Walkthrough by SPV999
Star Wars: Battlefront II on SuperCheats.com
                             Star Wars Battlefront II 
                                        PS2


Table of contents
1.- Units
  1.1. Republic
    1.1.1 Clone Trooper
    1.1.2 Clone Engineer
    1.1.3 Heavy Trooper
    1.1.4 Clone Sharpshooter
    1.1.5 Clone Commando
    1.1.6 Jet Trooper
  1.2 CIS
    1.2.1 Super Battle Droid
    1.2.2 Engineer Droid
    1.2.3 Assault Droid
    1.2.4 Assassin Droid
    1.2.5 Magna Guard
    1.2.6 Droideka (Destroyer Droid)
  1.3 Empire 
    1.3.1 Storm Trooper
    1.3.2 Imperial Engineer
    1.3.3 Shock Trooper
    1.3.4 Scout Trooper
    1.3.5 Imperial Officer
    1.3.6 Dark Trooper
  1.4 Rebel Alliance 
    1.4.1 Rebel Solider 
    1.4.2 Rebel Smuggler
    1.4.3 Rebel Vanguard
    1.4.4 Rebel Marksman 
    1.4.5 Bothan Spy
    1.4.6 Wookiee Warrior
  1.5 Space Units
    1.5.1 Pilot Class
    1.5.2 Marine Class
  1.6 Heroes 
    1.6.1 Aayla Secura
    1.6.2 Anakin Skywalker
    1.6.3 Boba Fett
    1.6.4 Chewbacca
    1.6.5 Count Dooku
    1.6.6 Darth Maul
    1.6.7 Darth Vader
    1.6.8 Emperor
    1.6.9 General Grievous
    1.6.10 Han Solo 
    1.6.11 Jango Fett
    1.6.12 Ki-Adi-Mundi
    1.6.13 Luke Skywalker 
    1.6.14 Mace Windu
    1.6.15 Obi-Wan Kenobi
    1.6.16 Princess Leia 
    1.6.17 Yoda 
  1.7 Medals 
2.- Droids/items
  2.1 Items 
3.- Vehicles 
  3.1 Scout Vehicles
    3.1.1 74-z Speeder Bike/BARC Speeder
    3.1.2 STAP
  3.2 Medium Assault Vehicles
    3.2.1 AAC-1 Speeder
    3.2.2 AAT
    3.2.3 Armored Tank Droid
    3.2.4 AT-ST
    3.2.5 AT-RT
    3.2.6 Hailfire Droid
    3.2.7 IFT-X/IFT-T
    3.2.8 Spider Walker
    3.2.9 T-47 Snowspeeder 
  3.3 Heavy Assault Vehicles 
    3.3.1 AT-AT
    3.3.2 AT-TE
  3.4 Star Fighters 
    3.5 Scout Fighters
    3.6 Multi-purpose Fighters 
    3.7 Transports 
      3.8.1 Republic LAAT gunship/AAC
      3.8.2 Droid Gunship
      3.8.3 Imperial Shuttle
4.- Turrets 
  4.1 Gun Turret 
  4.2 Laser Turret
  4.3 Tower Turret 
  4.4 Geonosian Sonic Blaster
  4.5 Concussion Cannon Turret
  4.6 Anti-infantry Laser Battery
  4.7 Ant-vehicle Laser Cannon
5.- Rise of the Empire 
  5.1 Geonosis 
  5.2 Mygeeto
  5.3 Coruscant
  5.4 Felucia
  5.5 Kashyyyk (space)
  5.6 Kashyyyk (ground)
  5.7 Utapau 
  5.8 Coruscant 
  5.9 Naboo 
  5.10 Mustafar (space)  
  5.11 Mustafar (ground)
  5.12 Kamino 
  5.13 Death Star 
  5.14 Polis Massa
  5.15 Tantive IV
  5.16 Yavin 4 (space)
  5.17 Yavin 4 (ground)
  5.18 Hoth
6.- Galactic Conquest
  6.1 Getting Started 
  6.2 Clone Wars Chart
  6.3 Galactic Civil War Chart 
  6.4 Units 
  6.5 Power ups
7.-Instant Action
  7.1 Modes of play
    7.1.1 Conquest
    7.1.2 1 Flag Capture the Flag
    7.1.3 2 Flag Capture the Flag
    7.1.4 Space Assault
    7.1.5 Assault
    7.1.6 Hunt
7.2 Options
    7.2.1 Global 
    7.2.2 Hero
    7.2.3 Conquest
    7.2.4 CTF
    7.2.5 Hunt
    7.2.6 Assault 
8.- Hints and Tips 
  8.1 All level hints
  8.2 Space Battles
  8.3 Coruscant
  8.4 Dagobah
  8.5 Death Star
  8.6 Endor
  8.7 Felucia 
  8.8 Geonosis
  8.9 Hoth
  8.10 Jabba's Palace 
  8.11 Kamino
  8.12 Kashyyyk
  8.13 Tatooine/Mos Eisley
  8.14 Mustafar
  8.15 Mygeeto
  8.16 Naboo
  8.17 Polis Massa
  8.18 Tantive IV
  8.19 Utapau
  8.20 Yavin 4
9.- FAQS
10.- Legal stuff (boring!) 
11.- version (even more boring)
12.- credits (no one cares)


1.----------------------------------Units------------------------------------ 

All factions have the following classes:

Solider class: 
If your not sure which unit to pick he is a good choice. Armed with a blaster 
rifle a pistol and grenades they are the backbone of the any army.

Engineer class:
My favorite class, the engineers carry shotguns for close range d combat,
Fusion cutters for healing/hacking vehicles, detpacks and health/ammo 
dispensers for healing other units, but what fun is that? Horde them and use 
them on yourself. All this makes them good at close combat, effective against 
vehicles, and a medic.
Please note that the ammo count (40) listed is the number of rounds, which 
equals the number of pellets (320) divided by 8 (the number of pellets in 
each round). 

Demolitions (demo.) class:
The demo class is a uni-tasker that is they can only really take down 
vehicles. There mines are fun to use as traps, and its also fun to hit people 
with rockets, but not practical in the least. If you are having trouble with 
a tank or out to get major revenge he is your man.

Sniper class:
Snipers are perfect for precision attacks. There armament includes a sniper 
rifle, a pistol, grenades, and an auto turret. This makes them superb at long 
range  attacks (sniper rifle), yet able to defend themselves at close 
quarters (pistol, grenades) and still able to lend support to other units 
(auto turret).

Special class:
All factions have 2 special classes that are indigenous only to that faction.
The special class has the disadvantage of not being avalible as soon as you 
start the battle you must earn 8-12 total points to unlock them, and to top 
it off there can only be 3-4 of them on the field at one time.
Most are bizarre units that are more or less useless in the hands of a human.
But the computer (on both sides) can use them rather well.  

Units stats are laid out as follows:

--------------------------0.0 Name of army-----------------------------------
 
    0.0.0 name of individual unit   Rating (rating based on stats)

Class: (what class the unit belongs to)                            
Speed: (1-10 how fast the unit runs)(ad 2 points for energy runs)
Defense: (1-10 how many hits the unit can take before dying)(+2 for guardian)
Primary weapon (main weapon): name of main weapon     ammo per clip/total 
ammo
  Rate of fire: (how fast the gun fires)
  Reload speed: (how long it takes to reload) 
  Infantry: (damage done to infantry)
  Vehicles: (damage done to vehicles)
  Special: (any special abilities the weapon has)
Main secondary weapon (normally a pistol): name of weapon  ammo per 
clip/total
  Rate of fire: (how fast the gun fires)
  Reload speed: (how long it takes to reload)
  Infantry: (damage done to infantry)
  Vehicles: (damage done to vehicles)
  Special: (any special abilities the weapon has)
Secondary weapon (weapon above primary): name of weapon    ammo per 
clip/total
  Rate of fire: (how fast the gun fires)
  Reload speed: (how long it takes to reload)
  Infantry: (damage done to infantry)
  Vehicles: (damage done to vehicles)
  Special: (any special abilities the weapon has)
Secondary's secondary (if available): name of weapon      ammo per clip/total
  Rate of fire: (how fast the gun fires)
  Reload speed: (how long it takes to reload) 
  Infantry: (damage done to infantry)
  Vehicles: (damage done to vehicles)
  Special: (any special abilities the weapon has)
Special abilities: (if the unit has any)

Tips: (any tips I have found for this unit)
(Note: the tips will be almost the same for units of the some class)

Real rating: (this rating, unlike the other one, is based on my experience 
with the unit) 
  Reasoning: (this explains the real rating)
      
----------------------------1.1 Republic-------------------------------------

    1.1.1 Clone Trooper     Rating: 6

Class: solider 
Speed: 7
Defense: 6
Primary Weapon: DC-15 Assault Rifle     50/200 
  Rate of fire: fast, automatic 
  Reload speed: fast
  Infantry: 5 shots to kill
  Vehicles: 1000 (or so)don't bother 
Main secondary weapon: DC-15s Pistol     infinite  
  Rate of fire: moderate, semi-auto
  Reload speed: N/A
  Infantry: 7 shots to kill
  Vehicles: N/A none
Secondary weapon: Thermal Detonator(grenade)     1/4  
  Rate of fire: slow, single shot
  Reload speed: slow 
  Infantry: 1-2 to kill
  Vehicles: 3-7 good if in bind 

Tips: best used at a moderate distance the rifle becomes inaccurate at too 
long a range , however he can be used as a sniper in some cases.
I find it best to charge the enemy but still keep some distance.
Use the grenades to your advantage.(i.e. in a large group) 
And remember the longer you hold down the trigger on your rifle the more 
inaccurate it becomes. 


Real rating: 6 
  Reasoning: he is a good unit that I like to use but a bit to uni-tasking 
for me because he can only be used for infantry if he meets up with a tank 
he's toast.

    1.1.2 Clone Engineer     Rating 7

Class: Engineer 
Speed: 5
Defense: 5
Primary Weapon: shotgun     5/40
  Rate of fire: slow has to cock it after each round
  Reload speed: moderate 
  Infantry: 1-5 shots (depends on the number of pellets that hit the target)
  Vehicles: 900 don't bother 
Main secondary weapon: Fusion Cutter      infinite 
  Rate of fire: N/A
  Reload speed: N/A
  Infantry: none 
  Vehicles: none
  Special: can be used to hack/heal vehicles, 
and build/heal turrets/health and ammo droids
and to defuse mines   
Secondary weapon: detpacks     1/3
  Rate of fire: slow 
  Reload speed: slow
  Infantry: 1 pack to kill
  Vehicles: 3-5 excellent choice
  Special: these are remote detonated explosives. Meaning that, after you use 
one, a remote control will take its place in your inventory. If you press the 
fire button again the detpack will explode. 
Secondary's secondary: health/ammo dispenser     1/5
  Rate of fire: slow
  Reload speed: slow
  Infantry: N/A
  Vehicles: N/A
  Special: heals half a health bar and 2 clips of ammo to however picks it up

Tips:
best at close range , the shotgun will become inaccurate at just 2-3 yards.
Don't be fooled by the small number of rounds, the health/ammo packs you 
carry give you 10 rounds each giving you a total of 90 rounds of ammo!
Don't be stingy with the health/ammo packs, use them whenever you need them, 
because if you don't you may regret it when your lying there dead.   
Use the Fusion Cutter  to hack enemy ships whenever you get the chance,
Not only does it give you a medal, but it also gives you 1-2 easy 
targets(i.e. the people in the tank) and a tank to steal!       

Real rating: 8-9
  Reasoning: HE CAN HEAL HIMSELF! How much better does it get! Not to mention 
he is effective against tanks (Fusion Cutter /detpacks) and his shotgun is 
better at the real combat situations, which means that, odds are, you are 
always going to be surrounded and behind enemy lines. 
And to top it off the shotgun award (regulator) is way easier to earn then 
the rifle award (frenzy). 

    1.1.3 Heavy Trooper     Rating 3 (rating vs. class 6)  

Class: demolitions 
Speed: 3
Defense: 7
Primary Weapon: PLX Rocket Launcher     1/7
  Rate of fire: very slow, single shot
  Reload speed: very slow
  Infantry: 1 shot to kill (if you can hit them)
  Vehicles: 1-6 shots, no better choice
  Special: if you lock on to a target tank and watch for the spinning circle 
to appear and stop spinning, your rocket will track the enemy tank. 
Main secondary weapon: DC-15s Pistol     infinite 
  Rate of fire: moderate, semi-auto
  Reload speed: N/A
  Infantry: 6 shots to kill
  Vehicles: N/A don't bother
Secondary weapon: Thermal Detonator(grenades)      1/2
  Rate of fire: slow
  Reload speed: slow
  Infantry: 1-2
  Vehicles: 3-7 good if in bind
Secondary's secondary: mines     1/4
  Rate of fire: N/A
  Reload speed: N/A
  Infantry: 1
  Vehicles: 1-2

Tips: stay out of combat, you will just get yourself killed. Stay on the back 
line and wait for an opportunity to arise to shoot a tank. Make the most of 
your rockets, aim for the critical hit point. Your pistol is pathetic but 
don't be afraid to use it as soon as some one gets close. When going for the 
demo. Metal first, know your target, then clear a path using a 
solider/engineer, then run for it, ignore everything that's in your way and 
fire.

Real rating: 3 (rating vs. class 6)
  Reasoning: hey cant argue with that. He is pretty useless when it comes to 
anything but tanks.  

    1.1.4 Clone Sharpshooter     Rating 6

Class: sniper 
Speed: 7
Defense: 3
Primary Weapon: DC-15x sniper rifle     5/35
  Rate of fire:  moderate, semi-auto
  Reload speed: slow
  Infantry: 1-2, 
  Vehicles: 2000
  Special: this rifle as 2 zoom levels (5x 10x)
press the zoom button once to enter 5x and again for 10x
pressing it a third time will exit snip mode.
Main secondary weapon: DC-15sl pistol     infinite 
  Rate of fire: moderate, semi-auto
  Reload speed: N/A
  Infantry: 6 shots to kill
  Vehicles: N/A
Secondary weapon: thermal detonator(grenades)     1/2
  Rate of fire: slow 
  Reload speed: slow
  Infantry: 1-2
  Vehicles: 3-7, good if in bind
Secondary's secondary: Auto turret     1/1 
  Rate of fire: N/A
  Reload speed: N/A
  Infantry: N/A
  Vehicles: N/A
  Special: this is a special turret that, when deployed, 
Will fire at any enemy units nearby with a rapid fire machinegun.
However it runs on batteries and will run out power eventually.
    
Tips: stay way on the back lines in a high place so you can see the hole 
battlefield, but not get caught in the crossfire. Your pistol is good but 
don't charge the enemy with it use it for defense only. Your auto turret is 
also good but loses power and disappears quickly so don't get to comfortable 
with it guarding you. Some people say to look for droidekas and aim for them, 
but I find it hard to kill them with a sniper rifle. The sniper rifle fires a 
high intensity beam of energy that can easily be traced back to the source, 
however this means nothing, the computer is to stupid to track you down the 
only time this matters is when you are playing against a friend because there 
(hopefully) smarter then the computer and will track you down.

    1.1.5 Clone Commander     Rating 8

Class: special 
Speed: 1
Defense: 8
Primary Weapon: Chaingun     infinite 
  Rate of fire: very fast, takes 1 second to warm up, overheats in 8 seconds 
  Reload speed: N/A, takes 5 seconds to cool down
  Infantry: 1-2 second burst 
  Vehicles: 70-100 second burst
  Special: it fires so fast you cant count rounds so you must count seconds
Main secondary weapon: DC-15s pistol     infinite
  Rate of fire: moderate, semi auto
  Reload speed: N/A
  Infantry: 6 shots to kill
  Vehicles: N/A
Secondary weapon: Rally     1/1
  Rate of fire: N/A
  Reload speed: N/A
  Infantry: N/A
  Vehicles: N/A
  Special: the commander and every one around him gets 
a 50% defense boost for 20 seconds after activation.  
Secondary's secondary: Recon Droid     1/1
  Rate of fire: N/A
  Reload speed: N/A
  Infantry: N/A
  Vehicles: N/A
  Special: it is a small spherical recon droid that can be used to gather 
intelligence. It carries a small blaster for defense and a powerful self 
destruct mechanism. It runs on batteries and will run out of power eventually 

Tips: charge the front lines and don't stop firing. When your chain gun 
overheats swhich to the pistol for a few seconds. Rally is best used just 
before entering combat. The recon droid is all but useless so don't bother. 

Real rating: 4
  Reasoning: his chaingun overheats to quickly and his pistol isn't effective 
enough to keep him alive. Rally is all but useless as is the recon droid.

    1.1.6 Jet Trooper     Rating 6

Class: special 
Speed: 6
Defense: 3 
Primary Weapon: EMP launcher     2/7
  Rate of fire: moderate
  Reload speed: moderate
  Infantry: 1 shot to kill 
  Vehicles: N/A
  Special: a rocket launcher made to kill infantry 
Main secondary weapon: DC-17 pistol     infinite 
  Rate of fire: moderate, semi Auto
  Reload speed: N/A
  Infantry: 6 shots to kill
  Vehicles: N/A
Secondary weapon: thermal detonator(grenades)     1/4
  Rate of fire: slow
  Reload speed: slow
  Infantry: 1-2 
  Vehicles: 3-7 good if in bind
Special abilities: jet pack
 
Tips: use the jet pack for recon and to move about the battlefield quickly.
Be warned though the jet pack has a limited range  before needing to 
recharge.
Take the enemy on one by one or you will get overwhelmed do to your slow 
rate of fire.

Real rating: 4
  Reasoning: his jet pack is good but this is offset by the fact that his 
weapons are no good. His EMP launcher is to slow and inaccurate to kill 
infantry and not powerful enough for tanks.

-----------------1.2 confederacy of independent systems (CIS)----------------

    1.2.1 Super Battle Droid   Rating: 6

Class: solider 
Speed: 6
Defense: 7
Primary Weapon: Wrist Blaster     50/250
  Rate of fire: fast, automatic 
  Reload speed: fast
  Infantry: 5 shots to kill
  Vehicles: 1000 (or so)don't bother 
Main secondary weapon: Tri shot     infinite
  Rate of fire: slow, single shot
  Reload speed: N/A
  Infantry: 1-2 shots to kill
  Vehicles: N/A none
Secondary weapon: wrist rocket     1/3
  Rate of fire: slow, single shot
  Reload speed: slow
  Infantry: 1-2 shots to kill
  Vehicles: 30 don't bother 

Tips: avoid large crowds, they can be a threat with no grenades
Best used at a moderate distance the rifle becomes inaccurate at too long a 
range , however he can be used as a sniper in some cases.
I find it best to charge the enemy but still keep some distance.
And remember the longer you hold down the trigger on your rifle the more 
inaccurate it becomes.

Real rating: 3
  Reasoning: Your rockets are useless, the blast radius is not big enough to 
take out crowds yet not powerful enough to destroy tanks. Your tri shot is 
cool, but useless, it doesn't have the accuracy or the power to take people 
down, and the rate of fire is atrocious. They should have left this to the 
engineer class. So now were down to his rifle which there is nothing wrong 
with but its his only good weapon.

