Star Wars Galactic Battlegrounds Walkthrough/FAQ
by legomondo

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                    Star Wars: Galactic Battlegrounds Saga
                                 By: Legomondo
                     Version: 1.11 (Last Updated: 08/31/03)
                            Game System: DOS/Windows

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TABLE OF CONTENTS
  1.  Version
  2.  Introduction
  3.  Basics
  4.  Civilizations
  5.  Combat Units & Structures
  6.  Campaign Walkthrough
  7.  Technologies
  8.  Multiplayer
  9.  Codes & Secrets
  10. Legal Information
  11. Thanks


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-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=[1. Version]-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
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08/31/03 - 1.11: Yuck.  School has started again.  But, FAQ wise, the "Basics"
  are basically done.  The "Multiplayer" part is still under construction, as
  well as the "Codes & Secrets".  Hopefully, this version will also fix the
  missing parts of my FAQ that a reader was so generous to point out.

08/07/03 - 1.10: This whole FAQ is complete, but I'm going to rewrite the
  "Basics" and "Multiplayer" part, and finish the last of the codes.

07/27/03 - 1.00: Everything is almost complete, with even two Clone Campaign 
  mission, poorly formatted.  However, I plan to add more stuff to this FAQ to 
  include the Clone Campaign expansion pack.


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-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-[2. Introduction]-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
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Hey all, and welcome to my Star Wars: Galactic Battlegrounds Saga FAQ.  Saga?  
Isn't it just Galactic Battlegrounds.  Yeah, it should be, but as time went on, 
video game stores started including the expansion pack with the original one, 
declaring the new package as what I'm calling it today.  Sort of like what 
Westwood did with some of their Command & Conquer games.  Hope you enjoy this 
FAQ!

If you have any questions that you want to email me, you can do so at: 
Legomondo [at] yahoo [dot] com.  If you're wondering why I spelt out the @ and 
., it's because I get a lot of spam mail due to my guides, which I'm guessing 
is due to lots of spam bots.  So, instead of depriving you all a way to contact 
me, this will [hopefully] stop a new wave.  Oh, and by the way, when you're 
emailing me, INCLUDE the title of the game in the subject.

                                               - Legomondo


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-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=[3. Basics]=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
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Like I said in the "Version" history, this section has been rewritten.  Why I 
wrote such a crap "Basics" to begin with is probably due to the fact that I 
wanted my guide to be complete when I sent it in.

===============================================================================
                                    Hotkeys
===============================================================================

You all probably know the simple clicking used to direct units, but this part 
is dedicated to the hotkeys that you will probably find very useful.

  -=[Basic Hotkeys]=-

Grouping -
  CTRL + Number
You'll use this one a lot.  Using this method, you can assign a whole squad of 
units to a certain number so that they can easily be brought up.  Pressing the 
number you assign the units to will highlight them anywhere on the battlefied.  
Pressing it twice in a row when they're already selected will center the screen 
on them.  To add or subtract units from a group, hold down CTRL and select or 
drag a box around them.

Stopping -
  "S" Key
Pressing "S" will immediately stop any moving unit in their tracks.  It's good 
for units who are heading into the range of a turret, but not much else.

Garrison -
  "G" Key
A handy way to quickly bring up the garrisoning symbol so you can garrison 
troops into buildings and turrets.

  -=[Advanced Hotkeys]=-

Multi Building -
  Shift + Left Mouse Click
Instead of having to click five times for five units you want to build, simply 
hold down the "Shift" key while clicking the build unit button and it'll 
automatically build five for you.

Options Menu -
  "F10" Key
This one is only good for bringing up the menu where it asks you to save, etc.

Killing Units -
  Delete Key
Have a unit you don't need.  I like to send them off into battle so they can at 
least do some damage, but if you need a unit fast, then pressing the "Delete" 
key on a highlighted unit or building will instantly destroy it.

Conversions -
  "C" Key
Whenever you have a group of Jedi Knights of Masters, pressing the "C" Key will 
automatically order them to convert, instead of dragging your moust towards the 
button and then towards the enemy.

Multi Construction -
  Shift + Click on Building
If you ever play a large game with 200+ units, then you know what a hassle it 
is to continually press the build button and then go to the Prefab Shelter 
button.  Instead of doing that, you can hit shift right before you place the 
building on the map.  Doing this will allow you to place multiple Prefab 
Shelters wherever you want.

===============================================================================
                                  Game Basics
===============================================================================

It should go without saying that you lose should you ever let your Command 
Center or Workers get killed or destroyed.  No doubt about it.  Having at least 
one with enough resources will let your empire thrive to its fullest.  That 
being said, you should also have enough Workers to have a steady supply of all 
resources that you need most.  We're mainly talking about Carbon and Food.

Thankfully, Carbon and Food are the two most plentiful resources found on most 
maps.  Carbon can build structures and units while Food can build Workers and 
units.  Nova and Ore can build other advanced weaponry such as ships, fighters, 
and defenses.  It's always good to have a balance of Workers on your most 
needed resources.  The more Workers you have on a resource, the faster the 
income.  Income means troops, and that means victory.

When battling an opponent, you must learn the strengths and weaknesses of your 
civilization.  Each side has its own technological strategies that will boost 
your fighting force to their max.  Don't forget to research them, or any other 
technology you'll use on the battlefield.  Having better technology than your 
opponents means that your troops fight and last longer than theirs.  Likewise, 
don't go spending too much resources on technologies that you don't need.  Not 
only do you waste resources, but you can't build as many troops since you spent 
all of it.  As you're about to attack, exploit the enemy's weakness in their 
defense.  Try to mix up your assault force with air attacks, sea attacks, then 
your main ground assault.  Ground assaults should especially be well suited to 
cover each other's backs.

As you attack, think ahead.  It's very doubtful that your first attack will 
always succeed, so build more.  Build multiple military structures next to your 
opponent's base so you can send them in quickly into battle.  Reinforcing your 
initial assault force means that it'll last longer.  Bigger assault forces mean 
they last longer, instead of going one on one.  If you use Jedi, have them 
convert enemy units to your cause, even if they die upon conversion.  This 
either makes the unit join your cause, or they die.  Either way, the enemy 
still has wasted its resource building it.  Keep it up.  Don't let your enemy 
build up.  Early rushes can mean the difference between victory and lots of 
hours spent trying to defeat them.

If you're thrown on the defensive, make sure to have lots of troops and 
defenses.  Shield Generators can double the hit points of anything it touches, 
which means they last twice as long.  If you're defending an area, don't just 
leave a few units there.  Make sure that you leave enough so that they can 
successfully defend themselves from multiple attacks.  Assigning units to guard 
certain structures also help because they don't stray too far and get 
themselves caught between the enemy.  If your enemy starts to use Cannons, use 
Cannons of your own.  Unless they have a shorter range than the enemy's, they 
can successfully hit the enemy Cannon and destroy it.  This means that you 
won't have to send units to destroy it and they won't be bantha fodder.  Last, 
walls do NOT hold off the enemy.  They only tell you where and when they 
attack.  Jedi should convert enemy units when possible so they cause meyhem and 
confusion among their ranks.  Do that over time you can emerge victorious.

Now young Padawan, it's time to test your skills on the battlefield.


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-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-[4. Civilizations]=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
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A brief history of the civilizations and their unique bonuses are detailed 
here.  The history of all of the civilizations comes from the game's 
"Databank".  As for the ratings, they come from the Instruction Manual provided 
with the game.

===============================================================================
                                Galactic Empire
===============================================================================

  Civilization Bonus : Aircraft cost 5% less.  Upgrade to Heavy Mechs are 10% 
    less expensive than other civilizations.
  Team Bonus : Mech Factory units gain +10% speed.
  Fortress Bonus : Fortress build 10% faster.

"For thousands of years, the Old Republic ruled the galaxy, attempting to bring 
together hundreds of star systems under a democratic rule.  Unfortunately, the 
massive Republic became bloated and corrupt over time, leading to discontent 
and suspicion among its subjects.  Unable to maintain control in the galaxy, 
the Republic found itself at odds with the massive Trade Federation and other 
groups.  Capitalizing on this discord and conflict, Emperor Palpatine rose to 
power.  He took complete control of the government and instituted the so-called 
New Order, under the pretense of ending the Old Republic's corruption.  
However, his true agenda focused on total domination of the galaxy.  Under 
Palpatine's rule, the Old Republic was transformed into the Empire, a 
tyrannical and oppressive government that attempted to enforce order and 
loyalty through force and fear.  Alien races were eradicated or enslaved, 
entire industries and star systems were nationalized, and terror became a way 
of life.  Slavery was rampant throughout the Empire, and social injustice 
flourished.  Even the Jedi Knights, the last beacon of light in a rapidly 
darkening galaxy, were pursued and murdered during this dark time. 

To further solidify his position, Palpatine surrounded himself with powerful 
minions, including the Dark Lord of the Sith, Darth Vader.  Eventually, 
Palpatine even abolished the Imperial Senate, allowing his loyal Moffs to rule 
portions of his domain as regional governors.  Imperial stormtroopers, 
anonymous soldiers totally loyal to the Emperor, became his shock troops and 
enforcers on rebellious worlds.  Entire systems were frightened into compliance 
by the massive Star Destroyers, Super Star Destroyers, and orbital battle 
stations produced by Imperial forces.  Most terrifying were the Death Stars, 
mobile superweapons capable of destroying entire planets.

The Empire began to falter at the Battle of Yavin, when the Alliance forces 
managed to destroy the first Death Star.  Imperial forces enjoyed a brief 
revenge at the Battle of Hoth, but the combined might of the Rebels brought an 
end to Palpatine and his government at the Battle of Endor.

Unfortunately, small remnants of the Empire remained scattered throughout the 
stars.  Five years after the Battle of Endor, Grand Admiral Thrawn gathered 
these forces for an assault on the New Republic.  He failed, but a year later, 
the reborn Emperor threatened galactic peace.  Again, the villain was defeated, 
but the last factions of the Empire remain a constant danger in the age of the 
New Republic."

===============================================================================
                                    Gungans
===============================================================================

  Civilization Bonus : Gungans can build Prefab Shelters underwater.  Buildings 
    have self-regeneration.  Workers have a +10% Ore Mining Bonus in TL-3.
  Team Bonus : Shipyards cost -15% less.  Shield Generators cost -10% less.
  Fortress Bonus : NONE

"The original inhabitants of Naboo, the Gungans are a secretive species found 
in the thick swamps of their homeworld.  An amphibious species with flexible, 
cartilaginous skeletons, Gungans are generally adept warriors and skilled 
artisans.  They place great emphasis on personal responsibility, loyalty, and 
courage. 

Gungans have several distinct races.  Boss Nass, for example, is an Ankura 
Gungan, while Jar Jar Binks is an Otolla Gungan.  Long before the Battle of 
Naboo, the rare and ancient Ankuran lineage allied with the Otollans, who had 
constructed Otoh Gunga.  Although the Ankura Gungans, such as Boss Nass, have 
unique features, most Gungans are tall and lanky.  They have long, muscular 
tongues, partially retractable eyestalks, and four-fingered hands.  Their 
large, strong teeth are designed for crushing tough shellfish, which form a 
staple of the Gungan diet.  Two long earlobes, known as "haillu," are used for 
displays of aggression, friendship, and fear.  The amphibious Gungans have 
nostrils that seal when they enter the water and nictating membranes covering 
their eyes.  They also boast compound lungs, allowing them to breathe both air 
and water, along with well-padded kneecaps and powerful calves and legs for 
increased swimming speed.  However, because they are so well-adapted to their 
watery environment, their skin dries easily in hot and arid climes.  A Gungan's 
skeleton is composed of resilient hard cartilage, which is far more flexible 
than bone and allows for a wide range of physical movements.  Standard family 
units consist of a mother, father, and several children, which hatch from eggs.

Gungan settlements can be found throughout the Naboo swamps, although many are 
constructed underwater in large lakes or bayous.  Outside of the sprawling Otoh 
Gunga, Gungans live in a variety of settlements, all united by treaties and 
agreements.  Because of their long isolation, they are suspicious of the Naboo, 
who have a much different culture.  Although traders on the fringe of Gungan 
society interact with the Naboo, many Gungans have never encountered humans.

The Gungans worship a pantheon of deities, many of which preside over nature. 
According to Gungan mythology, these gods live in Ossorus, a beautiful 
underwater city protected by enchanted sando aqua monsters and giant Gungan 
warriors astride their loyal kaadu.  The principal Gungan deity is Oma-Oma, who 
is revered in legends as the creator of all life on Naboo.

Often considered primitive by outsiders, the Gungans have actually achieved a 
level of technology that far outstrips many other cultures.  Gungan technology 
is founded on the use of organic materials and they "grow" many of their 
vehicles, weapons, tools, and even structures.  Almost everything the Gungans 
manufacture is hand-crafted to some extent, so that no two bongos look alike.

It is believed that the Gungans first mobilized for war when threatened by the 
semi-intelligent bursas, monstrous creatures that attacked Gungan settlements 
on a regular basis, long before the Naboo arrived. The Gungans assembled a 
"grand army" to meet this threat, eventually driving the bursas into 
extinction.  Later wars were fought between various Gungan tribes led by power-
hungry warlords.  The most notorious Gungan warlord was Rogoe, who was 
ultimately defeated by Gallo.  With the defeat of Rogoe, Gallo was able to 
unite all of the Gungan tribes, becoming the first true "Boss."  

Because the Naboo are entirely peaceful, the Gungans now have no real enemies. 
However, they maintain a large army for protection against large predators and 
out of tradition.  The army utilizes several weapons based on the strange, 
Gungan energy balls.  The energy balls, which are composed of electrified goo 
encased in an organic membrane, can be launched from Gungan catapults, atlatls, 
and cestas.

The Gungan Grand Army is the species' primary fighting force.  Composed of 
soldiers from all of the Gungan settlements on Naboo, the Grand Army can only 
be rallied by the reigning Boss.  In battle, several well-trained generals 
command their own groups of soldiers.

