Star Wars: Battlefront Walkthrough :
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Walkthrough - Star Wars Battlefront FAQSTAR WARS: BATTLEFRONT (PlayStation 2) Version 2.4 By KindUndrTheMtn Copyright 2004-2005 by Tim Filla =============================================================================== TABLE OF CONTENTS 1. Introduction 2. Basic Gameplay and Controls 3. Units 3a. CIS 3b. Republic 3c. Empire 3d. Rebels 3e. NPC's (None-Player Characters) 3ea. Gungans 3eb. Royal Palace Guards 3ec. Wookies 3ed. Geonosians 3ee. Tusken Raiders 3ef. Sarlaac 3eg. Jawas 3eh. Ewoks 3ei. Jedi 4. Maps 4a. Clone Wars 4aa. Naboo: Plains 4ab. Naboo: Theed 4ac. Kashyyk: Islands 4ad. Geonosis: Spire 4ae. Kamino: Tipoca City 4af. Rhen Var: Harbor 4ag. Kashyyyk: Docks 4b. Galactic Civil War 4ba. Tatooine: Dune Sea 4bb. Tatooine: Mos Eisely 4bc. Rhen Var: Citadel 4bd. Yavin 4: Arena 4be. Yavin 4: Temple 4bf. Hoth: Echo Base 4bg. Bespin: Cloud City 4bh. Bespin: Platforms 4bi. Endor: Bunker 5. Galactic Conquest 5a. General Info 5b. The Birth of the Rebellion 5c. The Dark Side Rising 5d. Attack of the Clones 5e. Revenge of the Sith 5f. The Galactic Civil War 5g. A Galaxy Divided 5h. The Clone Wars 5i. The Balance of the Force 5j. Planet Order 6. Instant Action 7. Vehicles 7a. CIS 7b. Republic 7c. Empire 7d. Rebels 7e. All Faction Vehicles 7f. Turrets 7g. Creatures 8. Weapons 8a. CIS 8b. Republic 8c. Empire 8d. Rebels 9. Multiplayer 9a. Splitscreen 9b. Online 10. Cheats 11. FAQ 12. Strategies and Tips 13. Battlefront II Preview 14. Contact 15. Copyright 16. Version History and Plans 17. Thanks =============================================================================== 1. Introduction Well, here you are. My guide. Hope you enjoy it! This game is similar to the Battlefield games, except this is Star Wars, which in my opinion makes it better. This gives you diversity of units, each with special abilities, and maps which each have effective strategies. This guide was made mostly by me, but now, a good deal of it has been made by the readers. My Thanks section is growing very long! If you have any suggestions, questions, or comments, please see the Contact section. =============================================================================== 2. Basic Gameplay and Controls Here you will find the basic objectives and controls of the game. Basic Gameplay: The game's point in battle is to reduce your enemy's reinforcement count to 0. You can see the enemy's reinforcements at the top of the screen. There are two bars and numbers under them. The green bar and number is you, and the red bar and number is your enemy. When the green bar goes all the way down and the green number (that starts at either 200 or 250) is 0, you lose, and it will say "Defeat" on the screen. If the red bar and reinforcement number is all the way down, you see "Victory" across the screen. A commander will keep you updated verbally on your status, like saying "Our reinforcements are taking casualties" or "Victory is imminent!" and other phrases. The second and more difficult way of winning is holding all the command posts for about 20 seconds. Ok, let's clear up what reinforcements are and stuff. This is not stated in the game or any booklet or strategy guide, but visualize this: there is a star- ship overhead (which there is) and it has 200 men on it, and there are 200 men on the battlefield. The number of reinforcements represent the number on the star-ship. If one dies on the battlefield, one has to come down from the ship to a command post, and that means one less is on the ship. If there are no people on the ship for one side and there are on the other side, then victory is assured for the team that still has reinforcements. Let's also say that there are groups on the ship that are each assigned to a command post. If that command post is taken, they can't spawn, and die slowly. That's not really how it is in the game, but gives you a good perspective on how reinforcements work. So, in summary, to win the easiest way is to capture command posts. Your fellow soldiers will do this, but you have the power to lead attacks, and you are a whole lot smarter than your computer friends (I hope). You can use battle strategy and good combat skills. If you try to win just by killing and not capturing command posts, then most likely you will lose, unless you are depriving the enemy of taking main battle routes or holding them at one command post while your allies take other ones easily. Controls: D-pad: Commands Up: Move out. Right: Follow me. Down: Hold your position. Left: At ease. Left analog stick: Move/strafe Right analog stick: Aim X: Jump Square: Reload Triangle: Get in vehicle Circle: Tap once to crouch, tap twice to lay prone R1: Fire basic weapon R2: Change basic weapon R3: Zoom L1: Fire secondary weapon L2: Change secondary weapon L3: None Aircraft Controls: D-pad: Commands Up: None Right: Pile in Down: None Left: Move out Left Analog Stick: Navigate Right analog stick: Aim X: Take off/Land Square: None Triangle: Get out/get in Circle: None R1: Fire Basic Weapon R2: Switch Position R3: None L1: Fire Secondary Weapons L2: None L3: None Vehicle Controls: D-pad: Commands Up: None Right: Pile in Down: None Left: Move out Left Analog Stick: Navigate/Strafe Right Analog Stick: Aim X: None Square: None Triangle: Get out/get in Circle: None R1: Fire R2: Switch positions R3: Zoom L1: Fire Secondary Weapon L2: None L3: None ------------------------------------------------------------------------------- Obbreviations I use: MAV: Medium assault vehicle (i.e. AT-ST) HWU: Heavy weapons unit (i.e. ARC Trooper) TS: Transport ship (i.e. Republic Gunship) SV: Scout Vehicle (i.e. Speeder bike) NPC: Non-player character (i.e. Tusken Raider) =============================================================================== 3. Units Each unit will help you do something different, like snipe people or blow up vehicles. Units rated on a 1 to 10 scale, 10 being the