    1.2.2 Engineer Droid     Rating 8 

Class: engineer
Speed: 5
Defense: 5
Primary Weapon: shotgun     5/40
  Rate of fire: slow has to cock it after each round
  Reload speed: moderate 
  Infantry: 1-5 shots (depends on the number of pellets that hit the target)
  Vehicles: 900 don't bother 
Main secondary weapon: Fusion Cutter      infinite 
  Rate of fire: N/A
  Reload speed: N/A
  Infantry: none 
  Vehicles: none
  Special: can be used to hack/heal vehicles, 
and build/heal turrets/health and ammo droids
and to defuse mines   
Secondary weapon: detpacks     1/3
  Rate of fire: slow 
  Reload speed: slow
  Infantry: 1 pack to kill
  Vehicles: 3-5 excellent choice
  Special: these are remote detonated explosives. Meaning that, after you use 
one, a remote control will take its place in your inventory. If you press the 
fire button again the detpack will explode. 
Secondary's secondary: health/ammo dispenser     1/5
  Rate of fire: slow
  Reload speed: slow
  Infantry: N/A
  Vehicles: N/A
  Special: heals half a health bar and 2 clips of ammo to however picks it up

Tips:
best at close range , the shotgun will become inaccurate at just 2-3 yards.
Don't be fooled by the small number of rounds, the health/ammo packs you 
carry give you 10 rounds each giving you a total of 90 rounds of ammo!
Don't be stingy with the health/ammo packs, use them whenever you need them, 
because if you don't you may regret it when your lying there dead.   
Use the Fusion Cutter  to hack enemy ships whenever you get the chance,
Not only does it give you a medal, but it also gives you 1-2 easy 
targets(i.e. the people in the tank) and a tank to steal!
The droid engineer as the unique ability to heal other droids using the 
Fusion Cutter , just walk up and pull the trigger! 

 Real rating: 8-9
  Reasoning: HE CAN HEAL HIMSELF! How much better does it get! Not to mention 
he is effective against tanks (Fusion Cutter /detpacks) and his shotgun is 
better at the real combat situations, which means that, odds are, you are 
always going to be surrounded and behind enemy lines. 
And to top it off the shotgun award (regulator) is way easier to earn then 
the rifle award (frenzy). The droid engineer seems to be more accurate then 
the others in his class.

    1.2.3 Assault Droid     Rating 4 (rating vs. class 7)

Class: demolitions 
Speed: 4
Defense: 7
Primary Weapon: BAW E-60R Rocket Launcher     1/7
  Rate of fire: very slow, single shot 
  Reload speed: very slow
  Infantry: 1 shot to kill (if you can hit them)
  Vehicles: 1-6 shots, no better choice
  Special: if you lock on to a target tank and watch for the spinning circle 
to appear and then stop spinning, your rocket will track the enemy tank. 
Main secondary weapon: Blaster Pistol     infinite 
  Rate of fire: moderate, semi-auto
  Reload speed: N/A
  Infantry: 6 shots to kill
  Vehicles: N/A don't bother
Secondary weapon: Thermal Detonator(grenades)      1/2
  Rate of fire: slow
  Reload speed: slow
  Infantry: 1-2
  Vehicles: 3-7 good if in bind
Secondary's secondary: mines     1/4
  Rate of fire: N/A
  Reload speed: N/A
  Infantry: 1-2
  Vehicles: 1-2 

Tips: stay out of combat, you will just get yourself killed. Stay on the back 
line and wait for an opportunity to arise to shoot a tank. Make the most of 
your rockets, aim for the critical hit point. Your pistol is pathetic but 
don't be afraid to use it as soon as some one gets close. When going for the 
demo. Metal first, know your target, then clear a path using a 
solider/engineer, then run for it, ignore everything that's in your way and 
fire.

Real rating: 5 (rating vs. class 7)
  Reasoning: his rockets seem more effective. He is still pretty useless when 
it comes to anything but tanks.
  
    1.2.4 Assassin Droid     Rating 7

Class: sniper 
Speed: 7
Defense: 3
Primary Weapon: BAW E-5s sniper rifle     5/35
  Rate of fire:  moderate, semi-auto
  Reload speed: slow
  Infantry: 1-2, 
  Vehicles: 2000
  Special: this rifle as 2 zoom levels (5x 10x)
press the zoom button once to enter 5x and again for 10x
pressing it a third time will exit snip mode.
Main secondary weapon: blaster pistol     infinite 
  Rate of fire: moderate, semi-auto
  Reload speed: N/A
  Infantry: 6 shots to kill
  Vehicles: N/A
Secondary weapon: thermal detonator(grenades)     1/2
  Rate of fire: slow 
  Reload speed: slow
  Infantry: 1-2
  Vehicles: 3-7, good if in bind
Secondary's secondary: Auto turret     1/1 
  Rate of fire: N/A
  Reload speed: N/A
  Infantry: N/A
  Vehicles: N/A
  Special: this is a special turret that, when deployed, 
Will fire at any enemy units nearby with a rapid fire machinegun.
However it runs on batteries and will run out power eventually.
    
Tips: stay way on the back lines in a high place so you can see the hole 
battlefield, but not get caught in the crossfire. Your pistol is good but 
don't charge the enemy with it use it for defense only. Your auto turret is 
also good but loses power and disappears quickly so don't get to comfortable 
with it guarding you. The sniper rifle fires a high intensity beam of energy 
that can easily be traced back to the source, however this means nothing, the 
computer is to stupid to track you down the only time this matters is when 
you are playing against a friend because there (hopefully) smarter then the 
computer and will track you down.

Real rating: 8-9
  Reasoning: he seems to be better then the other snipers. he is good as long 
as you stick to long range  attacks.

     1.2.5 Magna Guard     Rating 7

Class: special 
Speed: 5
Defense: 6 
Primary Weapon: Bulldog RLR     6/30
  Rate of fire: fast, semi auto
  Reload speed: moderate
  Infantry: 1-3 shots to kill
  Vehicles: N/A
  Special: a rapid fire mini rocket launcher
Main secondary weapon: Radiation Launcher     1/15
  Rate of fire: moderate 
  Reload speed: moderate
  Infantry: 1-3 shots to kill
  Vehicles: N/A
  Special: it a grenade launcher. Hold down the trigger to increase its range
Secondary weapon: Neuro Poison     1/1
  Rate of fire: slow
  Reload speed: slow
  Infantry: ??
  Vehicles: N/A
  Special: when activated poisons every living thing around him.
Good thing droids are not living things.
Secondary's secondary: Recon Droid     1/1
  Rate of fire: N/A
  Reload speed: N/A
  Infantry: N/A
  Vehicles: N/A
  Special: it is a small spherical recon droid that can be used to gather 
intelligence. It carries a small blaster for defense and a powerful self 
destruct mechanism. It runs on batteries and will run out of power eventually 

Tips: charge the front lines. Use the bulldogs rapid fire rockets to 
annihilate enemies.  The neuro poison doesn't seem to do anything. The recon 
droid is all but useless, so don't bother.

Real rating: 7
  Reasoning: he is one of the best special units in the game, but that 
doesn't make him THE best. Stick with his rockets every thing else is almost 
useless. 

    1.2.6 Droideka (Destroyer Droid)     Rating 7 (10 in the computers hands)

Class: special 
Speed: 1 (10 when in ball form)
Defense: 2 (10 when shield is up)
Primary Weapon: Repeating blasters     infinite 
  Rate of fire: very fast, automatic  
  Reload speed: N/A
  Infantry: 2-5 shots to kill
  Vehicles: N/A
  Special: can only fire when not in ball mode
Special ability 1: personal shield: press the secondary fire button to 
activate, this allows the unit to take more damage equal to the energy bar 
that appears in the center left of the of the screen. once this bar runs out 
the shield drops and you must wait for it to recharge before re-activating.  
Special ability 2: Transform: press the crouch button to transform into a 
ball to increase mobility. Press again to re-deploy.
It cant fire or deploy its shield when in ball mode

Tips: transform into ball mode to get to were your going, re-deploy and 
activate your shield, fire at anything that moves, repeat.

Real rating: 5 (10 in the computers hands)
  Reasoning: he cant fire up, leaving him at the mercy of nearby turrets,
He can only take 4 shots once his shield goes down, and he cant defend 
himself while in ball mode. But once he deploys he is a sitting duck.

-------------------------------1.3 Empire------------------------------------

    1.3.1 Stormtrooper     Rating 6

Class: solider 
Speed: 5
Defense: 5
Primary Weapon: E-11 Rifle     55/220
  Rate of fire: fast, automatic
  Reload speed: fast
  Infantry: 6-7 shots to kill
  Vehicles: 1000 (or so)don't bother 
Main secondary weapon: SE-14r pistol     infinite
  Rate of fire: moderate, semi-auto
  Reload speed: N/A
  Infantry: 8 shots to kill
  Vehicles: N/A none
Secondary weapon: Thermal detonator(grenades)     1/4
  Rate of fire: slow, single shot
  Reload speed: slow
  Infantry: 1-2 to kill
  Vehicles: 3-7 good if in bind 

Tips: Best used at a moderate distance the rifle becomes inaccurate at too 
long a range , however he can be used as a sniper in some cases.
I find it best to charge the enemy but still keep some distance.
Use the grenades to your advantage.(i.e. in a large group) 
And remember the longer you hold down the trigger on your rifle the more 
inaccurate it becomes.

Real rating: 4 or 3
  Reasoning: for some reason the stormtroopers are the worst solider class.
I don't know why, but they are horribly inaccurate, more so than others in 
there class, and they can take less hits to!
Like I said I don't know why. 

    1.3.2 Imperial Engineer     Rating 7 

Class: engineer 
Speed: 5
Defense: 5
Primary Weapon: shotgun     5/40
  Rate of fire: slow has to cock it after each round
  Reload speed: moderate 
  Infantry: 1-5 shots (depends on the number of pellets that hit the target)
  Vehicles: 900 don't bother 
Main secondary weapon: Fusion Cutter      infinite 
  Rate of fire: N/A
  Reload speed: N/A
  Infantry: none 
  Vehicles: none
  Special: can be used to hack/heal vehicles, 
and build/heal turrets/health and ammo droids
and to defuse mines     
Secondary weapon: detpacks     1/3
  Rate of fire: slow 
  Reload speed: slow
  Infantry: 1 pack to kill
  Vehicles: 3-5 excellent choice
  Special: these are remote detonated explosives. Meaning that, after you use 
one, a remote control will take its place in your inventory. If you press the 
fire button again the detpack will explode. 
Secondary's secondary: health/ammo dispenser     1/5
  Rate of fire: slow
  Reload speed: slow
  Infantry: N/A
  Vehicles: N/A
  Special: heals half a health bar and 2 clips of ammo to however picks it up

Tips:
best at close range , the shotgun will become inaccurate at just 2-3 yards.
Don't be fooled by the small number of rounds, the health/ammo packs you 
carry give you 10 rounds each giving you a total of 90 rounds of ammo!
Don't be stingy with the health/ammo packs, use them whenever you need them, 
because if you don't you may regret it when your lying there dead.   
Use the Fusion Cutter  to hack enemy ships whenever you get the chance,
Not only does it give you a medal, but it also gives you 1-2 easy 
targets(i.e. the people in the tank) and a tank to steal! 
  
 Real rating: 6
  Reasoning: he is less powerful and less accurate than others in his class 
 However, he can still heal himself. He is also effective against tanks 
(Fusion Cutter /detpacks) and his shotgun is better at the real combat 
situations, which means that, odds are, you are always going to be surrounded 
and behind enemy lines. 
And to top it off the shotgun award (regulator) is way easier to earn then 
the rifle award (frenzy). 

    1.3.3 Shock Trooper     Rating 3 (rating vs. class 6) 

Class: demolitions 
Speed: 3
Defense: 7
Primary Weapon: MiniMag PLT Rocket Launcher     1/7
  Rate of fire: very slow, single shot
  Reload speed: very slow
  Infantry: 1 shot to kill (if you can hit them)
  Vehicles: 1-6 shots, no better choice
  Special: if you lock on to a target tank and watch for the spinning circle 
to appear and stop spinning, your rocket will track the enemy tank. 
Main secondary weapon: SE-14r Pistol     infinite 
  Rate of fire: moderate, semi-auto
  Reload speed: N/A
  Infantry: 6 shots to kill
  Vehicles: N/A don't bother
Secondary weapon: Thermal Detonator(grenades)      1/2
  Rate of fire: slow
  Reload speed: slow
  Infantry: 1-2
  Vehicles: 3-7 good if in bind
Secondary's secondary: mines     1/4
  Rate of fire: N/A
  Reload speed: N/A
  Infantry: 1-2
  Vehicles: 1-2 

Tips: stay out of combat, you will just get yourself killed. Stay on the back 
line and wait for an opportunity to arise to shoot a tank. Make the most of 
your rockets, aim for the critical hit point. Your pistol is pathetic but 
don't be afraid to use it as soon as some one gets close. When going for the 
demo. Metal first, know your target, then clear a path using a 
solider/engineer, then run for it, ignore everything that's in your way and 
fire.

Real rating: 3 (rating vs. class 6)
  Reasoning: finally an imperial unit that isn't worse than its competition . 
He is pretty useless when it comes to anything but tanks.  

    1.3.4 Scout trooper     Rating 7

Class: sniper 
Speed: 7
Defense: 3
Primary Weapon: E-11s sniper rifle     5/35
  Rate of fire:  moderate, semi-auto
  Reload speed: slow
  Infantry: 1-2, 
  Vehicles: 2000
  Special: this rifle as 2 zoom levels (5x 10x)
press the zoom button once to enter 5x and again for 10x
pressing it a third time will exit snip mode.
Main secondary weapon: SE-14r pistol     infinite 
  Rate of fire: moderate, semi-auto
  Reload speed: N/A
  Infantry: 6 shots to kill
  Vehicles: N/A
Secondary weapon: thermal detonator(grenades)     1/2
  Rate of fire: slow 
  Reload speed: slow
  Infantry: 1-2
  Vehicles: 3-7, good if in bind
Secondary's secondary: Auto turret     1/1 
  Rate of fire: N/A
  Reload speed: N/A
  Infantry: N/A
  Vehicles: N/A
  Special: this is a special turret that, when deployed, 
Will fire at any enemy units nearby with a rapid fire machinegun.
However it runs on batteries and will run out power eventually.
    
Tips: stay way on the back lines in a high place so you can see the hole 
battlefield, but not get caught in the crossfire. Your pistol is good but 
don't charge the enemy with it use it for defense only. Your auto turret is 
also good but loses power and disappears quickly so don't get to comfortable 
with it guarding you. The sniper rifle fires a high intensity beam of energy 
that can easily be traced back to the source, however this means nothing, the 
computer is to stupid to track you down the only time this matters is when 
you are playing against a friend because there (hopefully) smarter then the 
computer and will track you down.

Real rating: 8
  Reasoning: he seems to be better then the other snipers but not as good as 
the assassin droid. he is good as long as you stick to long range  attacks.

1.3.5 Imperial Officer     Rating 8

Class: special
Speed: 7
Defense: 7 
Primary Weapon: Sonic Blaster     5/25
  Rate of fire: moderate
  Reload speed: moderate
  Infantry: 2-5 shots to kill
  Vehicles: N/A 
Main secondary weapon: Mortar Launcher     5/25 
  Rate of fire: moderate
  Reload speed: moderate
  Infantry: 1-3 shots to kill
  Vehicles: N/A
  Special: it a grenade launcher. Hold down the trigger to increase its range 
Secondary weapon: Rage     1/1
  Rate of fire: slow
  Reload speed: slow
  Infantry: N/A
  Vehicles: N/A
  Special: when activated, it increases the amount of damage caused by nearby 
allied troops by 50% for 15 seconds.  
Secondary's secondary: Recon Droid     1/1
  Rate of fire: N/A
  Reload speed: N/A
  Infantry: N/A
  Vehicles: N/A
  Special: it is a small spherical recon droid that can be used to gather 
intelligence. It carries a small blaster for defense and a powerful self 
destruct mechanism. It runs on batteries and will run out of power eventually 

Tips: stay mid-range  from the enemy, if you charge the sonic blaster wont 
fire fast enough to kill large crowds, if you stay to far back it wont reach 
them.
Makes a good mid-range  sniper, his sonic blaster is highly accurate.
The sonic blaster can also take out normal turrets in 5 shots.
Rage is best used just before entering combat. The recon droid is all but 
useless so don't bother.

Real rating: 9
  Reasoning: hey he is a good sniper, reasonable in close combat, and can 
take out turrets in 5 shots, all with one rifle. How much better does it get?
Rating of 10 if every weapon but his sonic blaster wasn't useless. 

    1.3.6 Dark Trooper     Rating 5

Class: special 
Speed: 5
Defense: 7 
Primary Weapon: Ark Caster 
  Rate of fire: slow 
  Reload speed: slow
  Infantry: 1-2 shots to kill
  Vehicles: N/A
  Special: charge by holding the primary fire button to chain 
together a maximum of 4 people within 8 feet of each other.
Main secondary weapon: SE-14r pistol     infinite 
  Rate of fire: moderate, semi auto
  Reload speed: N/A
  Infantry: 6 shots to kill
  Vehicles: N/A
Secondary weapon: Thermal Detonator(grenades)     1/4
  Rate of fire: slow
  Reload speed: slow
  Infantry: 1-2 
  Vehicles: 3-7 good if in bind 
Special abilities: jet pack 

Tips: use the jet pack for recon and to move about the battlefield quickly.
Be warned though the jet pack has a limited range  before needing to 
recharge.
When facing a single opposite don't bother charging up the Ark caster, 
because charging it allows for more people to be chained together not more 
damage. 

Real rating: 3
  Reasoning: his jet pack is less controllable then the jet troopers, it is 
meant more for quick escapes then recon. His arc caster is fun and cool to 
use but not very practical.

---------------------------1.4 Rebel Alliance--------------------------------  

    1.4.1 Rebel Soldier    Rating 6

Class: solider
Speed: 6
Defense: 8
Primary Weapon: DH-17 Rifle     50/200
  Rate of fire: fast, automatic
  Reload speed: fast
  Infantry: 4 shots to kill
  Vehicles: 1000 (or so)don't bother 
Main secondary weapon: DL-44 Pistol     infinite 
  Rate of fire: moderate, semi-auto
  Reload speed: N/A
  Infantry: 6 shots to kill
  Vehicles: N/A none
Secondary weapon: Thermal detonator(grenades)     1/4
  Rate of fire: slow, single shot
  Reload speed: slow
  Infantry: 1-2 to kill
  Vehicles: 3-7 good if in bind 

Tips: Best used at a moderate distance the rifle becomes inaccurate at too 
long a range , however he can be used as a sniper in some cases.
I find it best to charge the enemy but still keep some distance.
Use the grenades to your advantage.(i.e. in a large group) 
And remember the longer you hold down the trigger on your rifle the more 
inaccurate it becomes.


Real rating: 7 or 8
  Reasoning: they seem to be able to take more hits than the normal solider 
and there rifles seem more accurate than most. In other words there the exact 
opposite of the stormtrooper.