The majority of the Gungan Grand Army's troops are militiagungs, or part-time 
soldiers.  They are relatively inexperienced, but fight with conviction and 
courage.  Because the Grand Army is only loosely organized, the militiagungs 
supply their own gear and clothing.  They are trained to use cestas and atlatls 
to hurl energy balls at the enemy, and they can defend themselves with personal 
shields.  The cavalry units sit astride trained kaadu.  On the battlefield and 
during maneuvers, the Grand Army's generals use horns, whistles, and gestures 
to convey orders and commands.  Although certainly assembled to fight, most of 
the Grand Army's fantastic technology revolves around defending the troops.  
The army utilizes large shield generators, mounted on fambaas, which combine to 
protect several legions from blaster fire and heavy artillery.

The Gungan Grand Army had not been called to battle for almost 100 years when 
the Trade Federation decided to invade Naboo.  After forming an alliance with 
Queen Amidala, Boss Nass agreed to organize the army to help the humans battle 
the droid forces.  However, the conflict posed a major threat to the Gungans: 
When Queen Amidala warned Boss Nass that many Gungans could die during the 
battle against the Trade Federation, she was not underestimating the Gungan 
Grand Army.  Rather, the Queen realized that the Gungans would need to place 
themselves in harm's way in order to create a convincing diversion.  With its 
advanced technology, expendable droid troops, and staggering firepower, the 
Trade Federation should have overwhelmed the Gungan diversionary force on an 
open battlefield.  That the Gungans were able to resist capture for quite some 
time is a testament to their prowess.

As many Gungan generals are quick to point out, the Battle of Naboo is not 
typical of Gungan tactics.  Very few Gungan commanders would have attacked the 
Trade Federation forces head-on.  In fact, before Queen Amidala arrived to 
plead for a Naboo-Gungan alliance, leaders like General Ceel and Captain 
Tarpals were already planning retribution for the Trade Federation's attack on 
Otoh Gunga.  According to their schemes, the Gungans would start a campaign of 
guerrilla warfare, launching hit-and-run strikes on Trade Federation forces and 
then vanishing into the swamps.  These plans were scuttled when Boss Nass 
agreed to provide the Queen with a significant diversion. 

In order to attract the Trade Federation's attention, Nass called upon all 
available members of the Gungan Grand Army.  Two thousand soldiers came from 
every Gungan village and city, with only a few militiagungs remaining behind to 
protect Gungan territory should the Queen's plan fail.  Nass also rolled out 
heavy Gungan catapults, which he hoped would stall approaching Trade Federation 
forces, and authorized the deployment of the large Gungan shield generators. 
With the Grand Gungan Army assembled, Boss Nass ordered a steady march toward 
Theed.

General Ceel planned to position much of the army atop Shaak Ridge, a row of 
hills south of Theed and north of the Gallo Mountains.  From this tactical high 
ground, Ceel hoped to decimate enemy vehicles with the army's catapults and 
take out advance troops using squads of trained atlatl and cesta snipers. 
Unfortunately, the Trade Federation reacted more quickly to the approaching 
army than the Gungans had anticipated.  When the Gungan army entered the valley 
of the Great Grass Plains, Ceel's scouts spotted a mile-long line of Trade 
Federation AATs advancing over the hills.  The general ordered an early halt. 
Although remaining in the valley meant that the catapults would have reduced 
effectiveness, Ceel knew that the Gungans' proximity to the swamps would at 
least allow for a quick retreat.

In fact, the Trade Federation had planned to pin the Gungans in the valley.  
Led by OOM-9, the droid army moved quickly from Theed with the express purpose 
of capturing Shaak Ridge.  Once AATs and support MTTs secured the Ridge, the 
main body of the army prepared to descend into the Great Grass Plains valley. 
Meanwhile, additional Trade Federation forces attempted to flank the Gungans 
from the east and west.  OOM-9 calculated that the flanking maneuvers would 
wipe out the Gungans.  Fortunately, the pirate Nym and the mercenary Vana Sage 
routed one flanking group, while a unit of RSF resistance soldiers under the 
leadership of Lieutenant Gavyn Sykes destroyed the other. 

Once the Trade Federation army neared, the Gungans made every effort to keep 
the attackers at bay.  At General Ceel's command, Captain Tarpals ordered the 
activation of the Gungan energy shields, which protected the Grand Army from 
AAT attacks.  When it became obvious that the AATs could not penetrate the 
shields, OOM-9 pulled the tanks out of catapult range and deployed his foot 
soldiers.  Arranged into units of fifty-six, the battle droids emerged from the 
MTTs and advanced on the shields.  Behind the battle droids, AATs, droidekas, 
and reserve transports crept closer.

The moment the droids passed through the shield bubble, General Ceel launched a 
counterattack.  Using cestas and atlatls, the Gungans disabled wave after wave 
of battle droids.  Unfortunately, the Trade Federation forces concentrated 
their fire on the shield generators, eventually destroying the Gungan equipment 
and disabling the shields.  OOM-9 pushed his AATs forward to finish the Gungan 
Grand Army.

While catapults slowed the AATs, the militiagungs clashed with the battle 
droids in close-quarters combat.  Wielding their cestas as staffs and their 
atlatls as clubs, the Gungans clobbered dozens of droids.  But General Ceel 
quickly realized that the battle had been lost.  The advancing AATs would soon 
bear down on the Gungans, and the dangerous droidekas had already claimed many 
lives. Ceel reluctantly ordered a full retreat.  Gungan cavalry mounted on 
kaadu rescued the wounded, while the most courageous Gungans stood their ground 
to provide others time to escape.  Amid the chaos, the Gungans managed to 
destroy a few additional AATs, but these victories came too late.

OOM-9 assumed that his flanking forces would stop any retreat, but these 
smaller armies never arrived and over half of the Gungan Grand Army managed to 
reach the swamps.  Battle droids and droidekas surrounded the remaining 
Gungans, including General Ceel, Captain Tarpals, and General Binks.  By this 
point, the Grand Army's command structure had completely collapsed.  While some 
Gungans realized that surrender was their only option, others braced themselves 
for a final fight.  In the end, neither would be necessary: Just as the Trade 
Federation closed around the last of the Gungans, and PK units scoured the 
battlefield to recover blaster rifles and droid parts, Anakin Skywalker 
destroyed the Droid Control Ship.  Without the ship's signal, OOM-9 and the 
rest of the battle droid army became inert.

Although Boss Nass and General Ceel would not call the Great Grass Plains 
Battle a stirring victory, all Gungans are proud of the Army's efforts on the 
battlefield.  Five hundred and forty-three Gungans lost their lives, but the 
"distraction" ultimately led to the liberation of Naboo.

Since the Battle of Naboo, the Gungans have become a much more open society. 
They now interact with the Naboo and are even beginning to become involved in 
matters outside of their homeworld.  Under Boss Nass' leadership, the Gungans 
have also reached the stars and colonized the Naboo moon of Ohma-D'un."

===============================================================================
                               The Rebel Alliance
===============================================================================

  Civilization Bonus : Carry capacity of farm droids is +1 greater.
  Team Bonus : Farm Food maximum raised by +35.
  Fortress Bonus : Fortresses have range, line of sight and search radius 
    increased by +1.

"Founded in the early days of Emperor Palpatine's rule, the Rebel Alliance 
(more properly known as the Alliance to Restore the Republic) was a small band 
of idealistic and heroic soldiers who joined together to oppose the Empire's 
tyranny and ultimately bring peace and freedom to the galaxy.

The resistance movement against the Empire can trace its roots to the Imperial 
Senate, where a handful of politicians began plotting in secret to topple 
Palpatine's rule.  Eventually, Palpatine exposed these "rebels" and launched a 
campaign of terror against them.  Many dissidents were arrested or murdered, 
but Senators Mon Mothma and Garm Bel Iblis, both influential and vocal 
opponents of the Emperor's "New Order," managed to escape.  They disappeared 
into hiding, only resurfacing briefly to meet with Senator Bail Organa on 
Corellia.  At the clandestine meeting, the trio agreed that only an armed 
insurrection could stop Palpatine.  Soon after, Mothma drafted the Declaration 
to Restore the Republic, which officially founded the Alliance.

Garm Bel Iblis and Mon Mothma began actively recruiting individuals, planets, 
and even entire systems for the Rebellion.  The Rebels were joined by hundreds 
of pilots, soldiers, technicians, and officers who wished to see the Empire 
fall.  Meanwhile, Bail Organa and his daughter, Princess Leia Organa, covertly 
aided the Alliance while maintaining their positions within the Senate. 
Princess Leia eventually secured the plans to the Death Star, a dangerous 
superweapon capable of vaporizing an entire planet.  Darth Vader, the Emperor's 
Sith apprentice, pursued and captured Leia, but the princess had already set 
events in motion that would ensure the Death Star plans reached the Rebel 
Alliance.

Charged with locating and crushing the Rebels, Vader interrogated Princess 
Leia, to no avail.  Grand Moff Tarkin, the mastermind behind the Death Star, 
then threatened to destroy Leia's homeworld of Alderaan unless she revealed the 
location of the Alliance's secret base.  Princess Leia seemingly relented, but 
Tarkin unleashed the Death Star anyway in order to test the battle station's 
superlaser and engender fear in all who would oppose the Empire.  Billions died 
with Alderaan, including Bail Organa.  This proved a serious setback to the 
Alliance, as Organa was instrumental in mediating disagreements between the 
militant Garm Bel Iblis and more subtle Mon Mothma.  After Bail Organa's death, 
a rift divided the two remaining leaders and Bel Iblis soon abandoned the 
Alliance.  In hindsight, however, the destruction of Alderaan may have also 
been the Empire's greatest mistake for it galvanized the Rebels; previously 
unaligned systems, now horrified at the Empire's wanton evil, flocked to join 
the Alliance.

The first major conflict between the Alliance and Imperial forces occurred at 
the Battle of Yavin.  During the clash, Rebel pilot Luke Skywalker succeeded in 
destroying the Death Star, killing Grand Moff Tarkin and many other Imperial 
leaders in the process.  The Empire would have its revenge three years later at 
the Battle of Hoth, when a contingent of Imperial forces led by Darth Vader, 
General Veers, and Admiral Piett invaded the ice planet Hoth and overtook the 
Alliance's secret Echo Base.  Numerous Alliance soldiers and pilots lost their 
lives during the clash, but the bulk of the Alliance personnel managed to 
escape.

A year after the Alliance's defeat on Hoth, the Alliance organized a massive 
offensive in order to attack the Empire's new Death Star.  As the Alliance 
fleet massed near Sullust, a small strike team led by General Han Solo 
descended to the forest moon of Endor to destroy the second Death Star's shield 
generator.  Although it was soon discovered that the Death Star attack was part 
of an elaborate plan by the Emperor to ambush the Rebels, the timely 
intervention of Endor's Ewoks and brilliant leadership ensured an Alliance 
victory.  Palpatine perished aboard the second Death Star and his death 
crippled the Empire.  The Rebel Alliance quickly evolved into the New Republic, 
the galaxy's current ruling body.

During the height of the Galactic Civil War, the Rebel Alliance was composed of 
several informal divisions that included pilots, technicians, and others who 
aided the cause.  Perhaps no other group sacrificed more for the Alliance than 
its highly-trained infantry, who fought bravely against impossible odds and in 
every conceivable terrain.  Throughout the Civil War, the Alliance ground 
troops were called upon to defend their fellow Rebels with only outdated 
artillery and a handful of well-used BlasTech DH-17 blasters.  Yet the Rebel 
infantry units managed to strike major blows against the well-armed Imperial 
troops during both the Battle of Hoth and the Battle of Endor.

The soldiers assigned to the Rebel infantry served a variety of functions 
during the Galactic Civil War.  First and foremost, they were stationed at 
every Rebel base as a last line of protection against invading Imperials.  On 
Hoth, for example, they established defensive trenches equipped with Golan Arms 
DF.9 anti-infantry batteries and Atgar 1.4 FD P-Tower antivehicle artillery 
units to stall an onslaught of AT-ATs and other Imperial forces.  Rebel 
infantry members also served aboard some Rebel starships to protect important 
crew members.  In some instances, they were assigned patrol, scout, and sentry 
duties.  The most skilled Rebel troops became elite commandos.  Under the 
leadership of General Crix Madine, these commandos attacked sensitive Imperial 
installations to further the Alliance's cause."

===============================================================================
                                  Royal Naboo
===============================================================================

  Civilization Bonus : Nova collection is 10% faster, Holocron gives more Nova.
  Team Bonus : Air Cruiser speed is increased by 10%.
  Fortress Bonus : Increased attack against Mechs and Heavy Weapons.

"Heralded as one of the galaxy's most enlightened human cultures, the Naboo 
built their great civilization from humble beginnings.  Over the centuries, the 
Naboo have evolved from simple colonists to artists, scholars, and inventors. 

The Naboo's history begins about 3,950 BBY, on the planet Grizmallt, with the 
rise of Queen Elsinor? den Tasia.  To begin her reign, Tasia introduced a new 
age of exploration and colonization. Under her rule, Grizmallt spent the next 
several decades launching hundreds of expeditions into the wilds of space.  
Most of these missions failed, the colony ships destroyed or lost as they 
searched for habitable worlds far beyond the known hyperlanes.  In the final 
days of her life, Queen Tasia personally sponsored the last such expedition. 
With the blessing of a famous Jedi Master, the colony ship Beneficent Tasia and 
its support starships, Constant and Mother Vima, left Grizmallt in search of 
fortune and glory.  The expedition targeted the galaxy's dangerous southern 
quadrant, then home to a handful of settlements.  On Grizmallt, Queen Tasia's 
dying wish was that this last expedition would find a home deep within 
undiscovered space.  Shortly after she perished, however, the Beneficent Tasia 
also went silent.

The inhabitants of Grizmallt assumed that the Beneficent Tasia had been lost, 
but the starship did, in fact, survive the many hazards of unknown space. 
Although severely damaged and unable to contact Grizmallt, the expedition 
eventually reached Naboo's orbit.  As if guided by Tasia's last wish, the 
settlers discovered that Naboo was a pastoral, peaceful world rich in natural 
resources and quite capable of supporting human life.  In approximately 3,900 
BBY, the Grizmallt colonists officially landed on Naboo.

Within weeks of their arrival, the settlers encountered the Gungans, the 
planet's native sentient species.  Although immediately distrustful of one 
another, neither species attacked the other, and the humans were allowed to 
establish their first settlement without incident.  Over the next several 
decades, the settlers slowly spread across the planet's largest landmass, 
building cities and villages to support their growing numbers.  The human 
colonists kept to the grassy plains and ocean coastlines, only occasionally 
treading into Gungan territory.  Despite this, tension between the humans (who 
had now taken to calling themselves the Naboo after their new homeworld) and 
the Gungans remained strong.

