Star Wars: Battlefront
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Star Wars Battlefront Guide
Star Wars Battlefront FAQ Published only for Cheatcodes.com and www.freewebs.com/ggctuk5 Star Wars Battlefront is one of those worthy Star Wars Games. It even beats Jedi Power Battles (OPM said that it was "one hell of a challenge. 7/10"). It DEFINATELY outruns The Phantom Menace (a reeking pile of silage in my opinion, no offence LucasArts). You have 3 Game modes (in splitscreen or singleplayer) called: Historical Campaign-choose your era to fight battles from the Star Wars films. Galactic Conquest-choose a battle and attack planets in any order Instant Action-Choose fields and the era in which that battle will take place in NOTE: Endor-Bunker (galactic Civil War), Geonosis-Spire(Clone Wars), Hoth-Echo Base (Galactic Civil War)and Kamino-Tipoca City(Clone Wars) are all levels where you cannot choose the era. The troops - Clone Wars Separatists: This is the Super Battle Droid. It is armed with a rapid-firing blaster, a grenade launcher and a Tri-shot. He is able to take more damage than the other units. Equipment: Wrist Blaster A rapid-fire blaster has been mounted directly to the super battle droid's frame, reducing the risk of dropping the weapon, having it misfire, or being disabled by a Jedi Knight. The wrist blaster can also fire a volley of blaster bolts providing a more potent assault on a target. Wrist Launcher Super battle droids also come equipped with a limited supply of rockets. Fired from the wrist much like the blaster, the rockets are 'dumb fired' at targets. The Droideka is the second most powerful unit on the field. It has twin heavy blasters and a mobile shield generator. Unfortunately, these droids are unable to pilot any veihcles, as the Enter Veihcle button turns the Droideka into it's wheel format. Equipment: Repeating Blasters Twin high-energy blasters, mounted in its arms, serve as the Droideka's main offensive weaponry. The blasters have a secondary fire mode allowing them to fire a salvo of blaster shots at a target. Personal Shield The Droideka's personal shield deflects damage from all ordnance for as long as the shield is deployed. The shield cannot be activated when the Droideka is rolling around the battlefield in its wheel form. Transform The Droideka has two modes of locomotion. The first is the 'wheel form' which allows for quick travel, but no use of weaponry or shielding. The second is the 'walk state,' in which the Droideka can scuttle and reorient while firing and using its shield. The Pilot Droid is armed with a Radiation Launcher, Blaster pistol, Fusion Cutter (Repair tool, for mending broken med droids, damaged vehicles and repairing/building turrets-look for a green blaster hologram) and can dispense health and ammunition for itself and the other troops. These troops automatically regenerate the health of any vehicle they're in. Equipment: Merr-Sonn RD-4 Grenade Launcher The versatile RD-4 grenade launcher lobs small grenades outward toward targets. The weapon can be configured to fire grenades that either bounce or explode on contact with the target. Separatist Blaster Pistol Due to the touchy political quagmire of producing weapons for an enemy of the Republic, the origin and manufacturer of this pistol remains anonymous. Those familiar with these types o weapons are fairly certain it is a BlasTech design, but BlasTech denies knowledge. Nevertheless the 'Separatist' pistol remains a tried-and- true back-up weapon for the droid armies. SoroSuub F-187 Fusioncutter The Fusioncutter is a general-purpose device. It can repair vehicles and buildings; it can also construct unassembled battlefield equipment such as blaster turrets. Supply Dispenser A variety of inexpensive supplies including various medicines, emergency care tools and ammunition, can be handed out with the supply dispenser. Perfect for those always on the go! The Assault droid holds a limited-ammo missile launcher that locks on to any enemy vehicles. They are also armed with a small Blaster Pistol and have thermal detonators and mines. Their rocket launchers are good at destroying enemy vehicles, turrets and large groups of enemy soldiers. Equipment: BAW E-60R Missile Launcher Once the battle droid proved its ineffectiveness against the Republic's walkers, Baktoid Armor Workshop quickly produced this powerful anti-armor rocket launcher. Clone Pilots have learned to fear its presence on the field. Separatist Blaster Pistol Due to the touchy political quagmire of producing weapons for an enemy of the Republic, the origin and manufacturer of this pistol remains anonymous. Those familiar with these types of weapons are fairly certain it is a BlasTech design, but BlasTech denies knowledge. Nevertheless the 'Separatist' pistol