    1.4.2 Rebel Smuggler     Rating 8

Class: engineer 
Speed: 5
Defense: 5
Primary Weapon: shotgun     5/40
  Rate of fire: slow has to cock it after each round
  Reload speed: moderate 
  Infantry: 1-5 shots (depends on the number of pellets that hit the target)
  Vehicles: 900 don't bother 
Main secondary weapon: Fusion Cutter      infinite 
  Rate of fire: N/A
  Reload speed: N/A
  Infantry: none 
  Vehicles: none
  Special: can be used to hack/heal vehicles, 
and build/heal turrets/health and ammo droids
and to defuse mines      
Secondary weapon: detpacks     1/3
  Rate of fire: slow 
  Reload speed: slow
  Infantry: 1 pack to kill
  Vehicles: 3-5 excellent choice
  Special: these are remote detonated explosives. Meaning that, after you use 
one, a remote control will take its place in your inventory. If you press the 
fire button again the detpack will explode. 
Secondary's secondary: health/ammo dispenser     1/5
  Rate of fire: slow
  Reload speed: slow
  Infantry: N/A
  Vehicles: N/A
  Special: heals half a health bar and 2 clips of ammo to however picks it up

Tips:
best at close range , the shotgun will become inaccurate at just 2-3 yards.
Don't be fooled by the small number of rounds, the health/ammo packs you 
carry give you 10 rounds each giving you a total of 90 rounds of ammo!
Don't be stingy with the health/ammo packs, use them whenever you need them, 
because if you don't you may regret it when your lying there dead.   
Use the Fusion Cutter  to hack enemy ships whenever you get the chance,
Not only does it give you a medal, but it also gives you 1-2 easy 
targets(i.e. the people in the tank) and a tank to steal!

 Real rating: 8-9
  Reasoning: HE CAN HEAL HIMSELF! How much better does it get! Not to mention 
he is effective against tanks (Fusion Cutter /detpacks) and his shotgun is 
better at the real combat situations, which means that, odds are, you are 
always going to be surrounded and behind enemy lines. 
And to top it off the shotgun award (regulator) is way easier to earn then 
the rifle award (frenzy). The rebel smuggler seems to be more powerful then 
the others in his class.    

    1.4.3 Rebel Vanguard     Rating 5 (rating vs. class 8)

Class: demolitions 
Speed: 4
Defense: 7
Primary Weapon: HH-15 Rocket Launcher     1/7
  Rate of fire: very slow, single shot
  Reload speed: very slow
  Infantry: 1 shot to kill (if you can hit them)
  Vehicles: 1-6 shots, no better choice
  Special: if you lock on to a target tank and watch for the spinning circle 
to appear and stop spinning, your rocket will track the enemy tank. 
Main secondary weapon: DL-44 Pistol     infinite 
  Rate of fire: moderate, semi-auto
  Reload speed: N/A
  Infantry: 6 shots to kill
  Vehicles: N/A don't bother
Secondary weapon: Thermal Detonator(grenades)      1/2
  Rate of fire: slow
  Reload speed: slow
  Infantry: 1-2
  Vehicles: 3-7 good if in bind
Secondary's secondary: mines     1/4
  Rate of fire: N/A
  Reload speed: N/A
  Infantry: 1-2
  Vehicles: 1-2 

Tips: stay out of combat, you will just get yourself killed. Stay on the back 
line and wait for an opportunity to arise to shoot a tank. Make the most of 
your rockets, aim for the critical hit point. Your pistol is pathetic but 
don't be afraid to use it as soon as some one gets close. When going for the 
demo. Metal first know your target, then clear a path using a 
solider/engineer, then run for it, ignore everything that's in your way and 
fire.

Real rating: 5 (rating vs. class 8)
  Reasoning: his pistol is more powerful and accurate then the others. This 
would have boosted his rating higher but his rocket launcher is isn't as 
powerful.

    1.4.4 Rebel Marksman     Rating 6

Class: sniper 
Speed: 7
Defense: 3
Primary Weapon: E-17d sniper rifle     5/35
  Rate of fire:  moderate, semi-auto
  Reload speed: slow
  Infantry: 1-2, 
  Vehicles: 2000
  Special: this rifle as 2 zoom levels (5x 10x)
press the zoom button once to enter 5x and again for 10x
pressing it a third time will exit snip mode.
Main secondary weapon: DL-44 pistol     infinite 
  Rate of fire: moderate, semi-auto
  Reload speed: N/A
  Infantry: 6 shots to kill
  Vehicles: N/A
Secondary weapon: thermal detonator(grenades)     1/2
  Rate of fire: slow 
  Reload speed: slow
  Infantry: 1-2
  Vehicles: 3-7, good if in bind
Secondary's secondary: Auto turret     1/1 
  Rate of fire: N/A
  Reload speed: N/A
  Infantry: N/A
  Vehicles: N/A
  Special: this is a special turret that, when deployed, 
Will fire at any enemy units nearby with a rapid fire machinegun.
However it runs on batteries and will run out power eventually.
    
Tips: stay way on the back lines in a high place so you can see the hole 
battlefield, but not get caught in the crossfire. Your pistol is good but 
don't charge the enemy with it use it for defense only. Your auto turret is 
also good but loses power and disappears quickly so don't get to comfortable 
with it guarding you. The sniper rifle fires a high intensity beam of energy 
that can easily be traced back to the source, however this means nothing, the 
computer is to stupid to track you down the only time this matters is when 
you are playing against a friend because there (hopefully) smarter then the 
computer and will track you down.

Real rating: 6
  Reasoning: she is good as long as you stick to long range  attacks.

1.4.5 Bothan Spy     Rating  8

Class: special
Speed: 5
Defense: 1 
Primary Weapon: Incinerator     1/10
  Rate of fire:  N/A
  Reload speed: moderate
  Infantry: 1 full shot to kill
  Vehicles: N/A
  Special: fires an super heated burst of air for 2 seconds to cause damage 
in an wide area directly in front of the unit.
Main secondary weapon: stealth     N/A
  Rate of fire: N/A
  Reload speed: N/A
  Infantry: N/A
  Vehicles: N/A
  Special: when activated, you will turn invisible
 you will stay cloaked indefinitely so long as you don't swhich weapons 
Secondary weapon: regeneration     1/1
  Rate of fire: slow
  Reload speed: slow
  Infantry: N/A
  Vehicles: N/A
  Special: when activated causes all nearby units to slowly 
regenerate health for 30 seconds.
Secondary's secondary: Time Bomb     1/3
  Rate of fire: one every 3 seconds 
  Reload speed: 3 seconds 
  Infantry: 1 (if you can hit them)
  Vehicles: 1-3 
  Special: time bombs have set timers that will explode 5 seconds after use

Tips: stay out of combat!! 2-4 shots from a pistol will kill you, use him to 
sneak behind enemy lines and capture command posts.

Real rating: 5
  Reasoning: his ability to capture comm. Posts is nice, but I have never 
captured one without a fight, in which he will just get killed.

    1.4.6 Wookiee Warrior     Rating 7

Class: special 
Speed: 1
Defense: 10 
Primary Weapon: Bowcaster     35/210
  Rate of fire: moderate
  Reload speed: moderate
  Infantry: 1-3 shots to kill
  Vehicles: N/A
  Special: fires 5 rounds at once in a fan pattern
Can also be charged by holding down the primary fire button 
To make it one concentrated shot instead of 5.
Has 2 zoom levels.  
Main secondary weapon: HH-4 grenade Launcher     5/25 
  Rate of fire: moderate
  Reload speed: moderate
  Infantry: 1-3 shots to kill
  Vehicles: N/A
  Special: its a grenade launcher. Hold down the trigger to increase its 
range 
Secondary weapon: Thermal detonators(grenades)     1/4
  Rate of fire: slow
  Reload speed: slow
  Infantry: 1-2
  Vehicles: 3-7
Secondary's secondary: Recon Droid     1/1
  Rate of fire: N/A
  Reload speed: N/A
  Infantry: N/A
  Vehicles: N/A
  Special: it is a small spherical recon droid that can be used to gather 
intelligence. It carries a small blaster for defense and a powerful self 
destruct mechanism. It runs on batteries and will run out of power eventually 

Tips: can either be used at long range  in sniper mode or up close in shotgun 
mode. He has the best defense so don't be afraid to get up close and personal
The recon droid is all but useless so don't bother.

Real rating: 3
  Reasoning: he sounds good on paper but when you use him you will see the 
light. His bowcaster isn't all its cracked up to be and everything else is 
useless.  

1.5---------------------------Space classes---------------------------------- 

There are only 2 choices when it comes to space battles and they apply to all 
factions.

        1.5.1 Pilot Class

Class: space 
Speed: 5
Defense: 5
Primary Weapon: Pistol     infinite
  Rate of fire: moderate, semi auto
  Reload speed: N/A
  Infantry: 6 shots to kill
  Vehicles: N/A
Main secondary weapon: Fusion Cutter      infinite 
  Rate of fire: N/A
  Reload speed: N/A
  Infantry: none 
  Vehicles: none
  Special: can be used to heal vehicles, 
and build/heal health and ammo droids  
Secondary weapon: Time Bomb     1/3
  Rate of fire: one every 3 seconds 
  Reload speed: 3 seconds 
  Infantry: 1 (if you can hit them)
  Vehicles: 1-3 
  Special: time bombs have set timers that will explode 5 seconds after use
 
Tips: he can heal the vehicle he is in and his time bombs are more effective 
then the marines rockets, however his pistol is weak and inaccurate.
I guess it depends on what you are having trouble with. 

        1.5.2 Marine Class

Class: space
Speed: 6
Defense: 7 
Primary Weapon: Blaster rifle     50/200
  Rate of fire: fast, automatic 
  Reload speed: fast
  Infantry: 5 shots to kill
  Vehicles: N/A
Main secondary weapon: Rocket Launcher     1/4
  Rate of fire: slow
  Reload speed: slow
  Infantry: 1 (if you can hit them)
  Vehicles: 4-7
Secondary weapon: Thermal Detonators(grenades)     1/4
  Rate of fire: slow
  Reload speed: slow
  Infantry: 1-2
  Vehicles: 3-7

Tips: his rocket launcher doesn't pack as much punch as the pilots time 
bombs, but his rifle is better then the pistol, I guess it depends on what 
you are having trouble with. 

1.6-------------------------------Heroes-------------------------------------

The heroes are listed in alphabetical order.
Let me start by saying that any other game you have used these people in and 
any movie you have seen them in, doesn't matter here. 
Heroes abide by very different rules then the regular unit, 
you must unlock by completing certain conditions that are 
different for every battle but when the conditions are met a prompt appears 
on screen and asks if you want to play as that hero.
   2. the hero has only a limited time on the battlefield, a glowing 
lightsaber appears were your heath bar was, when it runs out the hero 
retreats.
Simply being on the battlefield makes the bar run down, getting hit makes it 
jump down, but there is hope, every time you kill someone as the hero you 
gain a little bit more time.
   3. there weapons are totally unique to the hero class.
   4. jedi and sith use lightsabers which are like swords, they have infinite 
ammo and can cut through anything cutable.   
   5. heroes are NOT eligible for medals, meaning they can not earn them or 
use them.

The hero classes are laid out as follows:

    0.0.0 name of individual unit   Rating (rating based on stats)

Faction: (whose army they are with)
Appearances: (what levels they are usable on)                            
Primary weapon (main weapon): name of main weapon     ammo per clip/total 
ammo
  Rate of fire: (how fast the gun fires)
  Reload speed: (how long it takes to reload) 
  Infantry: (damage done to infantry)
  Vehicles: (damage done to vehicles)
  Special: (any special abilities the weapon has)
Main secondary weapon (normally a pistol): name of weapon  ammo per 
clip/total
  Rate of fire: (how fast the gun fires)
  Reload speed: (how long it takes to reload)
  Infantry: (damage done to infantry)
  Vehicles: (damage done to vehicles)
  Special: (any special abilities the weapon has)
Secondary weapon (weapon above primary): name of weapon    ammo per 
clip/total
  Rate of fire: (how fast the gun fires)
  Reload speed: (how long it takes to reload)
  Infantry: (damage done to infantry)
  Vehicles: (damage done to vehicles)
  Special: (any special abilities the weapon has)
Secondary's secondary (if available): name of weapon      ammo per clip/total
  Rate of fire: (how fast the gun fires)
  Reload speed: (how long it takes to reload) 
  Infantry: (damage done to infantry)
  Vehicles: (damage done to vehicles)
  Special: (any special abilities the weapon has)
Special abilities: (if the unit has any)

Tips: (any tips I have found for this unit)
(Note: the tips will be almost the same for units of the some class)

Real rating: (this rating, unlike the other one, is based on my experience 
with the unit) 
  Reasoning: (this explains the real rating)

Note that speed and defense will not be listed that is because most heroes 
can run using force run or block using saber block so it would be a moot 
point to list these  

Also note that most heroes have infinite ammo for there weapons so if ammo is 
not listed, it is infinite.

Also also note: the ratings are in comparison to other heroes because they 
are all 10s when compared to regular soldiers.

    1.6.1 Aayla Secura     Rating 9

Faction: Republic
Appearances: Felucia, Jabbas Palace
Primary Weapon:  Dual lightsabers 
  Rate of fire: fast 
  Reload speed: N/A
  Infantry: 1-2
  Vehicles: 5-15
  Special: she uses two lightsabers making for faster swings
Secondary weapon: saber throw
  Rate of fire: moderate
  Reload speed: N/A
  Infantry: 1-2
  Vehicles: 5-15
  Special: allows the user to throw there lightsaber the longer you hold the 
secondary fire button the farther it is thrown. Using this drains your energy 
meter.  
Secondary's secondary: force pull
  Rate of fire: slow
  Reload speed: slow
  Infantry: N/A
  Vehicles: N/A
  Special: pulls enemy units closer to you. Uses energy.
Special ability 1: Saber block: after pressing the primary reload button the 
jedi can block all incoming fire until the energy meter runs out.
Special ability 2: force jump: after jumping, press the jump button again to 
jump in mid-air, can continue jumping until out of energy. 
Special ability 3: force run: press and old the dash button to run ultra fast 

Tips: charge in and hack and slash.

Real rating: 9
  Reasoning: she is one of the best heroes in the game because of her dual 
lightsabers she can swing faster and has a wider range .

    1.6.2 Anakin Skywalker      Rating 7

Faction: Empire
Appearances: Mustafar
Primary Weapon: lightsaber 
  Rate of fire: moderate
  Reload speed: N/A
  Infantry: 1-2
  Vehicles: 5-15
  Secondary weapon: saber throw
  Rate of fire: moderate
  Reload speed: N/A
  Infantry: 1-2
  Vehicles: 5-15
  Special: allows the user to throw there lightsaber the longer you hold the 
secondary fire button the farther it is thrown. Using this drains your energy 
meter.  
Secondary's secondary: force push
  Rate of fire: slow
  Reload speed: slow
  Infantry: N/A
  Vehicles: N/A
  Special: pushes enemy units away from you. Uses energy.
Special ability 1: Saber block: after pressing the primary reload button the 
jedi can block all incoming fire until the energy meter runs out.
Special ability 2: force jump: after jumping, press the jump button again to 
jump in mid-air, can continue jumping until out of energy. 
Special ability 3: force run: press and old the dash button to run ultra fast 

Tips: run in and hack and slash

Real rating: 7
  Reasoning: his lightsaber technique is good.

    1.6.3 Boba Fett     Rating 5 

Faction: Empire
Appearances: Felucia, jabbas palace, Kamino, Kashyyyk, 
mos eisley, Mygeeto, Utapau, Yavin 4  
Primary Weapon: E-3 blaster rifle     36/144
  Rate of fire:  fast
  Reload speed: fast
  Infantry: 1-3 shots to kill
  Vehicles: N/A
  Special: fires a burst of three rounds making your ammo count 13/48
Main secondary weapon: flame thrower     10/60 
  Rate of fire: fast
  Reload speed: moderate
  Infantry: 1 full rounds to kill
  Vehicles: N/A
  Special: fires a continual flame consuming 10 rounds of ammo per shot(1/6)
Secondary weapon: wrist rocket     1/5
  Rate of fire: slow, single shot
  Reload speed: slow
  Infantry: 1-2 shots to kill
  Vehicles: 30 don't bother 
Secondary's secondary: detback     1/4
  Rate of fire: slow 
  Reload speed: slow
  Infantry: 1 pack to kill
  Vehicles: 3-5 excellent choice
  Special: these are remote detonated explosives. Meaning that, after you use 
one, a remote control will take its place in your inventory. If you press the 
fire button again the detpack will explode. 
Special ability: jet pack: 

Tips: use the jet pack for recon and to move about the battlefield quickly.
Be warned though the jet pack has a limited range  before needing to 
recharge.
He is  best used at close range . his flame thrower is cool but useless. 
Use his wrist rockets to destroy turrets.

Real rating: 5
  Reasoning: as far as heroes go he is pretty pathetic.

    1.6.4 Chewbacca     rating 3

Faction: rebel alliance
Appearances: Felucia, Kashyyyk, Yavin 4
Primary Weapon: Bowcaster     35/210
  Rate of fire: moderate
  Reload speed: moderate
  Infantry: 1-3 shots to kill
  Vehicles: N/A
  Special: fires 5 rounds at once in a fan pattern
Can also be charged by holding down the primary fire button 
To make it one concentrated shot instead of 5.
Has 2 zoom levels.  
Main secondary weapon: guided rocket     1/4
  Rate of fire: slow
  Reload speed: slow
  Infantry: 1 (if you can hit them)
  Vehicles: 20-40
  Special: when fired, you take control of the rocket as 
if it were a star fighter. 
Secondary weapon: Rage     1/1
  Rate of fire: slow
  Reload speed: slow
  Infantry: N/A
  Vehicles: N/A
  Special: when activated, it increases the amount of damage caused by nearby 
allied troops by 50% for 15 seconds.  
Secondary weapon: Time Bomb     1/3
  Rate of fire: one every 3 seconds 
  Reload speed: 3 seconds 
  Infantry: 1 (if you can hit them)
  Vehicles: 1-3 
  Special: time bombs have set timers that will explode 5 seconds after use

Tips: can either be used at long range  in sniper mode or up close in shotgun 
mode. rage is best used just before entering combat.  He has the best defense 
so don't be afraid to get up close and personal
The recon droid is all but useless so don't bother.

Real rating: 2
  Reasoning: just use a regular wookiee. He is slightly tougher but not 
enough to make a big deal over.  

    1.6.5 Count Dooku     Rating 5 (10 if you use the infinite force trick)

Faction: CIS
Appearances: Geonosis 
Primary Weapon: lightsaber 
  Rate of fire:  moderate
  Reload speed: N/A
  Infantry: 1-2
  Vehicles: 5-15
Secondary weapon: Force Lightning
  Rate of fire: N/A
  Reload speed: N/A
  Infantry: N/A
  Vehicles: N/A
  Special: uses energy to shoot lightning from his hand and electrifies 
anything in front of him so long as the secondary fire button is held down
Or until he runs out of energy.
Secondary's secondary: Force Choke
  Rate of fire: N/A
  Reload speed: N/A
  Infantry: N/A
  Vehicles: N/A
  Special: uses energy to choke an opponent there by immobilizing him and 
causing damage as long as the secondary fire button is held down Or until he 
runs out of energy.
Special ability 1: Saber block: after pressing the primary reload button the 
jedi can block all incoming fire until the energy meter runs out.
Special ability 2: force jump: after jumping, press the jump button again to 
jump in mid-air, can continue jumping until out of energy. 
Special ability 3: force run: press and old the dash button to run ultra fast 

Infinite force trick: use force choke on an opponent and while still holding 
down the secondary fire button change weapons to force lightning, the result 
will be the opponent still immobilized from force choke and taking damage 
from force lightning, yet your energy meter will not deplete! 