Life on Naboo did not prove particularly difficult and the colonists soon found 
that they had a great deal of time for the arts and sciences.  They established 
an electoral monarchy, built beautiful cities such as Theed, and maintained a 
peaceful culture that advocates education, the arts, ecology, and scientific 
achievement.  The planet is a respected member of the Republic and its leaders 
are viewed as well-educated and socially adept.

The Naboo are rigid pacifists. As a result, conflicts between Naboo communities 
and with the Gungans are non-existent.  And, while the Naboo research and 
invent a wide range of new technology, this rarely extends into weapons of war. 
The Naboo recognize the need to defend themselves, but most combat vehicles and 
weapons have been imported from other systems; the Naboo then modify this 
equipment to suit their needs and protect the environment. 

Unfortunately, although generally well-educated, the Naboo are somewhat naive 
and consider their comfortable way of life as a birthright.  In addition, many 
Naboo once viewed the planet's other sentient species, the Gungans, with some 
suspicion and prejudice.  Specifically, the Naboo believed that the Gungans are 
barbaric and less intelligent because they maintain a warlike culture. 
Fortunately, most of these prejudices dissolved when Queen Amidala and Boss 
Nass brought the two species together during the Battle of Naboo.

While the Naboo were not nearly as active in the Republic as other systems, 
they did maintain a presence in the Senate before the rise of the Empire.  In 
52 BBY, the Naboo elected Senator Palpatine to the Galactic Senate; in time, he 
would become Supreme Chancellor and one of the most powerful men in the galaxy.

Naboo and its populace were thrust into the galactic consciousness in 32 BBY 
when war erupted with the Trade Federation.  Angry over the Republic's new 
policy to tax the Free Trade Routes, the Trade Federation singled out peaceful 
Naboo, Palpatine's homeworld, for a devastating blockade.  Under the leadership 
of Nute Gunray and Rune Haako, the Trade Federation held Naboo captive, finally 
launching a full-scale invasion of the planet.  The Naboo were ill-equipped to 
defend themselves against such an attack, although several resistance groups 
did emerge to fight the Trade Federation forces.

Despite the efforts of the Royal Security Forces, the Trade Federation easily 
captured the capital city of Theed.  However, Gunray could not imprison Queen 
Amidala, who was rescued by Jedi and taken to Coruscant.  Appearing before the 
Galactic Senate, Amidala called a Vote of "No Confidence" in Supreme Chancellor 
Finis Valorum; soon after, Valorum was deposed and Palpatine was elected in his 
place.

Amidala returned to Naboo with a powerful entourage that included the Jedi Qui-
Gon Jinn and Obi-Wan Kenobi; a former slave named Anakin Skywalker; Jar Jar 
Binks, a Gungan outcast; the Queen's loyal handmaidens; and Captain Panaka, 
Amidala's faithful and courageous personal bodyguard.  With Jar Jar's help, 
Amidala found the Gungans and forged a peace with their ruler Boss Nass.  Under 
Nass' leadership, the Gungan Grand Army marched against the Trade Federation 
while the Queen's Royal Security Forces launched a raid on Theed.  Amidala 
herself captured Nute Gunray, while the Space Fighter Corps attacked the Trade 
Federation's Droid Control Ship. Skywalker struck the final blow, destroying 
the Droid Control Ship.  The planet was finally free, and the Naboo and Gungans 
had, at last, forged a powerful alliance.

Even after their war with the Trade Federation, the Naboo remain pacifists. 
They maintain only a small army of volunteer soldiers known as the Royal 
Security Forces.  The RSF includes the Space Fighter Corps that employs sleek 
N-1 starfighters as their vehicle of choice.  The RSF's Security Guard is 
largely responsible for keeping the peace in major cities, such as Theed, while 
the Palace Guard is charged with protecting the King or Queen and the royal 
court.  During combat situations or emergencies, RSF ground forces deploy a 
small cadre of vehicles, including the Gian and Flash speeders."

===============================================================================
                              The Trade Federation
===============================================================================

  Civilization Bonus : Prefab Shelters are not necessary.
  Team Bonus : Heavy Weapons Factory units gain +15% speed.
  Fortress Bonus : Fortresses gain +3 Anti-Air range.

"Founded three hundred and fifty years before the Battle of Yavin, the Trade 
Federation was originally intended to represent merchants and traders 
throughout the galaxy.  However, over time, it became one of the most powerful 
forces in the galaxy and a dangerous threat to peace and freedom.

Composed of officials from numerous systems, the Trade Federation was always 
considered greedy and immoral.  Using its ever-increasing wealth, the 
organization focused on seizing major trade routes, knowing that ownership of 
these spacelanes gave the Trade Federation tremendous political and economic 
power.  By fourty years before the Battle of Yavin, the Trade Federation 
effectively controlled every known Old Republic trade route and hundreds of 
dependent systems.

Thirty-two years before the Battle of Yavin, at the urging of Senator Palpatine 
of Naboo, Supreme Chancellor Valorum began a campaign to diminish the Trade 
Federation's power.  As a result, the Galactic Senate passed Resolution BR-
0371, a seemingly innocuous law that imposed a tariff on all major hyperspace 
trading routes throughout the Outer and Mid Rims.  The resolution was a 
resounding success because all income from the taxation of the so-called "Free 
Trade Zones" would be used for relief and development of the outlying systems. 
But because the Trade Federation dominated the Free Trade Zones, the 
corporation was the hardest hit by the new legislation.  In the months after 
the resolution's passage, the Trade Federation's profits decreased 
dramatically.

The Trade Federation responded immediately to the threat of BR-0371.  While the 
Trade Federation Senator Lott Dod argued vehemently against taxation, the 
corporation's Executive Board began planning a bold counterstrike.  Under the 
leadership of Viceroy Nute Gunray and his lieutenant Rune Haako, the Trade 
Federation began constructing a massive secret army.  Striking deals with 
Baktoid Armor Workshop, Haor Chall Engineering, and even the Colicoid Creation 
Nest, the Trade Federation stocked its cargo vessels with powerful battle 
tanks, deadly droid starfighters, hordes of battle droids, and menacing 
droidekas.  After testing this army on Lok and other Outer Rim worlds, the 
Trade Federation prepared for war.

Six months after the passage of BR-0371, the Trade Federation struck at Naboo, 
Senator Palpatine's homeworld.  On Gunray's orders, a fleet of Trade Federation 
battleships created a blockade around the peaceful world to prevent the import 
and export of goods.  The blockade lasted several weeks and the Naboo's plight 
became desperate as necessary supplies dwindled.  When the Senate still refused 
to overturn BR-0371, the Trade Federation finally unleashed its secret army and 
invaded Naboo.  Gunray planned to capture the capital city of Theed and force 
Queen Amidala to sign a treaty granting the Trade Federation ownership of the 
planet.

Gunray's plan fell apart when the Jedi Knights intervened in the crisis and 
rescued Amidala.  Soon after, the Battle of Naboo erupted, pitting the Trade 
Federation against the combined might of the Gungan Grand Army and the Naboo 
Royal Security Forces.  While the Gungans distracted the Trade Federation Army, 
the Queen and her loyal RSF soldiers recaptured Theed.  In the chaos, Naboo's 
Bravo Flight managed to launch an attack on the Trade Federation's vital Droid 
Control Ship.  Anakin Skywalker destroyed the DCS, rendering the Trade 
Federation's army harmless.  Nute Gunray, the overseer of the invasion, was 
taken into custody, but avoided any serious punishment and soon returned to his 
prominent role within the organization.

In the years following the Battle of Naboo, the Trade Federation remained a 
formidable power in the galaxy.  Although most of its initial army had been 
dismantled, the Trade Federation quickly formed new alliances and began 
rebuilding its military might.  At one point, the Trade Federation even formed 
an elite assassination corps in a failed attempt to exact revenge on the Jedi. 
Twenty-nine years before the Battle of Yavin, the Old Republic ordered the 
Trade Federation to disband its military, but the corporation never fully 
complied with this directive and maintained a secret army.

When the Confederacy of Independent Systems was formed twenty years before the 
Battle of Yavin, the Trade Federation found a suitable place to align 
themselves with others who opposed the rulings of the Galactic Senate.  Using 
Nute Gunray's hatred for Queen Amidala of Naboo, the cunning CIS leader Count 
Dooku lured the Trade Federation into joining the secessionists by promising 
the assassination of Amidala, now serving as a Senator.  Although they had not 
yet publicly supported the CIS because the assassination attempts had failed, 
the Trade Federation leaders and a considerable portion of its military forces 
where present on Geonosis during the first battle of the Clone Wars.  Now the 
secret hand of the Trade Federation had been revealed and it had no alternative 
but to join the CIS in the burgeoning war efforts against the Republic."

===============================================================================
                                    Wookies
===============================================================================

  Civilization Bonus : Carbon Collection in Tech Level 3 and above is 5% 
    faster.
  Team Bonus : Troopers gain +2 Line of Sight and +2 search radius.
  Fortress Bonus : Fortresses gain +5 LoS, and +10% hit points.

"One of the most respected - and feared - species in the galaxy, Wookiees are 
towering, fur-covered humanoids native to Kashyyyk.  Well-known for their 
strength and bestial fits of rage, Wookiees are also intelligent, loyal, and 
trusting.  Among the species, bravery and honor are considered paramount.

Kashyyyk, the Wookiee homeworld, is a lush planet covered in trees.  The 
Wookiees occupy the upper reaches of these vast forests, building their homes 
high atop the branches of towering wroshyr trees.  Most Wookiee cities consist 
of hundreds of huts connected by wooden platforms, bridges, and ropes.  
However, while Wookiees may appear primitive, they are actually quite 
comfortable with technology and can easily learn to pilot starships, repair 
machines, and wield advanced weaponry.

An average Wookiee grows to more than two meters tall and lives several times 
the lifetime of a human.  Aside from their great strength and keen senses, they 
possess regenerative powers and can recover from serious wounds within days. 
They also have retractable claws, although these are used only for climbing 
trees and are never exposed during combat.

Wookiees speak Shyriiwook, a language consisting of grunts, growls, roars, 
hoots, and screeches.  They can understand other languages, but have limited 
vocal capability and can only speak their own tongue.

The Wookiee species is psychologically stable and has a deep connection to 
nature.  They love their homeworld and have a deep affinity for animals, 
plants, and other components of the natural world.  Wookiees can also be 
strongly attuned to the Force.

Wookiees place great value on morality, courage, compassion, and loyalty.  Very 
few Wookiees willingly betray their friends or families, although Vargi, 
Chewbacca's brother-in-law, once aided a group of slavers trying to enslave the 
denizens of Kashyyyk.  Typical of their beliefs is the Wookiee life debt, an 
oath of fealty extended to anyone who saves the life of a Wookiee.  When 
Chewbacca was rescued from slavers by Han Solo, he extended this oath to his 
savior and has risked his own life countless times to protect his friend. 
Finally, Wookiees feel that they are honored by their own deeds, and thus they 
do not care for medals or other material symbols of bravery or achievement.

Although not necessarily warlike, Wookiees can be fierce warriors and deadly 
opponents, especially when angered or threatened.  Kashyyyk does not have a 
standing army, but Wookiees will rally to protect one another, and families 
often join forces to repel various threats, including Trandoshan slavers. 
Legendary are the stories of the Wookiee berserkers, who are capable of single-
handedly defeating a legion of Imperial stomtroopers or a cadre of highly-paid 
mercenaries.  While Wookiees are capable of producing and using and wide range 
of weapons, they generally prefer to carry hand-crafted bowcasters or ryyk 
blades into battle. 

Unfortunately, the Wookiees' fabled strength became a commodity during the 
Galactic Civil War.  The Empire, hoping to use the Wookiees for slave labor, 
tried to imprison the entire planet.  Working with Tradoshan slavers, the 
Empire captured thousands of Wookiees.  Those Wookiees who escaped the Imperial 
slave pens managed to form a resistance movement and launched several effective 
counter attacks, ensuring that the Empire never took complete control of the 
planet.

Throughout the Galactic Civil War, Wookiee innovation and desperation led the 
species to invent several new weapons of war to combat the Imperial threat.  As 
with many other aspects of their technology, the Wookiees combined materials 
from their natural surroundings with advanced technology to produce a number of 
effective "deterrents," including catapults and battering rams.  Mounted 
troops, skilled assault soldiers, and the brave Wookiee berserkers continually 
attacked Imperial installations on Kashyyyk, chased away slavers, and fought 
valiantly to free their imprisoned brethren. 

When the Rebel Alliance finally defeated the Empire, Kashyyyk, long a member 
world of the Old Republic, became an important addition to the New Republic."

===============================================================================
                               Galactic Republic
===============================================================================

  Civilization Bonus : Prefabs hold 1 more population.  Holocron gives more 
    Nova.  Jedi and Jedi Temple are cheaper.
  Team Bonus : Med Droids heal twice as fast.  Jedi gain +10% speed.
  Fortress Bonus : Fortresses heal garrisoned units 33% faster.

"A democratic union of millions of star systems that lasted for more than 
25,000 years, the Galactic Republic spread peace and prosperity throughout the 
known galaxy.  However as time passed and the Republic's size grew, it 
eventually became too unwieldy for the Senate to oversee and the Jedi Order to 
protect.  Corruption spread wildly, weakening the Senate and causing dissent 
among many systems and corporate interests.

Thirty-two years before the Battle of Yavin, the first signs of the Senate's 
ineffectiveness surfaced when it proved unable to protect peaceful Naboo from 
the Trade Federation.  The corporation blockaded the planet, followed soon 
after by a full-scale invasion of the pastoral world.  During the subsequent 
political maneuverings, Supreme Chancellor Valorum was quickly ousted, and 
replaced by Senator Palpatine from Naboo.  Despite Palpatine's leadership, over 
the next decade Senators became more and more corrupt and in response, the 
Confederacy of Independent Systems was born.  The ranks of the CIS quickly 
grew, causing the Senate to endlessly debate the idea of forming an army to 
protect those systems that remained loyal to the Republic.

