Star Wars: The Clone Wars Walkthrough :
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Walkthrough - FAQ/Walkthrough*********************************************************************** __________ __ _____ _ _ _ __ _____ ______ / ___ __|/ \ | \ \ \ / \ / // \ | \ / ____| \ \ | | / /\ \ | |> / \ \/ _ \/ // /\ \ | |> / \ \ ___\ \ | | / ¯ \ | \___ \ / \ // ¯ \ | \___\ \ |_____/ |_|/_/¯¯¯¯\_\|_|\_____| \/ \//_/¯¯¯¯\_\|_|\________/ ______ _ _ ______ |__ __|| | | || ____| || | |__| || |____ || | __ || ____| || | | | || | || | | | || |____ || |_| |_||______| ______ _ ______ _ _ ______ / __ \| | / __ \| | | || ____| | | |_|| | | / \ || \ | || |____ | | | | | | | || \| || ____| | | _ | | | | | || |\ || | | |__| || |____ | \__/ || | \ || |____ \______/|______|\______/|_| |_||______| _ __ _ ____ ______ ______ | | | | / \ | __ \| ____| | | | |/ __ \| | | || |____ | | | || | | || ¯¯ _/|____ | | | | || ¯¯ || \ \ | | \ /| || || |\ \ ____| | \____/ |__||__||__| \_\|______| *********************************************************************** A FAQ/Walkthrough by CyricZ Version 1.1 E-mail: cyricz42@yahoo.com *********************************************************************** Table of Contents 1. Introduction 2. FAQ 3. Basics 3A. Controls 3B. Displays/Menus 3C. Hints/Tips 4. Craft 4A. Republic Pilotable Craft 4B. Republic Support Craft 4C. Separatist Pilotable Craft 4D. Separatist Opposition 5. Powerups 6. Mission Walkthroughs 6A. Geonosis - The Rescue Begins 6B. Geonosis - Infiltration of the Arena 6C. Geonosis - The Battle of Geonosis 6D. Rhen Var - The Evacuation of Rhen Var 6E. Raxus Prime - Scrap Yard Pursuit 6F. Raxus Prime - Ambush Among the Wreckage 6G. Raxus Prime - The Conquest of Raxus Prime 6H. Kashyyyk Moon - Anakin's Escape 6I. Kashyyyk Moon - New Alliances 6J. Kashyyyk Moon - The Liberation of Kashyyyk 6K. Rhen Var - Eye of the Storm 6L. Rhen Var - Lost Legacy 6M. Thule Moon - Desperate Gambit 6N. Thule - Assault on Thule 6O. Thule - Dark Side Rising 6P. Thule - Fate of the Republic 7. Multiplayer 7A. Duel 7B. Control Zone 7C. Conquest 7D. Academy: Thule Moon 7E. Academy: Geonosis 8. Secrets 8A. Bonus Awards 8B. Codes 9. Standard Guide Stuff 9A. Legal 9B. E-mail Guidelines 9C. Credits 9D. Version Updates 9E. The Final Word *********************************************************************** 1. INTRODUCTION *********************************************************************** Hello, and welcome to my guide for Star Wars: The Clone Wars, for the Nintendo GameCube! As a Star Wars nut, I feel it's my duty, nay, my privilege to write FAQs for Star Wars games! In this latest delivery from Lucasarts, we go beyond Episode II: Attack of the Clones to a major battle that occured between the Galactic Republic and the Confederacy of Independent Systems. After liberating Anakin Skywalker, Obi-Wan Kenobi, and Senator Padmé Amidala from Geonosis, the Galactic Republic is thrust to the forefront once again, this time to prevent the use of an ancient Sith weapon. *********************************************************************** 2. FAQ *********************************************************************** Q: What is The Clone Wars? A: This is the latest vehicle combat game from Lucasarts, developed by Pandemic Studios. Q: Is this game more like Rogue Leader or Battle for Naboo? A: Closer to Battle for Naboo, but with a lot less flying and a lot more ground combat, much like Star Wars: Demolition. Certain elements from Rogue Leader include the massive battles, changing craft, and the command cross. Q: What can I pilot in this game? A: Both Campaign and Multiplayer have times where you can run around on foot, drive a Republic Fighter Tank, drive an AAT, or pilot an AT-XT Assault Walker. The Campaign also has times where you pilot a Speeder Bike, a Republic Gunship, a STAP, and even a creature called a Maru. In the Multiplayer, you can also drive around a Separatist GAT, or a Hailfire Droid. Q: What Jedi can I play in the game? A: The story dictates you play as Anakin Skywalker, Obi-Wan Kenobi, and Mace Windu at points in the game. There is little difference between the three with the exception of their flashy lightsaber combos. Q: Can I change or leave my vehicle at any time? A: In a word, no. Circumstances in the story will occur that will change your craft at certain times, but not at will. In Multiplayer, however, you may change to a new craft after you've been destroyed. Q: What does the Multiplayer consist of? A: There are four types of Multiplayer games. "Duel" is a straight-up slugfest with either free-for-all or teams. "Control Zone" is a king- of-the-hill type game where a player or team scores by holding a spot on the map as well as destroying the opposition. "Conquest" is a war- type game where the objective is to employ turrets and CPU-controlled vehicles to destroy your rivals' base. "Academy" is a training endurance mission (which may be played alone) which pits the players against wave after wave of enemies. Q: Do I have to get all bonuses in a mission at once for them to count? A: Nope. You just have to get them at some point, and then finish the mission, and you'll forever have those "bonus points". You can devote entire runs of the mission to just completing one bonus, such as an enemy count, or a time limit. Q: What's the difference between the difficulty levels? A: Higher difficulty levels have slightly more enemies, but the biggest problem is that they take and cause a lot more damage. To the best of my knowledge, you get nothing for completing a mission or getting bonuses on higher difficulty levels than you get for Padawan, so I'm just going to concentrate on walkthroughs generally geared towards that difficulty. *********************************************************************** 3. BASICS *********************************************************************** Most of this stuff is available from your manual, but we all know how much some people hang onto those, much less read them, these days... ============== 3A. Controls = ============== Most craft follow the same basic controls: Control Stick: Moves your craft. Up and Down are forwards and backwards, respectively. Left and Right turn your craft. A Button: Fires your Primary Weapon, which is usually lasers. B Button: Fires your Secondary Weapon, which is often some kind of warhead. Y Button: Employs your Special Ability, which varies from craft to craft. X Button: Toggles between first and third person view. L/R Buttons: In the AT-XT Walker, these buttons rotate the cabin. In the Gunship, R is acceleration, and L is braking. In all other craft, these buttons cause you to strafe left and right, respectively. Z Button: Zoom view. Use this to get a bit of a closer look at what's out there. It could help if you want to snipe from afar without endangering yourself. C Stick: Moves the camera around your craft. Control Pad: In later levels, you can use this to issue orders to your fellow pilots. Pushing Up will have them attack your current target, Left will have them Break and engage at will, Right will have them Defend mission critical craft, and Down will have them regroup on you. The commands are a bit different for multiplayer Conquest. I'll get to those in that section. START: Pauses the game. ==================== 3B. Displays/Menus = ==================== Main Menu Select Campaign to play the single player missions. You'll go to a galactic map, where you can select any mission you've played. Select Options to go to the Options Menu. Select Multiplayer to go to the Multiplayer setup. --- Options Menu Game Options: Viewpoint: Change between 1st and 3rd person view. Rumble: Turn the rumble feature off or on. Crosshair: Turns the crosshair off or on. You'll still be able to lock onto enemies, but you won't see how much damage you're causing. Display: Changes the display between full and widescreen. Reset Options: Set to defaults. Audio Options: Music Volume \ SFX Volume }- Change the three volumes. Speech Volume / Mode: Switch between Mono, Stereo, Surround, and Pro Logic II. Sound Test: Plays background sound to test volume. Reset Options: Set to defaults. Bonuses: Movies: Allows you to view any cutscenes you've already seen, as well as trailers for Bounty Hunter and Jedi Outcast. Bonus Materials: Allows you to view the unlockable features from earning bonuses. Codes: Allows you to input passcodes. Credits: Rolls the credits. --- Pause Menu (Mission End Menu) This appears when you press START or when a mission is over, either from succeeding or failing. At the top, you'll see your mission time. Below that are the primary objectives. Below and to the left are the bonus objectives. Completed objectives are green, incomplete are white, and failed are red. At the lower right corner of the screen is the menu. Continue resumes the game if you've paused, goes to the next mission if it's completed, or restarts the mission from your last stopping point if you failed. Options brings up another menu. Game Options will allow you to access the same Game Options from the Main Menu, and is the same for the Audio Options. Statistics shows how many shots you've fired, how many units you've killed, and how many buildings you destroyed. Controls shows how to control the vehicle you're currently in. Restart starts the mission over from the beginning. Quit returns you to the Main Menu. --- In-Game Display In the middle of the screen is your Heads-Up Display. If you get it close to an enemy, it'll lock on, and a small health bar for the enemy will appear. Sometimes above the HUD will be a green arrow. It will point towards your objective. You are encouraged to follow it. Arrows will also appear on the left and right sides of the screen, green for objectives, and red for enemies. The top left corner has your command cross. Each of the directions is labelled with a command. Make good use of it. In the lower right corner of the screen is your radar. You're the green triangle in the middle. Green dots around you are fellow Republic forces. Red dots are Separatist forces. In the lower left corner of the screen is your ship status. The blue aura around your ship outline is your shields, and the green ship itself is the hull indicator. Shields replenish on their own if you're shot up. Hull, however, cannot be restored unless you find health powerups. Below the damage indicator, you'll find the number of Secondary Weapons you have remaining. To the left is the meter of your Special Ability, which depletes as you use it, then refills over time, depending on the craft. ================ 3C. Hints/Tips = ================ Goes without saying, but keep an eye open for powerups. They're all surrounded by a halo of some color, so stay on the lookout. The crosshair is your friend. When it gets close to an enemy, you'll automatically lock on and even get a little life meter for the bad guy so you know how much you need to pound him into oblivion. Use all extents of your movement, because your greatest defense is your ability to dodge incoming fire. If you can strafe, circle-strafe around your target. If you have a Repulsor Boost, use it to swoop around the battlefield. By all means, USE THOSE MISSILES!!! This isn't RS, RL, or BFN. There are ammunition powerups scattered all over the place, so let loose with your Secondary Weapons. Hammer the bad guys into oblivion! Listen to your astromech unit. It'll give you a beep when your shields have dropped (meaning you'll start taking hull damage), and it will screech (WOOOOOW) if your hull is critical. While I don't use the Zoom Function all that often, you may find