Tips: use the infinite force trick for one on one battles but beyond that run 
in and hack and slash.

Real rating: 5
  Reasoning: his force trick is cool but can only be used on one enemy at a 
time. His lightsaber skills are low compared to others. 

    1.6.6 Darth Maul    Rating 10

Faction: CIS
Appearances: Coruscant, Jabbas Palace, Mos Eisley, Mustafar, 
Naboo, Polis Massa, Yavin 4
Primary Weapon: double-bladed lightsaber 
  Rate of fire: fast
  Reload speed: N/A
  Infantry: 1-2
  Vehicles: 5-15
  Secondary weapon: saber throw
  Rate of fire: moderate
  Reload speed: N/A
  Infantry: 1-2
  Vehicles: 5-15
  Special: allows the user to throw there lightsaber the longer you hold the 
secondary fire button the farther it is thrown. Using this drains your energy 
meter.  
Secondary's secondary: force push
  Rate of fire: slow
  Reload speed: slow
  Infantry: N/A
  Vehicles: N/A
  Special: pushes enemy units away from you. Uses energy.
Special ability 1: Saber block: after pressing the primary reload button the 
jedi can block all incoming fire until the energy meter runs out.
Special ability 2: force jump: after jumping, press the jump button again to 
jump in mid-air, can continue jumping until out of energy. 
Special ability 3: force run: press and old the dash button to run ultra fast 

Tips: run in and hack and slash

Real rating:11
  Reasoning: he is the best lightsaber wielder in the game! 
He uses a double-bladed lightsaber, meaning it has a blade at each end.
As you can imagine this gives him great range  with this attacks.

    1.6.7 Darth Vader     Rating: 6

Faction: Empire
Appearances: Dagobah, Endor, Hoth, Tantive IV
Primary Weapon: lightsaber 
  Rate of fire:  slow
  Reload speed: N/A
  Infantry: 1-2
  Vehicles: 5-15
  Secondary weapon: saber throw
  Rate of fire: moderate
  Reload speed: N/A
  Infantry: 1-2
  Vehicles: 5-15
  Special: allows the user to throw there lightsaber the longer you hold the 
secondary fire button the farther it is thrown. Using this drains your energy 
meter.  
Secondary's secondary: Force Choke
  Rate of fire: N/A
  Reload speed: N/A
  Infantry: N/A
  Vehicles: N/A
  Special: uses energy to choke an opponent there by immobilizing him and 
causing damage as long as the secondary fire button is held down Or until he 
runs out of energy.
Special ability 1: Saber block: after pressing the primary reload button the 
jedi can block all incoming fire until the energy meter runs out.
Special ability 2: force glide: after jumping, press the jump button again to 
glide in mid-air, can continue gliding until out of energy. 
Special ability 3: force run: press and old the dash button to run ultra fast 

Tips: run in and hack and slash 

Real rating: 3
  Reasoning: he has the second worst lightsaber technique in the game, it is 
slow and only covers the area directly in front of him.  

    1.6.8 Emperor     Rating: 5 (8 if using the Infinite force trick)

Faction: Empire
Appearances: Coruscant, Death Star, Naboo, Polis Massa
Primary Weapon: lightsaber 
  Rate of fire: slow
  Reload speed: N/A
  Infantry: 1-2
  Vehicles: 5-15
Secondary weapon: Force Lightning
  Rate of fire: N/A
  Reload speed: N/A
  Infantry: N/A
  Vehicles: N/A
  Special: uses energy to shoot lightning from his hand and electrifies 
anything in front of him so long as the secondary fire button is held down
Or until he runs out of energy.
Secondary's secondary: Force Choke
  Rate of fire: N/A
  Reload speed: N/A
  Infantry: N/A
  Vehicles: N/A
  Special: uses energy to choke an opponent there by immobilizing him and 
causing damage as long as the secondary fire button is held down Or until he 
runs out of energy.
Special ability 1: Saber block: after pressing the primary reload button the 
jedi can block all incoming fire until the energy meter runs out.
Special ability 2: force glide: after jumping, press the jump button again to 
glide in mid-air, can continue gliding until out of energy. 
Special ability 3: force run: press and old the dash button to run ultra fast 

Infinite force trick: use force choke on an opponent and while still holding 
down the secondary fire button change weapons to force lightning, the result 
will be the opponent still immobilized from force choke and taking damage 
from force lightning, yet your energy meter will not deplete! 

Tips: use the infinite force trick for one on one battles but beyond that run 
in and hack and slash.

Real rating: 2
  Reasoning: his force trick is cool but can only be used on one enemy at a 
time. His lightsaber skills are the lowest in the game. 

    1.6.9 General Grievous     Rating 7

Faction: CIS
Appearances: Dagobah, Mygeeto, Utapau, Tantive IV
Primary Weapon: Quad lightsaber 
  Rate of fire: fast
  Reload speed: N/A
  Infantry: 1-2
  Vehicles: 5-15
  Special: that's right 4 lightsabers! Two are hidden until he strikes.
Secondary weapon: Rage     infinite
  Rate of fire: slow
  Reload speed: slow
  Infantry: N/A
  Vehicles: N/A
  Special: when activated, it increases the amount of damage caused by nearby 
allied troops by 50% for 15 seconds.  
Special ability: Saber block: after pressing the primary reload button the 
jedi can block all incoming fire until the energy meter runs out.

Tips: run in and hack and slash 

Real rating: 8
  Reasoning: he has 4 lightsabers and he knows how to use them!
 His technique is fast and covers a large area.(duh)

    1.6.10 Han Solo    Rating 4

Faction: Rebel Alliance
Appearances: Endor, Kamino, mos Eisley, Utapau
Primary Weapon: DL44 pistol
  Rate of fire: fast
  Reload speed: -----
  Infantry: 1-3 shots to kill
  Vehicles: N/A
  Special: fires a burst of three rounds. 
Main secondary weapon: Fusion Cutter      infinite 
  Rate of fire: N/A
  Reload speed: N/A
  Infantry: none 
  Vehicles: none
  Special: can be used to hack/heal vehicles, 
and build/heal turrets/health and ammo droids
and to defuse mines      
Secondary weapon: detpacks     1/3
  Rate of fire: slow 
  Reload speed: slow
  Infantry: 1 pack to kill
  Vehicles: 3-5 excellent choice
  Special: these are remote detonated explosives. Meaning that, after you use 
one, a remote control will take its place in your inventory. If you press the 
fire button again the detpack will explode. 
Secondary's secondary: Rally     1/1
Rate of fire: N/A
  Reload speed: N/A
  Infantry: N/A
  Vehicles: N/A
  Special: Han and every one around him gets 
a 50% defense boost for 20 seconds after activation.  

Tips: keep your distance, or else you will get overwhelmed. 

Real rating: 2
  Reasoning: his primary weapon is a pistol, his main secondary is a Fusion 
Cutter ! I mean come on how much more pathetic does it get, what on earth (or 
any other planet) would a real hero need a fuisioncutter for?!?!

    1.6.11 Jango Fett     Rating 5 

Faction: CIS
Appearances: Felucia, Kamino, Kashyyyk
Primary Weapon: Westar-34 Blaster     16/128
  Rate of fire: very fast
  Reload speed: moderate
  Infantry: 1-3 shots to kill
  Vehicles: N/A
Main secondary weapon: flame thrower     10/60 
  Rate of fire: fast
  Reload speed: moderate
  Infantry: 1 full rounds to kill
  Vehicles: N/A
  Special: fires a continual flame consuming 10 rounds of ammo per shot(1/6)
Secondary weapon: wrist rocket     1/5
  Rate of fire: slow, single shot
  Reload speed: slow
  Infantry: 1-2 shots to kill
  Vehicles: 30 don't bother 
Secondary's secondary: Time Bomb     1/3
  Rate of fire: one every 3 seconds 
  Reload speed: 3 seconds 
  Infantry: 1 (if you can hit them)
  Vehicles: 1-3 
  Special: time bombs have set timers that will explode 5 seconds after use

Tips: Tips: use the jet pack for recon and to move about the battlefield 
quickly.
Be warned though the jet pack has a limited range  before needing to 
recharge.
He is  best used at close range . his flame thrower is cool but useless. 
Use his wrist rockets to destroy turrets.

Real rating: 5
  Reasoning: well, at least we know were his son (Boba Fett) gets it from.

    1.6.12 Ki-Adi-Mundi     Rating 6

Faction: Republic
Appearances: Mygeeto
Primary Weapon: lightsaber 
  Rate of fire: moderate
  Reload speed: N/A
  Infantry: 1-2
  Vehicles: 5-15
  Secondary weapon: saber throw
  Rate of fire: moderate
  Reload speed: N/A
  Infantry: 1-2
  Vehicles: 5-15
  Special: allows the user to throw there lightsaber the longer you hold the 
secondary fire button the farther it is thrown. Using this drains your energy 
meter.  
Secondary's secondary: force pull
  Rate of fire: slow
  Reload speed: slow
  Infantry: N/A
  Vehicles: N/A
  Special: pulls enemy units closer to you. Uses energy.
Special ability 1: Saber block: after pressing the primary reload button the 
jedi can block all incoming fire until the energy meter runs out.
Special ability 2: force jump: after jumping, press the jump button again to 
jump in mid-air, can continue jumping until out of energy. 
Special ability 3: force run: press and old the dash button to run ultra fast 

Tips: run in and hack and slash

Real rating: 6
  Reasoning: not bad there's just better ones out there.  

    1.6.13 Luke Skywalker     Rating 6

Faction: Rebel Alliance 
Appearances: Coruscant, Death Star, Hoth, Jabba's Palace, Mygeeto
Primary Weapon: lightsaber 
  Rate of fire: moderate
  Reload speed: N/A
  Infantry: 1-2
  Vehicles: 5-15
  Secondary weapon: saber throw
  Rate of fire: moderate
  Reload speed: N/A
  Infantry: 1-2
  Vehicles: 5-15
  Special: allows the user to throw there lightsaber the longer you hold the 
secondary fire button the farther it is thrown. Using this drains your energy 
meter.  
Secondary's secondary: force push
  Rate of fire: slow
  Reload speed: slow
  Infantry: N/A
  Vehicles: N/A
  Special: pushes enemy units away from you. Uses energy.
Special ability 1: Saber block: after pressing the primary reload button the 
jedi can block all incoming fire until the energy meter runs out.
Special ability 2: force jump: after jumping, press the jump button again to 
jump in mid-air, can continue jumping until out of energy. 
Special ability 3: force run: press and old the dash button to run ultra fast 

Tips: run in and hack and slash

Real rating: 6
  Reasoning: like father (Anakin Skywalker/Darth Vader), like son.
His lightsaber technique is relatively slow and hard to hit with.

    1.6.14 Mace Windu     Rating 6

Faction: Republic
Appearances: Coruscant, Geonosis, Yavin 4
Primary Weapon: lightsaber 
  Rate of fire: moderate
  Reload speed: N/A
  Infantry: 1-2
  Vehicles: 5-15
  Secondary weapon: saber throw
  Rate of fire: moderate
  Reload speed: N/A
  Infantry: 1-2
  Vehicles: 5-15
  Special: allows the user to throw there lightsaber the longer you hold the 
secondary fire button the farther it is thrown. Using this drains your energy 
meter.  
Secondary's secondary: force push
  Rate of fire: slow
  Reload speed: slow
  Infantry: N/A
  Vehicles: N/A
  Special: pushes enemy units away from you. Uses energy.
Special ability 1: Saber block: after pressing the primary reload button the 
jedi can block all incoming fire until the energy meter runs out.
Special ability 2: force jump: after jumping, press the jump button again to 
jump in mid-air, can continue jumping until out of energy. 
Special ability 3: force run: press and old the dash button to run ultra fast 

Tips: run in and hack and slash

Real rating: 6
  Reasoning: I guess I just expected more from the legendary creator of 
vaapad. (vaapad is a technique in which you swing your lightsaber at great 
speed and precision.) 

    1.6.15 Obi-wan Kenobi     Rating 6

Faction: Republic
Appearances: Death Star, Kamino, Mos Eisley, Mustafar, Naboo, Utapau
Primary Weapon: lightsaber 
  Rate of fire: moderate
  Reload speed: N/A
  Infantry: 1-2
  Vehicles: 5-15
  Secondary weapon: saber throw
  Rate of fire: moderate
  Reload speed: N/A
  Infantry: 1-2
  Vehicles: 5-15
  Special: allows the user to throw there lightsaber the longer you hold the 
secondary fire button the farther it is thrown. Using this drains your energy 
meter.  
Secondary's secondary: force push
  Rate of fire: slow
  Reload speed: slow
  Infantry: N/A
  Vehicles: N/A
  Special: pushes enemy units away from you. Uses energy.
Special ability 1: Saber block: after pressing the primary reload button the 
jedi can block all incoming fire until the energy meter runs out.
Special ability 2: force jump: after jumping, press the jump button again to 
jump in mid-air, can continue jumping until out of energy. 
Special ability 3: force run: press and old the dash button to run ultra fast 

Tips: run in and hack and slash

Real rating: 6
  Reasoning: not bad there's just better ones out there.  

    1.6.16 Princess Leia      Rating 3

Faction: Rebel Alliance
Appearances: Naboo, Polis Massa, Tantive IV
Primary Weapon: sporting blaster
  Rate of fire: moderate
  Reload speed: moderate
  Infantry: 1-2 shots to kill
  Vehicles: N/A
  Special: it has 2 levels of zoom (5x 10X) and can pass through enemies.
Secondary weapon: thermal detonators(grenades)     1/3
  Rate of fire: slow
  Reload speed: slow
  Infantry: 1-2
  Vehicles: 3-7
Secondary's secondary: invulnerability 
  Rate of fire: slow
  Reload speed: slow
  Infantry: N/A
  Vehicles: N/A
  Special: makes you invulnerable for a short period of time 

Tips: use her like a sniper.

Real rating: 6
  Reasoning: she makes a good sniper. Get to close and her rating drops to 1

    1.6.17 Yoda     Rating 7

Faction: Republic
Appearances: Dagobah, Kashyyyk. Polis Massa, Tantive IV
Primary Weapon: lightsaber 
  Rate of fire:  
  Reload speed: N/A
  Infantry: 1-2
  Vehicles: 5-15
Secondary weapon: force push
  Rate of fire: slow
  Reload speed: slow
  Infantry: N/A
  Vehicles: N/A
  Special: pushes enemy units away from you. Uses energy.
Secondary's secondary: force pull
  Rate of fire: slow
  Reload speed: slow
  Infantry: N/A
  Vehicles: N/A
  Special: pulls enemy units closer to you. Uses energy.
Special ability 1: Saber block: after pressing the primary reload button the 
jedi can block all incoming fire until the energy meter runs out.
Special ability 2: force jump: after jumping, press the jump button again to 
jump in mid-air, can continue jumping until out of energy. 
Special ability 3: force run: press and old the dash button to run ultra fast 

Tips: use his small size to setup ambushes in tall grass or deep water
 Beyond that, run in and hack and slash 

Real rating: 7
  Reasoning: he's just lucky he's small enough to hide in tall grass or he 
would get a 3. He has very short range .

1.7---------------------------------Medals-----------------------------------

Medals can be gained through completion of certain criteria that is different 
for every medal. The criteria must be met in one lifetime. You can only earn 
one of each medal per lifetime. Your medals are tracked over your career and 
any medal you earn is permanently added to your medal count. once you earn 
veteran status in a weapon you must swhich weapons then swhich back every 
time you earn the medal for the medal to activate. You will know when it is 
activated by the tell tail purple bolts.

Statuses are earned after you gain a certain amount of one medal type.
For every status there are different privileges that add on to one another.

Statuses:
Green: 0-3 medals
Award: nothing, zip, nodda

Veteran: 4-31 medals
Award: every time you earn this medal you get its bonus for one lifetime.
And there is a 30 second grace period, meaning if you die within 30 seconds 
of earning a medal you keep its bonus in the next life. 

Elite: 32-63 medals
Award: The requirement for the medal is lowered by 25% 

Legendary: 64+ medals
Award: You keep the bonus permanently.

Rank 
Rank determines the number of troops you can command to follow you.
Your rank depends on how many total medals you have acquired. 

Rank: private   1 trooper   0-19 medals 
Rank: Sergeant  2 troopers  20-99 medals 
Rank: Captain   3 troopers  100-299 medals
Rank: General   4 troopers  300+ medals

Now on with the medals (remember the requirements must be met in one life):
        
Name: Gunslinger
Requirement: 6 kills with a pistol 
Elite: 4 kills with a pistol
Award: precision pistol:
Units: any one with a pistol
Ammo: ?/96
Rate of fire: fast
Infantry: 1-2 shots to kill
Vehicles: 20-40 rounds 
Special: this pistol has a 2 level scoop making it a sniper pistol.

Tips: this medal is easily earn in space battles (I prefer space Mygeeto CIS) 
after you board the enemy ship, this way you are not as out gunned as you are 
on the ground.

Rating: 8 
  Reasoning: makes your pistol more accurate and powerful. 
 easy to earn along with your war hero and invaluable in space battles or for 
sniper/demo. Classes

Name: Frenzy 
Requirement: 12 kills with a blaster rifle
Elite: 9 kills with a blaster rifle
Award: award rifle:
Units: any one with a rifle
Ammo: 36/216 
Rate of fire: fast
Infantry: 1-3 shots to kill
Vehicles: 200 shots 
Special: fires 3 rounds at once (12/72)

Tips: no real good level for this one, but I prefer the rebels, they just 
seem better.

Rating: 10 
  Reasoning: makes your rifle more accurate and powerful. 
it makes the solider class 10 times better especially in conjunction with the 
precision pistol. 

Name: demolition 
Requirement: 4 critical hits vs. vehicles 
Elite: 3 critical hits vs. vehicles
Award: guidable rockets 
Units: demo. class
Ammo: 1/5
Rate of fire: slow
Infantry: 1 (if you can hit them)
Vehicles: 7-12 
Special: when fired, you take control of the rocket as 
if it were a star fighter. 
Also unlike the others this does not replace the rocket launcher instead you 
will have three primary weapons, a rocket launcher, a pistol and the guidable 
rockets.

Tips: Hoth, without a doubt Hoth, rebel side, take a snowspeeder and land 
right next to the AT-ATs and fire at there necks. It also helps to have the 
precision pistol to defend yourself. Note that all 4 hits don't have to be on 
the same vehicle.  

Rating: 3
  Reasoning: fun to use, but not as good as the regular rocket launcher at 
taking out vehicles, yet to hard to control for infantry kills. 

Name: technician
Requirement: hack into a vehicle 
Elite: hack into a vehicle
Award: vehicle regeneration 
Units: all
Special: heals the vehicle you are in automatically.

Tips: Kashyyyk, republic side, wait on the beach and hack the tank droids 
when they come ashore.

Rating: 3
  Reasoning: it takes the whole level to heal up from red, in that amount of 
time I could just ditch and find a new one.

Name: marksman 
Requirement: 6 headshots with a sniper rifle
Elite: 5 headshots with a sniper rifle
Award: particle beam rifle:
Units: sniper class
Ammo: 4/24
Rate of fire: slow
Infantry: 1 shot to kill 
Vehicles: N/A
Special: only one level of zoom and a beam that 
supposedly passes through enemies.

Tips: Kamino, any side, aim for anyone in a turret, easy headshot. 