But it wasn't until Senate Representative Jar Jar Binks from Naboo put forward 
a motion to give Supreme Chancellor Palpatine emergency powers that the first 
army of the Republic was organized.  Led by Jedi Master Yoda, the clone army of 
the Republic descended into an arena on Geonosis to save the last surviving 
members of a Jedi strike force led by Mace Windu, thus starting the Clone Wars.

In the turbulent years following the Clone Wars, the Galactic Senate lost a 
great deal of power to the Supreme Chancellor's office, paving the way for the 
eventual rise of the Emperor.  Under the Emperor's rule, the Republic became 
the Galactic Empire, an oppressive government designed to rule the galaxy 
through fear.  Although the Senate remained in place for some time after the 
Emperor's ascent to power, it was eventually disbanded shortly before the 
Battle of Yavin.  Following the Empire's defeat at the Battle of Endor, the 
Rebel Alliance founded the New Republic in an attempt to recapture the ideals 
of the galaxy's original ruling body; since that time, the former Galactic 
Republic has become more generally known as the "Old Republic"."

===============================================================================
                       Confederacy of Independent Systems
===============================================================================

  Civilization Bonus : Workers gain Basic Training Upgrade automatically.  
    Predators can be produced at the Animal Nursery.
  Team Bonus : Cargo Hovercraft returns +25% Nova crystals.
  Fortress Bonus : NONE

"The Confederacy of Independent Systems is a collection of thousands of systems 
and corporate entities united by former Jedi Master Count Dooku against the 
rule of the Galactic Republic.  Dooku, who had abandoned the Jedi Order around 
thirty-two years before the Battle of Yavin, returned from his self-imposed 
exile twenty-four years before the Battle of Yavin to begin organizing groups 
that opposed the Galactic Republic, which he viewed as corrupt and ineffective. 
After quickly gathering thousands of systems to his cause, Dooku began 
negotiating with various corporations, such as the Trade Federation, in the 
hopes of using their private armies to bolster the secessionists' military 
might.

In just two years, Dooku had built a powerful secessionist movement backed by 
the financial support---both privately and publicly---of many powerful 
institutions, including the Corporate Alliance, InterGalactic Banking Clan, 
Commerce Guild, Trade Federation, and Techno Union.  Twenty-two years before 
the Battle of Yavin, Dooku held a meeting between leaders of these groups on 
Geonosis, where they officially founded the Confederacy of Independent Systems 
and began mobilizing a massive droid army.  This meeting was interrupted by the 
appearance of Jedi Obi-Wan Kenobi, his apprentice Anakin Skywalker, and Senator 
Padme Amidala, all of whom were captured by the Geonosians and sentenced to 
death by Count Dooku.

But just as the three traitors were about to be executed, Mace Windu led one 
hundred Jedi into the Geonosis Arena in a daring rescue mission.  Dooku gave 
the order to kill the Jedi, and his military secession from the Republic truly 
began.  Just as the Jedi were on the brink of total defeat, the clone army of 
the Republic arrived and engaged the surprised CIS forces.  The secessionists 
were quickly scattered and were ultimately ordered to retreat by Dooku himself.  
This conflict became known as the Battle of Geonosis, which was the start of 
the Clone Wars.

Though the first battle of the Clone Wars was a defeat for the Confederacy, it 
was a victory for Count Dooku, who started the war with ulterior motives.  He 
was in fact working secretly for the Dark Lord of the Sith, Darth Sidious.  So 
the mighty corporate powers and the numerous disgruntled systems of the 
Galactic Republic were actually just tools, used by the Sith during the war to 
weaken the Republic and destroy the Jedi."


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
-=-=-=-=-=-=-=-=-=-=-=-=-[5. Combat Units & Structures]=-=-=-=-=-=-=-=-=-=-=-=-
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Learn the units and structures that will help you win your battles against your 
enemy.  These statistics only apply without a civilization's bonus and without 
technological upgrades.  Feel free to correct me if I'm wrong.  However, 
remember that I have the expansion Clone Campaigns installed on my computer, so 
they might have changed some things.

===============================================================================
                                 Combat Units
===============================================================================

[Worker] - [50 Food]
  Hit Points : 55        Armor  : 0        Upgrades : NONE             
  DuraArmor  : 0         Range  : 0
  Capacity   : 0         Attack : 3
  [Intelligence]
If any of you have played AoE, then you'll know that this is an important unit 
for the creation of your base and army.  Workers are the universal unit for 
gathering resources and producing new structures.  The more workers you assign 
for a job, the faster it will go.  Make sure to build a sufficient amount so 
that you get a steady supply of whatever you're harvesting.  Guard these units 
with your life.

[Medic] - [35 Carbon]
  Hit Points : 35        Armor  : 0        Upgrades : NONE             
  DuraArmor  : 0         Range  : 1
  Capacity   : 0         Attack : 0
  [Intelligence]
Medics heal any biological unit, excluding mechs.  The cost to heal is free.  
However, Medics are droids, so only a worker can repair a medic.  Civilizations 
like the Trade Federation or Confederacy really have no need for medics, as 
their armies are mechanical ones.

[Trooper Recruit] - [25 Food][35 Carbon]
  Hit Points : 45        Armor  : 0        Upgrades : Trooper               
  DuraArmor  : 1         Range  : 3                 : Heavy Trooper
  Capacity   : 0         Attack : 6                 : Repeater Trooper
  [Intelligence]
Trooper Recruits and their upgraded counterparts are your basic, standard 
infantry that you'll be likely to use as your support unit when attacking and 
defending.  Cheap to make, Trooper Recruits pack a weak punch in the beginning, 
but turn lethal and powerful as you upgrade them.  They work best in groups, 
and can be used to increase the destructive capabilities of Turrets, Command 
Centers, and Fortresses.

[Mounted Trooper] - [55 Food][20 Nova]
  Hit Points : 55        Armor  : 3        Upgrades : Heavy Mounted Trooper
  DuraArmor  : 3         Range  : 0                  : Advanced Mounted Trooper
  Capacity   : 0         Attack : 7
  [Intelligence]
Mounted Troopers possess no ranged weaponry, which means that they must move in 
close to their targets to attack.  Like most close-ranged units, they prove no 
threat, unless they slip past your defenses.  Mounted Troopers work best 
against structures and other defenses, such as mechs and should be grouped with 
other Mounted Troopers.

[Anti-Air Trooper] - [35 Food][35 Carbon]
  Hit Points : 35        Armor  : 0        Upgrades : Heavy Anti-Air Trooper
  DuraArmor  : 1         Range  : 6
  Capacity   : 0         Attack : 9
  [Intelligence]
Anti-Air Troopers should be your first type of anti-air defenses.  Cheap to 
make, they are mobile, and can down enemy fighters in a few shots.  Best used 
in groups, they fire fast and hit hard.  However, they have limited potential, 
as their rockets are used for anti-air only.  That means if they're caught in a 
ground assault, they're bantha fodder.

[Grenade Trooper] - [90 Food][40 Nova]
  Hit Points : 45        Armor  : 1        Upgrades : NONE
  DuraArmor  : 3         Range  : 6
  Capacity   : 0         Attack : 1
  [Intelligence]
Think of a mortar guy, and you pretty much have your Grenade Trooper.  Since 
you already have assault soldiers, anti-air soldiers, and soldiers that 
excel at building destruction, what other soldier do you need?  Anti-mech 
soldiers of course!  Their grenades are weak against everything but mechs, but 
since their projectiles arc, they have a tendency to miss if the target moves.  
Use them in groups for the best effectiveness.

[Jedi Padawan] - [100 Food][200 Nova]
  Hit Points : 125       Armor  : 0        Upgrades : Jedi Knight
  DuraArmor  : 4         Range  : 0
  Capacity   : 0         Attack : 6
  [Intelligence]
The legendary Jedi.  We all should know what they are.  Jedi Padawan are the 
students who are just learning about the ways of The Force, so they can't 
convert too many things.  Although they have a zero range attack [lightsaber], 
their conversions take place at a range.  Jedi and Siths are the only ones who 
can pick up a Jedi Holocron.

[Sith Apprentice] - [100 Food][200 Nova]
  Hit Points : 125       Armor  : 0        Upgrades : Sith Knight
  DuraArmor  : 4         Range  : 0
  Capacity   : 0         Attack : 6
  [Intelligence]
Sith Apprentices are just like Jedi Padawans, except that they use the dark 
side of The Force.

[Jedi or Sith Master] - [100 Food][350 Nova]
  Hit Points : 400       Armor  : 1        Upgrades : NONE
  DuraArmor  : 6         Range  : 0
  Capacity   : 0         Attack : 2
  [Intelligence]
Jedi Masters are the ultimate Jedi.  They're very knowledgeable of The Force, 
and can convert almost any unit or structure to your cause.  They also 
regenerate their hit points, making them almost invincible if given the time.

[Power Droid - CLONE CAMPAIGNS] - [65 Carbon]
  Hit Points : 50        Armor  : 1        Upgrades : NONE
  DuraArmor  : 7         Range  : 1
  Capacity   : 0         Attack : 0
  [Intelligence]
A special unit produced only at a Power Core, a Power Droid is a mobile source 
of power, able to generate enough to sustain a group of buildings before a 
permanent source can be built.  Keep a few of these around near important 
structures like Shield Generators, in case your main source of power fails.

[Probot] - [45 Carbon]
 [Galactic Empire]
  Hit Points : 15        Armor  : 0        Upgrades : NONE
  DuraArmor  : 0         Range  : 3
  Capacity   : 0         Attack : 2
  [Intelligence]
A very fast scout, it's good for covering terrain quickly, but weak in a 
firefight.

[Scout] - [50 Carbon]
  Hit Points : 60        Armor  : 0        Upgrades : NONE
  DuraArmor  : 2         Range  : 2
  Capacity   : 0         Attack : 3
  [Intelligence]
Scouts are just that.  They're mainly used to scout the terrain in the early 
minutes of a map to reveal resources and enemies.  Their use later in the game 
dwindles, as much of the map is exposed, and they're weak.

[Strike Mech] - [50 Food][100 Carbon]
  Hit Points : 80        Armor  : 2        Upgrades : Heavy Strike Mech
  DuraArmor  : 5         Range  : 6
  Capacity   : 0         Attack : 4
  [Intelligence]
Strike Mechs serve the purpose of killing infantry - fast!  If you ever see 
your enemy swarm you with troopers, throw in a few of these and they'll cut 
through them like a hot knife through butter.  They're pretty weak against 
everything else, so only use them when necessary.

[Mech Destroyer] - [100 Food][175 Carbon]
  Hit Points : 175       Armor  : 3        Upgrades : Heavy Mech Destroyer
  DuraArmor  : 5         Range  : 7
  Capacity   : 1         Attack : 6
  [Intelligence]
As its name suggests, these units can rip through mechs with ease.  They're 
especially good against Assault Mechs you'll face later in the game, as they 
can take them out without suffering too much damage [as long as it keeps 
moving] while taking out something bigger, heavier, and more costly in return.  
They can also rip through cannons and pummels, so keep a few of these around in 
your base, and of course, some in your assault force.

[Assault Mech] - [200 Food][350 Nova]
  Hit Points : 275       Armor  : 4        Upgrades : Heavy Assault Mech
  DuraArmor  : 9         Range  : 8
  Capacity   : 10        Attack : 18
  [Intelligence]
Assault Mechs are good against everything, except air units.  They're huge, 
they pack a punch, and they can carry up to ten units inside for protection and 
deployment.  Their only drawback is their slow firing rate and their slow 
speed.  Keep this surrounded by support units, as this is an easy target for 
infantry.

[Artillery] - [50 Carbon][90 Nova]
  Hit Points : 110       Armor  : 0        Upgrades : Heavy Artillery
  DuraArmor  : 6         Range  : 9
  Capacity   : 0         Attack : 15
  [Intelligence]
If your attacks were ever broken down into waves, Artillery would be the first 
unit to start it.  Artillery units can attack from long range, lobbing energy 
shells at the enemy to soften them up before your forces engage them.  Once 
they do, you would be wise to order them to stop, as their shots can and will 
do collateral damage.

[Anti-Air Mobile] - [150 Carbon][50 Nova]
  Hit Points : 90        Armor  : 0        Upgrades : Heavy Anti-Air Mobile
  DuraArmor  : 10        Range  : 7
  Capacity   : 0         Attack : 22
  [Intelligence]
Anti-Air Mobiles are good against fighters.  However, their rate of fire is 
slower than that of the Anti-Air Trooper, and its rate of movement is slow.  
They do have more hit points, which means that they will last longer against a 
fighter assault.

[Pummel] - [150 Carbon][75 Nova]
  Hit Points : 200       Armor  : 5        Upgrades : Heavy Pummel
  DuraArmor  : 180       Range  : 0
  Capacity   : 0         Attack : 2
  [Intelligence]
The ultimate weapon against buildings and defenses, its DuraArmor makes it very 
strong against Fortresses and other ranged attacks so it can get in and 
demolish buildings.  However, if it is attacked by a hand-to-hand combat unit, 
it will go down - fast!

[Utility Trawler] - [75 Food][10 Nova]
  Hit Points : 60        Armor  : 0        Upgrades : NONE
  DuraArmor  : 4         Range  : 0
  Capacity   : 0         Attack : 0
  [Intelligence]
Utility Trawlers are your water going workers.  They are the only units who can 
gather fish away from the shore, and also build aquafarms.  If you have some 
Utility Trawlers, they also serve as great scouts, as they're quick and have 
enough hit points to last them a few shots.  Utility Trawlers are also the only 
unit who can build the sensor buoy.

[Light Frigate] - [90 Carbon][20 Nova]
  Hit Points : 50        Armor  : 0        Upgrades : Frigate
  DuraArmor  : 6         Range  : 5                 : Advanced Frigate
  Capacity   : 0         Attack : 6
  [Intelligence]
Your basic defense against water attacks, Frigates work well only in groups, as 
their firepower is lacking against other ships.  Frigates also make good scouts 
early in the game and to draw the attention of the enemy.

[Transport Ship] - [125 Carbon][15 Nova]
  Hit Points : 160       Armor  : 4        Upgrades : NONE
  DuraArmor  : 8         Range  : 0
  Capacity   : 5         Attack : 0
  [Intelligence]
No weapons on this ship; its only purpose is to transport your units across any 
body of water that they cannot normally cross on their own.  Guard these with 
ships if you have units inside of them, as once it's sunk, so are your units 
inside.