remains a tried-and- true backup weapon for the droid armies. Merr-Sonn V-1 Thermal Detonator Merr-Sonn denies selling thermal detonators to the Separatists, yet many droids have been seen carrying V-1 thermal detonators on the battlefield. The device has been calibrated to maximize enemy casualties while minimizing friendly ontact. Conner Ship Systems HX2 Mine Proximity mines are a good way to catch those who aren't paying attention. The outdated, cheap but yet still effective HX2 proximity mine is carried exclusively by Assault droids. This is the sniper of the droid army, the Assassin Droid. It is armed with a powerful sniper rifle, but it is useless at frontline combat. It is also armed with a recon droid, which is most suited to scouting to see if an enemy command post is safe before entering. Equipment: BAW E-5s Sniper Rifle Many organic snipers are given special sniper weapons, suited to their capabilities. Not so the assassin droid, who is specially programmed to use the E-5s, an otherwise ordinary rifle, to its utmost capability. Separatist Blaster Pistol Due to the touchy political quagmire of producing weapons for an enemy of the Republic, the origin and manufacturer of this pistol remains anonymous. Those familiar with these types of weapons are fairly certain it is a BlasTech design, but BlasTech denies knowledge. Nevertheless the 'Separatist' pistol remains a tried-and- true back-up weapon for the droid armies. Merr-Sonn V-1 Thermal Detonator Merr-Sonn denies selling thermal detonators to the Separatists, yet many droids have been seen carrying V-1 thermal detonators on the battlefield. The device has been calibrated to maximize enemy casualties while minimizing friendly contact. Arakyd Mark IV Recon Droid A small seeker droid can be deployed to gather intelligence while on the battlefield. The small portable droid can also call down an orbital strike taking out any nearby enemies in the blast radius. Republic The Clone Troopers are identical to each other in appearence. They serve the Republic and are perfect imitations of their host, Jango Fett. It is believed that these later on become the evil Stormtroopers of the empire. These guys are armed with the usual Blaster rifle, Pistol, EMP Grenades and concussion grenades. Equipment: Republic DC-15 Blaster Rifle The long-barreled DC-15 emits a powerful blue laser projectile, specially designed to shred infantry and vehicle units alike. Republic DC-15s Blaster Pistol An emergency sidearm, designed to be small, portable and deadly. The DC-15s is useful in close quarters combat, and makes a good backup. Merr-Sonn V-6 Haywire Grenade Clone troopers carry a small, hand held Haywire Grenade. The device has been calibrated to cause massive electrical disruptions to droid circuitry. SoroSuub LXR-6 Concussion Grenade Concussion grenades are not as common as thermal detonators but are carried by all Clone troopers. The blast field created by these grenades is effective against vehicles. The Jet Trooper is armed with a jetpack, for flying to extreme heights and unreachable balconies and areas where enemies can't shoot you at. Equipment: Merr-Sonn EM Pulse Launcher The EM Pulse launcher fires an electro magnetic pulse outward toward targets. A blast from this weapon has been known to cause a massive electrical disruption capable of frying fragile droid circuitry. Republic DC-17 Blaster Pistol Jet troopers are often stuck in intense situations and carry a better blaster pistols than most other soldiers. The DC-17 has a higher rate of fire than its predecessors and is extremely deadly. Merr-Sonn V-1 Thermal Detonator Clone troopers carry a smaller, battlefield version of the devastating thermal detonator. The device has been calibrated to maximize enemy casualties. The Clone Pilot is armed with a On-Bolt caster and is able to dispense health an ammo. Just like the Droid Pilot, he has a fusion cutter which allows him to build/repair turrets, repair vehicles and medical/ammo/vehicle droids. Equipment: EQUIPMENT: Drever Corp 'DN Bolt Caster' Plasma Disruptor Drever Corp originally created the 'Phoenix II' plasma disruptor as a tool for customs agents and spec-force commandos, for use in breaching locked doors. But soldiers began improvising with the tool, wielding it against battle droids and other enemies. Its effectiveness as a weapon was undeniable and prompted Drever Corp to develop the 'DN Bolt Caster' plasma disruptor weapon. It's expensive but effective, especially against droid armies. Republic DC-15s Blaster Pistol An emergency sidearm, designed to be small, portable and deadly. The DC-15s is the clone pilot's primary weapon. SoroSuub F-187 Fusioncutter The Fusioncutter is a general-purpose device. It can repair vehicles and buildings and construct unassembled