Rating: 0
  Reasoning: worthless, I have said it before but this time I really mean it.
 It only has 1 zoom level and for some reason it doesn't want to kill people 
more than 10 feet away!!!

Name: regulator 
Requirement: 8 kills with a shotgun
Elite: 6 kills with a shotgun
Award: flechette shotgun
Units: engineer class
Ammo: 40/240
Rate of fire: slow
Infantry: 1-3 shots to kill (depends on number of pellets that hit) 
Vehicles: N/A
Special: more accurate and powerful version of the shotgun.
Fires 8 rounds at once (5/30)

Tips: Tantive IV, rebels side, the close quarters fighting and the narrow 
hallways make it perfect for anyone with a shotgun.

Rating: 8
  Reasoning: makes your shotgun more accurate and powerful.

Name: endurance  
Requirement: score 12 points 
Elite: score 9 points
Award: energy recuperation 
Units: all 
Special: your energy bar restores quicker 

Tips: you have to be the worst video game player ever not to get an endurance 
on almost every level!!
However, I prefer: space Mygeeto, CIS side, there are more things to bomb 
here (the enemy has 3 frigates) and the inside of the enemies ship is empty. 

Rating: 4
  Reasoning: good if you are using a jedi but if it wasn't for the fact that 
you have to earn it on your way to war hero, it would be at the 
bottom of my list.

Name: guardian
Requirement: score 24 points 
Elite: score 18 points 
Award: shielding 
Units: all
Special: you take 50% less damage 

Tips: any space level will do.
However, I prefer: space Mygeeto, CIS side, there are more things to bomb 
here (the enemy has 3 frigates) and the inside of the enemies ship is empty.

Rating: 10 
  Reasoning: the more damage you take, the longer you live!

Name: war hero
Requirement: score 36 points
Elite: score 24 points
Award: damage increase
Units: all  
Special: each of your attacks cause 50% more damage

Tips: any space battle will do.
However, I prefer: space Mygeeto, CIS side, there are more things to bomb 
here (the enemy has 3 frigates) and the inside of the enemies ship is empty.

Rating: 10 
  Reasoning: the more damage you do, the more likely you will kill someone.


2.----------------------------------Droids/items-----------------------------

Droids 

Medical Droid
Looks like a small gray pillar with arms
Slowly heals anyone within 2 feet of it.
Can be found near most comm. Posts.
Can be used to lure unsuspecting enemies into a skilled snipers crosshairs.
Or can be booby trapped via a well placed mine. 

Ammo Droid 
Looks like a tan box
Slowly restores ammo for ANY weapon 
Can be found near most comm. Posts.
Can be used to lure unsuspecting enemies into a skilled snipers crosshairs.
Or can be booby trapped via a well placed mine.

  2.1 Items 

Items are those little containers you sometimes see when you kill someone.

Blue
Restores 1/4 of your health bar 

White with red rim
Restores 1 clip of ammo 

Yellow 
Restores your energy meter

Green 
Adds 50% to your defense for 30 seconds 

Clear red 
Increases the damage dealt to enemies by 50% 


3.-------------------------------vehicles------------------------------------

The vehicles are in alphabetical order.
There are a wide range  of vehicles in star wars battlefront II and here is 
were you will find them listed. They all have infinite ammo for all there 
weapons, some have different positions for more people to man more guns.
All vehicles (except scouts) have a critical hit spot this is a weakness in 
the vehicles hull that when hit, takes three times the damage it normally 
would. (four of these are needed for the demo. Medal) 

The vehicle stats are laid out as follows:

Size: (size of the vehicle)
Max speed: (top speed of travel)
Defense:(1-10 how many hits the vehicle can take compared to other vehicles )
Crew: (how many people can ride in the vehicle)
Pilot: (the pilots weapons)
Primary weapon: (pilots main weapon)
  Rate of fire: (how fast the gun fires)
  Infantry: (how many shots to kill infantry)
  Vehicles: (how many shots to kill Vehicles)
  Special: (special abilities if any)
Secondary weapon: (pilots secondary weapon)
  Rate of fire: (how fast the gun fires)
  Infantry: (how many shots to kill infantry)
  Vehicles: (how many shots to kill Vehicles)
  Special: (special abilities if any)
Copilot: (the copilots weapons if any)
Primary weapon: (copilots main weapon if any)
  Rate of fire: (how fast the gun fires)
  Infantry: (how many shots to kill infantry)
  Vehicles: (how many shots to kill Vehicles)
  Special: (special abilities if any)
Secondary weapon: (copilots secondary weapon if any)
  Rate of fire: (how fast the gun fires)
  Infantry: (how many shots to kill infantry)
  Vehicles: (how many shots to kill Vehicles)
  Special: (special abilities if any)
Main gunner: (the main Gunners weapons if any)
Primary weapon: (Main gunners main weapon if any)
  Rate of fire: (how fast the gun fires)
  Infantry: (how many shots to kill infantry)
  Vehicles: (how many shots to kill Vehicles)
  Special: (special abilities if any)
Secondary weapon: (Main gunners secondary weapon if any)
  Rate of fire: (how fast the gun fires)
  Infantry: (how many shots to kill infantry)
  Vehicles: (how many shots to kill Vehicles)
  Special: (special abilities if any)
Critical hit: (location of the critical hit spot)

    3.1 Scout Vehicles  

Scout vehicles aren't made for combat, but for recon, and to get you to were 
you need to go in a flash.    

      3.1.1 74-z speeder bike/BARK Speeder 

Size: 4.4 meters long
Max speed: 500 kph
Defense: 1
Crew: 1
Pilot:  
Primary weapon: 1 laser cannon
  Rate of fire: slow
  Infantry: 1-2 shots to kill
  Vehicles: to many!

Tips: only used to zip across the field. But be careful because even at low 
speeds the bike will explode an contact with an solid object. Don't try to 
gun people down as you will only make yourself a sitting duck for a grenade.
These bikes are capable of jumping, just tap the jump button while moving.

      3.1.2 STAP

Size: 2 meters tall
Max speed: 400 kph
Defense: 1
Crew: 1
Pilot: 
Primary weapon: 2 blaster cannons 
  Rate of fire: fast
  Infantry: 1-3 shots to kill
  Vehicles: to many!

    3.2 Medium Assault Vehicles 

Medium assault vehicles have way more armor than scout vehicles, but not as 
much as heavy assault vehicles, are faster than heavy assault vehicles, but 
not as fast as scout vehicles. In other words they are a happy medium.

      3.2.1 AAC-1 Speeder 

Size: 5.7 meters long
Max speed: 227 kph
Defense: 4
Crew: 2
Pilot: 
Primary weapon: 2 laser cannons 
  Rate of fire: fast 
  Infantry: 1-3 shots to kill
  Vehicles: 30-50 
Secondary weapon: 2 particle cannons
  Rate of fire: moderate
  Infantry: 1 shot to kill
  Vehicles: 10-20
Copilot: 
Primary weapon: 2 missile turrets 
  Rate of fire: slow
  Infantry: 1 shot to kill
  Vehicles: 5-10 
critical hit: black coolers on side of tank

      3.2.2 AAT (armored assault tank)

Size: 9.75 meters long
Max speed: 55 kph 
Defense: 6
Crew: 2
Pilot: 
Primary weapon: 2 laser blasters 
  Rate of fire: fast
  Infantry: 1-2 shots to kill
  Vehicles: 30-50
Secondary weapon: 2 missile launchers
  Rate of fire: moderate
  Infantry: 1 shot to kill
  Vehicles: 10-20 
Copilot: 
Primary weapon: 1 laser cannon
  Rate of fire: slow
  Infantry: 1 shot to kill
  Vehicles: 5-10 shots to kill
critical hit: back panel 

      3.2.3 Armored Tank Droid

Size: 6.2 meters tall 5.5 meters long
Max speed: 100 kph
Defense: 5
Crew: 1
Pilot: 
Primary weapon: 2 shock rifles
  Rate of fire: moderate
  Infantry: 3-5 shots to kill
  Vehicles: 50-60
  Special: fires out in a fan shaped pattern 
Secondary weapon: 2 mortar cannons
  Rate of fire: slow
  Infantry: 1-2 shots to kill
  Vehicles: 30-40
critical hit: rear tread cylinder 

      3.2.4 AT-RT (all terrain-recon transport

Size: 3.2 meters tall
Max speed: 90 kph
Defense: 3
Crew: 1
Pilot: 
Primary weapon: 1 laser cannon
  Rate of fire: fast
  Infantry: 1-3 shots to kill
  Vehicles: 30-50
Secondary weapon: 1 mortar cannon 
  Rate of fire: slow
  Infantry: 1-2 shots to kill
  Vehicles: 30-40
critical hit: cylinder between legs

      3.2.5 AT-ST (all terrain-scout transport)

Size: 8.6 meters tall
Max speed: 90 kph
Defense: 8
Crew: 2
Pilot: 
Primary weapon: 2 laser cannons
  Rate of fire: fast
  Infantry: 1-3 shots to kill
  Vehicles: 30-50
Secondary weapon: 1 particle cannon
  Rate of fire: moderate 
  Infantry: 1 shot to kill
  Vehicles: 10-30 
Copilot: 
Primary weapon: 1 remote rocket launcher
  Rate of fire: slow
  Infantry: 1 shot to kill
  Vehicles: 10 shots to kill
  Special: when fired, you take control of the rocket as 
if it were a star fighter
critical hit: rear block between legs 

      3.2.6 Hailfire Droid

Size: 8.5 meters tall
Max speed: 45 kph
Defense: 3
Crew: 1
Pilot: 
Primary weapon: 1 repeating blaster 
  Rate of fire: fast
  Infantry: 3-5 shots to kill
  Vehicles: 50-60
Secondary weapon: 2 hailfire missile launchers 
  Rate of fire: very fast
  Infantry: 1 shot to kill 
  Vehicles: 10-20
  Special: very inaccurate but fires very fast
critical hit: cylinders below cockpit

      3.2.7 IFT-T (TX-130T fighter tank)/IFT-X (TX-130S fighter tank)

The only difference between these fighter is the paint (IFT-X = red 
IFT-T = gray) and about 10-20 years  

Size: 8.2 meters long
Max speed: 193 kph
Defense: 5
Crew: 2
Pilot: 
Primary weapon: 2 blaster cannons 
  Rate of fire: fast 
  Infantry: 1-3 shots to kill
  Vehicles: 30-50
Secondary weapon: 2 missile turrets 
  Rate of fire: moderate
  Infantry: 1 shot to kill
  Vehicles: 10-20
Copilot: 
Primary weapon: 1 beam cannon
  Rate of fire: slow
  Infantry: 1 partial blast to kill
  Vehicles: 5-8 full blasts 
  Special: this weapon fires a long lasting beam of energy
critical hit: cylinder at rear of tank (you cant miss it, they even painted a 
target on it for you!)

      3.2.8 Spider Walker

Size: 8.32 meters tall
Max speed: 90 kph
Defense: 7
Crew: 1
Pilot: 
Primary weapon: 1 beam cannon 
  Rate of fire: moderate
  Infantry: 1 partial blast to kill
  Vehicles: 5-8 full blasts 
  Special: this weapon fires a long lasting beam of energy
Secondary weapon: 1 blaster cannon
  Rate of fire: fast
  Infantry: 2-5 shots to kill
  Vehicles: 20-50 
critical hit: cylinders were the legs connect to the body

      3.2.9 T-47 Snowspeeder 

The snowspeeder isn't technically a ground vehicle but you only use it in 
ground battles (Hoth) so this is were it belongs.

Size: 5.3 meters tall
Max speed: 1100 kph
Defense: 2
Crew: 2
Pilot: 
Primary weapon: 2 laser cannons
  Rate of fire: moderate
  Infantry: 1-3 shots to kill
  Vehicles: 20-40 
Copilot: 
Primary weapon: 1 harpoon gun 
  Rate of fire: slow
  Infantry: N/A
  Vehicles: N/A
  Special: fire at AT-ATs legs to bind them up and destroy them.
haven't you seen the movie? well if not, then you need to.
Anyways, the main gunner must shoot one of the legs of the AT-AT then the 
pilot must then fly around the AT-AT three times without straying too far 
away (or the cable will break and you'll have to start over) or getting shot 
down. After the third pass, the cable will "trip" the AT-AT, causing it to 
crash to the ground and be destroyed. Obviously, unless you're an ace pilot, 
this can be very hard and time consuming, and as such is not recommended. 

    3.3 Heavy Assault Transports

Heavy assault transports are the biggest, toughest, slowest vehicles in the 
game! They serve as walking comm. Posts and are immune to hacking. 

      3.3.1 AT-AT (all terrain-armored transport)

Size: 15 meters tall, 20 meters long
Max speed: 60 kph
Defense: 10
Crew: 1
Pilot: 
Primary weapon: 2 laser cannons 
  Rate of fire: moderate
  Infantry: 1 shot to kill
  Vehicles: 10-20 
Secondary weapon: 2 particle cannons
  Rate of fire: moderate
  Infantry: 1 shot to kill
  Vehicles: 5-10 
critical hit: neck (for those of you failing biology, the cylinder  
between the body and the head.)

      3.3.2 AT-TE (all terrain-tactical enforcer)

Size: 5.02 meters tall 12.4 meters long
Max speed: 60 kph
Defense: 10
Crew: 3
Pilot: 
Primary weapon: 4 laser cannons (front) 
  Rate of fire: fast
  Infantry: 1 shot to kill
  Vehicles: 20-30 
Secondary weapon: 2 particle cannons (front) 
  Rate of fire: moderate
  Infantry: 1 shot to kill
  Vehicles: 10-20
Copilot: 
Primary weapon: 2 repeating blasters (rear)
  Rate of fire: very fast
  Infantry: 3-5 shots to kill
  Vehicles: 100-300
  Special: it's a machine gun 
Main gunner: 
Primary weapon: 1 projectile cannon turret (top)
  Rate of fire: slow
  Infantry: 1 shot to kill
  Vehicles: 5-15 
critical hit: cylinder in front of tank 


3.4-------------------------------Star Fighters -----------------------------

Star fighters are vehicles you can only use in space combat.

There are 4 types: scout fighters (light and fast) 
multi-purpose fighters (medium) bombers (heavy and slow)
and transports (mobile comm. Posts).
All star fighters have infinite ammo.

  3.5 Scout Fighters

Scout fighters are light and fast and have homing rockets for dogfights but 
not armed heavily enough for attacking large ships and they only have minimal 
shield/armor so just a few shots will take them out so you must rely on there 
speed to doge attacks or else. They a crew of only one (pilot) and carry 
rapid-fire lasers and homing missiles. 

Units include: Republic Starfighter, Droid Tri-fighter, 
TIE Interceptor, A-Wing

  3.6 Multi-purpose Fighters

Multi-purpose fighters aren't as fast as scout fighters but are faster then 
the bombers but are more heavily armed then the scout fighters, but not as 
armed as the bomber class. They have better defense then the scout fighters 
but not as good as the bombers. 
They are a middle of the road fighter they can dogfight and take out capital 
ship but they aren't as effective as the other two at there respective tasks.
They carry multiple rapid fire laser cannons, and one proton torpedo launcher  

Units include: ARC-170, Droid Starfighter, TIE Fighter, X-Wing

  3.7 Bomber class fighters 

The bomber class is slow but heavily armed carrying with it a re-chargeable 
payload of bombs for the capitol ships, and very good shielding. There only 
defensive weapons are 2 laser cannons and one pilot.(the TIE bomber and the 
Y-wing have a copilot to man a rotary turret) 

Units include: V-wing, CIS Strike Bomber, TIE bomber, Y-wing

  3.8 Transport class 

The transport class is totally different from the others, it is used to board 
the enemy ship and serve as a CPthere. However I always find them useless 
because the enemy destroys it (and rightfully so) right after you land, 
making your trip for nothing. Note that it is imperative to fill up all 
positions aboard this class or you will have big gaps in your defenses. 

Since this class is so different from one another I will list them here:

      3.8.1 Republic LAAT Gunship/AAC (the rebels use the same craft)
Defense: 10
Crew: 4
Pilot: 
Primary weapon: 2 laser cannons
  Rate of fire: fast
Secondary weapon: missile launcher 
  Rate of fire: moderate
Copilot: 
Primary weapon: 1 guided missile launcher 
  Rate of fire: slow
Special: when fired, you take control of the rocket as 
if it were a star fighter.
2 Turret Gunners:
Primary weapon: 2 beam cannons (one each)
  Rate of fire: slow
  Special: this weapon fires a long lasting beam of energy

      3.8.2 Droid Gunship 

Defense: 10
Crew: 4 (+2 passengers)
Pilot: 
Primary weapon: beam cannon
  Rate of fire: fast
  Special: this weapon fires a long lasting beam of energy
Secondary weapon: 1 rocket launcher
  Rate of fire: moderate 
Copilot: 
Primary weapon: guided rocket launcher 
  Rate of fire: slow
Special: when fired, you take control of the rocket as 
if it were a star fighter.
2 Rear gunners: 
Primary weapon: 2 particle cannon turret (one each)
  Rate of fire: fast

      3.8.3 Imperial Shuttle 

Defense: 10
Crew: 3 (+3 passengers)
Pilot: 
Primary weapon: 2 particle cannons
  Rate of fire: moderate 
Secondary weapon: 1 proton torpedo launcher
  Rate of fire: moderate
Copilot: 
Primary weapon: 1 guided missile launcher 
  Rate of fire: slow
  Special: when fired, you take control of the rocket as 
if it were a star fighter.
Rear gunner: 
Primary weapon: 2 repeating blasters 
  Rate of fire: fast 

4.----------------------------------Turrets---------------------------------- 

Turrets are a beast of a different color. They cant move, yet there firepower 
is overwhelming at times. They come in several different types all designed 
with your death in mind. So keep that in mind next time you face one.
Turrets are normally strategically positioned to defend things(comm. Posts)
From infantry or tanks. They can only be built by a Fusion Cutter . 
And they all have infinite ammo.

  4.1 Gun Turret 

Appearances: most all levels 
Primary Weapon: laser cannon
  Rate of fire: fast
  Infantry: 1-4 shots to kill
  Vehicles: 20-40 
 
Tips: build all the ones on your half of the field,
But watch out for the enemies, don't rush them, they will aim right for you. 
Your best bet is to get them from behind and kill the pilot or set a bomb 
or rocket them from a distance. Grenades are also very effective. 

Rating: 5
  Reasoning: they are the standard turret. 
They have low defense and no protection in the back.

  4.2 Laser Turret 

Appearances: Kashyyyk
Primary Weapon: beam cannon
  Rate of fire:  moderate 
  Infantry: 1 partial blast
  Vehicles: 10-25 full blasts 
  Special: this weapon fires a long lasting beam of energy
 
Tips: these look like the standard gun turret but these fire a beam cannon!
Use the same strategy as the gun turret. 

Rating: 7
  Reasoning: it can take out vehicles faster and it looks cooler.

  4.3 Tower Turret 

Appearances: Yavin 4
Primary Weapon: laser cannon
  Rate of fire: fast
  Infantry: 1-3 shots to kill
  Vehicles: 20-40
 
Tips: these turrets sit high above the trees on Yavin 4, so you cant see them 
from a distance, but they can see you (that's just wrong). Use the turrets 
fire and trace it to its source then use rockets or bombs to deal with them. 