it's a decent tool for sniping enemies from long range. Don't get too distracted that you forget about the guys around you, though. *********************************************************************** 4. CRAFT *********************************************************************** Most of the game is vehicle combat, and you'll be facing TONS of bad guys in your massive push for galactic peace and order. You'll have plenty behind the wheel to dish out some pain, though... ============================== 4A. Republic Pilotable Craft = ============================== With the commission of the Clone Army from Kamino, the Grand Army of the Republic has some serious muscle to take against the Separatists. When their snazzy vehicles are in control of Jedi, they become some serious instruments of hurt. --- Jedi For over a thousand generations, the Jedi have existed in the galactic public eye. With the Force as their ally, they have abilities that far surpass those of other beings. Although Jedi have the power to rule over those not attuned to the Force, they are the guardians of peace and justice, acting as moderators and diplomats first. When diplomacy fails, however, they are the fiercest warriors the galaxy could ever see. Their signature weapon, the lightsaber, is an elegant weapon, and they're deadly with these focused beams of energy. When out of a vehicle, you're considerably more vulnerable (you have no shields, but you can block incoming shots). You'll be facing only small ground enemies, but you don't have the killing power of your vehicles. The Push and Throw are slow, too, so take care and pace yourself when running around alone. When using the Throw, hold the button down to throw it further, and use the Stick to control its flight. Use the Push when staring down a bunch of enemies in an arc in front of you. Oh, and there's no real difference between the Jedi you play as. Only their lightsaber combos are different. Primary Weapon: Lightsaber Swing Secondary Weapon: Lightsaber Throw Special Ability: Force Push --- TX-130 S Fighter Tank "Republic Fighter Tank" The Fighter Tank is small, fast, and versatile. It was built to be used chiefly by Jedi, whose skills could enhance the craft's already impressive maneuverability. You'll use this craft many times throughout the game. Although the craft is fast, it packs the weakest punch out of all the "standard" Republic assault craft. The lasers are somewhat weak, but the concussion missiles are a welcome punch. The Repulsor Boost is a burst of speed. Primary Weapon: Dual-linked Medium Lasers Secondary Weapon: Concussion Missiles (20 in Campaign, 15 in MP) Special Ability: Repulsor Boost --- Rothana Heavy Engineering AT-XT Assault Walker "AT-XT" This is the predecessor of the famous Imperial AT-ST, developed by Rothana Heavy Engineering and produced at Kuat Drive Yards. It's largely used as support for the AT-TE. This is craft is used a few times in the game. The walker is quite a bit slower than the the Fighter Tank, but it makes up for it with some serious firepower. The lasers are quite powerful, and the Proton Mortar is a good weapon when the enemy's just over that next ridge and you wanna surprise him. The Mortar's payload may seem small with just the three shots, but there is an excessively large amount housed in the walker, they just have to be loaded into the mortar chamber, so the shots regenerate, basically. Also, the Plasma Shields are definitely a good extra defense when surrounded by numerous bad guys. Be careful, though, as once you put them up, they stay up until drained, and you can't use them again until you're recharged. The down side is the speed, of course, and the awkwardness, since you can't strafe with the Walker, although you can turn the cabin housing, so you can sort of "psuedo-strafe" by marching forward and turning your cabin in a direction. Primary Weapon: Heavy Lasers Secondary Weapon: Proton Mortar (3) Special Ability: Plasma Shields --- Rothana Heavy Engineering Low-Altitude Assault Transport/infantry Gunship "Republic Gunship" The only airborne craft you can commandeer in this game. While the Gunship's often used as a troop transport, it's definitely no slouch in the weapons department. Used several times in the game. Probably one of the favorites of the game. The Gunship provides flight, speed, and massive firepower. In addition to the standard laser cannons, the Gunship can fire Missile volleys, and has Pinpoint Lasers. Although the Missile volleys pack the most punch (at a cluster of four Missiles firing per shot), the Pinpoint Lasers automatically seek out enemy targets, pouring mad energy into them until they're vaporized, allowing you to clean up the battlefield pretty quickly. Primary Weapon: Laser Cannons Secondary Weapon: Concussion Missiles (25 volleys of four Missiles)) Special Ability: Composite-Beam Pinpoint Laser Turrets --- Aratech 74-Z Military Speeder "Speeder Bike" Not a standard Republic craft, the Speeder Bike is a one-man high- speed craft used primarily for scouting. You use this only in one mission, on Raxus Prime. This craft is very light. All you have at your disposal are blasters and a Repulsor Boost. Fortunately, you don't need much, as you're using the bike for chasing, not fighting. Primary Weapon: Light Laser Turret Secondary Weapon: None Special Ability: Repulsor Boost --- Maru This creature is native to Kashyyyk. Wookie settlers used these beasts for burden and transport. Some are modified to carry weaponry. Being a simple beast, you'll have no shields on this thing. The Twin Bowcasters are weaker even than the standard laser, so you'll have to use your other weapons wisely. To use Thermal Detonators, tap B once to throw, and B again to detonate. It hits real hard, so be sure you get it close to an enemy or two