battlefield equipment. Supply Dispenser A variety of inexpensive supplies including various medicines, emergency care tools and ammunition, can be handed out with the supply dispenser. Perfect for those always on the go! The ARC trooper is armed with a homing missile launcher, grenades and mines. He also is armed with a reasonably powerful Blaster Pistol. Use this to take down a group of enemies or vehicles. Equipment: Merr-Sonn PLX Missile Launcher Versatility is the name of the game with the Merr-Sonn PLX hand-held launcher. It can be 'dumb' fired or programmed to fire the smart GAM (gravity-activated mode) guided missile specially designed for the weapon. Republic DC-15s Blaster Pistol An emergency sidearm, designed to be small, portable and deadly. The DC-15s is useful in close quarters combat, and makes a good backup. Merr-Sonn V-1 Thermal Detonator Clone troopers carry a smaller, battlefield version of the devastating thermal detonator. The device has been calibrated to maximize enemy casualties. Conner Ship Systems HX2 Mine Whenever there is an ARC trooper on the battlefield, proximity mines are sure to be laying around. They are an excellent weapon to use against those who don't watch their step. The Clone Sharpshooter has a powerful Sniper Rifle and a Recon Droid that can hail Cruiser fire down on where it currently is positioned. Equipment: Republic DC-15x Sniper Rifle The DC-15x is a modified version of the standard clone trooper rifle, with added sights and accuracy for long-range efficiency. Republic DC-15s Blaster Pistol An emergency sidearm, designed to be small, portable and deadly. The DC-15s is useful in close quarters combat, and makes a good backup. Merr-Sonn V-1 Thermal Detonator Clone troopers carry a smaller, battlefield version of the devastating thermal detonator. The device has been calibrated to maximize enemy casualties. Arakyd R-1 Recon Droid The Clone Sharpshooter can deploy a remote recon droid to gather battlefield intelligence. The recon droid can call down an orbital strike taking out any enemies nearby. The troops - Galactic Civil War Coming soon... Walkthrough Bespin-Platforms Command Posts The extractor is the key, as once one faction has it under control it is very difficult for the other side to take it back, and so getting to it first is essential. Also make sure you don't lose one of your rear command posts to airborne units, as once you do the enemy will find it very easy to flank you. You could try to do the same to them though, as a quick air attack on a poorly guarded rear command post could be enough for you to capture it and put you at an advantage. Bespin-Cloud City Command Posts There is a good opportunity to flank your enemy in this area, with the edge of the area being pretty much ignored. This gives you the chance to sneak up on the rear entrance, which unusually isn't well guarded, and capture it. Obviously if you already have that post under control then you'll want to make sure the enemy doesn't mount any sneak attacks on it. The carbon freezing chamber can be both tough to capture and defend. It has a few different routes to it but all are usually well defended. Once it is under your control then you will have to fight hard to defend it, especially if your numbers are dwindling. Unless your enemy is short on numbers you shouldn't try to take the courtyard from the front, as there will probably be a sniper hanging about and you are also likely to get caught in the crossfire from the turrets. You are better off approaching from the side with a small group and quickly taking out any enemies before they spot you. The heavy weapons soldier is probably the least useful on this level, as there's nothing that requires the firepower he carries. It's good if you spot a large group of enemies but they don't stay still for long and will be a tough target. Endor-Bunker Command Posts If you're playing as the Rebels your objective is to destroy the shield bunker, which is no easy task. You'll need to capture the barracks command post first so you don't have to walk the length of the map to reach it. The best chance to capture it is to head there at the start of the battle. Take a few soldiers with you and try to avoid any Imperials on the way, which shouldn't be too hard. Look out for the turret when you get there and quickly capture the command post. You'll want to use the Rebel Vanguard or Wookiee to destroy the shield bunker (fire at the console inside), as you need some serious firepower. The bunker is protected by two turrets and a constant stream of Imperials, and once it's destroyed you can't even capture it as it ceases to be a command post. If you play as the Empire then protecting the bunker is a far easier task as the turrets are at your disposal and the nearby barracks