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shell launchers though.
HAILFIRE DROID
----------------
SPECIAL
This is another vehicle with a lot of promise, but generally proves quite
hard to use effectively. You get a blaster and a load of missiles.
Unfortunately, unlike in the movies where these things shoot missiles all over
the place, you only load 5 at a time. Still, I suppose they're fairly good at
taking down AT-TEs.
MAF
----------------
Y-WING
The Seperatist equivalent of the Republic Gunship. You get a pilot, a gunner
who controls the turret on top, and a co pilot who mans the Gunship-esque
beams beneath. These beams can only shoot within a downward arc.
STAP
----------------
SPECIAL
The Seperatists' equivalent of the Speeder Bike, but a little slower. It makes
up for this by being fairly good as a gun platform, albeit a fragile one. If
there's a group of infantry while you're cruising along with this, don't be
afraid to take them on.
==============================================================================
3. OTHER VEHICLES
==============================================================================
Besides the vehicles in the section above, there are more vehicles around the
maps that aren't associated with any side. The generally appear either in the
middle of the map (like the Cloud Car) or at both bases (like the Speeder
Bike).
SPEEDER BIKE
----------------
FOUND ON: Endor, Yavin: Temple, Tatooine: Dune Sea, Naboo: Plains
It gets you from Point A to Point B in the shortest time possible. That's all
there is to it. This thing goes insanely fast considering the number of
obstacles you can crash into on each landscape. It does have a laser, but it's
not much use, really. Only if you come across an isolated trooper.
CLOUD CAR
----------------
FOUND ON: Bespin: Platforms
Genius. These lasers rival the Droideka for total power, meaning you can
really blast away. Plus, it can carry a gunner, who launches massive salvoes
of missiles. If you can get your hands on one of these, try to keep it. It's
worth it.
DESERT SKIFF
----------------
FOUND ON: Tatooine: Dune Sea
Basically an armored transport. You get a pilot and up to three gunners. Then,
you go find some infantry to mow down. With the wide fire arc of this vehicle,
it really is dangerous to troops. Unfortunately it packs no such punch against
vehicles, so you'll need something heavier for them. Also remember that you're
exposed in this, so you can't use it as a shell to hide in.
GIAN SPEEDER
----------------
FOUND ON: Naboo: Theed
Another genius. If you find one, take it. It's more or less the same as the
Rebel landspeeder, but in my experience, it's been a lot better. It has the
same basic weaponry - blasters and a big main gun.
TAUNTAUN/KAADU
----------------
FOUND ON: Hoth, Naboo: Plains
They're virtually identical, so I put them together. They're used for
transport, nothing more. They have no weapons. However, they are quite fast
and they're reasonably agile.
==============================================================================
4. MAPS
==============================================================================
In this section is a breakdown of each map into vehicles present, CPs and the
like. Vehicle description fits the Galactic Civil War era - consult above for
equivalents in the Clone Wars. Command Posts are listed (number of capturable
CPs) + (number of destructible CPs).
Remember that on most maps, each side has one "base" CP that will take
significantly longer to capture than regular CPs.
Dotted around the various maps, you will run into three kinds of droids:
HEALTH DROID: These are the tall black ones. Stand near them and your health
will be gradually replenished.
AMMO DROID: The short, boxy ones. These slowly refill your ammo stocks.
REPAIR DROID: The R5 droids will repair any vehicle nearby. Simply drive your
vehicle up to one and it will start getting repaired.
Droids can be very easily destroyed, and indeed it's sometimes a good idea
to take out the droids at an enemy CP before going for it. Pilots can rebuild
all three kinds of droids with their Fusion Cutter.
------------------------------------------------------------------------------
4.1 BESPIN: PLATFORMS
------------------------------------------------------------------------------
VEHICLES: 6 X-Wings, 2 Y-Wings, 6 TIE Fighters, 2 TIE Bombers, Cloud Car
COMMAND POSTS: 7
This is largely an aircraft map, although significant fighting happens in the
tunnels linking the opposite sides of the map. Most landing pads have an anti-
air turret on them which is very good against the aircraft but also dies
fairly easily, don't count on it against a head on run by a bomber.
You won't be able to win uniquely by being an air ace. Well, you might, but
it will be by luck. If you want to win, you'll have to fight in the central
tunnel. It's very hard to keep the central Command Post because of the way the
enemy can bring in troops from three directions. If you're playing as either
the Empire or the Republic, you can cheat a bit. Use the jetpack to get on the
roof of the tunnel, and you'll be able to skip out the actual fighting there.