before detonating to get the full effect. The Seismic Pulse Emitter takes out enemies in an arc in front of you, and can take out a good amount of enemies at once. Primary Weapon: Twin Bowcasters Secondary Weapon: Thermal Detonator (6) Special Ability: Seismic Pulse Emitter ============================ 4B. Republic Support Craft = ============================ While you can't drive around any of these (to my knowledge), they're still there to back you up, or be there for you to protect... --- Clone Troooper Modeled off Jango Fett, these guys are only around for aesthetics while you're in a vehicle. If on foot, though, you'll sometimes have some backup in the form of a few troopers. --- Wookiee Much the same as a Clone Trooper as far as overall usefulness goes. You'll only play alongside these guys on the Kashyyyk Moon. --- Republic Troop Transport "RTT" With only a couple of laser cannons for defense, these vehicles attract more fire than they give. You'll mostly end up protecting them throughout the game. --- All-Terrain Tactical Enforcer Assault Walker "AT-TE" This walker is a squat predecessor to the Imperial AT-AT. The heavy laser cannon provides some darn good firepower, while the mounted laser turrets help it defend itself. You'll still need to protect these bad boys as they trundle towards their destination. --- Self-Propelled Heavy Artiller-Turbolaser Walker "SPHA-T" or "MAC" or "Bug Gun" I'll be calling these "MAC"s in the game, for "Mobile Assault Cannon". These walkers are used for one thing only, firing a huge turbolaser at the enemy. It has no defense other than that, and it can't move very fast either. Another thing to protect. --- Jedi Starfighter You use these in a different game. In this game, they just fly around providing air superiority, and they move your Jedi around in cutscenes. --- Rothana Heavy Engineering Low-Altitude Assault Transport/cargo Gunship "Cargo Gunship" These ships are largely found trucking in vehicles or supplies. You don't really need to protect them at any point. Just keep an eye out for them if they drop off some help. --- Republic Acclamator-Class Assault Ship Boy, wouldn't it be nice if you could command one of these? Predecessor to the Victory-class, and later Imperator-class Star Destroyers, these are the main space fighting force in the Republic. You don't see them too much personally, but they're always there. ================================ 4C. Separatist Pilotable Craft = ================================ There are a few Separatist craft that you can pilot in the game, either by stealing one in the Campaigns, or selecting in Multiplayer. --- Single-Trooper Aerial Platform "STAP" A common sight in any battle against the Trade Federation, the STAP is meant chiefly to be a patrol and recon vehicle. When fighting against them, you'll find they're easy to take out (much easier than in BFN, thank the Maker), despite their small size and quick speed. You can ride one in the Campaign, in the first mission on the Kashyyyk Moon. You'll mostly be doing running as opposed to fighting, which is good, because the STAP wasn't really made for heavy combat. The lasers can discourage enemies, while the Repulsor Boost can get you out of tight situations... Primary Weapon: Light Laser Cannons Secondary Weapon: None Special Ability: Repulsor Boost --- Ground Armored Tank "GAT" Also called a Fighter Tank, this small, speedy craft is like the Republic Fighter Tank in most every way, only it works for the Separatists. Taking one out shouldn't be too hard regardless of the craft you're in. You can only use the GAT in Multiplayer, and as previously stated, it's almost exactly like the Republic's TX-130S. Primary Weapon: Dual-linked Medium Laser Cannons Secondary Weapon: Concussion Missiles (15) Special Ability: Repulsor Boost --- Armored Assault Tank "AAT" Another staple of the Trade Federation, the AAT is a more heavy hover tank than the GAT. Although slower, you'll find that it takes far more hits to destroy, so lay into it with warheads. You can pilot this craft in Campaign on the Kashyyyk Moon, and in Multiplayer. The lasers are all right, and the real power comes from the cannon, which has no ammo, per se. Instead, you charge up by holding down the B button will cause the Special Meter to charge up. The longer you hold the button down, the more powerful the cannon shot. Primary Weapon: Medium Laser Cannons Secondary Weapon: Plasma Cannon Special Ability: None --- Intergalactic Banking Clan Hailfire Droid "Hailfire Droid" Added to the Separatist ranks by the IBC, these droids consist of a small central body, two huge treaded wheels, and a heckuva lot of missiles. They take a bit more damage than a GAT, but less than an AAT. Their main asset, besides their missiles, is their impressive flat-out speed. When piloting, you'll find that their Repulsor Boosts don't have the same prolonged kick as the Tanks, but they can cover quite a lot of ground. If you can hit someone well with a full volley of missiles, you'll bust them up real good. You can only control this droid in Multiplayer. Primary Weapon: Repeating Laser Cannon Secondary Weapon: Concussion Missiles (5 volleys of 6 Missiles each) Special Ability: Repulsor Boost =========================== 4D. Separatist Opposition = =========================== In addition to what's above, there are a load of other bad guys for you to blow up in this game. --- Geonosian You'll only run into them while on foot in Geonosis. They buzz towards you and attack only at close range. They're pretty easy fodder. --- Battle Droid The old-fashioned Trade Federation Battle Droid. You only go up against them while on foot. They have blaster rifles, and that's about it. Push or saber them. Oh, and they're only there for aesthetics while you're in a vehicle. --- Super Battle