command post has a supply of AT- STs if you still have it under control. If you do let the shield bunker get destroyed the battle won't be over but you'll lose an outlet for reinforcements. Command Posts If you're playing as the Rebels your objective is to destroy the shield bunker, which is no easy task. You'll need to capture the barracks command post first so you don't have to walk the length of the map to reach it. The best chance to capture it is to head there at the start of the battle. Take a few soldiers with you and try to avoid any Imperials on the way, which shouldn't be too hard. Look out for the turret when you get there and quickly capture the command post. You'll want to use the Rebel Vanguard or Wookiee to destroy the shield bunker (fire at the console inside), as you need some serious firepower. The bunker is protected by two turrets and a constant stream of Imperials, and once it's destroyed you can't even capture it as it ceases to be a command post. If you play as the Empire then protecting the bunker is a far easier task as the turrets are at your disposal and the nearby barracks command post has a supply of AT- STs if you still have it under control. If you do let the shield bunker get destroyed the battle won't be over but you'll lose an outlet for reinforcements. Geonosis-Spire Command Posts As the Republic you only hold one command post at the start but the east and west bunkers aren't that hard to capture. They only have one turret each and it's easy to use the rocks as cover once you reach the command post. To defend it them you'll want snipers up on the ridge behind to take care of any soldiers that get too close. The spire is easier to defend as it requires some hill climbing to get inside. As long as a few troops are waiting inside, you should be able to keep hold of it. Spider walkers should protect the techno union ships preferably, as once you lose them your re-spawn points will diminish (if playing as the CIS). If attacking them then your best bet is a LAAT/I with a full complement of troops. With all guns blazing they should quickly be destroyed. The assembly area can be destroyed but it takes so many hits that it's not really worth trying. You should still keep it clear of enemies, especially if it's your last command post. Hoth-Echo Base Command Posts As the Rebels you control all but one of the command posts from the start but to capture the forward camp is no easy task, as you have a great deal of ground to cover and two AT-ATs to get past. It's not too tough to defend the shield generator, as there are plenty of turrets to man, but the difficulty does increase if you let the Empire take control of the bunker and outpost. Playing as either side these two command posts are easy to capture, but difficult to defend. Look out for attacks from behind coming from the inside but make sure you don't neglect the outside area too or you'll quickly become overwhelmed as the enemies advance on the positions. As the Empire you'll want to capture echo base, as this will cut off the supply of snow speeders to the Rebels, making it much harder for them to take down the AT-ATs. Kamino-Tipoca City Command Posts All of the Command Posts except the Cloning Centre one are out in the open and as such are tough to defend. Attacks can come from all sides and if you're on your own you won't last long. The only good thing is that the walkways leading to the platforms are relatively narrow making the enemies easy targets. Each platform has at least two approaches to it so defending both can get tough. However if there's a large group of enemies defending a Command Post it can be tough to break them down, especially if more keep spawning. It's best to pick a few off from afar and then charge in with a group to capture it. If playing as the Republic, the Droidekas will be your biggest problem, as usual, but there are a few objects lying around that you can hide behind while you wait for their shields to drain. Once they do pop out and fire off a few shots to destroy it. Kashyyyk-Islands Command Posts All the Command Posts on this level are pretty similar in that they are all located near the wooden huts of the Wookiee village. This gives them good protection from snipers and enemies can conceal themselves inside until you are looking the other way. Lobbing a couple of grenades at a hut before you approach it can sometimes be a good idea. Some of the Command Posts are close enough to huts that you can hide inside while capturing it and thus not leaving yourself exposed while you wait for it to change colour. With the presence of spacecraft you need to look out for not only ground attacks but also for fire from above. Especially look out for bombs dropping from the Y-Wings and TIE Bombers. If you are protecting