[Destroyer] - [100 Carbon][25 Nova]
  Hit Points : 120       Armor  : 0        Upgrades : Heavy Destroyer
  DuraArmor  : 6         Range  : 0
  Capacity   : 0         Attack : 2
  [Intelligence]
Destroyers specialize in the destruction of other ships.  Maybe that's why it's 
called a Destroyer.  Against much else, they're not too good.

[Anti-Air Destroyer] - [100 Carbon][35 Nova]
  Hit Points : 120       Armor  : 0        Upgrades : Heavy Anti-Air Destroyer
  DuraArmor  : 6         Range  : 7
  Capacity   : 0         Attack : 25
  [Intelligence]
A sea going version of the anti-air trooper, they specialize against airborne 
assaults.  Keep some of these in your fleet to prevent fighters from sinking 
your ships.

[Cruiser] - [200 Carbon][150 Nova]
  Hit Points : 160       Armor  : 0        Upgrades : Advanced Cruiser
  DuraArmor  : 9         Range  : 12
  Capacity   : 0         Attack : 35
  [Intelligence]
Cruisers are good for pounding enemy buildings from the shore, and staying out 
of the range of enemy defenses.  However, they are susceptible to enemy ships 
and fighters, so you must escort them at all times.

[Fighter] - [55 Food][66 Nova]
  Hit Points : 25        Armor  : 0        Upgrades : Fast Fighter
  DuraArmor  : 0         Range  : 3                 : Advanced Fighter
  Capacity   : 0         Attack : 4
  [Intelligence]
Fighters serve as your main air units, to guard against assaults, whether they 
be from ground, air, or sea.  They can be upgraded to have shielding and excel 
at taking out workers.

[Bomber] - [55 Food][88 Nova]
  Hit Points : 25        Armor  : 0        Upgrades : Enhanced Bomber
  DuraArmor  : 0         Range  : 1                 : Advanced Bomber
  Capacity   : 0         Attack : 5
  [Intelligence]
Slow, but powerful, Bombers are good against stationary targets such as walls 
and buildings.  They cannot defend themselves from enemy aircraft, so be sure 
to include some escorts.

[Air Transport] - [39 Food][138 Carbon]
  Hit Points : 150       Armor  : 0        Upgrades : NONE
  DuraArmor  : 0         Range  : 0
  Capacity   : 5         Attack : 0
The Air Transport sacrifices capacity for its ability to transport any unit 
anywhere across the map.  They offer no defense against attack, so you'll have 
to rely on maneuverability and the element of surprise.

[Air Cruiser - CLONE CAMPAIGNS] - [600 Food][600 Nova]
  Hit Points : 260       Armor  : 0        Upgrades : NONE
  DuraArmor  : 0         Range  : 12
  Capacity   : 0         Attack : 80
  [Intelligence]
The Air Cruiser is basically an airborne version of the water going Cruiser.  
It takes painfully long to fire, but its shot can wipe out whole armies if on 
target.  They have no anti-air defenses and move quite slow, so keep a few 
escorts around.

[Cargo Hovercraft] - [75 Carbon]
  Hit Points : 50        Armor  : 0        Upgrades : NONE
  DuraArmor  : 0         Range  : 0
  Capacity   : 0         Attack : 0
  [Intelligence]
Cargo Hovercrafts serve no purpose except to trade with your allies.  That is, 
it collects Nova from an ally's spaceport.  The farther it has to travel, the 
more it collects from each visit.

[A-wing] - [40 Food][45 Nova]
 [Rebel Alliance]
  Hit Points : 15        Armor  : 0        Upgrades : NONE
  DuraArmor  : 0         Range  : 6
  Capacity   : 0         Attack : 2
  [Intelligence]
A-wings are good for hit-and-run tactics, and are superior at taking out enemy 
workers.

[Bounty Hunter] - [150 Food][150 Carbon]
  Hit Points : 175       Armor  : 2        Upgrades : NONE
  DuraArmor  : 2         Range  : 7
  Capacity   : 0         Attack : 15
  [Intelligence]
Bounty Hunters are used to counter Jedi and their Mind Tricks.  They can see 
through their stealth, and excel at taking them out.  They also work well 
against Troopers.

[Dark Trooper Phase 1] - [50 Food][85 Carbon]
 [Galactic Empire]
  Hit Points : 150       Armor  : 2        Upgrades : Dark Trooper Phase 2
  DuraArmor  : 4         Range  : 4
  Capacity   : 0         Attack : 6
  [Intelligence]
Dark Troopers are just like Bounty Hunters but cost less, which means they can 
see through Jedi Stealth, and also take them out.

[Fambaa Shield Generator] - [150 Food][150 Ore]
 [Gungans]
  Hit Points : 150       Armor  : 20       Upgrades : Heavy Fambaa Shield 
  DuraArmor  : 20        Range  : 0                     Generator
  Capacity   : 0         Attack : 0
  [Intelligence]
Just like from Episode I, Fambaa Shield Generators are portable shield 
generators.  It's good for extending the life of units, but not much else.

[Airspeeder] - [55 Food][66 Nova]
 [Rebel Alliance]
  Hit Points : 30        Armor  : 0        Upgrades : Armored Airspeeder
  DuraArmor  : 0         Range  : 4
  Capacity   : 0         Attack : 1
  [Intelligence]
If you've ever seen the Empire Strikes Back, the Airspeeder was used to down 
the Imperial AT-ATs.  AT-ATs in this game are Assault Mechs.  Hm...  That means 
the Airspeeder is good against all mechs.  Unfortunately, no tow cable attack.

[Royal Crusader] - [100 Food][80 Nova]
 [Royal Naboo]
  Hit Points : 175       Armor  : 1        Upgrades : Elite Royal Crusader
  DuraArmor  : 2         Range  : 0
  Capacity   : 0         Attack : 5
  [Intelligence]
The Royal Crusader is a close combat unit, extremely good at taking out 
structures.  It's like an upgraded version of the Advanced Mounted Trooper.

[Destroyer Droid] - [50 Carbon][150 Nova]
 [Trade Federation]
  Hit Points : 85        Armor  : 2        Upgrades : Heavy Destroyer Droid
  DuraArmor  : 4         Range  : 5
  Capacity   : 0         Attack : 6
  [Intelligence]
Destroyer Droids are anti-personnel units.  They can take down almost any 
infantry with ease, and are fast.

[Berserker] - [80 Food][35 Nova]
 [Wookie]
  Hit Points : 150       Armor  : 1        Upgrades : Advanced Berserker
  DuraArmor  : 2         Range  : 0
  Capacity   : 0         Attack : 10
  [Intelligence]
Berserkers are close combat units, which means they excel at building 
destructions.  Actually, they're good against everything except Jedi, fighters, 
and sea units.

[Jedi Starfighter] - [50 Food][100 Nova]
 [Galactic Republic]
  Hit Points : 35        Armor  : 0        Upgrades : Advanced Jedi Starfighter
  DuraArmor  : 0         Range  : 4
  Capacity   : 0         Attack : 4
  [Intelligence]
Jedi Starfighters are piloted by Jedi, which means like Jedi, they can use 
stealth against their enemies.  However, they have a slow rate of fire which 
evens things out.

[Geonosian Warrior] - [65 Food][70 Nova]
 [Confederacy]
  Hit Points : 40        Armor  : 0        Upgrades : Elite Geonosian Warrior
  DuraArmor  : 0         Range  : 0
  Capacity   : 0         Attack : 5
[Intelligence]
Geonosian Warriors are extremely good at taking out Troop Center units with one 
or two shots.  However, they make poor combat units against anything else.

[Cannon] - [200 Carbon][200 Nova]
  Hit Points : 150       Armor  : 1        Upgrades : NONE
  DuraArmor  : 150       Range  : 16
  Capacity   : 0         Attack : 200
  [Intelligence]
The ultimate weapon, this baby can do hundreds of points of damage against 
anything, as long as it connects.  The cannon must deploy to fire, and must be 
undeployed to move.  A trade off, but not a bad one considering it stays out of 
range of every structure.  Keep it well guarded, as they move slowly, and take 
forever to bring to the front lines if your first is destroyed.

===============================================================================
                                  Structures
===============================================================================

Prefab Shelter -
  Hit Points : 800      Armor     : 1                    Cost : 25 Carbon
  Attack     : 0        DuraArmor : 7       Range : 0
Prefab Shelters support your growing population.  All civilizations except the 
Galactic Republic have houses that support only five units.  The Galactic 
Republic supports six.

Command Center -
  Hit Points : 2500     Armor     : 3                    Cost : 275 Carbon
  Attack     : 5        DuraArmor : 6       Range : 6         : 100 Ore
The only structure that can produce Workers, these are vital to any beginning 
civilization.  Not only can any resource be deposited into them, they are the 
only buildings which let you advance to the next Tech Level, crucial to any 
civilization.

Troop Center -
  Hit Points : 1500     Armor     : 1                    Cost : 160 Carbon
  Attack     : 0        DuraArmor : 7       Range : 0
The Troop Center produces your basic units such as the Trooper Recruit and 
Mounted Trooper.  It offers a variety of units specialized to certain tasks, as 
well as important upgrades for them.

Power Core -
  Hit Points : 250      Armor     : 1                    Cost : 200 Carbon
  Attack     : 0        DuraArmor : 7       Range : 0
Power Cores power your buildings so they operate at maximum efficiency.

Mech Factory -
  Hit Points : 2500     Armor     : 2                    Cost : 180 Carbon
  Attack     : 0        DuraArmor : 7       Range : 0         : 25 Ore
Mech Factories offer you your first real offensive weapons.  Assault Mechs and 
Mech Destroyers are produced at this building.

Shipyard -
  Hit Points : 1800     Armor     : 1                    Cost : 160 Carbon
  Attack     : 0        DuraArmor : 7       Range : 0
A useful building for resource and military purposes, the Shipyard can create 
very powerful units [depending on your civilization] on water intensive maps.

Shield Generator -
  Hit Points : 1500     Armor     : 3                    Cost : 250 Ore
  Attack     : 0        DuraArmor : 9       Range : 0
You'll be using a lot of these in your games.  The Shield Generator provides 
shielding for structures within its radius, which means that they have double 
the hit points.  Enemies attacking the Shield Generator would first have to 
destroy the shield [hit points], before doing actual damage to the structure.  
Units however take 1 or 2 hit points off for each hit they take under the 
shield.

Jedi Temple -
  Hit Points : 2500     Armor     : 2                    Cost : 180 Carbon
  Attack     : 0        DuraArmor : 8       Range : 0         : 25 Nova
Jedi and the Jedi Master, both powerful units, are created at the Jedi Temple.  
Besides creating units and researching upgrades for them, the Jedi Temple 
serves another purpose.  They hold the Holocrons you find in the game to be 
used for a continuous supply of Nova.

Fortress -
  Hit Points : 5000     Armor     : 8                    Cost : 550 Ore
  Attack     : 8        DuraArmor : 11      Range : 8
Fortresses are the ultimate defense against attacks.  They provide anti-ground 
fire as well as anti-air fire.  Its shots are more powerful than those of the 
turrets, but lacks the range of an Advanced Turret and the Advanced Anti-Air 
Turret.  They are also used to construct your civilization's unique unit.

Heavy Weapons Factory - 
  Hit Points : 2500     Armor     : 3                    Cost : 210 Carbon
  Attack     : 0        DuraArmor : 9       Range : 0         : 25 Ore
Pummels, Artillery, and Anti-Air Mobiles are produced at this building.  
However, the units from this buildings have no purpose in a battle, only 
effective against base or army defense or offense.  They are powerful, when 
given the chance.

Airbase -
  Hit Points : 2500     Armor     : 7                    Cost : 210 Carbon
  Attack     : 0        DuraArmor : 10      Range : 0         : 25 Ore
As you might've imagined, you get your air units from the Airbase.  Air units 
don't hold up well against anti-air fire, so their use is limited.

War Center - 
  Hit Points : 2200     Armor     : 3                    Cost : 180 Carbon
  Attack     : 0        DuraArmor : 9       Range : 0
War Centers are valuable structures in the game.  They allow you to upgrade 
your troops to make them the strongest they can be.

Research Center -
  Hit Points : 2200     Armor     : 4                    Cost : 210 Carbon
  Attack     : 0        DuraArmor : 0       Range : 0
War Centers upgrade troops and Research Centers upgrade your structures.

Processing Centers -
  Hit Points : 1000     Armor     : 1                    Cost : 100 Carbon
  Attack     : 0        DuraArmor : 7       Range : 0
Processing Centers come in four varieties.  Each specializes in one resource, 
where it can be deposited.  They are cheaper than the Command Center, but don't 
produce Workers.

Animal Nursery -
  Hit Points : 1000     Armor     : 1                    Cost : 100 Carbon
  Attack     : 0        DuraArmor : 7       Range : 0
Garrison your Nerfs or Banthas to receive a steady supply of food.  The more 
animals you have in the nursery, the more food you receive in a game minute.

Spaceport -
  Hit Points : 2000     Armor     : 2                    Cost : 180 Carbon
  Attack     : 0        DuraArmor : 8       Range : 0
Not only do they let you trade with any allies, they allow you to see what they 
see too.  However, you'll find them useful later in missions as they build 
Cargo Hovercrafts for a continuous supply of Nova, and are the only way to get 
those needed resources once they run out.

Monument -
  Hit Points : 3000     Armor     : 3                    Cost : 3000 Carbon
  Attack     : 0        DuraArmor : 10      Range : 0         : 3000 Ore
                                                              : 3000 Nova
Monuments take forever to build, cost a lot and fall quickly when under attack.  
However, they allow you to win without a huge war after 200 game days pass.

Light Turret -
  Hit Points : 1250     Armor     : 2                    Cost : 25 Carbon
  Attack     : 5        DuraArmor : 8       Range : 7         : 125 Ore
Your line of defense will consist of turrets.  Your most basic one is the Light 
Turret.  Not only does it provide a stronger protection, but can be upgraded 
and doesn't count against your population.  Garrison infantry into these 
structures to strengthen their attack.

Sensor Buoy -
  Hit Points : 500      Armor     : 0                    Cost : 20 Carbon
  Attack     : 0        DuraArmor : 0       Range : 0         : 10 Ore
Sensor Buoys don't have any purpose except to remove the fog of war around the 
area you place it.  It has a long line of sight.