Droid An upgrade to the standard Battle Droid developed by the Trade Federation after the Naboo debacle. They have several upgrades putting them ahead of the old models. They're pretty much the same as far as Jedi are concerned. --- Dwarf Spider Droid You'll face these droids only on foot. They have a light laser cannon, but their real danger is from their self-destruct ability. To properly take them out, throw your saber at them or Push them. Aim for them first if a cluster of enemies is nearby to take the other enemies out as well. --- Geonosian Turret Raxus Turret Kashyyyk Turret Rhen Var Turret Thule Turret Thule Plasma Turret All locales have their own specific Turrets. They're all basically the same as far as the fact that they just sit there and shoot at you. Some cause more damage than others. The Thule ones, with their purple plasma spitting, cause the most damage. The Geonosian ones are pretty weak. --- Homing Spider Droid Probably one of the more resilient foes you'll face, the big Spider Droids have a light laser turret for close defense, and a long-range pinpoint laser for distant combat, which can hurt plenty. Their armor goes past even the AATs, so you'll have to use a few warheads to take one down. --- Droid Starfighter While not a particular threat to the game, Starfighters can be a nuisance when you're flying around in the Gunship. Since they're more manueverable, they tend to buzz around your slower ship, hammering you with lasers. Pinpoint lasers should take them out quickly. --- Vehicle Armored Carrier "VAC" This carrier will mostly be seen when you're flying around in a Gunship. It flies into the fracas and deposits units that will bust up your mission critical craft or installations. Take them out while they're still in the air and you won't have to worry about more evil ground craft. --- Techno Union Ship These big ships are used mainly as command and officer transports. They don't fire back, but often need to be taken down to stymie the enemy's efforts. --- Trade Federation Landing Ship Although not a defeatable enemy, these big H-shaped craft exist to drop off bad guys. There's really nothing you can do about it, though. --- Trade Federation Core Ship Much like a Battle Droid Control Ship, only planetside. You personally control no craft that could take these out, but MACs can, and you'll often have to protect the MACs so that they can destroy the Core Ships, which can house an entire Battle Droid army. --- Heavy Artillery Gun "HAG" A modification on the AAT that's also referred to as a Mortar Tank. About as tough as an AAT as far as armor is concerned, and the cannon has seriously been upgraded in lethality. They are used for long-range attacks, and will often try to hammer mission critical craft. --- Corporate Alliance Droid "CAD" The CAD isn't seen often in the Campaigns, but you'll face many in Academy Multiplayer levels. It moves very fast on its single tread, and the laser cannons on its side fire quite rapidly. They also take a fair amount of hits before going down. --- Multi Utility Transport "MUT" An unarmed vehicle, the MUT is used for transport, naturally. They can take a fair amount of hits, and you'll have to take out a few to prevent supplies from reaching the enemy. --- Gnasp Native to the Kashyyyk Moon, these insects aren't very resilient, but they attack in great swarms, and spit a wad of goo as accurate as any laser. --- Spectral Guardian Sort of a psuedo-boss character. These apparitions guard important tombs with incredible ferocity. They cannot be harmed directly, but their tombs are their source of power, and can be destroyed. --- There are a few other boss enemies in the game, but we'll save those for later... ^_^ *********************************************************************** 5. POWERUPS *********************************************************************** Unlike many other Star Wars vehicle combat games, there are many powerups scattered throughout missions that can keep you going when the bad guys start piling up. The powerups have colored halos around them so you can see them in the thick of things. --- One-Fourth Health Pack Appears as a white globe with a white halo. Grab it to restore 25% of your hull or health. Full Health Pack Appears as a white box with a white halo. Snag it to completely fix your hull or replenish your health. Ammunition Appears as a box with warheads in it with a blue halo. Gank it to fully replenish your Secondary Weapon supply. Invincibility A three-pointed symbol with a purple halo. Procure it to be impervious to all damage for 20 seconds. Super Blasters A triangle with a green halo. Acquire it to add triple power to your blasters, making enemy mop up a total breeze for 20 seconds. Disintegration Field A spoked circle with a red halo. Only available in mulitplayer. Pick it up and you can cause damage to any enemies for 20 seconds just by running into them. Cloaking An egg-shape with a yellow halo. Only available in multiplayer. Scoop it up to become invisible on others' screens for 20 seconds. They can still see your shots, however. *********************************************************************** 6. MISSION WALKTHROUGHS *********************************************************************** Each mission is described as follows: Overview: Who you are and why you're here... Objectives: Your primary and secondary objectives as the game describes them. Craft: The craft/creatures/people you use in this mission. Enemies: The different enemies you'll go toe-to-toe with. Walkthrough: A detailed walkthrough on the mission. Bonuses: Each of the secondary objectives and how to accomplish them. NOTE: In all the walkthroughs, I describe how to beat the mission on a Padawan difficulty. On the Jedi Knight and Jedi Master difficulties, enemies are