a Command Post make sure you look for attacks from all angles, as the area is so open and the enemy can approach from all sides. If you're as a destroyer droid, as soon as the battle starts, roll straight for the Villiage Hall. Kashyyyk-Docks Command Posts The Landing is the key Command Post here, as whichever faction holds it has a far better chance of victory. Once you have control of that post it will be difficult for the opposing side to gain control unless your numbers are significantly reduced. The Beach Head is also a tough one to capture, as there's a large expanse of water to cross before you reach it and no cover to avoid enemy fire. However it is possible to provide cover from the piers for any troops attempting it. The City Hall and the Pier Command Posts are the easiest to defend, as they are concealed inside. The Pier posts are especially tough to approach as the narrow rope bridge is the only way to approach (although you can just about make it with a jet pack but expect to get shot at). Jet packs are put to better use reaching the Dock Command Posts from jumping straight to them from the water, rather than running all the way up to the beach then back along the dock. Naboo-Plains Command Posts There's not a lot of difference between the Command Posts on this level, as they're all out in the open and approachable from all sides. The only protection you have while defending them is the rubble surrounding them and a couple don't even have that. The best way to capture a Command Post is to send in the vehicles first to clear the area then move the ground troops in to get any stragglers and capture the position. When defending you'll be advised to keep low so you don't get picked off from afar. Keep moving so you're not a stationary target. If there's sufficient cover around the post then make sure you use that but don't hide so much that you can't see approaching enemies. Depending upon which side you're on you'll also need to look out for air attacks so if you see an approaching craft seek cover. It can be advisable to try and flank an enemy Command Post rather than staging a full frontal attack. You can sometimes take them by surprise and clear the area much quicker. Naboo-Theed Command Posts The majority of the Command Posts have plenty of cover that you can defend from and that can also prove useful when coming in to attack. The Rotunda's the exception here and is very exposed. However, it's rarely heavily guarded, making it easy to capture. Make sure to defend it once you've captured it though. The Palace post is also a tough one to take as it's always heavily defended and is somewhat out in the open. It's best to try and approach it from both sides, although that does depend upon you having the Command Posts either side. The Plaza and Office posts are both elevated making the approach tricky and it's best to throw some grenades up the stairs before storming either of them. Rhen Var-Harbour Command Posts All the Command Posts on this level require some tough fighting to capture. They're all surrounded by turrets, except for the Ice Cave, which makes the approach difficult. The Western LZ is usually poorly defended by whichever side has it but as it's such a trek to get there it's tough to get a large enough number of troops. The key is to capture the Ice Caves first, which gives you a much smaller distance to travel and two different approaches. Whichever side you start on the Lighthouse will be neutral so get to it as quickly as possible otherwise it's tough to get or keep a foothold in the main area. When taking the Citadel and Fortress send a vehicle in first to try and clear a path for the ground troops to move in. There are plenty of pillars to use as cover while you are capturing those two Command Posts so make sure you use them. Rhen Var-Citadel Command Posts Five of the Command Posts are up for grabs when the level starts so try to get control of as many of them as possible before your enemy does. You'll never get them all but if you move quickly you should be able to get three. Most of the Command Posts are in enclosed areas, with plenty of cover that you can take refuge behind when the enemy attacks. Obviously there is cover there if you are attacking a post too, which makes it easy to get close. The worst one to approach and defend is the Watch, as it's right out in the open. Fortunately it's usually poorly defended, although you should look out for the turrets next to it. Try to take control of any turrets before going for the Command Post they protect, otherwise you may find yourself getting shot in the back as you run towards it. Ideally you'll want to control all the posts around the outside before moving to the two in the centre from all sides. If you don't you may find you just chase the