Sentry Post -
  Hit Points : 500      Armor     : 0                    Cost : 20 Carbon
  Attack     : 0        DuraArmor : 0       Range : 0         : 10 Ore
Sentry Posts are the exact same as the Sensor Buoy.

Gate -
  Hit Points : 2750     Armor     : 10                   Cost : 30 Ore
  Attack     : 0        DuraArmor : 10      Range : 0
Gates are like walls, with the exception that they open to friendly forces.  
They also have more hit points than the wall.

Medium Wall -
  Hit Points : 1500     Armor     : 8                    Cost : 5 Ore
  Attack     : 0        DuraArmor : 10      Range : 0
Medium Walls offer you protection, but don't guarantee that you'll be safe.

Light Wall -
  Hit Points : 250      Armor     : 2                    Cost : 2 Carbon
  Attack     : 0        DuraArmor : 2       Range : 0
Light Walls aren't as strong as Medium Walls, but they do tell you where and 
when the enemy is attacking.  They are cheap and they fold easily.

Anti-Air Turret -
  Hit Points : 1250     Armor     : 3                    Cost : 20 Carbon
  Attack     : 60       DuraArmor : 9       Range : 10        : 150 Ore
Anti-Air Turrets are your strongest protection against air assaults.  However, 
they aren't mobile and cost a lot.

Farm -
  Hit Points : 480      Armor     : 0                    Cost : 50 Carbon
  Attack     : 0        DuraArmor : 0       Range : 0
When your natural food sources run out, you can continually replenish your 
sources with farms.  They provide lots of food and only one Worker can harvest 
a farm.

AquaHarvester -
  Hit Points : 50       Armor     : 0                    Cost : 90 Carbon
  Attack     : 0        DuraArmor : 0       Range : 0
AquaHarvesters are exactly like farms except they provide more food and have 
less hit points.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
-=-=-=-=-=-=-=-=-=-=-=-=-=-[6. Campaign Walkthrough]-=-=-=-=-=-=-=-=-=-=-=-=-=-
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Based on the "Moderate" difficulty setting, this walkthrough will take you 
through the various campaigns in the game Galactic Battlegrounds Saga.  
Spoilers are included; while I'm not sure that the expansion pack will change 
the original campaigns, some things might be slightly different then stated in 
the walkthrough.

===============================================================================
                     Attichitcuk Campaign [Basic Training]
===============================================================================

Mission 1.1: Moving and Attacking

Mission Objectives:
- We need to explore this new world.  Follow Qui-Gon's instructions to find the 
   camp of Chewbacca's father, Attichitcuk.

This mission is fairly simple.  You start with Chewbacca.  Assign him to "1", 
and start moving towards the marker.  You'll meet up with Shoran, who will warn 
you about a dangerous obstacle ahead.  The "dangerous" obstacle turns out to be 
a damaged power core.  Have both of them attack it.  Chewbacca packs a powerful 
punch, so you'll destroy the power core in no time.  Who it belongs to is a 
mystery...

You'll soon find the camp, as four Gundarks attack it.  You can easily dispatch 
them with a few shots from your bowcasters.  As the mission comes to a close, 
you'll see a brief scene of a Trade Federation battle droid inspecting their 
destroyed power core.

===============================================================================

Mission 1.2: Gathering Resources

Mission Objectives:
- Learn how to gather resources with Qui-Gon's help.
- Gather 200 food, 100 carbon, 50 ore, and 50 nova crystals.

Another rather simple mission.  Have all three of your workers start to collect 
fruit from the Muja bushes while you listen to Qui-Gon.  As soon as you have 
enough, build two more workers and have them collect Carbon.  While you're busy 
collecting these resources, Qui-Gon will tell you to practice activating the 
"Activate Alert Beacon" and garrisoning your workers in times of danger.

After you've collected enough Carbon and Food, Chewbacca should show up.  
Coincidently, four Gundarks show up to harass you.  Garrison your workers 
inside, while Chewbacca blasts them all.  Ungarrison your workers and send them 
to mine Nova and Ore south of your base.  After that, just collect all 
resources, and you finish the mission.

===============================================================================

Mission 1.3: Building an Army

Mission Objectives:
- Follow Qui-Gon's instructions to build an army and wipe out the gundarks.
- Create a fighting force, then find the gundark nest and destroy it.

You can probably finish this mission in under three minutes if you're fast 
enough.  Just send Chewbacca north, past the ford and have him wipe out the two 
Gundarks standing there.  Continue heading north to trigger an event in which 
the Trade Federation is battling some Gundarks.  The Trade Federation obviously 
wins.  Chewbacca alone can take them out while sustaining only little damage.  
Once you defeat them, you win.

Or, you can follow Qui-Gon's instructions and build up an army.  There are 
seven Nerfs on your way to the Gundarks.  Garrison them in to get some food.  
Also, even though you are only at "Tech Level 1", your infantry have already 
been upgraded to "Troopers".

===============================================================================

Mission 1.4: Researching Technology

Mission Objectives:
- Collect 500 food and build two new buildings, then research Tech Level 2 at 
   your Command Center.
- Attichitcuk has gone exploring.  Until he returns, we should remain at camp, 
   gather resources, and research new technologies.
- Chewbacca and Attichitcuk must survive.

As expected, this is another simple mission.  Start by building more Workers, 
Prefab Shelters, and gathering Carbon.  You'll find eight Nerfs south of your 
base and one north of your base.  Build an Animal Nursery next to your Power 
Core to garrison them in.  Chewbacca again could do this mission alone, but 
unfortunately, you cannot move on until you research the "Tech Level 2" 
upgrade.  While you're gathering more food, build a Food Processing Plant near 
the water and have your Workers fish.

As you research a new tech level, Attichitcuk comes back from his scouting 
expedition.  He then is CLEARLY killed.  You even see his body rotting.  After 
you're done researching Tech Level 2, research the "Trooper" upgrade and build 
two Medics.  You don't need to build anything more in this mission.  Start 
heading towards Attichitcuk and you'll encounter Trade Federation Battle 
Droids.  Simple enough, have your three Troopers stay at the bottom of the ford 
while Chewbacca and the Medics move up.  Eliminate all droids and you'll 
stumble upon Attichitcuk with 2 HP left.  What?!!  He's dead!!!  Whatever, have 
your Medics heal him and bring him back to camp.  Your three Troopers down at 
the ford should have fended off a few Battle Droids.  Garrison Attichitcuk back 
at the Command Center.  As soon as you do, Qui-Gon warns you about Destroyer 
Droid attacks.  Have all of your Troopers and Chewbacca fire upon them and you 
win.

===============================================================================

Mission 1.5: Exploration and Transport

Your first advanced mission, sort of.  You're supposed to destroy a Trade 
Federation Troop Center.  Have your workers harvest some Carbon while you build 
more.  Build a Troop Center and produce some Trooper Recruits.  Have them 
explore the map.

Out of all the resources, Food and Carbon are going to be the most needed, but 
you should still assign one on Ore, and a few on Nova.  There are around three 
Nerfs around your camp, and seven more on your side on the island.  In total: 
ten.  Exactly enough for your animal nursery.  Place a Power Core next to your 
Troop Center and Nursery, while you construct a Shipyard.  Build Utility 
Trawlers and about three Transports.

By now, you should have explored your island thoroughly, or as thorough as you 
can get.  Upgrade to Tech Level 2, and begin researching the upgrades in the 
Troop Center.  Build another if you want to simultaneously build more units.  
The Trade Federation is on the island to your left.  They will not attack you, 
so you have all the time in the world to dispatch them.  A force of about 10 
Troopers, and 5 Mounted Troopers should suffice.

Load your troops onto the Transports, and then drop them off on the beachhead 
to the left.  Move up and you spot some Trade Federation Outposts.  Destroy 
them if you like, and move on up ahead.

The Troop Center is walled off, so position your Troopers next to the wall 
while your Mounted Troopers work on the gate.  Enemy units will come to attack.  
Your Troopers should pick them off before they reach the gate.  However, if you 
want to end this mission faster, let them open the gate for you, and slip some 
Mounted Troopers in.  Destroy the gate, the units, and the Troop Center to 
complete this mission.

===============================================================================

Mission 1.6: Allies and Jedi

Mission Objectives:
- Shoran has established a camp nearby.  Once you've found him, begin trading 
   with his camp.
- Defend your village against Trade Federation attacks.

You have a pretty good Tech Level 1 base when you begin.  Assign the two Nerfs 
in your base into the Animal Nursery and have your Workers begin gathering 
whatever resource you wish.  Ore is going the least used substance in this 
mission, but Shoran has a HUGE deposit in his camp.  Start by building a 
Spaceport, then researching the "HoloNet Transceiver".  Immediately after it's 
done, you'll see all that Shoran has explored - not much.

Focus on reaching a Tech Level 2 society so that you can build the Jedi Temple.  
While you don't need to collect the Holocron in this mission, it provides a 
steady source of Nova and an alternate way of winning.  There are two in this 
mission.  The first is in Shoran's camp.  The second is a little way off, only 
accessible by a Sea Transport.  To get there, you must wait until Shoran builds 
a Gate to the north and stumbles upon Trade Federation Sentry Posts.  Build a 
Shipyard near the river and then load a Jedi into a Transport.  Follow the 
river until it ends, then land on the shore.  Pick up the Holocron and then 
deposit it back into your Jedi Temple.  Hold it for 200 days to win.  However, 
by the time you pick it up, it's much faster to destroy everything.

Build up a good army consisting of seven Troopers and Chewbacca with a Medic.  
Head north past Shoran's base and destroy the Outposts.  After they're gone, 
head south.  Destroy all opposition with your troops [but Jedi Padawan work 
well here] and then focus on destroying the Transmitters.  A relatively simple 
mission.  Just help Shoran destroy everything and you win!

===============================================================================

Mission 1.7: The Battle for Alaris Prime

Mission Objectives:
- All heroes, Chewbacca, Shoran, Attichitcuk and Qui-Gon must survive.
- Qui-Gon Jinn must survive.
- Destroy the Trade Federation's Fortress to the North.

Your final mission.  Garrison all of your Nerfs into your Animal Nursery and 
build a Power Core next to it.  You should start to build walls and gates where 
there are holes.  Train more Workers and assign them to hit the Ore and Nova.  
You'll need at least twelve Workers on Carbon to sufficiently have enough for 
the rest of this mission.  Nova is also of great importance.  As you 
continually build, the Trade Federation attacks your Sentry Posts.  Let them.  
You'll defeat them before they even attack your base [if they even do].

Since your objective is to keep your hero characters alive, garrison Shoran, 
Chewbacca and Attichitcuk into your Command Center.  Qui-Gon will only appear 
after you've constructed a Fortress.  When you get the chance, build one.  
After a few minutes, Qui-Gon will land.  A few minutes after he does, he'll 
tell you of strange ships and a hidden "temple" of sorts.  The place he's 
talking about is hidden northeast of your camp.  You must use some sort of air 
unit to reveal it, and once you do, Qui-Gon states that this place gives him 
the power to convert enemy buildings.  Quite useful if you use him.

For some reason, the battle droids never really attack your base.  Droid 
Starfighters roam around your base a lot, but they are easily downed by anti-
air fire or by some of your own fighters.  However, build a large air wing with 
some bombers.  Upgrade them to the max and send them towards the enemy base.  
Whether this is a glitch in my game, a glitch in all of the games, a mistake, 
the base doesn't have ANY anti-air fire.  Pick off their Workers to stop the 
flow of resources and attack the Fortress.  Now why would I attack the 
Fortress?  When I said they don't have any anti-air fire, I meant that they 
didn't have ANY!!!  The Fortress doesn't have any anti-air capabilities which 
means that you can pound them to dust with your Fighters and Bombers.  Quite 
sad really...  Before you begin your attack, you might want to consider taking 
out some of the outer defenses so you can bring in something more suitable to 
taking out the Fortress, like a Heavy Pummel.  Be sure to clear the enemy 
troops still around too!  When the Fortress is destroyed, a brief scene will 
occur in which the "strange" ships Qui-Gon saw leave.  They make some remarks 
about how this is only a minor setback and the mission ends.

===============================================================================
                   OOM-9 Campaign [The Subjugation of Naboo]
===============================================================================

Mission 2.1: Beachhead

Mission Objectives:
- Ensure that OOM-9 survives the mission.
- Destroy the Transmitter at Vis.
- Destroy the Transmitter at New Centrif.
- Destroy the Transmitter at Parrlay.

You start with a small force of soldiers, and OOM-9 in a Mech Destroyer.  
Proceed down south, and you run into the town of Vis.  You're told that it's 
heavily defended, and it is, with a few guards and two Light Turrets.  You 
could take them out, but you would suffer heavy casualties.  Instead, go off 
into another path just right before the main entrance of Vis.  You'll encounter 
a few guards and reach the town of New Centrif.

You'll be dropped reinforcements.  With the battle at two fronts, destroy the 
Trooper Recruits and any other enemy units.  Have your Mounted Troopers destroy 
the wall surrounding the Transmitter and destroy it.  Follow the path south, 
around a patch of Nova.  You'll run into enemy units, including a Strike Mech.  
That should be your first priority since they can take out your Troopers in a 
flash.  Head up through the town, taking out enemy units, and you'll find that 
you're now past the entrance of Vis.  The gate is locked, so you won't have to 
worry about the units outside of it.  Destroy the wall around the second 
Transmitter and destroy it.

Take the path down south again, and you'll run into some more enemy units.  
You'll receive more reinforcements, and you'll be ordered to destroy the town 
before it can send out a message.  Take out the two Light Turrets with your 
Mounted Troopers and your new found Pummel.  Proceed under the gate, and take 
out the various mechs and units that come to oppose you.  You now have a large 
enough army to take care of any enemy attacks that should come at you.  Proceed 
through the town, but be wary of the Command Center that will fire upon you if 
the workers around it feel threatened.  Instead, take a right, destroy the 
Light Turret, and then the wall.  Enemy Troopers will come to attack, but you 
should have no trouble with the rest.  Take out the Transmitter, and you're 
done.

===============================================================================

Mission 2.2: Behind The Lines

Mission Objectives:
- Ensure that OOM-9 survives the mission.
- Use your Neimoidian Technician to acquire the Droid Control Program from the 
   Research Center on the central peninsula.
- Neimoidian Technician must survive.
- Bring your Technician safely back to base to reactivate the Trade Federation 
   army.
- Establish your base and then destroy the Command Center at Harte Secur.