a bit more numerous, tougher to destroy, and hit harder. Powerups don't change, though. ================================== 6A. Geonosis - The Rescue Begins = ================================== Overview: Mace Windu and a large contingent of Jedi are descending on the planet Geonosis to rescue Anakin Skywalker, Obi-Wan Kenobi, and Senator Padmé Amidala from the clutches of Count Dooku and the Geonosians. Mace and Luminara Unduli make their landing ahead of the invasion force in order to destroy the planetary defenses near the Arena. --- Objectives: Primary: Destroy the First Anti-Orbital Cannon Destroy the Second Anti-Orbital Cannon Follow Luminara to the Third Anti-Orbital Cannon Destroy the Power Supply of the Third Anti-Orbital Cannon Secondary: Complete Mission in Less Than 9 Minutes Recover 3 Missing R5 Units Destroy At Least 100 Enemies --- Craft: Republic Fighter Tank -> Jedi --- Enemies: Geonosis Turret STAP GAT Hailfire Droid Battle Droid Super Battle Droid Geonosian Dwarf Spider Droid --- Walkthrough: Destroy the First Anti-Orbital Cannon: You'll begin the mission following Luminara to the first Orbital Cannon. Shoot out the Turrets on the way and you'll soon be at the Cannon. To destroy it, shoot up the six generators that flank it. Use Missiles, since lasers take a while. While you're firing, GATs and STAPs will pop up. You can largely ignore them. Once the Cannon is blown, mop up the remaining enemies. Destroy the Second Anti-Orbital Cannon: Now, follow Luminara some more. A couple more Turrets line the walls and Luminara will point out some a Full Health and Ammo. Grab if you need, and take out several more GATs at the end of the canyon. As you enter the next canyon, Luminara will point out some Hailfires approaching. Deal with them and any GATs and STAPs that pop up. Continue along the canyon, destroying enemies and Turrets. Eventually, you'll reach a set of platforms. Luminara will tell you to climb them while she finds another way. Climb the ramps and take out the Turrets and GATs up here. About a third of the way, you'll see a green halo nearby. Those are Super Blasters. Grab them, and you'll be able to make quick work of the bad guys for 20 seconds. Continue climbing platforms. Don't be discouraged when one of the bridges blow up, just use your Boost to sail over the gap. You're now at the second Cannon. Blow up the four Generators to move on. Follow Luminara to the Third Anti-Orbital Cannon: Proceed along the wasteland. Eventually, Luminara will tell you about multiple incoming enemies. Start firing Missiles at them and you'll make a nice mess. Once they're all taken out, you'll head to the last Cannon, which is inside an outpost. Looks like you'll have to get out and bust through on foot. Destroy the Power Supply of the Third Anti-Orbital Cannon: Mace will hop into the outpost. The alarm will sound, and you'll soon be set upon by Battle Droids, Super Battle Droids, and Geonosians. Push your way through (literally and figuratively). Soon, you'll come upon a Dwarf Spider Droid, and Luminara will tell you about their self- destruct mechanism. Toss your saber at them or Push them from a safe distance. Aim for the Spiders in a fight so that you can take out any enemies around them. Keep moving and you'll reach the Generators. There are three Dwarf Spider Droids and an infinite number of Geonosians dropping down. Fight or run past and start taking out the Generators any way you wish (saber, throw, Push). Once they're all history, you'll complete the mission and move on. --- Bonuses: Complete Mission in Less Than 9 Minutes: This shouldn't be too hard after your first run through. Use Missiles on the Cannon Generators, and on as many GATs and Hailfires as possible. Don't spare them, because you have plenty to go around. Use the Super Blasters on the platforms to clean them up quickly. Use all your Missiles after the second Orbital Cannon to clean up the bad guys quickly. When on foot, use Push as much as possible to clean out large amounts of bad guys at once. Once you reach the end, blow the Spider Droids and rush to the end, using Push on the Generators. Recover 3 Missing R5 Units: The R5 units are green dots on the radar, but that doesn't mean they're easy to find. One unit is before you reach the platform climbing area. Climb up a slope on the right side of the canyon before the platforms come into view. You'll find an Ammo powerup up here, as well as one of the droids. The next can be found in a section after the second orbital cannon where Luminara talks about a lot of enemies. Near the left end of that section is part with a climb up to a rock wall. There are some somewhat loose rocks at the top. Drive around them and you'll find the droid. The last R5 unit is at the very end of the mission, after you get on foot. Once you reach the open area with the cannon's generators, you'll see the R5 in a far corner. Destroy At Least 100 Enemies: Shouldn't be a problem at all. Even if you don't get many on the way, the very last area has infinite Geonosians dropping in near the Generators. Keep killing them. ========================================== 6B. Geonosis - Infiltration of the Arena = ========================================== Overview: The way is clear for Transports to land, but Anakin and Obi-Wan will be immediately executed if you just go in blasting. You and Luminara will arrange to sneak the Jedi into the Arena undetected. You'll have some protecting to do on the way. You'll also face some new bad guys. --- Objectives: Primary: Destroy All Opposition at the Enemy Landing Pad Defend the Landing Pad Escort the Convoy to the Arena Clear the Separatist Outpost Secondary: All Convoy Vehicles Must Survive Destroy All Enemy Turrets Find the Hidden Weapons Cache --- Craft: Republic Fighter Tank --- Enemies: Geonosis