highest. ------------------------------------------------------------------------------- 3a. CIS Units: Battle Droid Basic Weapons: Blaster Rifle, Blaster Pistol Secondary Weapons: Thermal Detonator, Concussion Grenade Class: Soldier Usefulness: 8 When to use: When you want to kill a lot of soldiers These guys are only found on Naboo: Plains and on Naboo: Theed in Historical Campaigns. Super Battle Droid Basic Weapons: Wrist Blaster, Tri Shot Secondary Weapons: Wrist Launcher Class: Soldier Usefulness: 9 When to use: Anytime These are good. They can rapidly deplete forces with there Wrist Blaster, and can destroy stuff with the Wrist Launcher. Assault Droid Basic Weapons: Missile Launcher, Blaster Pistol Secondary Weapons: Thermal Detonators, Mines Class: Heavy-Weapons Usefulness: 8 When to use: To destroy vehicles Assault droids are basically used to destroy vehicles with their missle launcher and to set traps with the mines. Pilot Droid Basic Weapons: Grenade Launcher, Blaster Pistol Secondary Weapons: Fusioncutter, Health/Ammo Dispenser Class: Pilot Usefulness: 8 When to use: To destroy large groups and repair vehicles and build turrets You will want to use these guys when you have a lot of vehicles. They can also build turrets. Assassin Droid Basic Weapons: Sniper Rifle, Blaster Pistol Secondary Weapons: Thermal Detonators, Recon Droids Class: Sniper Usefulness: 8 When to use: In places where you can see long distances and to scout enemy territories The Assassin droid is a sniper, so put them either a long distance away from enemies or on a highly elevated spot. Use the recon droids to quickly move into enemy territories. Droideka Basic Weapons: Repeating Blasters Secondary Weapons: Personal Shield Class: None Usefulness: 9 When to use: When you have to kill A LOT of soldiers These units are feared by enemies and loved by allies. They can destroy dozens of troops without taking damage. You might think: "These are way to slow!" and they are. But press triangle to go into roll form, where you can roll anywhere. NOTE: cannot use vehicles/turrets ------------------------------------------------------------------------------- 3b. Republic Units: Clone Trooper Basic Weapons: Blaster Rifle, Blaster Pistol Secondary Weapons: EMP Grenade, Concussion Grenade Class: Soldier Usefulness: 8 When to use: To destroy troops These are your basic soldier units. They're the same thing as Battle droids, except they're clones. ARC Trooper Basic Weapons: Missile Launcher, Blaster Pistol Secondary Weapons: EMP Grenade, Mine Class: Heavy-Weapons Class Usefulness: 8 When to use: To destroy vehicles ARC (Advanced Recon Commando) troopers, are the vehicle-destroying units of the Republic. I think they look the coolest of all the clones... Clone Pilot Basic Weapons: Plasma Disrupter, Blaster Pistol Secondary Weapons: Fusion Cutter, Health/Ammo Dispenser Class: Pilot Usefulness: 7.5 When to use: To repair vehicles and kill tightly grouped enemies Clone Pilots are a little different than the Pilot Droids. They can shoot out plasma plasts, which are electrical beams. Hold down the trigger for maximum damage. Clone Sharpshooter Basic Weapons: Sniper Rifle, Blaster Pistol Secondary Weapons: EMP Grenade, Recon Droid Class: Sniper Usefulness: 8 When to use: Elevated spots and to scout Clone Sharpshooters are your basic snipers. Not much different than the Assassin Droid. Jet Trooper Basic Weapons: Pulse Launcher, Commando Pistol Secondary Weapons: EMP Grenade Class: None Usefulness: 9 When to use: To reach far away spots and destroy droideka shields Jet Troopers take jumping to a whole new level. Press X twice to use your jetpack, which can let you stay in the air for long periods of time. ------------------------------------------------------------------------------- 3c. Imperial Units: Stormtrooper Basic Weapons: Blaster Rifle, Blaster Pistol Secondary Weapons: Thermal Detonator, Concussion Grenade Class: Soldier Usefulness: 8 When to use: To destroy several enemies Stormtrooper are again your basic soldiers. Nothing much. Shocktrooper Basic Weapons: Missile Launcher, Blaster Pistol Secondary Weapons: Thermal Detonators, Mines Class: Heavy-Weapons Usefulness: 8 When to use: To destroy vehicles The shocktrooper is another assault unit, use them to destroy vehicles, turrets, and special buildings. Imperial Pilot Basic Weapons: Mortar Launcher, Blaster Pistol Secondary Weapons: Fusioncutter, health/ammo dispenser Class: Pilot Usefulness: 7 When to use: To repair vehicles and destroy groups Use to repair vehicles and launch little grenades on enemies. Scout Trooper Basic Weapons: Sniper Rifle, Blaster Pistol Secondary Weapons: Thermal Detonator, Recon Droid Class: Sniper Usefulness: 8 When to use: To snipe and to scout Basic sniper units. Dark Trooper Basic Weapons: Blast Cannon, Blaster Pistol Secondary Weapons: Thermal Detonator Class: None Usefulness: 9 When to use: To suprise enemies and close combat Dark Troopers are like Jet Trooopers, except their jetpacks go faster and wear out quicker. And they have shotguns. ------------------------------------------------------------------------------- 3d. Rebel Units: Rebel Soldier Basic Weapons: Blaster Rifle, Blaster Pistol Secondary Weapons: Thermal Detonators, Concussion Grenade Class: Soldier Usefulness: 8 When to use: To deplete enemies Rebel soldiers are, again, soldiers. They have no armor, but have more will than any other soldier class. Rebel Vanguard Basic Weapons: Missle Launcher, Blaster Pistol Secondary Weapons: Thermal Detonator, Mine Class: Heavy-Weapons Usefulness: 7 When to use: To destroy vehicles and set traps Vanguards are efficient at destroying the Imperial walkers. Useful on Hoth and on Yavin 4: Temple, and on Endor: Bunker. Rebel Pilot Basic Weapons: Blaster Cannon, Blaster Pistol Secondary Weapons: Fusioncutter, health/ammo dispenser Class: Pilot Usefulness: 8 When to use: To repair vehicles and close combat Rebel Pilots carry shotguns, making them efficient at close combat and at repairing vehicles. Rebel Marksman Basic Weapons: Sniper Rifle, Blaster Pistol Secondary Weapons: Thermal Detonator, Recon Droid Class: Sniper Usefulness: 8 When to use: To snipe and to scout Rebel Marksmen are your snipers, and I think they're the only female units in the game, if they are females (I'm not sure). Wookie Smuggler Basic Weapons: Bowcaster, Grenade Launcher Secondary Weapons: Time Bomb Class: None Usefulness: 8 When to use: To sneak past groups of enemies These are the only playable Wookies in the game. They can take more damage than any other unit. ------------------------------------------------------------------------------- 3e. NPC's (Non-player characters) There are a few units that you can't play as. They will appear yellow on the map. They only appear in historical campaigns (except Tusken Raiders and the Sarlaac). 