As OOM-9 moves up, you receive your current instructions from the Viceroy and 
meet your impressive, but deactivated army.  You receive reinforcements of 5 
Heavy Destroyer Droids, one Cannon, and your Neimoidian Technician.  Load the 
Technician into OOM-9's AAT to protect him from harm, and group your Destroyer 
Droids to "1".  Bring them east, and then a little north.  They should run into 
a platoon of Naboo Troopers.  Your droids have a longer range then them, so 
lead them out by firing one cannon shot into their midst.

After you dispose of them, proceed north ever so slightly with your cannon to 
reveal two Light Turrets.  Deploy the cannon, and have it fire on them to 
destroy them.  Three direct shots each should finish the job.  As you continue 
along, you see a small path of sparsely dotted trees, and two rancors.  Have 
your cannon kill the rancors with a direct shot, and destroy the sentry post 
and Light Turret.  As you might have noticed, they belong to the Gungans.  
Mounted Troopers and other regular enemy units will converge on your path.  You 
Destroyer Droids should have no problem mowing them down.  After you're done, 
move up to the mouth of the bridge on the water, and have your cannon destroy 
the Theed Gazebo.

Head west, destroying the Light Turret, and a few more enemy units.  The 
enemies grow less now, but you still have to deal with another Light Turret.  
Head south, destroy the Light Turrets, gate, and Research Center to find the 
program.  Have OOM-9's AAT drive over it, and two Transports will come by 
water.  Their use is a mystery, since the opposite beach is blocked by trees.  
Instead, retrace your steps back to your Command Center.

There, your armies will come back online, and you have the chance to build a 
small base.  Produce a worker and have him heal any damage that the Destroyer 
Droids have taken upon themselves.  Then, group your armies into different 
groups.  Leave your Destroyer Droids as is, and break your other two assault 
groups of Troopers into two different groups.  Garrison a few into your Command 
Center to prevent an attack, and then bring everything back up, including your 
anti-air units and cannon.  You can choose this time to build up your base and 
include a large group of mechs to destroy any opposition, but the more time you 
spend, the more time your enemy will build up its forces.  Strike now, endure 
the first wave, and you're home free.  The choice is yours.

Once you reach the crossroads, things are going to get a little hectic.  The 
north and western route are both guarded by two Medium Turrets.  Choose the 
western route, and then use your cannon to attack the first turret.  As soon as 
your assault begins, Naboo troopers and mech units swarm your position.  Try to 
pick off the Troopers first, as the mechs will dart in and out of battle, 
trying to lure your Troopers into the city where they will be destroyed.  Your 
Destroyer Droids make quick work out of those mechs, so have them target them, 
all the while making sure that your cannon destroys the second turret.

Hopefully by now, the rest of the Naboo units have been eliminated, and the 
only thing standing between your target is a Fortress.  Easy enough.  Have your 
cannon lob shots at it while your droids get rid of any leftover units that may 
be around to attack you.  Once it's gone, have your cannon deploy where the 
Fortress use to be, and use it to destroy the Naboo Command Center.

And for those of you who used the "Forceexplore" or "Forcesight" cheats, you'll 
notice that Qui-Gon, Jar Jar Binks, and Obi-Wan Kenobi are located in the 
western corner of the map...

===============================================================================

Mission 2.3: Spinnaker's Spoils

Mission Objectives:
- Destroy the 3 Spaceports at Spinnaker and replace them with your own.
- Raise 10000 Nova crystals by gathering resources, selling goods at your 
   Spaceport, and trading with other Spaceports.

Assign your Heavy Destroyer Droids to "1".  You may notice that you don't have 
OOM-9 in this mission, which means that you don't have to protect anybody.  
Group your three Mech Destroyers, three Strike Mechs into one group and the two 
Assault Mechs [loaded with Heavy Troopers and Grenade Troopers] into another.  
Have them move northeast, until they come to a few enemy Troopers.  Your 
Destroyer Droids can dispose of them, but try to roll them into the city if you 
ever see the gate open.  If not, then you must blast your way in.  I'd choose a 
wall for its weaker hit points.  Once you enter the city, it surrenders to you.  
The sooner you take control of the city, the sooner you can build up and 
prepare for an attack.

Assign the Naboo workers to harvest Carbon, Ore, and Food.  Assign your Utility 
Trawler to gather more food, and build another one.  You have two entrances to 
your base, a western and eastern entrance.  A Naboo base is located close to 
your western entrance, so construct a Light Turret near it and garrison some of 
your Heavy Troopers into it, as well as the Naboo Light Turrets.  If you leave 
your Strike Mechs there, and upgrade your turrets to Medium Turrets with Battle 
Droids in them, they can handle any threat that the base sends.  However, 
destroy the Airbase on the other side of the river, or face fighter assaults.  
If you destroy it now, you won't really have to worry about airborne assaults.  
Be aware that any upgrade you research in this level will only affect Trade 
Federation units, which means that the Naboo Light Turrets won't be upgraded to 
Medium Turrets if you research the technology.

Since your goal is to collect 10,000 Nova crystals, start by assigning some 
workers to the patch in your base.  Build more workers, about 10 more once the 
food starts flowing, and have them increase the flow of resources, which ever 
one you choose.  You already have a Troop Center, so build a Mech Factory and 
another Power Core near the western part of your base.  Upgrade the "Trooper" 
technology at the Troop Center, and spend the time to gather resources to 
upgrade to "Tech Level 3" society.

As you scout the terrain, you'll notice Sentry Outposts around your base.  
Destroy them.  There are also deposits of Nova above and to the right of your 
base, as well as a deposit of Ore.  By now, your food supply is probably 
dependent on farms.  That's fine, but a lot of wild animals roam the eastern 
corner of the map.  Take some time to hunt them.  As you finish researching the 
"Tech Level 3" technology, research all the possible upgrades for your Troopers 
and your defenses by constructing Research Centers.  Take the time to construct 
a Spaceport if you haven't already done so, and start sending your Cargo 
Hovercrafts to your ally's Spaceport.

To accomplish this mission, you will need around 35 Heavy Troopers, your 2 
Assault Mechs, 6 Mech Destroyers, 6 Destroyer Droids, and 2 Pummels.  You 
should start with the eastern most Spaceport in the town of Spinnaker.  It's 
cut off from the rest of the island, and it's close to your town.  Your only 
obstacles are the Medium Turrets that dot the entrance of Spinnaker, but both 
your Assault Mechs, Mech Destroyers, and Heavy Destroyer Droids have a longer 
range than them [after you research the upgrades].  Destroy the Turrets, the 
gate, and enter in slowly.  You should see a Naboo Command Center.  Destroy 
that as well, and continue to inch slowly in.  You'll notice that two Shield 
Generators are on either side of the entrance.  Blast the Medium Turret to your 
left, and then focus on the Power Core.  Once it's down, the Shield Generator 
will not operate.  Clean out the left side of the town until you reach the 
small canal separating you from another part of Spinnaker.  A Cruiser will 
occasionally fire upon you from here, but a couple of shots from your Assault 
Mech will take it out of the fight.

After you clear the left side of the island, start moving towards the right.  
You'll come across a Fortress under the protection of a Shield Generator.  If 
you choose to attack it, it'll take a good hour to destroy it.  Your target 
should be the nearby Power Core.  Send your Pummels in (you might want to 
distract enemy fire with a Mounted Trooper).  They have a lot of DuraArmor 
which means that each shot that lands will only take away ONE hit point.  After 
the Power Core is down, destroy the Medium Turrets that are firing on them, and 
then the Fortress.  Have your Assault Mech target the Fortress [since it has a 
longer range] while your Pummels simultaneously attack it.  Since they attack 
from opposite sides, the Pummels won't be damaged by the Assault Mechs' blast.  
Destroy the Shipyards that may be in the water, but LEAVE the Spaceport.  
You're going to need 10,000 Nova crystals, and the more Spaceports there, the 
faster you'll collect it.  Now, travel back to your base, and have a worker 
repair any damage that your assault force took.  If you managed your forces 
right, you shouldn't have any casualties.

You can choose to destroy the Royal Naboo Navy now, the base that's been 
periodically attacking you.  Their turrets have 8+1 range, but your Assault 
Mechs can still finish them off.  However, leave every other unit behind them, 
and wait for them to finish.  You can take the turrets out, even with the 
Shield Generator on.  After that, carefully manage one of your Assault Mechs to 
the left and to the other opening into the base.  Have it fire on the turret, 
and then the Power Core to shut down the surrounding buildings.  However, the 
Fortress in the middle is still powered by a Shield Generator, and the Power 
Core is behind it.  Instead of sending in your Pummels, have your Assault Mech 
ease around near the trees, and have it destroy all of the Workers.  It'll take 
some fire, but you can move it out fast enough to get around the Fortress and 
take out the Power Core.  After that, you can use your Assault Mechs to destroy 
the Fortress, and bring in your other forces.  By the time you finish off the 
base, you should have 7,000+ Nova crystals.

You can begin your assault on the second Spaceport, but you don't have to, 
unless my game is glitched.  Once you collect 10,000 Nova crystals, Viceroy 
Gunray tells you that the full invasion can begin.  You are victorious, and you 
don't even need to build the three Spaceports in Spinnaker.  Oh well, if my 
game IS glitched, then there are three Spaceports in Spinnaker, one in your 
ally's base, and two on a small island in the north, guarded by three turrets.  
Once you collect the crystals, you're done.

===============================================================================

Mission 2.4: Capturing the Crown

Mission Objectives:
- Take out the jamming device so reinforcements can arrive.
- Ensure that OOM-9 survives the mission.
- Bring five military units to the palace grounds.  Do NOT destroy the palace!
- Do not allow all of your worker droids to be destroyed.
- Take the worker droids to palace grounds.
- Build a Monument within the markers for the Viceroy's arrival.
- Do not build anything but the Neimoidian throne.

You have 7 Mech Destroyers, 2 Heavy Pummels, OOM-9, and several Heavy Troopers.   
Start the mission by destroying the gate in front of you.  Once you've entered 
the city, Naboo units will converge on your position.  Have your Mech 
Destroyers take out the Strike Mechs while your Heavy Troopers take out the 
enemy infantry.  Also match the strengths and weaknesses of your units or else 
you'll suffer heavy casualties.

Continue up until you run into a Fortress.  Have your Heavy Pummels take it on.  
Once they've been fired upon, have all of your forces attack the Fortress, as 
it will focus on the Pummels.  You might experience more Strike Mech attacks, 
so have some of your Mech Destroyers near the Pummels to take them out.  Once 
it's destroyed, continue up.  Destroy the two Trooper Centers and the Command 
Center at the intersection and continue up.  You'll cross a bridge, and run 
into more Naboo resistance.  Once they're dead, move up.  You'll notice another 
bridge, and two Fortresses, one on either side.  You don't need to cross the 
bridge, so you don't need to take out that Fortress.  Take out the left 
Fortress instead, following the same strategy.  Again, Strike Mechs will 
periodically attack your Pummels, so keep a few of your Mechs near them.

After it's gone, proceed to take out the Trooper Center, and the Heavy Weapons 
Factory, all the while being harassed by the enemy.  Move up, and you'll run 
into two Medium Turrets.  They don't have the ability to fire at their base, so 
send in the Pummels, and have your Mech Destroyers stay out of their range, but 
pounding them with their fire.  Once they're both gone, focus on the Jamming 
Device, and receive your next assignment: Build a monument!  Bring your units 
down, until they find a bridge, and leave them there.

Your reinforcements arrive, and they consist of 3 Heavy Pummels, 4 Destroyer 
Droids, 6 Workers, 4 Mech Destroyers, and 2 Strike Mechs.  Load 4 of your 
workers into your Mech Destroyers to keep them from harm, and assign the other 
two to follow behind.  Bring your units down, and have them take out any Strike 
Mechs they see.  Take care of the turret, the Mech Factory, and the Trooper 
Center.  Continue downwards, and destroy another Mech Factory, guarded by a 
Fortress.  You now find a bridge, and this mission gets a whole lot easier.  
Cross the bridge, and destroy the Strike Mechs that oppose you.  You now have a 
path to follow.  Choose the central path at the entrance of the Theed archway 
because it offers light resistance and a straight route to the palace.

Strike Mechs will occasionally attack you.  Destroy them, and two Troop Centers 
as well as a Mech Factory.  You'll run into two gates.  By the time you start 
to destroy the second one, bring your previous forces to join them.  Have your 
original force cross the bridge, and destroy the Naboo resistance.  Take out 
the Command Center and the Troop Center.  Use your Pummels to destroy the 
buildings that block your path to your reinforcements and continue up.  Your 
final challenge awaits you.  Two Fortresses guard one another.  Have all 5 of 
your Fortresses attack one, while your Mech Destroyers take out any Strike 
Mechs that appear.  Your battle droids can help out too!  Once both are gone, 
take out the two Troop Centers, the Mech Factory nearby, and then the gate 
blocking the entrance to Queen Amidala's palace.  Enter inside, and you receive 
reinforcements.

Your reinforcements consist of 5 Fighters, and four more Workers.  Have your 
workers construct the monument immediately, as you have the resources.  You 
must place them within the four markers; somewhere near the southern one.  Once 
you start to build it, have all of your workers work on it while you assign 
some of your Mech Destroyers to block the entrance of the west side of the 
city.  Just plug them in between the buildings, and they'll take care of any 
Strike Mechs in the way.  Have some of your Heavy Troopers, and your other 
infantry plug the central path, backed up by more Mech Destroyers.  Once you 
build a monument, you win.

===============================================================================

Mission 2.5: The Search For An Underwater Kingdom

Mission Objectives:
- Flush out the Gungan called Boss Ganne.
- Darth Maul must survive.
- Bring Darth Maul to Boss Ganne.
- Boss Ganne, worthless though he is, must survive.
- Take Boss Ganne through Gates of Rellias and onward to the Channel.

This mission begins with Darth Maul, two Destroyer Droids, four Heavy Troopers, 
six Heavy Mounted Troopers, two Mech Destroyers, and two Pummels.  There are 
four [Trade Federation] Light Turrets guarding your area, but no one will 
attack you.  Have Darth Maul proceed south.  He'll come across five Gungan 
Repeater Troopers along the way.  Convert as many as you can, because you'll 
need them for the fight ahead.  Once you reach the intersection, stop, and 
bring your forces to that point.