Rating: 3 (10 in the computers hands)
  Reasoning: you cant see once you get in them! The trees black your line 
of site, but the computer has no problem tracking you down.

  4.4 Geonosian Sonic Blaster

Appearances: Geonosis 
Primary Weapon: Sonic Blaster 
  Rate of fire: moderate 
  Infantry: 1-3 shots to kill
  Vehicles: N/A
  Special: fires a super-sonic blast of sound waves.
 
Tips: they aren't that accurate so just ignore them.
If they get to annoying use the same strategy as the gun turret.

Rating: 3
  Reasoning: pathetic, can barley be used to kill infantry because 
it shoots a nearly invisibly blast of sound so if you miss its anyone's
guess by how much!

  4.5 Concussion Cannon Turret

Appearances: Kashyyyk, Mygeeto 
Primary Weapon: concussion cannon (bet you didn't see that coming!)
  Rate of fire: 
  Infantry: 
  Vehicles: 
  Special:
 
Tips: 

Rating: 
  Reasoning: 

  4.6 Anti-infantry Laser Battery 

Appearances: Hoth 
Primary Weapon: laser cannon 
  Rate of fire: moderate 
  Infantry: 1-3 shots to kill
  Vehicles: 20-30
  Special: can be charged up by holding the primary fire button,
Thus firing a more powerful blast.  

Tips: rush them and hit them with grenades or pick them off with rockets
They are vary slow to move and hard adjust so don't use them.  

Rating: 4
  Reasoning: the only reason they are good at all is because the are in large 
groups in an open field. If you don't use them in tandem like the computer 
they are useless.

  4.7 Anti-vehicle Laser Cannon 

Appearances: Hoth
Primary Weapon: blaster cannon 
  Rate of fire: slow
  Infantry: 1 shot to kill
  Vehicles: 10-50 
  Special: can be charged up by holding the primary fire button,
Thus firing a more powerful blast.  
 
Tips: use on AT-ATs and AT-STs 
Rush them and use grenades or pick them off with rockets from a distance 

Rating: 8
  Reasoning: now were talking a turret with a purpose. They are extremely 
useful against the tanks on Hoth, just make sure you charge them up first.  
 

5.-----------------------------Rise of the Empire---------------------------- 
--------------------------------(Campaign Mode)------------------------------ 

      5.1 Geonosis: Training 

I'm not going to cover this section because: its training people if you cant 
complete this without my help you shouldn't be playing.

      5.2 Mygeeto: Amongst the Ruins

A powerful energy source must be acquired from the CIS manufacturing plant. 

General Ki-Adi-Mundi is leading the attack on the CIS manufacturing plant of
Mygeeto. A powerful Energy Collector supplies power to its factories.
Destroy the Energy Collector and recover the unique power crystals from its
core.

Objectives:
	1.Capture forward command post
	2.Destroy the particle cannon turrets
	3.Destroy the shield generator
	4.Capture the northwestern(#5)command post 
	5.Destroy the second shield
	6.Destroy the power generator  
	7.Take the power crystals to the ship

Capture forward command post
 The standard solider class is best for this part. If you die just start out 
here again.   

Start at command post 1 or 2 (some say to take an AT-RT but then you cant get 
a frenzy) make your way across the bridge killing the few droids in your way. 
Once across head strait for the stairs to the command post, don't get side 
tracked it'll get you killed. At the command post watch for enemy flanks down 
the hallway while keeping an eye (or crosshairs) on the stairs.  

  2. Destroy the particle cannon turrets
If you die now start out at #3.

You can do this one of three ways:
1. Swhich to the engineer class and use remote bombs.
2. Stay the soldier and use the AT-RT.
3. Swhich to the demolitions class and use rockets 
Number 2 is your best bet (however 1 and 3 are sure fun!)
In any case watch out for the ambush troops and the AAT which you can hack 
for a technician if you want.

  3. Destroy the shield generator 
If you die here start at #3.

Now you have a real choice: you can swhich to Ki-Adi-Mundi, there by ignoring 
the rest of the guide for this level and instead hacking and slashing 
everything in your way. Fun yes, but not good for medals.
My choice is to take either the engineer or the soldier.
Now from the command post go down the stairs and take a sharp right at the 
bottom you should see a big green shield, just go around it on the right and 
shoot/grenade that box looking thing on your left.

  4. Capture the northwestern(#5)command post
If you die here start at #3.

Just go over and capture it. I recommend ducking if you are running low on 
health.

  5. Destroy the second shield
If you die here start at #5

Swhich to the engineer class at #5 and go to the left of the next big shield 
turn right and shoot the box. 

  6. Destroy the power generator  
If you die here start at #5

From the box turn around cross the next bridge killing all droids in your 
way. Once across turn right and head around the structure looking for more 
boxes on your left and looking out for more enemies. 
After destroying both boxes, head inside but BE CAREFUL there are droidekas 
guarding the core!
Kill them, use remote bombs on the core if you have them. Alternately you can 
use grenades, rockets, even award weapons will do.  

  7. Take the power crystals to the drop ship
If you die now start at the closest place to were you died.

This is pretty simple just grab the crystals and head back to were the level 
started, watching out for AATs and the droidekas on the bridge. Just remember 
this is your last chance to earn medals so make the most of it. Otherwise 
grab an AT-RT and run.

      5.3 Coruscant: A desperate Rescue 

Palpatine's kidnapping gives the 501st a hands-on crash course in space 
combat.

General Grievous is holding the Supreme Chancellor hostage aboard his
flagship.  The Jedi are on their way but the 501st must first clear a path
through the Separatist fleet.  Engage the nearest CIS cruiser and destroy it.

Objectives:
Destroy 5 incoming fighters
Destroy the Banking clan Cruiser
Destroy there communications array 
Land in there hanger
Destroy there engines 
Destroy there command bridge

Cant really help you this battle but here are some tips:
  1. Destroy 5 incoming fighters

stay near your ship and let them come to you if you wander to far out you'll 
get creamed.

  2. Destroy the Banking clan Cruiser

Just fire at it.

  3. Destroy there communications array

It's the antenna thing.

  4. Land in there hanger

Fly in and land.

  5. Destroy there engines 

Go up the stairs through either door, watch out for the turrets in the 
ceiling  then it's the only door on your right.

  6. Destroy there command bridge

Now it gets interesting you can either take out the ARK-170 you came in on or 
you can get in the (in my opinion) better droid star fighter.
But either or just destroy the bridge its behind the comm. Ray.  

      5.4 Felucia: Heart of Darkness 

The droid presence here threatens the Republic cause, they must be destroyed.

The CIS is entrenched on Felucia, and have beaten back several attacks.  The
182nd Legion landed last month and hasn't been heard from since.  As the
Republic's finest, the burden is now upon the 501st to liberate Felucia.

Objectives:
     1. Get to the AT-TE and Kill 6 acklay
     2. Defend the AT-TE
     3. Acquire the power cell
     4. Destroy the CIS defense turrets

  1. Get to the AT-TE and Kill 6 acklay

Our first battle against the clock (whoop-de-do). Anyway start out as the 
solider class at CP#1 (duh). Then you have 30 seconds to made it due east to 
the AT-TE but watch out for the crater look'en things, they release poison 
gas when stepped on. Once at the AT-TE you must kill 6 acklay and in case 
your wondering, acklay are 10 foot tall evil spiders (the polar opposite of 
an ewok). Be warned keep your distance from them or you'll get cut in to.
To make things worse when you start shooting at one it chases after you, my 
advise is to shoot while running backward. After you kill the initial 3, 3 
more come out to eat, I mean meet you.  

  2. Defend the AT-TE
If you die now start at #2

Now that that's over, you have to defend the AT-TE for 1 minuet.
This is easy just stay to the south beside the AT-TE and kill anything that 
comes over the hill. Alternately you can go over the hill and cut them off 
but some times they will make it past you and you'll have to backtrack.

  3. Acquire the power cell 
If you die now start out at #2

Once again you have the option to play as a jedi this time as Aayla Secura
there by ignoring the rest of the guide for this level and instead hacking 
and slashing everything in your way. Fun yes, but not good for medals.
Alternately this is another easy objective just run up the hill and follow 
your objective marker obliterating anything in your way. Just be sure to look 
out for a group of snipers and engineers, so they can pick you off at long 
range  and murder you at close quarters, seeing no good way around this run 
in with your rifle blaring. Once you get the power cell run back to the AT-
TE.

  4. Destroy the CIS defense turrets
If you die now start at #2

Now were talking, a no holds demolition match!
You can approach this anyway you want including:
AT-TE for mega destruction 
Engineers remote bombs for face-to-face destruction
Engineers hack into enemies vehicle to see how they like it
Demo class for personalized destruction 
And finally Aayla Securas' personal brand of destruction
Any way you choose follow your objective markers and blow some stuff up.     
Note: there should be a giant root to get you to the one to the big tree

      5.5 Kashyyyk: First Line of Defense 

The CIS Blockade on the Wookiee Home world must be broken by any means
necessary.

The CIS is laying siege to the Wookiee home world of Kashyyyk.  Break through
the enemy blockade and relieve the beleaguered garrison until more 
reinforcements arrive. Destroy the Separatist flagship at all costs.

Objectives:
     1. Destroy the enemy frigates 
     2. Destroy the Heavy Turrets 
     3. land a LAAT in the enemy hanger 
     4. Destroy there life support and engines 
     5. Steal the enemies battle plan holocron 

  1. destroy the enemy frigates 

Grab a V-Wing (its on the far left) and get to work

  2. Destroy the Heavy Turrets 
  
Just bomb them

  3. land an LAAT in the enemy hanger

Go back to the hanger and grab an LAAT use the GET IN command to fill all the 
seats then go land in the enemy hanger

  4. Destroy there life support and engines

From the LAAT, go up the stairs and through the door run passed the people 
and the turrets unless you want a gunslinger, the door on the right is the 
engines, the door on the left is the life support they take 2 bombs each so 
you will need to restock at the ammo droid in the enemy ship.

  5. Steal the enemies battle plan holocron

Its with the shield generator (the only door we haven't used yet) grab it and 
run to the hanger, steal an enemy ship and dash to your hanger, run up the 
stairs, through the door, and into the blue circle.
 
      5.6 Kashyyyk: A Line in the Sand 

A Fortified Wookiee refinery is the last defense against the planetary droid
invasion.

The 501st has reinforced the Wookiee defenders at a key refinery.  Master
Yoda himself is coordinating the defense of this critical installation.  The
line has been drawn, there can be no retreat.

Objectives:
     1. Hold the beach for 3 minutes 
     2. Fall back to the wookiee base
     3. Defend the oil refinery for 4 minutes 
     4. Take all CIS command posts 

  1. Hold the beach for 3 minutes
If you die start at #2

Start at #1 as the engineer class and run down the beach and wait for the 
enemy. The enemy will throw everything they have at you. Shoot all the enemy 
unit that come near the CP and hack/bomb any tank droids that make it too the 
beach, if the spider droid becomes a problem, swhich to the demo. Class and 
take it out.

  2. Fall back to the wookiee base
If you die now start at #3 

Well a lot of good that did us. Any way run back up the hill, passed the 
wall, up the ramp and into the light, and make note of were the ammo droid 
is.

  3. Defend the oil refinery for 4 minutes 
If you die now start at #3

Swhich to the demo. Class and stay up on the platform were the CP is.
Use your pistol to pick off any soldiers down below, and don't worry, they 
wont come up the ramp. When the tank droids come into the clearing right in 
front of you, use your rockets and manual aim for the rear cylinder (its 
there critical hit spot) for a demo. Medal.

  4. Take all CIS command posts 
If you die now start out at the last CP you took

You now have the option to play as Yoda, there by hacking and slashing every 
thing in your way and ignoring the guide for the rest of the level, or you 
can change class to solider/engineer and take the comm. Posts in this order:
1, 2, 4, 5
The enemy offers you little resistance at this point, so you can either just 
run past them or kill them all for that frenzy/regulator medal.    

      5.7 Utapau: Underground Ambush 

Ambushing General Grievous and his army will be the final crushing blow to 
the CIS.

Republic intelligence believes General Grievous is here on Utapau.  General
Kenobi has gone ahead by himself to scout the planet.  Secure a landing area
and link up with Kenobi to crush all the Separatists once and for all.

Objectives:
     1. Assault and capture the lookout (#2) 
     2. Capture the highway (#3)
     3. Capture Hanger 10 (#4)
     4. kill General Grievous  
     5. Take out the AA turrets 
     6. Destroy the ATX energy pillar

  1. Assault and capture the lookout (#2) 
If you die now start at #1

Start at #1 (duh) as the solider class. Run forward, up the stairs and 
destroy any droid that gets in your way. Once near the CP look for stairs on 
your right, run up them to get to the CP While capturing it use your rifle as 
a sniper rifle and pick off all the droids down below.

  2. Capture the highway (#3)
If you die now start at #2

Swhich class to the engineer and jump off ledge. Run down the road crushing 
all enemies in your way, but look out for snipers on the high ledge to your 
right, and if the AAT becomes a problem, hack/bomb it. The CP is kind of 
hidden around a corner on the right.

  3. Capture Hanger 10 (#4)
If you die now start at #3

You can now play as obi-wan, which would make the next two objectives easier, 
but that is up to you. Now with the engineer (or jedi) run farther down the 
road, when you enter the hanger expect massive resistance, but hang in there 
and capture that CP

  4. kill General Grievous  
If you die now start at #4

Time for Grievous! General Grievous appears at the far end of the hanger and 
will run after the closest trooper, make that trooper you! I know it sounds 
crazy, but when he runs after you run backwards and lay bombs in his path, 
detonating them when he gets close. If he kills you start as the demo. Class 
and lay mines in his path.

  5. Take out the AA turrets
If you die now start at #4

After that mess is over, run to the far end of the hanger (were grievous 
started and there should be two AA turrets one on the left and one on the 
right, use bombs/grenades/rockets to take them out. They droids offer little 
resistance at this point, so you can ignore them.

  6. Destroy the ATX energy pillar
If you die now start at #4

Now run back to the CP(#4) and there should be an IFT waiting get in and jet 
forward and to the right keep going until you see the tower, than destroy it, 
nothing fancy, just blow it up. If the AAT becomes annoying, you know what to 
do.

      5.8 Coruscant: Knightfall    

The corrupt Jedi Order must be wiped out, by order 66 of the new Galactic
Emperor.

Order 66 has been given.  The Jedi collaborators must be eliminated.  On
Coruscant, the 501st has been given the singular honor of executing this
order under the command of the newly anointed Lord Vader.

Objectives:
     1. Capture the jedi council chamber (#2)
     2. Defend the library for 2 minutes 
     3. Retrieve the Holocron from the comm. Center and bring 
        it to the veranda(#1)
     4. Kill the jedi with the Holocron and bring it to the veranda(#1)
     5. Kill the 3 jedi masters 

Note: the level looks small and easy, but looks can be deceiving.
90% of your enemies are jedi, not heroes mind you, but still just as deadly.
Use your energy and jump over them, trying to run past them could have dire 
consequences. And to make matters worse all the cheap tricks (mines, bombs, 
ect.) wont work against there overwhelming numbers. 

  1. Capture the jedi council chamber (#2)
If you die now start at #1

Start as the engineer and run forward around the debris and up the stairs, 
WATCH OUT! This is an unavoidable trap! As soon as you crest the stairs jedi 
jump down from the ceiling, and there are manned turrets at the top of the 
next stairs, which is right were you need to go! Run passed the jedi and up 
passed the turrets but a bomb on one of the turrets as you pass so there is 
one less thing shooting at you, and there is yet another jedi ambush at the 
back of this room, kill them along with all the other enemies in this room to 
capture the CP.

  2. Defend the library for 2 minutes
If you die now start at #2 if you die after making it there use #3

Run down both sets of stairs and run up the second stair case on your right 
kill all the jedi that fall from the ceiling and all the security officers.
Now we wait for the 1:00 mark for the second wave of jedi kill them all to.

  3. Retrieve the Holocron from the comm. Center and bring 
     it to the veranda(#1)
if you die now start at #2

Run to the back of the library and use the ammo droid if you need to,
Then take the stairs on the left through the door, then use the door on the 
left. You should be in a computer room of sorts, again be careful everywhere 
you step, a jedi comes out of the ceiling, just run passed them and use the 
door on the other side of the room.(use your map if you get lost)
Grab the holocron and take a right, down the stairs, and take another right, 
down more stairs, and then a strait run to the veranda (#1). Note jedi jump 
down from the ceiling all along the way, you cant fight them all so run 
passed them.

  4. Kill the jedi with the Holocron and bring it to the veranda(#1)
If you die now start at #1

Definitely play as Anakin for he will make your life a hole lot easer!
Run forward and use the second door on your right, if you didn't use Anakin, 
throw a grenade into the room before entering. Kill the jedi and take the 
holocron back to the veranda (#1)

  5. Kill the 3 jedi masters

There is no easy way to do this, so just fire your rifle until you either 
kill them, or you run out of men.
Note sometimes mines will work if you place them just right.

      5.9 Naboo: Imperial Diplomacy 

The Queen of Naboo threatens the peace of the New Order. She must be 
silenced.

The Empire is flourishing under Emperor Palpatine but there are still
elements that resist the New Order.  Chief among these is the Queen of Naboo;
rumor has it she is also sheltering fugitive Jedi.  It is time to bring
Vader's fist down on these traitors.

Objectives:
     1. Capture the plaza security command post (#2) 
     2. Take over the plaza command post (#3)
     3. Capture the guard security post (#4)
     4. Destroy the central grid security console 
     5. Eliminate the jedi royal guard and the Queen 

  1. Capture the plaza security command post (#2)
If you die now start at #1

Start at #1 as the engineer, run forward and to the right. There will be 
heavy resistance, but fight through it and capture the CP.

  2. Take over the plaza command post (#3)
If you die now start at #2

Turn about and run through the big arch, take a left, and follow the road all 
the way to the end. There you will be shot at by 2 turrets right in front of 
you, ignore them and turn right.  

  3. Capture the guard security post (#4)
If you die now start at #3

Run forward and then right at the corner. The CP is on the right side. Watch 
out for turrets on your way. You can use the tank but it only serves to make 
you a target for there AAC-1s. 

  4. Destroy the central grid security console
If you die now start at #4

Swhich class to the solider and run part way up the ramp on your right.
Once there through some grenades over the crest of the ramp, careful not to 
over shoot. If the console is still in one piece, hit it some more.

  5. Eliminate the jedi royal guard and the Queen 
If you die now start out at the one closest to your objective

Jump over the railing and fire away, there is no easer way to do this, that 
is unless you find a tank... anyway after you kill the jedi the queen 
appears, and you only have 2 minutes to kill her, so waste no time run over 
and ignore her bodyguards and shoot her! 

      5.10 Mustafar: Preventative Measures 

The Separatist threat is stirring again and lingers in orbit over Mustafar.

Gizor Delso, a Geonosian fugitive from the Clone Wars, has reactivated a
battle droid army in the Mustafar System.  The 501st is in the system but its
Star Destroyer has been boarded by Delso's forces.  Repel the enemy boarders
and take the fight to them.

Objectives:
     1. Destroy the droid landing craft and all droids in the hanger
     2. Destroy 8 fighters/bombers 
     3. Destroy the enemy shields 
     4. Steal an enemy bomber 

  1. Destroy the droid landing craft and all droids in the hanger

Start as the marine and run out to the hanger. Fire rockets at the landing 
craft from a distance until it is destroyed. Then kill all remaining droids.