3ea. Gungans Weapon: Boomers Classes: One (no name) Toughness: 7 Map: Naboo: Plains Alliance: Republic You will want to watch out for their boomers. They are kind of like grenades that burst into electricity when they throw them. In groups, they destroy the AATs easily. 3eb. Royal Palace Guards Weapon: Blaster Rifle, missile launcher, fusion cutter, etc. Classes: Three: Soldiers, pilots, heavy-weapons Toughness: 8 Map: Naboo: Theed Alliance: Republic These guys are about normal fighting skills, they aren't anything special. 3ec. Wookies Weapon: Bowcasters, missile launchers, fusioncutters Classes: Soldiers, heavy weapons, pilots Toughness: 8 Map: Kashyyyk: Islands, Kashyyyk, Docks Alliance: Rebels/Republic You are probably going to say, "You can play as these!" but you can't. The Wookie Smugglers are a little bit different from the regular Wookies. 3ed. Geonosians Weapon: Sonic Blaster Classes: One (no name) Toughness: 7 Map: Geonosis: Spire Alliance: CIS These ones have very weak weapons. The sonic blaster barely does any damage. They are not to be feared. They can move fast, so try to shoot them on the ground. 3ee. Tusken Raiders Weapon: Blaster Rifle, Sniper Rifle Classes: Two, Soldiers and Snipers Toughness: 8.5 Map: Tatooine: Dune Sea Alliance: None These are tough. Do not underestimate them. They will strike both sides, so basically there are three enemies on the Dune Sea. You do not need to kill all Tusken Raiders to win, though. 3ef. Sarlaac Weapon: Tentacles Classes: One (only one appears) Toughness: Unbeatable Map: Tatooine: Dune Sea Alliance: None The Sarlaac is an invulnerable doom thing, that will destroy everything that comes near it. Stay away from it. It is unbeatable and a problem. 3eg. Jawas Weapon: Fusioncutter Classes: One: Repairers Toughness: Not warriors Map: Tatooine: Mos Eisley Alliance: Both Jawas go around constructing turrets and repairing vehicles. Don't kill them unless they help the enemy. Every kill of one of these counts as a minus. 3eh. Ewoks Weapon: Spears and rocks Classes: One (no name) Toughness: 6 Map: Endor: Bunker Alliance: Rebels These guys are hard to see, so don't be a stormtrooper and walk into one as he stabs you. 3ei. Jedi Weapon: Lightsaber Classes: Count Dooku, Mace Windu, Darth Vader, Luke Skywalker Toughness: 10 Map: Count Dooku: Kashyyk Islands, Mace Windu: Geonosis Spire, Darth Vader: Tatooine Mos Eisley, Luke Skywalker: Hoth Echo Base Alliance: Count Dooku: CIS, Mace Windu: Republic, Darth Vader: Empire, Luke Skywalker: Rebels Steer clear of these guys. They will deflect your bullets, and kill you with one slash of their lightsaber. Killing Strategy: Draw them toward the edge of a drop that will kill you, shoot a missile right next to the Jedi, and he will fly up, and plunge into the pit, killing him. He will respawn. Best levels to kill on: Bespin: Platforms, Rhen Var: Citadel, Kamino: Tipoca City Second Killing Strategy: Run over with a speeder bike (or push him around with a vehicle). Third Killing Strategy: Make them chase you, then turn around and run back- wards. Then shoot at his feet. Fourth Killing Strategy: Use grenades, and throw them at the feet of the Jedi, and down they go! Much like the first one, just use grenades. Fifth Killing Strategy: Land a starfighter on him. Sixth Killing Strategy: Step on him with an AT-AT (this one is kind of hard). Seventh Killing Strategy: (Only for Tatooine: Dune Sea) In a vehicle, push him into the Sarlaac pit or make him chase you to the Sarlaac. ------------------------------------------------------------------------------- Still having problems with the units, or don't know when to use one? Go to Tutorials on the main menu, and there will be intros to all the unit classes, vehicles, and the ones you get at the start of Historical Campaigns, and the one you get at the start of Galactic Conquest. =============================================================================== 4. Maps Here we are, the main walkthrough. Scale: Easy, Average, Moderate, Hard. ------------------------------------------------------------------------------- 4a. Clone Wars 4aa. Naboo: Plains Default Player: CIS Difficulty: Easy Command Posts: The Redoubt, The Command, The Center, The Pillars, The Heads Key Command Post: Center Recommended Unit: CIS: Any Republic: Any Rebels: Any Empire: Any MULTI-FACTION WALKTHROUGH This level's historical campaign appearance is simple. The Gungans will throw their boomers at you. This can be challenging, because it's like dozens of EMP grenades everywhere, but are easy to kill and have no guns except for their turrets and your AATs will lay waist to them. Spawn at the command post with the vehicles. If you have the option, take the starfighters and demolish the enemy vehicles. If not, grab a speeder/STAP or if you want a tank or walker and head to the Center. Bad name. Be creative, LucasArts! Take that command post, and then you have to drive back the enemy so that command post isn't under attack, though it probably will throughout the course of the battle. If one of your command posts fall, take it during your spare