Being able to capture the CP itself while remaining alive is something else.
If you're playing as the Seperatists, a couple of Droidekas will help too.
It's only playing as the Rebels that you have a major difficulty. Your best
bet as the Rebels is to simply be a regular trooper, and just get in there
with your rifle. Remember to make use of your thermal detonators.
MISC:
- If you're quick at the beginning, you can use the turrets to down some of
the fighters on enemy platforms.
- If everyone's involved in the fighting in the main tunnel, go land your ship
on one of the enemy's outlying platforms. You can never have too many CPs.
- Take out enemy anti-air turrets at the first opportunity.
------------------------------------------------------------------------------
4.2 BESPIN: CLOUD CITY
------------------------------------------------------------------------------
VEHICLES: NONE
COMMAND POSTS: 6
No vehicles at all on this map, it's purely shooting. Your first move should
be to get the carbon freezing chamber, as controlling it wastes the enemy's
tickets (in addition to any advantage by controlling the most CPs). If you go
for the carbon chamber, chances are the enemy will get the courtyard. Don't
bother trying to displace them straight away. Instead, from your CP at the
bottom edge of the map, try to push along to the other one, and then up. It
may take a few tries, but with a standard trooper it's not too hard. Then,
they should be forced back to the courtyard. Once they're there, it's more or
less game over for them.
MISC:
- Snipers rule here. If you control both CPs on the bottom edge, you can
safely snipe from the balcony. Once you've got them back to the courtyard
only, you can just stand by an ammo droid and keep shooting.
- A rather cheaper tactic is to stand by an ammo droid and deploy Recon Droids
into the courtyard. Then just call down repeated orbital bombardments.
- If there's fighting going on around the carbon chamber, you can use the
multiple entrances to surprise the enemy. Particularly good is if you're a
Jet or Dark Trooper. You can use your jetpack to get between the walkways
in the shaft area.
------------------------------------------------------------------------------
4.3 ENDOR: BUNKER
------------------------------------------------------------------------------
VEHICLES: 2 AT-STs, 8 Speeder Bikes (4 each side)
COMMAND POSTS: 5 + 1 (Shield Bunker)
The Empire has a big vehicle advantage here with AT-STs, but the Rebels can
destroy the Shield Bunker, knocking off an Imperial CP permanently. Also,
AT-STs can fall victim to the Ewok log traps. The Rebels also have camouflage,
whereas Stormtroopers stick out like a sore thumb. There are many high
walkways between trees on this level, don't pass them up. They can provide
good sniping positions and also a way around enemy troops without having to
fight them. Ewoks on this map will attack Imperial troops.
MISC:
- When you start as the Rebels, be a Wookiee and grab a Speeder Bike. Go
straight to the Bunker. If you're lucky, you should be able to get straight
into the bunker. To destroy the Bunker you have to destroy the control panel
next to the shaft of light. Use all three time bombs you start off with and it
will be at aroun 20% health. The difficult part is getting out to grab more
from the ammo droid without dying.
- To reset the log trap, look for the fusion cutter plates nearby. The bar
will fill up as if you're building a turret. When it reaches full, the logs
will be reset.
------------------------------------------------------------------------------
4.4 GEONOSIS: SPIRE
------------------------------------------------------------------------------
VEHICLES: 2 AT-TEs, 2 Republic Gunships, 2 Hailfire Droids, 2 Spider Droids, 2
Geonosian Fighters
COMMAND POSTS: 4 + 4 (Republic Command Center and 3 Techno Union ships)
Can you say "big battle"? Hope so. Here, the Republic must take the AT-TEs
around the Spire and use them to destroy the Techno Union ships, while making
sure that their Command Center doesn't die. Here, though, the AT-TE isn't
nearly as invincible as it usually is, and it's very likely that at least one
will go down. If either AT-TE can actually reach the TU ships though, the
Seperatists are in trouble. The Geonosians on this map help the Seperatists.
MISC:
- The Gunships are death to droids. You can use them to keep Assault Droids
away from the AT-TEs and to take down Hailfire Droids. You can use them
against the Spider Droids, but that's not as good a use of their abilities.
- Geonosian fighters are death to Gunships. They also do a nice line in
taking down infantry, although they're so fast that you don't get many shots
in one run.
- The Spider Droid is very good at taking down the Republic Command Center.