Turret STAP GAT Hailfire Droid Homing Spider Droid --- Walkthrough: Destroy All Opposition at the Enemy Landing Pad: You'll have a little marker pointing out the pad, but it's pretty far off. Luminara says she'll take care of the Turrets, but she actually kinda stinks at it, so help her out. Make your way along the wasteland, blasting Turrets and STAPs. When you reach the pad, take out the Turrets and GATs sitting around twiddling their thumbs. Defned the Landing Pad: Once the Cargo Gunships start landing, you'll get the note of enemies moving in. Several GATs and a few Hailfires will approach from all directions. Use Missiles on groups of GATs or the Hailfires to clean up quickly. While you're doing this, the Cargo Gunships will be dropping RTTs. When three are dropped, you'll start moving. Escort the Convoy to the Arena: The convoy will start moving, so go ahead down into the canyon ahead of them and clean out the Turrets and GATs in the first area. Stay with the convoy as it moves. There will be Hailfires, GATs and some Turrets in the front, and a couple of GATs will come from behind, so stay awake. Soon, you'll reach a small rock and you'll notice Homing Spider Droids ahead. Further ahead to the right is a Super Blasters powerup. Use it if you wish, or just unload with Missiles (or both). There are five Spider Droids to remove, so get to it. Once they're all down, use your remaining Super Blasters on the Turrets. As your convoy rounds the corner, they'll be attacked by a bunch of GATs from behind. Fire missiles from a distance, but stay ahead of the convoy, as the real problem will come from the front, in the form of Hailfires and a Spider Droid. Blast everything and you'll soon be at an outpost. Clear the Separatist Outpost: There are several Turrets, a Spider Droid, and a bunch of GATs coming out of tunnels. Destroy the Turrets and Spider, then turn your attention to the tunnels. Start blasting them to block them, then clean up the remaining GATs. Your RTTs will drop off the Jedi and you'll head inside to tell Dooku the party's over. --- Bonuses: All Convoy Vehicles Must Survive: Shouldn't be too tough. Stay with the convoy at all times. Check both in front and behind them. Use Missiles on the more hardy enemies. Destroy All Enemy Turrets: Seems like an easy objective, so you know they're going to try to stick you with it somewhere. In the first valley, make sure you take out all the Turrets you see. After that, look in the direction of the Landing Pad, then look left to see a big rock nearby. Behind that big rock is a rather elusive Turret that nobody ever pays attention to. After that, just get all the ones in the canyon pass and at the outpost, and you're all set. Find the Hidden Weapons Cache: Just before you head to the Separatist Outpost, look at your radar. You'll notice a little side canyon off to your right. Head into it and a short way in, you'll find Full Health, Ammo, and Invincibilty. ======================================= 6C. Geonosis - The Battle of Geonosis = ======================================= Overview: Anakin and Obi-Wan have been freed. Mace Windu has taken out Jango Fett, and Master Yoda has arrived with the Republic's Clone Army. The Separatists are going to fight back, but the main objective is to find Count Dooku. Mace is going to attempt to slow down the retreat by taking out Techno Union Ships. --- Objectives: Primary: Fight Your Way to the Gunship Destroy All the Techno Union Ships Defend the Mobile Assault Cannons Defeat the DARK ACOLYTES Secondary: Destroy All Canyon Wall Turrets All Mobile Assault Cannons Must Survive Complete the Mission in Under 10 Minutes --- Craft: Jedi -> Republic Gunship -> Republic Fighter Tank --- Enemies: Battle Droid Super Battle Droid Dwarf Spider Droid Geonosis Turret Homing Spider Droid Droid Starfighter Techno Union Ship AAT Trade Federation Core Ship *DARK ACOLYTE* --- Walkthrough: Fight Your Way to the Gunship: You'll start out on foot. The Gunship is straight ahead of you. Fight your way past the droids and hop into the ship. Destroy All the Techno Union Ships: Once in the air, you'll need to take out all the pillar-like Techno Union Ships. Missiles and Pinpoint Lasers are great for this kind of work, so hammer the ships before they can take off. There are five in the first valley. After they go down, you'll get the call to move on. Head to the next canyon and take out four more Techno Union Ships. After that, you'll have to head to a third valley and take out three more. All the while, you'll be dodging fire from Starfighters and ground-based enemies. After all ships are destroyed, you'll land and be told about the Core Ships, which are being attacked by MACs. Defend the Mobile Assault Cannons: You'll hop into a Republic Fighter Tank and will have to clear out ground forces. These consist of Turrets, GATs, Hailfires, and AATs. Clear out all the red dots and watch the MACs take out the first Core Ship. Follow the arrow to the next canyon, where you'll find another Core Ship, along with more enemies, including some Spider Droids. Once that Core Ship is down, head to the last canyon. Take out all the enemies in this area (note the Super Blasters powerup) and the final Core Ship will drop like a rock real quick. You'll head towards Count Dooku's hangar, but will stopped on the way by three nasty looking vehicles. Defeat the DARK ACOLYTES: The big thing about these buggies is their armor, which they have plenty of. Their lasers don't hit hard alone, but they quite accurate, and there are three of them, so the damage will add up fast. Behind the Acolytes are Super Blasters and Ammo. First, use all your Missiles against them, then grab the powerups and finish the job. Once all the Acolytes are gone, you'll have taken the planet. Mission accomplished. --- Bonuses: Destroy All Canyon Wall Turrets: These are basically the Turrets you see lining the walls in between the big valleys where you find Techno Union Ships. Use your Pinpoint Lasers to mop them up quickly. There aren't any hidden ones, so you shouldn't have a problem if you keep your eyes open. All Mobile Assault Cannons Must Survive: A pretty easy task. Save your Missiles for Hailfires and Spiders, and use Lasers for GATs and Turrets. Complete the Mission in Under 10 Minutes: You may want to do this on a separate run. Basically the idea is not to hang around too long in any one location. Blow the Techno Union Ships and keep moving. Of course, waiting around for the Core Ships to blow is inevitable. To quickly mop up the Dark Acolytes, go right for the Super Blasters and just pour Missiles into them. =========================================== 6D. Rhen Var - The Evacuation of Rhen Var = =========================================== Overview: While patrolling the Tion Cluster, Anakin and Obi-Wan discover a massive Separatist fleet heading in the direction of a small Republic outpost on the planet Rhen Var. Your mission is to secure the evacuation of the base. --- Objectives: Primary: Secondary: Rescue the Troops in under 90 Seconds All Convoy Transports Survive Destroy At Least 10 Enemy Vehicle Transports --- Craft: Republic Gunship --- Enemies: Droid Starfighter Homing Spider Droid GAT AAT MAG Hailfire Droid VAC Trade Federation Landing Ship --- Walkthrough: Get to Republic Outpost: Your first objective is to pick up some stranded Republic troops. The position is highlighted off in the distance, so head straight for it. You can ignore the enemies on the ground if you wish. Destroy All Ground-Based Enemies Near the Outpost: Turn on the Pinpoint Lasers and start liquifying the tanks that are running around the outpost. When you're out of Pinpoint, you can switch to lasers, or Missiles, if you're daring. Once they're all gone, head to the landing pad. Drop Off the Republic Troops: Beeline back to the base and head for the landing pad. There are some GATs at the base which you can shoot up if you want. Defend the Republic Convoy: After dropping off, you'll get a refill on Health and Ammo. Head for the convoy that your display is pointing out and you'll find it surrounded by bad guys. Get your freak on with the Pinpoints and the Missiles. Two Missile Volleys can drop a VAC from the sky before it can touch down, and Pinpoints can quickly take care of anything else running around, including Droid Starfighters. Just watch your radar for the red dots (and especially red triangles, since those are VACs). Once you get to the base, take out anything else in the way, and mop up around the base. You'll soon reload and resupply at the landing pad. Get to the Jedi Sanctuary: Obi-Wan will mention Jedi cut off from the base. Get your butt over there quick. Destroy All Enemies Near the Jedi Sanctuary: It's just some tanks. Pinpoint and Missile them quickly. Drop Off the Jedi: Now drop the hammer and speed directly for the base. You'll notice that it's under heavy attack. Fire off some Missile volleys at nearby enemies, but largely, you'll want to land to drop off your buddies. If you don't, the attacking forces will just get more numerous as you wait through the next objective. Defend the 3 Transports Until the Evacuation: This is mostly a losing battle, but you need to hold off the bad guys as they encroach on the base. The main objective is to take out the bad guys physically firing on the base, and those come out of the VACs. Move around the perimeter of the base in a counter-clockwise direction. That's the order the VACs drop. Pinpoint or Missile them to the ground, then use Pinpoints on anything they might have dropped previously. Keep firing and take out as many of the bigger tanks as you can. Eventually, the Transports will be away and you'll finish the mission. --- Bonuses: Rescue the Troops in under 90 Seconds: This is the basic situation of "put your foot down and don't stop for nothin'". Head directly for the outline of the outpost on the horizon and Pinpoint Laser all the bad guys there. When you run out, turn to the Missiles. Grab your guys and head like a rocket back to the base. All Convoy Transports Survive: If you concentrate, this part isn't that hard. Destroy as many VACs as you can before they can land. Look for all the red dots on the map. Red triangles are VACs, by the way, so you know when to head for them. Remember to use Pinpoints whenever you can and fire Missiles with abandon. Destroy At Least 10 Enemy Vehicle Transports: This should happen anyway if you're doing the mission right. Keep moving around the perimeter of the base and watch for the VACs. If you can help it, try to shoot them down before they land. A couple of seconds of Pinpoint Laser or that and a few Missiles should do the trick (on Padawan difficulty). MORE COMING SOON! ====================================== 6E. Raxus Prime - Scrap Yard Pursuit = ====================================== Overview: Masters Yoda and Windu send a task force led by Obi-Wan and Anakin to Raxus Prime to investigate Separatist activity. Upon landing, they scouted the area from the ground in Speeder Bikes. A patrol of STAPs spotted them, and is heading back to base. You must take control of Obi-Wan and hunt down the STAPs before they get away. --- Objectives: Primary: Prevent STAPs From Returning to Headquarters Secondary: Take Both Shortcuts Destroy All STAPs in less than 2 Minutes 20 Seconds Complete Misssion with 100 Percent Hull Strength --- Craft: Speeder Bike --- Enemies: STAP Raxus Turret --- Walkthrough: Prevent STAPs From Returning to Headquarters: A rather short mission. Don't forget the Y button for your Repulsor |
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