time. If you are in historical campaign, your next job is to get the shield down. Just take down one fambaa (or however they're spelled) and the shield will go down and your legion of troops will attack that, leading to the Gungand defeat. Your ally tanks will shoot the shield if it's up just like in the movie (except they won't realize that they're not doing anything) until the shield is down. Some- times they will go in, but usually it's you and your ground troops. If you are on the ground, it's hard to last long inside the shields, due to the boomers and turrets. If you're in a tank it's also hard to last, though you will live considerably longer. Now, if your not in historical campaigns, your going to want to launch an attack on their vehicle spawning command post, though it's usually very will guarded with vehicles and a lot of troops and turrets. If you capture one of the lesser command posts as the Republic, a huge group of Gungans will spawn at once. I really don't like the Gungans, because they all sound EXACTLY like Jar-Jar (I have nothing against Jar-Jar, but a dozen Jar-Jars is enough to drive you INSANE). They also think they are going to die, which is mostly true, but hearing about it OVER AND OVER is quite annoying. ------------------------------------------------------------------------------- 4ab. Naboo: Theed Default Player: CIS Difficulty: Easy Command Posts: The Office, The Palace, The Guard, The Embassy, The Rotunda, The Plaza Key Command Post: Palace/Rotunda Recommended Unit: CIS: Super Battle Droid/Battle Droid Republic: Clone Trooper Rebels: Rebel Soldier Empire: Stormtrooper MULTI-FACTION WALKTHROUGH If you have the Palace to start out with, spawn as a heavy-weapons unit and place a mine at each entrance. If you have the Rotunda, put a mine on each bridge. Get in a tank (if there are any left) and go to the place with a path to the side command posts and one to the Palace and another to the Rotunda, although that one is blocked off by pillars and then stairs, making it impossible to drive a vechicle through there (unless they were a scout vehicle, which you don't get here. There you should find reasonable competition between the many, many soldiers and the tanks. The Palace is usually under battle, so if you don't have it, take it with your tank, and if you do have, DO NOT let it fall into enemy hands. You have enough allies and enough turrets to drive back the foes. It's also mildly difficult, but you have some cover in case you get killed, and since there is so much battle, the dead usually drop off health and ammo. A wise choice would be to capture a side command post to give you a good staging point for an attack on the big one (Palace or Rotunda). If you have the Palace to begin with, you are in a slight advantage, because for some reason the Rotunda is very easy to get if you already have one of their side command posts, which are also easy to get if you have tank at your disposal. The Royal Guards are your enemies if you are playing in Historical Campaigns. They are, in my opinion, easier than clones, because of their tanks. The pilots (not the unit pilot; the ship's driver) in the clone tanks are not exposed, only the main gunner. In the Gian Speeders (also only in Historical Campaigns) the pilot and the main gunner are vulnerable, so when the Gian Speeder is fighting an AAT you can sneak up and shoot the two drivers, disabling the vehicle. Combat is always fierce on this level, so soldiers are a wise choice. ------------------------------------------------------------------------------- 4ac. Kashyyyk: Islands Default Player: CIS Difficulty: Average Command Posts: West Harbor, East Harbor, North Village, Village Center, South Village, Landing Zone Key Command Post: North Village/Landing Zone Recommended Unit: CIS: Super Battle Droid Republic: Clone Trooper Rebels: Rebel Soldier Empire: Stormtrooper INTRODUCTION Kashyyyk: Islands is my least favorite of the two Kashyyyk levels. It is fairly simple in Historical Campaign, but the Wookies do have a lot of health. Spawn as any unit (preferably a soldier) and get to the starfighter, not a transport ship or bomber. They are slow and are torn through by the star- fighters. This way, you can tear through the enemy's bombers or transports. This will not work in Historical Campaigns because the Wookies do not have vehicles of their own. Taking the skies is not difficult unless it is on multiplayer, because it is two on two always in the skies, and a regular dog- fight. On the ground, a good strategy is needed. ALTERNATE FACTION WALKTHROUGH Empire/CIS: The Landing zone is not a good place for ground units to spawn, but gives you an excellent place far away for your ships to spawn in peace without battle raging around them. This is, however, a good spawning point for snipers , as they can shoot across the valley to the South Village. A better Empire/ CIS spawning place would be one of the northern harbors. The West Harbor is on an island of its own and a straight divides you from the Village Center, which is the main command post for your enemies. Snipers can pick off enemies in the Village Center, but be prepared to fight other snipers going for both you and the infantry crossing the dock or fording the water below you in the valley. As a soldier, you can try to avoid snipers and get the big advantage of the Village Center. Watch out for enemies around the buildings, and reinforcements from the South and North Villages. Droidekas are simply devastating on this level. Get the droidekas in the village, and the defenders will give way and lose to you. Republic/Rebels: This level is a lot more difficult for the forces of good. Your ships spawn in the middle of battle. You are also surrounded. You can try to risk to gather a lot of men in some ship and strike at the Landing Zone, which allows them to have no ships and no more waves coming from the south. With the ships you gained there, you can start destroying the ground