HAILFIRE DROID
----------------
SPECIAL
This is another vehicle with a lot of promise, but generally proves quite
hard to use effectively. You get a blaster and a load of missiles.
Unfortunately, unlike in the movies where these things shoot missiles all over
the place, you only load 5 at a time. Still, I suppose they're fairly good at
taking down AT-TEs.
MAF
----------------
Y-WING
The Seperatist equivalent of the Republic Gunship. You get a pilot, a gunner
who controls the turret on top, and a co pilot who mans the Gunship-esque
beams beneath. These beams can only shoot within a downward arc.
STAP
----------------
SPECIAL
The Seperatists' equivalent of the Speeder Bike, but a little slower. It makes
up for this by being fairly good as a gun platform, albeit a fragile one. If
there's a group of infantry while you're cruising along with this, don't be
afraid to take them on.
==============================================================================
3. OTHER VEHICLES
==============================================================================
Besides the vehicles in the section above, there are more vehicles around the
maps that aren't associated with any side. The generally appear either in the
middle of the map (like the Cloud Car) or at both bases (like the Speeder
Bike).
SPEEDER BIKE
----------------
FOUND ON: Endor, Yavin: Temple, Tatooine: Dune Sea, Naboo: Plains
It gets you from Point A to Point B in the shortest time possible. That's all
there is to it. This thing goes insanely fast considering the number of
obstacles you can crash into on each landscape. It does have a laser, but it's
not much use, really. Only if you come across an isolated trooper.
CLOUD CAR
----------------
FOUND ON: Bespin: Platforms
Genius. These lasers rival the Droideka for total power, meaning you can
really blast away. Plus, it can carry a gunner, who launches massive salvoes
of missiles. If you can get your hands on one of these, try to keep it. It's
worth it.
DESERT SKIFF
----------------
FOUND ON: Tatooine: Dune Sea
Basically an armored transport. You get a pilot and up to three gunners. Then,
you go find some infantry to mow down. With the wide fire arc of this vehicle,
it really is dangerous to troops. Unfortunately it packs no such punch against
vehicles, so you'll need something heavier for them. Also remember that you're
exposed in this, so you can't use it as a shell to hide in.
GIAN SPEEDER
----------------
FOUND ON: Naboo: Theed
Another genius. If you find one, take it. It's more or less the same as the
Rebel landspeeder, but in my experience, it's been a lot better. It has the
same basic weaponry - blasters and a big main gun.
TAUNTAUN/KAADU
----------------
FOUND ON: Hoth, Naboo: Plains
They're virtually identical, so I put them together. They're used for
transport, nothing more. They have no weapons. However, they are quite fast
and they're reasonably agile.
==============================================================================
4. MAPS
==============================================================================
In this section is a breakdown of each map into vehicles present, CPs and the
like. Vehicle description fits the Galactic Civil War era - consult above for
equivalents in the Clone Wars. Command Posts are listed (number of capturable
CPs) + (number of destructible CPs).
Remember that on most maps, each side has one "base" CP that will take
significantly longer to capture than regular CPs.
Dotted around the various maps, you will run into three kinds of droids:
HEALTH DROID: These are the tall black ones. Stand near them and your health
will be gradually replenished.
AMMO DROID: The short, boxy ones. These slowly refill your ammo stocks.
REPAIR DROID: The R5 droids will repair any vehicle nearby. Simply drive your
vehicle up to one and it will start getting repaired.
Droids can be very easily destroyed, and indeed it's sometimes a good idea
to take out the droids at an enemy CP before going for it. Pilots can rebuild
all three kinds of droids with their Fusion Cutter.
------------------------------------------------------------------------------
4.1 BESPIN: PLATFORMS
------------------------------------------------------------------------------
VEHICLES: 6 X-Wings, 2 Y-Wings, 6 TIE Fighters, 2 TIE Bombers, Cloud Car
COMMAND POSTS: 7
This is largely an aircraft map, although significant fighting happens in the
tunnels linking the opposite sides of the map. Most landing pads have an anti-
air turret on them which is very good against the aircraft but also dies
fairly easily, don't count on it against a head on run by a bomber.
You won't be able to win uniquely by being an air ace. Well, you might, but
it will be by luck. If you want to win, you'll have to fight in the central
tunnel. It's very hard to keep the central Command Post because of the way the
enemy can bring in troops from three directions. If you're playing as either
the Empire or the Republic, you can cheat a bit. Use the jetpack to get on the
roof of the tunnel, and you'll be able to skip out the actual fighting there.