enemy round the map as they capture your unguarded Command Posts as you move in on theirs. Tatooine-Dune Sea Command Posts Whatever faction you are playing as you'll need to contend with the Tusken Raiders, as well as the enemy forces, who control two of the Command Posts at the start. They will fight hard to keep them and seem to have an unlimited supply of reinforcements making it tough to clear an area so you can capture the post. If you do manage to capture the Tusken Camp and Cisterns it will put you at a great advantage, as long as you managed to hold onto your own Command Posts that is. When trying to capture any of the posts it can be a good idea to take a long way round, trying to flank them instead of just charging straight. If you come from the rear you can catch the enemy by surprise and quickly capture the post before they know what's happening. Look out for the Sarlaac too, as you are running around, get too close and a tentacle will grab you. Tatooine-Mos Eisley Command Posts The Command Posts are all contained in small areas, either inside or in small alleys. This makes them slightly easier to defend as there are a limited number of approaches for the enemy but it can also leave you with no where to run if you are stormed or a grenade is thrown in your direction. When attacking a Command Post look out for cover that you can use as you head down the streets. There are lots of little alcoves that you can use, just look out for any turrets on the nearby rooftops. You can also take refuge on a roof but you'll leave yourself even more exposed to turret fire so be careful where you choose to do it. Of the Command Posts the Hangar is the hardest to take, mainly due to the volume of turrets protecting it. There are two outside the main entrance and another three on the Skiff inside. You'll need to take out any enemies manning these before you can think about capturing the position. A well-placed grenade should take care of anyone on the Skiff though, as long as you can get close enough to throw it. Yavin 4-Temple Command Posts All of the Command Posts on this level are tough to take from your enemy, mainly due to the distance between them and the openness of the area. The enemy will see you coming so you'll need to be more creative in your approach. There is one way to get to the temple quickly (as empire or CIS). Grab a speeder bike (or STAP for the CIS) from the overlook and speed your way to the temple. The Overlook is particularly susceptible to attacks from the flank. Instead of coming across the bridge keep to the edge of the map and go through the stream, then up the rock face. The Temple is tough to take as you need to get right inside to reach the Command Post and there's only one entrance so no opportunity for sneak attacks. The rest are all very similar and have some sort of cover that can be both useful when attacking and defending. Even the long grass can act as great cover in places, allowing you to crawl close to a Command Post before leaping up and blasting the enemies. Yavin 4-Arena Command Posts The only neutral Command Post at the start is the Arena so you'll want to get to it as quickly as possible. However it's probably not the most important Command Post, as it's hard to defend and will probably change hands several times throughout the battle. The ones you want to aim for are the Gate or the Altar; depending upon which side you fight as. If you gain control of both outside Command Posts then you will definitely have the upper hand. Not only will the enemy lose the use of their vehicles but they will also be confined to the inner area, which is much harder to defend. Alternatively if you lose both Command Posts outside then try to take control of all three inner ones as quickly as possible so the enemy finds it difficult to find a way inside. The West Box and East Box Command Posts are the easiest to capture due to the enemies defending it being concentrated in a small area. A well-placed grenade should take care of the majority, just look out for that turret. Full walkthrough at: www.totalgames.net Have any queries? E-mail me at: email@example.com Hints If they are empty, commandeer an enemy veihcle like the AAT when you are clones, or AT-ST when you are Rebels. Note that mobile command posts cannot be taken for a joyride. These include the AT-AT and AT-TE. Killing is more efficient most times that capturing command posts, but don't forget to hold at least one. Armies win wars, NOT individuals. Jedi Cannot be killed by any weaponry (Unless you hold a thermal detonator on Bespin- Platfroms or Kamino-Tipoca City and you knock him off the edge). But you can run them over or land on them. Destroy any destroyable command posts (like Geonosis's Assembly area) to get rid of enemy respawn points.