units that are fighting against your men at the Villages. The Republic Gunships are esp- ecially good at that. The Rebels have it the hardest on this level, because one going for the Landing Zone will have to do either alone or with one other ally. The Republic can use a gunship to take it and have a strike team, which will probably win. In the village, you have to use all your droideka-killing skills and your keen eyes to take them down. Droidekas are hard to see, until their shields are up, and when that happens your most likely dead, or you have to take cover while droids rush in on your command posts. A Jet Trooper is good on this level, because he can easily dispatch droidekas and can fly over and shoot attacking droids. If the Landing Zone is in your hands, they will have less reinforcements, but there will be more attackers in the north, which may weaken your defenses and might even allow the villages to fall. You need to keep and eye on your map to see if any enemies have snuck past you. Try to not bring battle here in Galactic Conquest until you've secured Rhen Var. Even risking orbital censors to be used here is a bad choice. ------------------------------------------------------------------------------- 4ad. Geonosis: Spire Default Player: Republic Difficulty: Moderate Command Posts: Techno Union Ships 1, 2, 3, Spire, West Bunker, East Bunker, Derelict, Assembly Area Key Command Post: Derelict/Techno Union Ships Recommended Unit: Republic: Clone Trooper or Pilot CIS: Droideka INTRODUCTION Geonosis is a long and complicated level. In Historical Campaign, it intro- duces you to the Clone Army. There is no way of giving a good walkthrough of the level without dividing it into two parts, so that's what I'll do. ALTERNATE FACTION WALKTHROUGH Republic: First things first: get in a Gunship. Load up on allies. Gunships are virtually indestructable on this level. The only thing that can possibly take them down are the Geonosian Starfighters. Go on the west side of the Spire and take down the Hailfire Droid and Spider Walker, and if you want get out and take the command post. This clears a path for your AT-TE allies. I advise you not to get in an AT-TE on this level. They move slow and everyone concentrates on killing them, so they go down fast. Anyway, get back in your gunship and go as high as you possibly can, so your almost eye-level with the tip of the Spire. Shoot down on the Techno Union Ships, using your guns and missiles. If you run out of missiles, go back to the Derelict and refill your ammo. Then head back and finish up the dirty work. Once that's done, your probably going to want to return to the Derelict and exit your ship. Then fend off the enemies from the Derelict (and there will be enemies nearby). Once you've secured the area, proceed north to the Spire. The Spire is easy to get up to, because the defenses are weak there because they all attack the Derelict and such. Once the Spire is taken, their forces will start to crumble at a good rate. Hopefully by now they only have one command post, two tops, and that one should be one of the bunkers. Those are easy to take but hard to keep. They aren't necessary to win the battle, but stop the CIS's hailfire droids and spire walkers from spawning, and gives you an excellent staging point to attack the Spire. Without the Spire and the Techno Union Ships, the CIS is doomed. CIS: The separtists have it harder on this level, because in the movie they lose. First things first: spawn at the Spire and hop in a Geonosian star- fighter. Take down both gunships (preferably before they take off) and start attacking the Assembly Area. With that down there won't be any more gunships, which are one of the two big threats to the precious Techno Union Ships. If you see an AT-TE reach one of the bunkers, go and take it down with your star- fighter. The reason for this little ship your in is the doom of the AT-TE threats. The Assembly Area takes a long time to destroy, and unfortunately can't be taken. Keep your eye on the map for units advancing to your front to the north, and if any command posts are captured go and get 'em, although there is a possibility of losing your starfighter. You should have a warning on the state of the Spire, because it takes a long time to capture and hopefully you will see it blinking before its too late. Another good way to destroy the AT- TEs is the Hailfire Droid, which has missiles equipped for just the purpose. The Spider Walker can be effective too, because of the powerful beam shot out of it. The Derelict should be captured by you, too. Land your starfighter right up next to it, and go in. Defending yourself should be simple in there, because there is only one way attackers come in, except the tiny space they can crouch and go through, but unless you're in multiplayer odds are this won't happen. ------------------------------------------------------------------------------- 4ae. Kamino: Tipoca City Default Player: Republic Difficulty: Moderate Command Posts: Cloning Center, Beta 2, Beta 1, Beta 3, Alpha 1, Alpha 2, Alpha 3 Key Command Post: Cloning Center Recommended Unit: Republic: Jet Trooper CIS: Any (Droideka) MULTI-FACTION WALKTHROUGH Kamino does not work on my disc. I haven't played it since I went over to my friends house a while ago. Oh well. The first few minutes is scurrying around getting command posts for both factions. It is easier for the CIS because they are a lot closer to everything. The main goal for both factions: secure the Cloning Center. That means defending it as the Republic and getting it as the CIS. It will spell doom for the Republic if it is in the CIS hands, and is quite hard to capture back as the Republic, because of: droidekas. I hate droidekas. The battle outside is mostly battles on the bridges between command posts. It's hard if you are the Republic and encounter droidekas, but for the CIS its not that hard and if there are no droidekas its not that hard. The best thing