Being able to capture the CP itself while remaining alive is something else.
If you're playing as the Seperatists, a couple of Droidekas will help too.
It's only playing as the Rebels that you have a major difficulty. Your best
bet as the Rebels is to simply be a regular trooper, and just get in there
with your rifle. Remember to make use of your thermal detonators.
MISC:
- If you're quick at the beginning, you can use the turrets to down some of
the fighters on enemy platforms.
- If everyone's involved in the fighting in the main tunnel, go land your ship
on one of the enemy's outlying platforms. You can never have too many CPs.
- Take out enemy anti-air turrets at the first opportunity.
------------------------------------------------------------------------------
4.2 BESPIN: CLOUD CITY
------------------------------------------------------------------------------
VEHICLES: NONE
COMMAND POSTS: 6
No vehicles at all on this map, it's purely shooting. Your first move should
be to get the carbon freezing chamber, as controlling it wastes the enemy's
tickets (in addition to any advantage by controlling the most CPs). If you go
for the carbon chamber, chances are the enemy will get the courtyard. Don't
bother trying to displace them straight away. Instead, from your CP at the
bottom edge of the map, try to push along to the other one, and then up. It
may take a few tries, but with a standard trooper it's not too hard. Then,
they should be forced back to the courtyard. Once they're there, it's more or
less game over for them.
MISC:
- Snipers rule here. If you control both CPs on the bottom edge, you can
safely snipe from the balcony. Once you've got them back to the courtyard
only, you can just stand by an ammo droid and keep shooting.
- A rather cheaper tactic is to stand by an ammo droid and deploy Recon Droids
into the courtyard. Then just call down repeated orbital bombardments.
- If there's fighting going on around the carbon chamber, you can use the
multiple entrances to surprise the enemy. Particularly good is if you're a
Jet or Dark Trooper. You can use your jetpack to get between the walkways
in the shaft area.
------------------------------------------------------------------------------
4.3 ENDOR: BUNKER
------------------------------------------------------------------------------
VEHICLES: 2 AT-STs, 8 Speeder Bikes (4 each side)
COMMAND POSTS: 5 + 1 (Shield Bunker)
The Empire has a big vehicle advantage here with AT-STs, but the Rebels can
destroy the Shield Bunker, knocking off an Imperial CP permanently. Also,
AT-STs can fall victim to the Ewok log traps. The Rebels also have camouflage,
whereas Stormtroopers stick out like a sore thumb. There are many high
walkways between trees on this level, don't pass them up. They can provide
good sniping positions and also a way around enemy troops without having to
fight them. Ewoks on this map will attack Imperial troops.
MISC:
- When you start as the Rebels, be a Wookiee and grab a Speeder Bike. Go
straight to the Bunker. If you're lucky, you should be able to get straight
into the bunker. To destroy the Bunker you have to destroy the control panel
next to the shaft of light. Use all three time bombs you start off with and it
will be at aroun 20% health. The difficult part is getting out to grab more
from the ammo droid without dying.
- To reset the log trap, look for the fusion cutter plates nearby. The bar
will fill up as if you're building a turret. When it reaches full, the logs
will be reset.
------------------------------------------------------------------------------
4.4 GEONOSIS: SPIRE
------------------------------------------------------------------------------
VEHICLES: 2 AT-TEs, 2 Republic Gunships, 2 Hailfire Droids, 2 Spider Droids, 2
Geonosian Fighters
COMMAND POSTS: 4 + 4 (Republic Command Center and 3 Techno Union ships)
Can you say "big battle"? Hope so. Here, the Republic must take the AT-TEs
around the Spire and use them to destroy the Techno Union ships, while making
sure that their Command Center doesn't die. Here, though, the AT-TE isn't
nearly as invincible as it usually is, and it's very likely that at least one
will go down. If either AT-TE can actually reach the TU ships though, the
Seperatists are in trouble. The Geonosians on this map help the Seperatists.
MISC:
- The Gunships are death to droids. You can use them to keep Assault Droids
away from the AT-TEs and to take down Hailfire Droids. You can use them
against the Spider Droids, but that's not as good a use of their abilities.
- Geonosian fighters are death to Gunships. They also do a nice line in
taking down infantry, although they're so fast that you don't get many shots
in one run.
- The Spider Droid is very good at taking down the Republic Command Center.
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