes this criteria will be read, researched, tested, and if it passes as viable, added, in that order. Any new tips on characters/levels are much appreciated, if they pass the above test as viable. Of course you will be credited with the info. You provided. 10.-------------------------------legal stuff-------------------------------- Copyright 2006 Shawn Vernier (SPV999) 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. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. In other word this is mine, don't steal it and put your name on it. 11.------------------------------Version History----------------------------- Version 1 Most Every thing completed just waiting for FAQS... Version 2 Corrected several credit mistakes in GC mode. Added instant action mode, although it still needs more work... added a couple more hints/tips and such. 12.--------------------------Credits/contact info---------------------------- Me for making the guide Zach Kaiser for several hints/tips Albert Angkawijaya for the credit corrections Tim Sims for the tip on Yavin 4 And what are star wars credits without this to end them: Very special thanks George Lucas Send Questions to: scooterspv@yahoo.com