to do as the CIS is try to get the Cloning Center and keep it, then try to take all the command posts possible. The Republic should take all possible command posts and defend the Cloning Facility. Simple. The Jet Trooper is good at flying from command post to command post, avoiding the tur- moil at the bridge. The Droideka can easily secure the bridges and allow his allies to proceed. Turrets should be manned by the defenders of a command post because they are useless to attack and very helpful to defend. In this battle it is hard to sneak up on enemies because there are a few routes you can go by. This makes defenders have to watch only one or two positions with turrets or on the ground. The Cloning Center, though, has several bridges coming to it, making it a little harder to defend. But the main room only has three hallways to watch, so that makes it easier. Also, it is heavy so that you have more warning about enemies trying to approach. ------------------------------------------------------------------------------- 4af. Rhen Var: Harbor Default Player: Republic Difficulty: Moderate Command Posts: Western LZ, Ice Caves, Lighthouse, Citadel, Fortress, AT-TE/AT- AT Key Command Post: Lighthouse Recommended Unit: Republic: ARC Trooper/Pilot CIS: Assault Droid Empire: Shock Trooper/Pilot Rebels: Vanguard ALTERNATE UNIT AND FACTION WALKTHROUGH Republic/Empire Soldier: The soldier's main job is to secure the area for the passing of your walker. The first thing that should be done is spawning at the Ice Caves. The Ice Caves will normally have an on going battle at the end of it, and unless you are the Empire, avoid this. The Empire can probably take down the enemies, but the Republic has it harder because of those dang droidekas. If you are the Republic, get out of the caves and pray that there is still a MAV at the Western LZ. If there is, lucky you! You can either escort the walker or ride up to the Lighthouse. If you survive out of the Ice Caves, go to the Light- house. Another but longer way is to spawn at the walker and either walk or ride to the Lighthouse, or wait until a MAV comes and get in that. Either way, get to the Lighthouse. Once you're there, do the obvious and capture it. Now go up on the deck that is to the right of the stairs heading to the Ice Caves, if you are looking at the Ice Caves from the Lighthouse. If they have con- structed turrets there, take them down. Then head to the stairs that lead to the frozen lake where the walker should be on. Take down that turret. That takes care of the left flank of the walker. Now either man a turret or head over to the Fortress. Either way take down that turret sitting out on the front porch. If you are in a turret shoot down the MAVs coming in to attack the walker. If you are at the Fortress, take that command post, but watch out there are many places to hide there. One that is taken, go up the front right stairs if you are facing the Lighthouse. Up those stairs is another walker threat, a turret. Take that down, and the walker should be turret free, except for the Citadel's turrets which are clearly visible and in range of the walker and can be taken down by it. Finish up by taking the Citadel. Take any lost command posts. Pilot: The pilot's job on this level is manning the vehicles (how unexpected). the recommended thing to do is man the walker. Simple and easy. An AT-AT (if properly manned) can survive the whole battle and get at least sixty kills. It's harder in an AT-TE because of the AATs which are stronger and the fact that the AT-TEs are weaker than the AT-AT. Either way, that is the easier choice. Another choice would be to man a MAV at the Western LZ and escort the walker. Finally, you can go and take the Lighthouse (which is harder as a Pilot) and construct those turrets. You can also go around repairing vehicles and dispensing health to the soldiers and snipers fighting the brutal war in the large courtyard. Heavy Weapons Unit (HWU): You're job is like normal; take down vehicles and secure the areas with mines. Spawn at the Western LZ, and put a mine on one of the MAVs and a few at the entrance to the Ice Caves. Now go and refill your ammo and get to the the courtyard somehow. Once you're their, you need to take the Lighthouse, although it may be difficult. Once you've done that, you mine up the stairs leading to it, the exit of the courtyard in front of the walker, or the exit of the Ice Caves. Now sit back and blow the crap out of the enemy MAVs. You may die a few times because the MAVs will pick you off if they see you, so continously relocate. Sniper: The sniper class has a few oppurtunities. There is the Lighthouse oppurtunity, in which you take the Lighthouse and lay prone in front of the stairs leading into the main courtyard. Fire into that, and you should always have enemies to fight. A more difficult idea is capturing the citadel, but it most likely wouldn't work for a few reasons: 1) snipers are not equipped for capturing command posts, 2) that area seems to be a Jedi haven, 3) it's a heavy command post. But if by a miracle you can take it, you can stop a lot of enemy vehicles from spawning and you have a sniper oppurtunity that you can either shoot to the Fortress or to the courtyard, or pick off enemies that are behind or under your walker. A way to clear out the Citadel is the simplicity of the recon droid. Jet and Dark Trooper: The Jet Trooper here has an interesting secret (sent in by DarthWaffle7). Start at the Western LZ. Jet up on top of the entryway to the Ice Caves. Then make your way through the few pathes that there are for a longtime (the jetpack is useless) Eventually you'll make it to the top. You can see everything from up there. If you attempt to jump, you will slide, per- haps down the mountain. If you simply walk off the edge, you will fall and die. If you jump off, you'll slide down, take no damage, and wind up in some random point on the map. Ok, back to the main strategy. The Jet Trooper