  2. Destroy 8 fighters/bombers

Swhich class to the pilot and hop in an TIE interceptor (far left) and use 
the lock on feature to take out the enemy ships. But heed the commanders 
advise and watch out for the asteroids they are deadly.

  3. Destroy the enemy shields

Fly back to the hanger and swhich craft to the TIE bomber and bomb there 
capitol ship.

  4. Steal an enemy bomber

Simple enough, just fly into the enemy hanger, steal it and go land 
in your hanger.  

      5.11 Mustafar: Tying Up Lose Ends 

The Geonosian insurrectionist must be destroyed, along with his droids and
facilities.

Gizor Delso has built prototypes of a new battle droid in hopes of
resurrecting the CIS army.  Destroy the plans for this prototype and any
reactivated battle droids in the mining facility.  Needless to say, Delso
must be found and terminated.

Objectives: 
     1. Seize the lava observation room (#2)
     2. Take the walkway command post (#3)
     3. Take the overlook command post (#4)
     4. Destroy the droid prototype schematics 
     5. Place the antenna array 
     6. Kill Gizor Delso

  1. Seize the lava observation room (#2)
If you die now start at #1

Start at #1 as the engineer and run through the door on the right.
Take a left and follow this hall all the way to the CP. There will be heavy 
resistance but you must push through.

  2. Take the walkway command post (#3)
If you die now start at #2

Go through the door on the left because there are snipers on the ledge to the 
far right. Watch for enemy reinforcements to come through the door on your 
right.

  3. Take the overlook command post (#4)
If you die now start at #3

Use this reprieve to make use of the ammo droid behind you.
Then run to the other side and go through that door, watch out for the turret 
in the ceiling and run through the hall. Take a right and follow this road to 
the CP. Watch out for enemy reinforcements to come down the ramp on your 
right.

  4. Destroy the droid prototype schematics
If you die now start at #4

Now run down the road on your left (opposite the earlier one)and take a 
right, then use the door on your right. Expect heavy resistance in this room.
Take a right and go up the stairs and set a bomb/grenades on the table then 
turn around and do the same on the other side of the room.

  5. Place the antenna array
If you die now start at #4

Run through the door on your right and grab the antenna then run back to CP 
#4, cross the bridge then, after placing the antenna, run back and up the 
ramp.

  6. Kill Gizor Delso
If you die now start at #4

Kill him! He starts right next to you. I recommend the dark troopers ark 
caster, since they are in such a tight group.

      5.12 Kamino: Changing of the Guard 

The Kaminoan Facility must be seized. They resist us with our own brethren.

The Kaminoans have turned against the Empire and are using our own brethren
against us.  Lord Vader has hired a special mercenary to lead us in this
difficult battle.  He has unique knowledge of the cloning chambers that will
be invaluable during the siege.

Objectives:
     1. Gain entry to the upper clone facility 
     2. Collect a sample of clone DNA
     3. Capture the central platform (#2)
     4. Destroy the clone life support  
     5. Destroy the 2 gunships (LAAT) in 5 minutes

This level has a twist: you can start out as Boba Fett I recommend 
that you do.

  1. Gain entry to the upper clone facility 
If you die now start at #1

There are no CPs so just push X and pick Boba Fett, run forward then right. 
Set a bomb on the control panel next to the door and run inside. 

  2. Collect a sample of clone DNA
If you die now start at #1

Watch for the turrets in this and the next room, don't stop moving or they 
will rip through you. Run forward and around the pillar and into the next 
room, kill any clones DIRECTLY in your way, anyone else just run past.
Run around the pillar and pick up the DNA, then run back the way you came.
Take a left outside the building and use a rocket on the turret. Run across 
the bridge next to the turret run across that platform and up the next bridge 
then run into the light.

  3. Capture the central platform (#2)
If you die now start at #1

Use your jet pack and fly, or run back down the bridge and take a left and go 
down the next bridge (over the river and through the woods...) cross this 
platform, taking out the turrets as you go, then cross the next bridge and 
capture the CP in the bump thing.

  4. Destroy the clone life support  
If you die now start at #2

Run to the right and there is a dead end, but jump over the left side and 
land on the platform below. Run to the left killing all the clones. Go 
through the door and take a right at the fork. Look to the right and go 
through that door, destroy all the computers with yellow arrows above them.

  5. Destroy the 2 gunships (LAAT) in 5 minutes  
If you die now start at #2

Now pause the game and select respawn and start at #2 as the demo. Class. 
Fire rockets at the parked one to the north, the other one is in the air so 
lock on and fire. 

      5.13 Death Star: Prison Break 

Military detainees aboard our secret Battle Station have broken free. They
must not escape.

A contingent of Rebel prisoners have escaped from their cells. Making matters
worse is the fact they have also managed to steal the technical readouts to
the Death Star. Eliminate the prisoners and secure the plans before they are
beamed off-station.

Objectives: 
     1. Meet up with the 501
     2. Defend the hanger (#2) for 2 minutes 
     3. Capture the detention block (#3)
     4. Take back the plans
     5. Capture the fire control room (#4)
     6. Destroy the shuttle in hanger 856
     7. Kill the rebel leader 

  1. Meet up with the 501
If you die now start at #1

Start out with the solider class and look for an opening at the east side of 
the room, run through and down the ramp and into the hanger.

  2. Defend the hanger (#2) for 2 minutes
If you die now start at #2

Watch the door on the north side of the hanger, kill anyone that comes down 
the hall, but do not give chase, as at the 1:15 mark the door on the west 
side opens and you will be flanked from behind. Kill all enemies that enter 
the hanger.

  3. Capture the detention block (#3)
If you die now start at #2

Swhich to the engineer class and run through the north door and follow the 
passage down to the cell block. Once there you will be surrounded. This will 
be a tough fight but you must win.

  4. Take back the plans
If you die now start at #3

Now run as fast as you can down the main hall, ignoring everything in your 
way. Kill the enemy that has the plans being careful not to fall over the 
side. Once the plans are in hand, return to CP #3

  5. Capture the fire control room (#4)
If you die now start at #3

Run back down the hall but look to your left, there should be a grate or an 
opening that looks blown open, if it is a grate shoot it and jump in, if not 
than just jump in. this will take you to the trash compactor, and it will 
squish you if you stand there to long, so run out the other side. Take a 
right from there, and go up the ramp and take a left then another left, 
follow this through the door then take one more left go around the crescent 
and capture the CP.

  6. Destroy the shuttle in hanger 856
If you die now start at #4 or #5 when you get it later

You now have 3 minutes to destroy the shuttle, so waste no time. 
Take a right and follow it to the end then a left through the door and follow 
this all the way, take a left at the broken bridge then a left at the door on 
the other side. kill all rebels in your way. Up the ramp and you should be at 
CP #5 swhich to the demo. Class and run through the door to the west. Go down 
the hall and fire at the shuttle, 4 rockets and 1 grenade should do it.

  7. Kill the rebel leader
If you die now start at #5

Take out your pistol and your mines and kill the jedi at the opposite end of 
the hanger. 

      5.14 Polis Massa: Birth of the Rebellion 

The Death Star plans have been traced to a secret Rebel facility hidden in an
Asteroid Field.

The Death Star plans have not been secured as previously thought. Imperial
Intelligence has tracked the plans to a small Rebel outpost in Polis Massa
system. Recover the plans and destroy the Rebel outpost.

Objectives:
     1. Capture the radar facility (#2)
     2. Retrieve the holodisk from the command center 
     3. Defend the radar facility (#2) until the uplink is established(2 min)
     4. Destroy the databank in the cavern 
     5. Take back the hanger (#1)

  1. Capture the radar facility (#2)
If you die now start at #1

Start at #1 as the engineer. From the CP run forward across the Bridge and up 
the stairs on your left. Go through the Door down the hall and trough the 
door at the end. There should be a doorway in front and slightly to the left 
of you. Go through and to the CP killing all rebels in your way.

  2. Retrieve the holodisk from the command center
If you die now start at #2

Take the passage on your right and take a left, go through the door ahead on 
the right. Expect HEAVY resistance for the rest of this objective. Run down 
the hall, through the door and go through the doorway on your right (it 
should have glass on either side).go up the two small sets of stairs in front 
of you then up the larger stairs and take a right in the room and grab the 
disk then run back to the radar facility (#2)

  3. Defend the radar facility (#2) until the uplink is established(2 min)
If you die now start at #2

Swhich to the solider for more accurate fire and stay in the round room with 
the CP and kill anyone that comes down the three halls.

  4. Destroy the databank in the cavern
If you die now start at #2

Run back to the hanger (#1). You will notice that it is now under enemy 
control (or close to it) there is nothing you can do to stop it so just run 
to the far side and into the vehicle hanger. Grab an AAC-1 and drive outside, 
go straight and to the right, this will take you into the enemy hanger right 
near the databank. Now get out of the tank and run up the stairs on the right 
and go through the door on your left, take a right and ten look left, the 
databank is right beneath you, throw 4 grenades at it to blow it up. 

  5. Take back the hanger (#1)
If you die now start at #2

Now take the same rout back to the hanger and kill all enemies and capture 
the CP.

      5.15 Tantive IV: Recovering the Plans

Lord Vader has sensed the plans are aboard a consular Ship making its way to
Tatooine.

Lord Vader has determined the Death Star plans were beamed to the Tantive IV,
a consular ship under the flag of Alderaan.  The ambassador, Princess Leia
Organa, is believed to be a member of the Rebel Alliance.  The 501st will
storm the ship, recover the plans, and take Leia Organa prisoner.

Objectives:
     1. Capture the barracks command post (#0)
     2. Go to the tech room and destroy the security mainframe 
     3. Get the access codes and return them to the tech room
     4. Find and capture Princess Leia  

Note: this level is incredible confusing with the locked doors and the doors 
that lead nowhere and dead ends. And to make matters worse there is 
incredibly HEAVY resistance from the very start of the level. 
So just stay on track don't wonder off, and use your map to guide you.

  1. Capture the barracks command post (#0)
If you die now start at #1

Start as the solider and run forward, throwing grenades as you go, and take a 
left at the corner. Go through the door on your right and capture the CP.

  2. Go to the tech room and destroy the security mainframe
If you die now start at #0

Go through the door on the left side of the room and take a left. Then go 
through the first door on your right. Destroy all computers with yellow 
arrows aver them, there are some in the next room at the far side of this 
one.

  3. Get the access codes and return them to the tech room
If you die now start at #0

Go back the way you came and into the hall, now take a left and a right 
around the corner go down the hall and up the stairs take a left and go 
through the door on the first door on your right. Take a right and destroy 
the computer on the right of the turbine. Now go through the opening and up 
the stirs and take a right at the top look around and destroy the computer.
Now go sown the ramp behind you and through the door, take a right and then a 
left around the corner, run down the hall and go through either door to the 
tech room. Enter the circle on the floor.

  4. Find and capture Princess Leia 
If you die now start at #0

Go out the door on the right side behind you and take a right take a left at 
the corner and go through the door and take another right and kill Leia. 

      5.16 Yavin 4: Vader's Fist Strikes Back 

The Rebels must not escape our retribution, strike them out of the skies.

The Rebel scum are fleeing their base on Yavin 4.  Imperial intelligence
believes most of their command staff is spread among the transport ships.
Destroy the transports before they can make the jump to hyperspace, then
attack the remaining warships.

Objectives:
     1. Destroy the 5 rebel transports in 3 minutes 
     2. Destroy the 2 Corellian frigates 
     3. Destroy 10 fighters (10 minutes)
     4. Destroy there 4 heavy turrets
     5. Destroy there engines 

  1. Destroy the 5 rebel transports in 3 minutes

Start as the pilot and grab a bomber and get to it.

  2. Destroy the 2 Corellian frigates

Fly over and bomb them

  3. Destroy 10 fighters (10 minutes)

Now things get interesting you only have 10 minutes to complete the rest of 
the mission so waste no time.
Fly back to the ship and swhich to the fighter (interceptor) and use the lock 
on to destroy there fighters.

  4. Destroy there 4 heavy turrets

Now fly back to the hanger and swhich back to the bomber and destroy there 
heavy turrets. There are two on each side.

  5. Destroy there engines

Fly to the back of there ship and bomb the engines. 

      5.17 Yavin 4: Revenge of the Empire 

Their base is ripe for the taking. The Death Stars destruction will be repaid 
in blood.

The Rebels still maintain a sizable force in their base on Yavin. The 501st 
has been given the honor of avenging the Death Star's destruction. Remember 
your brethren aboard the battle station and show the traitors no mercy.

Objectives:
     1. Capture the water fountain (#2)
     2. Capture the viaduct (#3)
     3. Capture the reflecting pool (#4)
     4. Bring the breaching bomb to the temple doors
     5. Kill the rebel leadership

  1. Capture the water fountain (#2)
If you die now start at #1

Start as the solider and run to your right into the fountain watch for rebels 
in all directions.

  2. Capture the viaduct (#3)
If you die now start at #2

Now run up the hill and to the right watch for rebel snipers, grenades/mines 
hidden in the grass, and tanks to be in your way.

  3. Capture the reflecting pool (#4)
If you die now start at #3 once captured #4

Go up the right side of the wall and into the pool kill all rebels in the 
walled area. Now you must defend this CP for 2 minutes, watch for enemies 
straight ahead and to the left. If the tanks/turrets become to annoying 
quickly swhich to the demo. Class then swhich back when you are done.

  4. Bring the breaching bomb to the temple doors
If you die now start at #4

Now run over the left wall and straight ahead watch for rebels as you go. 
There should be 2 ramps to take you to the bomb. Once in hand, run down the 
ramp and up the hill and slightly to the right, you just have to touch the 
cement door on the front of the temple.

  5. Kill the rebel leadership
If you die now start at #4

If you die start at #4 and grab a tank to get in. run in the temple and up 
the stairs on either side. The rebel leaders are Bothan spies, which means 
they are invisible and move around and deadly at close range, so watch for 
the yellow arrows and use grenades to kill them.

      5.18 Hoth: Our Finest Hour 

The Rebel Outpost has been discovered and will be destroyed, Galactic peace 
is at hand.

Lord Vader has discovered the hidden rebel base on Hoth.  General Veers is
leading the ground assault on the base's shield generators.  Lord Vader will 
land once the generators are down and personally see to the destruction of 
the Rebel base and the end of the Rebellion.

Objectives:
     1. Capture outlook command post (#1)
     2. Capture the forward bunker (#2)
     3. Destroy the shield generator 
     4. Capture echo base hanger (#4)
     5. Destroy the shield console in the tech room
     6. Capture the back hanger (#6)
     7. Acquire the bomb and place it under the transport ship
     8. Defend the bomb for 1 minute

Note: there is a 20 minute timer for this battle up to obj. 8 this is plenty 
if time so don't worry, but don't wonder off either!

Note 2: spawn at your AT-AT if you die before obj. 5

  1. Capture outlook command post (#1)

Spawn at the left AT-AT as the engineer and jump in. turn right and destroy 
all the turrets around the CP. Then slowly walk over there, firing at the CP 
to kill any enemies that are there. Once there hop out and capture it.

  2. Capture the forward bunker (#2)

Go get back in the AT-AT and do the same: turrets, infantry, capture.

  3. Destroy the shield generator

Get back in the AT-AT for the third time and turn right head for the shield 
generator around that hill, you cant go over so go around. Once there fire 
everything you've got at it.

  4. Capture echo base hanger (#4)

Turn around and head up the hill which leads to the hanger. Park right 
outside and hop out run in and capture the CP. The resistance is fierce.

  5. Destroy the shield console in the tech room
If you die now start at #4

Play as Vader and go to the left side of the hanger and follow the hallway to 
the computer making note of the force fields you pass.    

  6. Capture the back hanger (#6)
If you die now start at #4

Run to the place you saw the force fields and go through, cross the bridge, 
and take a right, once in the big hanger go to the right side and capture the 
CP.

  7. Acquire the bomb and place it under the transport ship
If you die now start at #6

Go back and get the bomb then run it to the ditch outside hanger #6. 
Destroy all turrets before you set the bomb!

  8. Defend the bomb for 1 minute
If you die now start at #6

This is where I always fail. Use Vader if you still have him if not then use 
the solider's grenades to protect the ditch.



                                   THE END

6.----------------------------Galactic Conquest------------------------------

Time to conquer the galaxy! 
Galactic conquest is exactly what its name suggests: 
your goal is to conquer the galaxy, one planet at a time.

  6.1 getting started

You the player starts out with one fleet on the board and three planets.
In order to conquer a planet you must move to it by use of hyperspace routs.
Read the help section in galactic conquest (in game) to learn the controls.
Your fleet can only make one hyperspace jump per turn so make the most of it!
Once your fleet makes it to an enemy planet or an enemy fleet a battle begins
Your objective is to either:
Capture all comm. Posts and hold them for 20 seconds or
Kill all enemy reinforcements
Both of which sound easy but keep in mind the enemy is trying to do the same.
And also note that the more CP you own the enemy reinforcements
drop faster.

Capturing comm. Posts

Find an enemy CP using your map in the top right of the screen or press 
select to get a big map. The blue circles are your comm. Posts the red are 
your enemies and the white are neutral. If a blue circle starts blinking red 
it means an enemy is trying to take your CP and there is no one there to stop 
him.
If a blue circle starts blinking white that means an enemy is trying to take 
it but one of your units is trying to stop him. 
The same goes for the enemies comm. Posts but in reverse. 
When you reach an enemy CP you will see a red circle like thing on the right 
of your screen. This is there CP meter the longer you stay within a certain 
range of the CP that meter will slowly drain.
Once all of the red is drained it will turn into a neutral CP continue to 
stay within range  and the CP meter will start to fill with blue once the 
meter turns fully blue the meter will disappear and the CP is yours.
Keep an eye on the meter though, if it starts blinking that means an enemy is 
nearby and trying to stop you, kill him and the meter will continue filling.  

Victory/defeat result in the following:
Note: credits = money
Note 2: planetary bonus is the amount of credits earned by owning the planet

  1. If you invade a planet and are victorious:

You earn credits equal to this formula on the charts below:
Liberate + all planetary bonuses = credits earned 
The planet is now yours and you can build fleets from it.
You can add its planetary bonus to your equation. 
Your enemy can no longer build fleets from it.
Your enemy no longer get a planetary bonus from it.

  2. If you invade a planet and lose:
 
You earn credits equal to this formula on the charts below:
Defeat + all planetary bonuses = credits earned 
Your fleet is destroyed and you have to build a new one
You still can not build fleets from it.
You still gets no planetary bonus from it.

  3. If your enemy invades a planet and the enemy wins:

You earn credits equal to this formula on the charts below:
Defeat + all planetary bonuses = credits earned
You no longer control the planet and can no longer build fleets from it.
You no longer get its planetary bonus.
Your enemy get its planetary bonus.
Your enemy controls the planet and can build fleets from it.

  4. If your enemy invades a planet and you win:

The enemies fleet is destroyed forcing them to build a new one
You earn credits equal to this formula on the charts below:
Liberate + all planetary bonuses = credits earned 
The planet is still yours and you can build fleets from it.
You can still add its planetary bonus to your equation. 
Your enemy still can not build fleets from it.
Your enemy still gets no planetary bonus from it.