should spawn at the walker. Jet to the Lighthouse. Use your pistol to dispatch normal foes and EMP launcher for droidekas and groups, and as the Dark Trooper use your shotgun for everything. The Lighthouse should not be hard to take. Once that's finished, jetpack over to the Fortress. It may take a few tries to take the Fortress. After that, fly over to the Citadel. The Citadel is normally taken in the last minute or two of the battle. It is kind of hard to take because it is heavy and enemies are always behind the pillars. Rebels/CIS Soldiers: The main rule for soldiers here: do not get massacred by the walker. A soldier may want to man a vehicle. If you want to do this, see the Pilot section for details. Your units will normally take the Lighthouse, so do not bother with it unless it is taken by the enemy. A load of troopers will come out of the Ice Caves. You may have some fun up there (droidekas especially). The Ice Caves is not a hard command post to take. You may die once or twice, but if you clear out the entryway, your home free. Once that's done, you should first check to see if you have all your command post (the walker can clear the way for a lot of enemies) and if not, go get 'em! If you have them all, proceed to the Western LZ, the daddy of all enemy command posts. The exit of the Caves is full of brutal warfare if you control the Ice Caves, because that's where your allies will go. If you manage to liberate enough enemies to have peace, destroy the guarenteed mines in front. There will always be mines unless you are fairly early in the battle in doing this. It will take a few lives usually to capture the Western LZ, if you do it at all. Go back and get any lost command posts. See the Republic/Empire strategies to capture them. Pilots: The Pilot NEEDS to man a vehicle. In truth, you are kind of advantaged if you are the Rebels. Go behind the beast and fire away, the only thing that can hit you are the vehicle and missile launcher equipped escorts. The easiest thing you can do the whole time is to continously take down the walker the whole battle, keeping the thing away from the main courtyard. You could go to the Western LZ and have a vehicle assault there. It is easy, even for one vehicle. Just blast everything and make sure the turret is down, then head in. The Pilot has a simple strategy, but a hard one to execute. HWU: You know what to do already. Get the Lighthouse and blast the crap out of every enemy vehicle without getting hit. Or place mines on the vehicle and ride through enemies without getting hit. Enough said. Sniper: The sniper should just go to any command post and snipe. It's your job and you should do it. There aren't any battle strategies you should use, just get 'em at the Ice Caves and coming to the courtyard. Don't get hit by the enemy walker. Droideka: The droideka should go to the Ice Caves and blast all crap that comes out. The walker can spot you easily, so watch out for that. Do not try to threaten the escorts of the walker. It ain't gonna work. The only other thing to do is to guard a command post, but that's boring. Wookie: Get in a vehicle and run under the AT-AT (after destroying all escorts) and plant time bombs on the legs, then run! Otherwise, do what a soldier does. ------------------------------------------------------------------------------- 4ag. Kashyyyk: Docks Default Player: Republic Difficulty: Moderate Command Posts: City Hall, Pier One, Pier Two, Dock One, Dock Two, Beachhead, Landing Key Command Post: Landing MULTI-FACTION WALKTHROUGH This level, Rhen Var: Citadel, and Tatooine: Dune Sea all compete for my favorite level. This level has sparse ground fighting, but good vehicle-to-man or vehicle-to-turret fighting. This will give you a great oppurtunity to use your missile launcher and your sniper skills. The best place to start for the Empire/CIS is their main command post, the Beachhead. Take a scouting vehicle to the Landing (do not use a droideka, they will drown unless you want to scoot all the way there. This is a great advantage to the Republic). Once you are there, your enemies may have already captured it, but most likely they haven't. The fighting is easy there, but watch for snipers. If you see a shot from a sniper rifle, take cover in the logs further up on the beach. They don't give you the greatest cover, but they will have to suffice unless you want to die. Recon droids are more popular units of war here. They are used a lot due to the mass amounts of snipers. To be a sniper, see the alternate strategy. The Republic and Rebels best bet is to either be a soldier or heavy- weapons unit. The heavy-weapons unit should not challenge their medium assault vehicles head on at the beach, but should use the convienent Wookie-made plat- forms. Go as close to the Beachhead as you can without falling, and stand within a short walking distance to an ammo droid. Here you can fire away at the MAVs. A soldier should spawn at City Hall and go straight to the Landing, or spawn at one of the Piers and walk down the bridges. Anyway, go to the Landing. The logs that are used as sniper's cover is better used for cover from a vehicle. The fighting is not difficult at the Landing, but constant. Some enemies will blend in well with the water, and will flank you from three sides. You could attempt to take one of the Docks, and that is not easy and not hard. You just have to have a good weapon for rapid dispatch. Once there, turn around and watch for spawning enemies and enemies coming up from the stairs. On this level you really have a free will, because of the various tasks of each unit. Every unit here has a separate task. Soldiers is the dirty ground fighting, pilots man vehicles (or supply soldiers with health), HWUs take out the vehicles (or else do nothing), snipers are always having fun ;) and special units use their abilities (except droidekas. They are disad- vantaged here). Alternate strategy (from Adurbin 09): This level is also my favorite in the game for any side you chose. Appear at Pier 1 or 2. Be a sniper (note: the overall technique has nothing to do with sniping). Run along the tops towards that weird hut looking thing. Throw detonators down near the docks to slow the enemy. When you get to the ammo and healing droids, stop by them and look at the other pier. Now send a recon droid of the edge and it should land on the dock. call an air Strike in the middle of the enemies and wait for them to blow. If you want to call another immediately after go ahead. As long as the ammo droid lives, you have unlimited air strikes. If you are at the point where they only have eight reinforcements stop and just snipe them.