  5. if you run into an enemy fleet and a space battle erupts:

Winner gets 300 credits and there fleet is still in on piece 
The loser gets 100 credits and there fleet is no so lucky 

The following illustrates the credits earned to be added in our equations: 

Note: the planets are listed counterclockwise like this:   7--6--5
                                                                   --4
                                                         1---2----3  
    6.2 Clone Wars Chart: 

Planet                 liberate    bonus   defeat 

Polis Massa            500         30      200
Mustafar               600         30      200
Utapau                 600         30      200
Dagobah                500         30      200
Naboo                  600         30      200
Geonosis (CIS base)    1000        100     350
Tatooine               500         30      200
Kamino (Republic base) 1000        100     350
Kashyyyk               500         30      200
Felucia                500         30      200
Yavin 4                500         30      200
Mygeeto                500         30      200
Coruscant              600         30      200
Space battles          300                 100


  6.3 Galactic Civil War Chart:

Planet                 liberate    bonus   defeat 

Hoth (rebel base)      1000        30      350
Polis Massa            500         30      200
Mustafar               600         30      200
Utapau                 500         30      200
Dagobah                600         30      200
Naboo                  500         30      200
Tatooine               500         30      200
Kashyyyk               500         30      200
Felucia                500         30      200
Yavin 4                600         30      200
Mygeeto                500         30      200
Coruscant              600         30      200
Endor (imperial base)  1000        100     350
Space battles          300                 100

  6.4 New units

Now that you know about credits and how to get them, 
Lets talk about how to spend them. 
The new units menu can be reach on your turn by pressing the R1 button.
Use the left analog stick to select a unit and the X button to purchase. 
Any unit purchased stays with your army for the rest of that session.

Below is a chart of Units and their cost.

Unit                    Credits 

Soldier class           Default	
Demo class              1000	
Sniper class            1000 	
Engineer class          1000 	
Special unit 1          1800 	
Special unit 2          1800 	
Pilot                   Default	
Marine                  800	

  6.5 Power Ups

Power ups can be purchased on your turn by pressing the L1 button and 
navigating with the left analog stick, and press x to purchase.
You can only hold three power ups at a time and they can only be bought on 
your turn.
Power ups are useful AFTER you buy all the units, before then I would not 
advise buying any power ups, because they give you only a vary slight 
advantage and only last one level, were as units are forever.

Below is a description on the Bonuses and cost and ratings (1-10):

Energy boost  credits 200 
Energy Boost decreases the amount that your stamina levels fall by
performing a physical action. It also decreases the amount of time it takes 
for
the bar to fully recharge. 
Rating: 1
Reasoning: It just isn't worth it, now if It were free... maybe. 

Garrison  credits 200
This bonus gives you 30 extra men when your reinforcement count hits 30. 
Rating: 8
Reasoning: you can never have too many reinforcements.
 
Auto Turrets  credits 200
Gives you auto turrets at all of your comm. Posts (they are in the light)
Rating: 3 (10 in the computers hands)
Reasoning: the computer easily destroys these turrets and bypasses them.

Supplies  credits 400 
Doubles ammo in your weapons. 
Rating 3 (7 in space battles)
Reasoning: I have never run out of supplies on the ground, 
now in space an extra time bomb or rocket might come in handy... 

Bacta Tanks  credits 400
It SLOWLY restores your health over time.
Rating: 7
Reasoning: it does restore your health, but note the word SLOWLY.
 
Combat Shielding  credits 400
This increases your initial health by 1/4 but once lost cannot be 
restored until next re-spawn.
Rating: 5 
Reasoning: it does give you more health but it would be better
if you could heal it.    

Sabotage  credits 600
This severely damages any enemy craft to spawn on the field.
Rating: 9
Reasoning: best used in space battles when all the enemy has is craft.
Also useful on Hoth.

Enhanced blasters  credits 600
Makes all your blaster type weapons 50% more powerful.
Rating: 10
Reasoning: The best bonus in the game, especially if you have 
war hero making your blasters 100% more powerful.
 
Leader  credits 800
Makes your playable hero for that level available to use. 
Rating: 8
Reasoning: most playable heroes (especially on the rebels side) aren't worth 
it but the ones that are, are really worth it.

7.-----------------------------Instant Action--------------------------------

Level-by-level walkthroughs differ by personal preference, as well as how 
many medals you have on legendary. Therefore, I wont be putting walkthroughs 
in this section or anywhere really. Rather, any good strategies I come across 
will be put in the next section (Hints and Tips).

  7.1 Modes of play

In instant action, you can choose how you want to play a certain level. The 
choices range greatly and not all modes can be played on all levels. 

    7.1.1 Conquest:

This is the standard play mode featured in galactic conquest. The goal is 
simply to destroy all enemy units and/or capture and hold all com. Posts for 
20 seconds

Playable levels: Coruscant, Dagobah, Death Star, Endor, Felucia, Geonosis, 
Hoth, Jabbas Palace, Kamino, Kashyyyk, Mos Eisley, Mustafar, Mygeeto, Naboo, 
Polis Massa, Tantive IV, Utapau, Yavin 4.

    7.1.2 1 Flag Capture the Flag:

Earn points by picking up the flag and carrying it to a flag zone on your 
opponents side of the battlefront. 1 point per capturing of the flag. Command 
posts cannot be captured. Both you and your opponent have infinite 
reinforcements. Which ever side gets a pre-set number of points first or has 
the most points when the timer hits zero wins (see section 7.2)

Playable levels: Death Star, Endor, Felucia, Hoth, Jabbas Palace, Kamino, 
Tantive IV, Utapau, Yavin 4, and any level with the word "space" before it.

    7.1.3 2 Flag Capture the Flag:

Capture the flag at your opponents flag zone and bring it back to yours, 
while also defending your flag. 1 point per capturing of the enemies flag. 
Command posts cannot be captured. Both you and your opponent have infinite 
reinforcements. Which ever side gets a pre-set number of points first or has 
the most points when the timer hits zero wins (see section 7.2)

Playable levels: Coruscant, Dagobah, Geonosis, Kashyyyk, Mos Eisley, 
Mustafar, Mygeeto, Naboo, Polis Massa.

I prefer this one over 1 flag as it seems more of a traditional way of 
playing capture the flag.

    7.1.4 Space Assault:

Earn points by shooting down enemy starfighters and destroying capital ships. 
This is the same as the space compete in galactic conquest. This is an 
excellent place to come practice flying in space as well as to earn certain 
medals.Which ever side gets a pre-set number of points first wins (see 
section 7.2)

Playable levels: Any level with the word "space" before it.

    7.1.5 Assault:

Play only as heroes. Choose to play as good guys or bad guys. 1 point per 
kill. Command posts cannot be captured. Which ever side gets a pre-set number 
of points first wins (see section 7.2)

Playable Levels: This is available only on Mos Eisley.

    7.1.6 Hunt:

Play the indigenous species of a planet or there hunters. Command posts 
cannot be captured. Which ever side gets a pre-set number of points first or 
has the most points when the timer hits zero wins (see section 7.2)

Playable levels: Endor (Ewoks vs. Imperial sniper), Geonosis (Geonosians vs. 
Clone Sharpshooter), Hoth (Wampas vs. all the rebels), Kashyyyk (wookiees vs. 
CIS MagnaGuard) Mos Eisley (jawas vs. sand people), Naboo (Gungans vs. Super 
Battle Droid).

Hoth: wampa side, is possibly the most fun battle in all of BF2.
Naboo: Gungans side, has to be the most suicidal battle if you have friendly 
fire on.

  7.2 Options

In instant action you not only get to choose your play mode, but how that 
mode is played. Certain options effect different modes.

    7.2.1 Global

AI units per Team: 0-16 

This effects how many computer controlled (or AI) units are on each team. 
Setting it to zero makes it so you are the only person on the field on your 
team, and only one AI or player controlled unit on the enemy team.

AI difficulty level: Normal or Elite 

No explanation needed (or I would at least hope not)

Modes of play effected by theses options: all

    7.2.2 Hero

Heroes: on-off

Determines whether or not there will be heroes in battle. If turned off, none 
of the other options in this section matter.

Unlock Hero: Points-timer

This determines if the Hero is offered to you at timed intervals, or after 
you achieve a certain amount of points.

Points - first to 1-120

This means which ever player (1 or 2) reaches a set amount of points, he/she 
will get to play as the hero for the levels faction. 

Timer- 1-120 seconds

This means the hero will be offered to all players at set intervals. 

Assign To: best - worst - random player

This determines which player gets offered to play as the hero first when 
playing in a two player match where both players ore on the same side.

Timer: always - 0 - 120 (seconds) - never

This determines how long until the hero is playable again after being 
defeated. Setting it to always makes it so as soon as the hero dies, he will 
be offered up to be played as again. Setting it to never makes it so that 
once the hero is defeated, he will never become available again during the 
level.

Modes of play effected by theses options: all except space assault.

  7.2.3 Conquest

AI units per Team: 0-16 

This effects how many computer controlled (or AI) units are on each team. 
Setting it to zero makes it so you are the only person on the field on your 
team, and only one AI or player controlled unit on the enemy team.

Reinforcements: 10% - 500% (goes up in intervals of 10)

Adjusts your reinforcement count. 

Timer: off - 0 - 60 min. (goes up in intervals of 5)

It's a timer. You figure it out.

Modes effected: conquest

  7.2.4 CTF

AI units per Team: 0-16 

This effects how many computer controlled (or AI) units are on each team. 
Setting it to zero makes it so you are the only person on the field on your 
team, and only one AI or player controlled unit on the enemy team.

CTF Score: 1-15 points. 

1 point per flag captured. Which ever side reaches this number first, wins.

Timer: off - 0 - 60 min. (goes up in intervals of 5)

If the timer hits zero before the set CTF score is reached, the side that has 
the most points, wins.

Modes effected: capture the flag 1 & 2

  7.2.5 Hunt

Timer: 5 - 60 min. (goes up in intervals of 5)

If the timer hits zero before the set score is reached, the side that has the 
most points, wins.

Score limit: 10 - 1000 (goes up in intervals of 10)

Which ever side reaches said amount of points first, wins.

  7.2.6 Assault 

AI units per Team: 0-16 

This effects how many computer controlled (or AI) units are on each team. 
Setting it to zero makes it so you are the only person on the field on your 
team, and only one AI or player controlled unit on the enemy team.

Score limit: 10 - 1000 (goes up in intervals of 10)

Which ever side reaches said amount of points first, wins.


8.---------------------------- Hints and Tips -------------------------------

I plan on expanding this section soon, but for now here are the hints and 
tips that I learned the hard way and that other readers sent in:
  
  8.1 All level hints
These hints can be used and applied to all (or at least most) levels

1. my patented (not really, but I thought of it myself) way of dealing with 
turrets.
You must be a solider/engineer class for this to work right. 

First, find a turret under enemy control, now go into aim mode and walk 
towards it. You should be able to see a small part of the enemies head 
sticking up over the turret, that's what you are aiming for. Start firing at 
that little target. By now you should have his attention, he will start 
firing back (duh). 
Now is when my trick comes in, go out of aim mode yet still hold your sights 
on his head, this will keep you focused on him. if you stay at a slight 
distance and don't get too close, you should be able to see the blaster shots 
coming toward you, so you just side-step them while firing back! Its that 
easy. 

You see, turrets my be powerful, but there blaster bolts travel so slow you 
can see them coming, allowing you to side-step them easier then a regular 
blaster.

  8.2 Space Battles

1. a very easy way to win in any space battle that has minimum troops inside 
the enemies main ship. 

First be a pilot class and hop in a Multi-purpose Fighter or a scout fighter 
class ship. Fly straight for the enemies hanger, land, and run into there 
control room. Destroy the turrets on either side of the room (see All level 
hints #1). See that big pillar in the middle of the room? That's the auto-
turret mainframe. Hit it with 2 bombs. 

Now re-stock at the ammo droid (there is one in the room, you just have to 
find it) and go to the room on the left of where you came in, this is the 
life support room. Destroy the turret directly ahead and plant three bombs on 
the center of the big console at the end of the room. 

Re-stock at the ammo droid again, and run to the door on the right this time. 
This is the engine room. Watch out for the turret on your right and as you 
round the pipes there will be another one on your right. Now plant three 
bombs on the computer screen-looking thing on the big glowing pipe.

If your computer already disabled the enemy shields then skip this part... 
Re-stock and run into the room in the back (the only door you haven't used 
yet). This is the shield generator room. You have to plant 5 bombs on the big 
glowing thing, so you will have to re-stock again to finish it off.

Run back out into the hanger and grab a bomber class ship. Now go destroy the 
enemies frigates.

If the level still isn't over, aim for the big antennae thing in the 
middle/back of the enemies ship and bomb it.

2. on any space battle, preferably one where the capital ships are close 
together, be any team you want.  Be marine class and fly to enemy ship.  If 
you keep dying, be a pilot and destroy the turret and/or the frigates.  Board 
enemy ship as marine and land.   Kill any enemy that pops up.  They should be 
more worried about getting to a ship than you.  makes for easy frenzy.  If 
you want die and repeat.  Or, use the award rifle and get lots o' kills.  If 
you keep dying or running out of ammo, stand by the health or ammo machine.  
The batte should be won pretty quickly, especially if you kill the frigate(s)
-Zach Kaiser 

That's it.

  8.3 Coruscant

  8.4 Dagobah

  8.5 Death Star

  8.6 Endor

  8.7 Felucia 

  8.8 Geonosis

1. Be CIS and get Dooku.  Then jump on the AT-TE and kill the top gunner.  
Another guy should pop up and kill him to.  People should keep popping up; 
once I got 20+ kills! 
-Zach Kaiser 

  8.9 Hoth

1. on hoth, be the empire and be the engineer.  Get in an at-at.   Zoom in as 
far as you can while still moving forward.  The snow speeders should come out 
of the hangar. Wait until they're flying straight at you or moving in a 
straight line. Time it right and hit them with your secondary lasers (the 
green ones).  If you hit them, they should go down right away. Keep doing 
this while walking.  They should be done for a while so concentrate on an 
enemy base and destroy anyone who pops up, along with the turrets.  Destroy 
the shield generator if it is still there.  You now have the key to victory 
on Hoth!  I do that whenever I play hoth; it's a good strategy. 

  8.10 Jabba's Palace 

  8.11 Kamino

1. be the CIS/rebels (you can be the same idea with the republic/empire, but 
you cant use the same exact instructions). Choose comm. post #1. then choose 
the sniper class. Now run toward #4. after you cross the first bridge, look 
ahead and to the left, you should see a dead-end path. Take it and look 
straight ahead and down, turret! Kill the guy manning it. Now look to the 
right, turret! Kill the guy manning it. Now look to the left, bagels! Oops, I 
mean turret! Kill the guy manning it. Now look back to the first turret you 
shot at, there should be another guy in it, kill him. ect. By following this 
pattern, you can rack up the kills fast. 

The only problem is you run a high risk of getting killed from behind, so 
this works best in 2 player mode when you have someone to cover your back(and 
vis-versa).

  8.12 Kashyyyk

1. Be either the republic or the rebels, chose comm. post 3 and be the demo. 
Class. you should start out up on that overlook thing. Now go into aim mode 
and look out toward that bridge in the middle of the lake, see them? There 
should be enemy snipers on that bridge that (I don't know about you) get 
really annoying when you are on the ground, now its time for some pay-back. 
Aim your rocket launcher right at them and fire and watch them go flying off 
the bridge. If you have the demo. medal, all the better. 
Note that if you are really good with a pistol and/or have several medals on 
leg. Its best if you stay on the beach next to the comm. post, that way the 
enemy cant take it.
The odds of you winning this battle by doing only this is slim, but it sure 
is fun!


  8.13 Tatooine/Mos Eisley

1. in any battle on this level it is easiest to stick to the roads along the 
outer edge of the level. You will avoid the main conflicts and instead focus 
on capturing comm. posts.

  8.14 Mustafar

  8.15 Mygeeto

  8.16 Naboo

  8.17 Polis Massa

1. play as any faction and start out at the comm. post nearest an exit to the 
facility (#1 for republic/Empire, #6 for rebels/CIS). Run over and hop in a 
vehicle. Floor it into the enemies base (the opposite as the ones just named) 
and take that comm. post. Now if you can just stay there and protect it while 
assaulting the nearest enemy base from behind (#5 for republic/Empire, #2 for 
rebels/CIS, you will most likely win the battle. 

2. if you play as the CIS, you can run through the shield and onto the 
surface of the asteroid. Unlike all the other factions, you wont take any 
damage (this is most likely because droids don't need to breath)! This will 
allow you to ambush enemy bases from behind without the use of a 
vehicle(which I highly recommend).

  8.18 Tantive IV

  8.19 Utapau

  8.20 Yavin 4

Be Galactic Empire -or- CIS (Though it is harder) Start on CP #3 and be 
a Sniper. (They are the fastest.) Head west to CP #4 and capture it. Switch 
to 
Soldier class. Head North to CP #6 and kill all the rebels/clones in 
the area. Capture the CP. Stay there a while and wait for more troops. Your 
teammates should have gotten CP #5 by now, but if they need help, help them 
by 
switching to the Heavy Trooper class and destroying the Rebel Tanks. When 
they 
are done with that CP, switch to a sniper and snipe people from the side of 
the 
temple. Then run into the temple to capture the last CP. I did this without 
dying and it took me about 10 minutes.
-	Tim Sims

----more to come----

9.-----------------------------------FAQs------------------------------------

This section can be fun/funny depending on the questions I get.

Send questions to: scooterspv@yahoo.com

Please no spam and the format should meet the following rules:

  1. Use proper English and spelling, so non of this:
Waz the anzer to the kuzton!
Any question not properly laid out will be instantly deleted.
  2. please know what you are talking about, so non of this:
What caliber is the blaster rifle?
  3. Make no demands or veiled threats, so non of this:
Answer the question or else!
  4. do not e-mail me telling me why a certain units rating 
should be higher/lower.
  5. don't be lazy, read the guide before asking me a question and make sure 
it is not in there.   
  6. any comments, either good or bad, should be in an e-mail combined with a 
viable question if not, it is immediately deleted.  

Any question that passes this criteria will be read, researched, 
tested, and if it passes as viable, added, in that order. 

Any new tips on characters/levels are much appreciated, if they pass 
the above test as viable. 

Of course you will be credited with the info. You provided.

10.-------------------------------legal stuff--------------------------------

Copyright 2006 Shawn Vernier (SPV999)

This may be not be reproduced under any circumstances except for personal, 
private use. It may not be placed on any web site or otherwise distributed 
publicly without advance written permission. Use of this guide on any other 
web site or as a part of any public display is strictly prohibited, and a 
violation of copyright.

All trademarks and copyrights contained in this document are owned by their 
respective trademark and copyright holders.

In other word this is mine, don't steal it and put your name on it.

11.------------------------------Version History-----------------------------

Version 1 
Most Every thing completed just waiting for FAQS... 
Version 2 
Corrected several credit mistakes in GC mode. Added instant action mode, 
although it still needs more work... added a couple more hints/tips and such.


12.--------------------------Credits/contact info----------------------------

Me for making the guide
Zach Kaiser for several hints/tips
Albert Angkawijaya for the credit corrections 
Tim Sims for the tip on Yavin 4

And what are star wars credits without this to end them:

Very special thanks
   George Lucas


Send Questions to: scooterspv@yahoo.com