(note: You can shoot enemies with the recon droid. this gives you a chance to get a tremendous amount of head shots and will lose their lives so some snipers can actually go through that level without dying and possibly shooting the rifle). ------------------------------------------------------------------------------- 4b. Galactic Civil War 4ba. Tatooine: Dune Sea Default Player: Empire Difficulty: Easy Command Posts: Bluff, Homestead, Tusken Camp, Cistern, Sandcrawler, Dune Sea Key Command Post: None SEPARATE FACTION WALKTHROUGH Empire/Republic: Start out at the Sandcrawler, and grab a speeder. Zoom over to the Homestead, under that big arch. Then jump off the speeder at the top of the Homestead. Run down into the Homestead, and stand by the health droid, and kill the attackers until you have captured it. This should drive the Rebels from this area, and bring in some troops and a vehicle. Then, the Rebels will flock in from the Bluff. You should get in an vehicle, but be prepared for a ton of missiles and concussion grenades. You might encounter a combat landspeeder. Hold back the foes, and once you got that in control, jump out and slowly take the command post. Then, they might have taken the Sandcrawler or retaken the Homestead. You can take those back if you want, but if you have got the Bluff, you should be close to winning. If there's nothing to do, or taking the Bluff is too hard, get in a medium assault vehicle and head up to the Tusken Camp. Then, massacre the tuskens! This is an easy way to get a lot of kills with no resistance; the tuskens have no grenades or missile launchers, only blaster and sniper rifles. And, there is always action at the Cistern. For Snipers: get in a starfighter, and land on one of the stone pillar things. Then, snipe away! The only danger you might have is if enemy starfighters destroy yours, and your stuck. The only way to get down is if you jump off and land in a vehicle. Rebels/CIS: Ok, start out at the Bluff. Get a medium assault vehicle and get a copilot. Siege the Dune Sea or Sandcrawler, but be prepared for medium assault power. Take them down, but it may be difficult. The Dune Sea is VERY hard to get, because you are surrounded by turrets and vehicles when you try to take it, and seemingly endless troops spawn there. The Sandcrawler is easier, but you have no cover, so being a soldier could help here. The enemy has a knack for taking the Homestead, because it is extremely simple to take, read the guide above this one. If you are frustrated or bored, there is always the three-way clash at the Cistern, or some starcraft to battle. The Empire and Republic have unit disadvantages, because the CIS has the almighty droidekas, and the Rebel Pilots seem very tough, but on this level, you're sort of wandering, searching for a fight. ------------------------------------------------------------------------------- 4bb. Tatooine: Mos Eisely Default Player: Empire Difficulty: Easy Command Posts: Market, Shops, Hangar, Cantina, Warehouse, Housing Key Command Post: Shops/Hangar MULTI-FACTION WALKTHROUGH Start out at either the Shops or Housing. Then go to either the Shops or Housing. Jetpack units help, because you can get there faster (duh). Once you're there, take it. To take the Shops, you're going to run past an inter- section that 9 times out of 10 has soldiers coming up it. I suggest strafing past it, firing some shots, and leave the people following you to take care of it. Then run until you get to a short wall connecting two buildings, then jump over this, then go to the next wall, where the Shops should be. There should be a bunch of enemies in there, but as long as you are on this side of the wall, they can't get you (I think). And you can't get them. When you're ready, jump over. If you are the Empire, take out Pilots first, because in this tight little area shotguns are lethal. If you are the Republic, take out the droidekas (if any) and then the Super Battle Droids. Then wipe out the rest, and stand by the health droid (if it's still alive) until you get the command post. To get the Housing, you're probably not want to go down to go down the road that leads straight to them from the Shops. There is a lot of battle there, and a turret defending the Housing. Go around, but not from the Cantina past the Warehouse and Market, but the other way, past the Hangar. Weave through the buildings, and get on top and jump from rooftop to rooftop if you can, then get to the Housing secretly, and kill all who are near. Then finish up by either getting the Hangar or Warehouse (or Market). The Hangar is tricky, because you either need to get in through the well-guarded battle- field of the front, or the open doorway to the back. The open doorway has two turrets by it, which aren't usually armed, but as the Clones, there might be an AAT. I suggest not going in an entrance, but spawning as a Jetpack unit, then going up the top. You're not going to make it up in one trip, but when you're at the roof, just clean out the sail barge, then jetpack onto the barge, empty out the ground troops either with you're primary weapon or a turret, then |
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Another Star Wars: Battlefront Walkthrough :
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