While the map might not show a path to your right, there is one, separated by 
some trees.  After passing said trees, you'll come across a small path of enemy 
Prefab Shelters.  Loose your Mounted Troopers on them, and have Darth Maul 
continue following the path.  He'll come across four enemy Mounted Troopers and 
two Strike Mechs.  Add a Mounted Trooper to your party, then kill them all.  
Unfortunately, Darth Maul is not a Master, so he cannot convert mechs.  By now, 
you've stumbled upon the Hidden Gungan Farms.  Darth Maul suggests that you get 
rid of them.  Do so by destroying everything labeled as a "Hidden Gungan Farm" 
and you'll receive three more Destroyer Droids.  Save your game now!

Leave Darth Maul behind, and slowly, leading with your Mounted Troopers, head 
down south.  Destroy the houses there, and continue down south until you see an 
enemy Outpost.  Just beyond this point is a Gungan Army, big enough to wipe out 
most of your forces if you're not careful.  Now have your Mounted Troopers rush 
out, and target the Artillery unit when it appears.  Follow it up with your 
infantry and have them wipe out enemy Mounted Troopers first, Strike Mechs 
second, and then the Repeater Troopers.  Your Mech Destroyers can also take out 
the Strike Mechs if need be.  Once you defeat them, take a breather and save 
the game.  Destroy the workers nearby and the Command Center they pop out of 
with your Pummels.  Head southeast, until you reach a Command Center protected 
by a walls and some Grenade Troopers.  Have Darth Maul break in, maul the enemy 
units, and attack the Command Center with your Pummels.  Once it's destroyed, 
you can bring in Darth Maul and meet up with Boss Ganne.

After some Jedi magic, Boss Ganne will follow your orders.  Start by having all 
of your forces head west of your position.  They'll run across two Mounted 
Troopers, and a squad of Troopers.  Convert any that you feel is necessary 
[which means everything you can] and continue along.  You'll eventually run 
across the "Trade Federation Scouts".  Once you bring Boss Ganne into their 
vicinity, they'll fall under your command.  Take out the Grenade Trooper that 
now pops up with your new Destroyer Droids and Battle Droids.

Head down south, and convert the three Gungans.  Continue down south, fending 
and converting enemy Mounted Troopers, Troopers, and Grenade Troopers that come 
to attack.  You'll eventually reach the first gate.  Darth Maul will use The 
Force on Boss Ganne again to open it.  Save again!  Just after this gate is 
another squad of Gungans, this time armed with an Assault Mech.  Lead with 
Darth Maul, and have him and your Mounted Troopers attack the Assault Mech 
while your other infantry take out the enemy units guarding it.  If you have 
your Mech Destroyers, have them also take out the Assault Mech.  Convert any 
leftover units, and proceed towards the second gate.  Use your Pummels to take 
out the Light Turret, and have Boss Ganne open the gate again.  Another final 
fight takes place.  Strike Mechs need to be disposed of quickly, then the 
infantry.  Destroy the Troop Center, and then head down south.  After the 
destruction of the final two Light Turrets, open the gate with Ganne, and walk 
towards the water.  Finally, the mission is over.

===============================================================================

Mission                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                 ollect Carbon, 
while another two construct two Light Turrets.  One on the eastern coast of 
your island to repel against sea attacks, and one more on the southeastern part 
of your island to repel against Gungan attacks [who also share your island].  
Have all of your offensive units travel south near your turret and have the 
other two workers construct a Troop Center and one Power Core near the northern 
part of your base.

By now, the Gungans have attacked.  Two civilizations of Gungans attack 
simultaneously, so be ready to have casualties.  Have all of your ground units 
attack the Troopers and Strike Mechs that come from the south, while your anti-
air units attack the airborne threats.  Upgrade them to Heavy Anti-Air Troopers 
as soon as you get the chance.  By now, you've run out of Ore and there are no 
Ore deposits on your island.  No Nova either.  Construct a Shipyard on the 
northern shore of your island, and build four Utility Trawlers to help with the 
food source.  Next, build a Transport Ship with your limited Nova, and load it 
with one Battle Droid.  Have it drop it off on the island to your right.  
Search it for nine Nerfs, which you should load back into the Transport, and 
bring to your own island.  Build an Animal Nursery and send them in.  This will 
be your main supply of food and you should upgrade it often to achieve the 
maximum amount of food you'll receive in a game minute.

It's time to get some Ore and Nova.  Ignore your enemies down south for now, 
and build a Spaceport.  You'll be selling a lot of your excess Carbon and Food 
as you progress to gain access to Nova which you'll need.  Using that same 
Transport Ship as before, load it up with all of your Destroyer Droids that 
were guarding the southern entrance to your base.  Load up five Battle Droids 
into the Light Turret to compensate, and load one Worker into the Transport.  
If you haven't already, build ten more Heavy Anti-Air units to help repel 
against attacks, and keep them near each other.  Now build a Destroyer.  There 
are three islands that have a lot of importance.  The first contains Ore; the 
second Nova; the third a mix of the two.  These are your ONLY sources, so you 
must secure them quickly!!!  Your Destroyer Droids have enough firepower to 
dispose of the "Island Gungans" on those islands.  Land on the island with Ore, 
and have your Destroyer Droids kill the six Troopers on the island.  Get rid of 
the workers, and have your Worker build an Ore Processing Center near the 
patches of Ore.  Destroy the enemy structures, except for the Spaceport.  That 
will come in handy later.  Sell enough resources so that you can buy enough Ore 
to construct one Light Turret on the northern shore and a Shield Generator to 
protect it.  Garrison your Destroyer Droids into the turret for added 
firepower.

Now that you have a good supply of Ore, it's time to get some Nova.  Load your 
Transport with those same Destroyer Droids, or load it up with eight Heavy 
Troopers instead and land on the adjacent island.  There are another six 
Troopers to dispose of.  Once you get rid of all enemy units on this island, 
switch their stance to "Ally" and begin trading with them using a Cargo 
Hovercraft.  Your Hovercraft may come under fire.  Build two turrets on the 
island with Nova, one on each side of the island, and another Shield Generator 
with a Power Core.  With enough resources, you can now focus on the task at 
hand.  Getting rid of nuisances, like the Gungans on your island.  However, if 
you should ever run out, remember the island to the far right.  A simple turret 
will handle most threats.

On your main island, start building a War Factory and Research Center and 
upgrade your units and the "Medium Turret" upgrade.  Also advance to "Tech 
Level 4" and research the "Ion Accu Accelerator" upgrade to do more damage to 
ships.  Also, start to research all upgrades that have to do with water going 
vessels, such as their cost, speed, firepower, etc.  Build Advanced Cruisers, 
preferably three, and send them down to destroy the "Shoreline Gungans".  They 
can reach everything but the workers, and once they're dead, you won't have to 
worry about the annoying attacks they throw at you.  You now have two options.  
You can destroy the town up north, or focus on the task at hand and bring the 
mission to an end.

If you choose to end the mission now, build four Heavy Destroyers, two Heavy 
Anti-Air Destroyers, and two Frigates.  Have them all guard your three 
Destroyers and send them north.  Make sure you have "Advanced Scanning" 
researched.  You'll come across multiple islands with Medium Turrets and Anti-
Air Turrets.  Your Advanced Cruisers have a much greater range than them, and 
can easily pick them off.  You'll eventually reach the Otoh Gunga High Tower.  
With their resources at a low, they'll send an occasional Fighter and Frigate, 
but your forces can handle them.  Just blow it up to end the mission.

===============================================================================

Mission 2.7: Grassy Plains [BONUS MISSION]

Mission Objectives:
- Decimate the Gungan Army.
- Destroy the Gungan Monument south of Grassy Plains.

Let me say this: This mission is INSANE!!!  It's insanely hard to beat, it's 
insanely hard to manage, and it's insanely... insane!  You have a huge army 
with over 151 units in it.  Unfortunately, the Gugans have an even bigger army 
and they'll cream you!

The mission start with Fighter recon.  They'll scout out the battlefield for 
you, but they'll get shot down in the process and defeated.  The key to this 
battle isn't micromanaging your forces so they counter attack an enemy.  The 
trick is to lure the enemy out in small forces and destroying them with your 
superior firepower.

To start it out, group your units into four groups.  A good way to do it is to 
bring your screen over a large squad and dragging a box around them.  You'll 
have a mix of mechs and troopers, and that's exactly what we want.  So, after 
you have your four groups, arrange them in a "Staggered" formation set of 
"Defensive" mode.  Now, the key part is to have your groups form a line across 
the map so that the northeastern part of the map is basically a bunch of grey 
dots.

Now, you're ready.  Start by inching each group slowly forward until they come 
upon the enemy.  Normally, if you had massed your forces up, they would've 
swarmed you from all sides and destroyed your forces while you were trying to 
pick out targets.  Since they come to you, they'll come in small groups, 
spreading their firepower out on your whole front line, and they won't even 
bring in their Fambaa Shield Generators into play.  Target Assault Mechs first.  
Ignore all Famabaa Shield Generators until the end, since they don't have any 
offensive capabilities.  Why don't I take the shields out first?  Simple, your 
groups have enough firepower to rip through an enemy unit's shield and leave it 
open to another attack by your infantry.  After the threat is gone, you can 
then take out the shields.  Keep on doing this, and you should have 75+ units 
when you reach the opening to the Monument.

Here is the tricky part.  This Monument is guarded by lots of troops, Assault 
Mechs, and Fambaa Shield Generators.  To go in there would be suicide, 
especially since the opening is so narrow.  Instead, have your forces form a 
half circle around the opening and have a Destroyer Droid [in reasonable 
health] cross the bridge.  It'll come under fire, and as soon as it does, have 
it turn back and to the safety of the line.  The essential part to this is it 
will draw out those Assault Mechs hiding under the shield, where you can easily 
dispatch them with your combined firepower.  Keep on doing this and they'll 
eventually lose all of their units to your trap.  Simply walk your forces in, 
have them mop up the remaining forces, and finish the mission by blowing up the 
Monument.

I neglected to mention that you get Darth Maul and three Medics.  Do what you 
want with him.  OOM-9 and Darth Maul can both be killed, and you won't fail the 
mission.  I prefer to leave him behind, since his zero range attack is 
worthless.

===============================================================================
           Boss Nass Campaign [The Battle for Independence of Naboo]
===============================================================================

Mission 3.1: Otoh Sancture

Mission Objectives:
- Boss Gallo must survive.
- Capture five animals for the Great Feast.
- Trade Marsune five Nerfs for his four Glurrgs.
- Build a new Command Center.
- Return to Otoh Sancture with an army and drive the bursas out.

After the brief conversation, move Boss Gallo to the lighted spot up north.  As 
soon as you reach the five Nerfs, a surprise Bursa attack wipes out your 
village.  Proceed on with the path until you meet Marsune.  He'll give you four 
Workers for your five Nerfs.  Garrison them into his Animal Nursery for the 
Workers.  Head south until Gallo runs into some enemy Gungans.  Here, stop and 
have all of your Workers build a Command Center.  Explore a little bit until 
you find seven Nerfs.  The island south of your base has three more Nerfs.  
Build a Power Core and Animal Nursery and garrison them in.  It's time to build 
an army.

Build a Troop Center within the vicinity of your Power Core and start to 
produce Trooper Recruits.  You can get by this mission with 20 of them and two 
Medics.  However, you'll want to train at least 10 Mounted Troopers to help 
deal with the enemy Bursa Nests.  As you build up, you'll be attacked by the 
Bursa.  Your army should wipe them out, but you'll suffer casualties.  Once 
you've enough, head east.  Some local Bursas will be guarding their nest.  Take 
them out and then use the Mounted Troopers on the nests.  Once you destroy the 
three nests guarding the entrance of the town, move in.  Destory the four nests 
in the center to win the mission.

===============================================================================

Mission 3.2: The Gungan Who Would Be Boss

Mission Objectives:
- The appearance of Rogoe has pushed the Gungan tribes further into conflict.  
   Rogoe's mischief has made land and resources scarce, and the Bosses fight 
   over what is left.
- Gallo must ride to each of their villages and convince the Bosses to join his 
   crusade to vanquish the dreaded Rogoe...
- Boss Gallo and Captain Marsune must survive.
- Use Boss Gallo to find Otoh Jahai's Sacred Staff.  Then bring him back to the 
   Gungan Temple.
- Destroy Rogoe's Spaceport to acquire 1000 Nova crystals.  Send Gallo or 
   Marsune back to Otoh Langua with the Nova.
- Wipe out the Bursas southeast of Otoh Urs.  Send Gallo or Marsune back to 
   Otoh Urs after the deed is done.
- Free the Boss of Otoh Raban from Rogoe's prison camp.  Any soldiers 
   imprisoned there will be emboldened by your daring, and will join your 
   cause.

You start off with four Troopers, a Medic, Boss Gallo and Captain Marsune, and 
four Mounted Troopers.  Gropu them into three different groups.  Follow the 
path until you meet with Boss Tenko, leader of the Otoh Jahai, past some Gungan 
structures.  He will ask for you to retrieve his Sacred Staff from Otoh Langua.  
Traveling east from your current position will bring you to Otoh Langua.

There, the chief will tell you that the Boss is crazy and that he does not have 
the staff.  Instead, he tells you that war has made his economy suffer, and 
required 1000 Nova crystals.  To fulfill both of the town's request, head 
north.  As soon as you cross the ford, you'll encounter some of Rogoe's troops.  
They have a pretty sizable militia and will most likely wipe out all of your 
Troopers.  Continue heading north, and take the north path at the intersection.  
At the end of the path, you'll find the staff.  Use Boss Gallo to retrieve it 
and bring it back to Otoh Jahai.  The Boss will give you five Heavy Troopers 
and a Sentry Post will be built.  For future typing, a new Sentry Post will be 
built every time you fulfill a request.  Using your new troops, head back 
towards the intersection and take the right path.  You'll come across a Sentry 
Post and the Spaceport.  As soon as you attack, three Troopers come to defend 
it.  You can easily take them out.  Once you do, have all of your units destroy 
the Spaceport.  Once you receive the Nova, head back down south towards Otoh 
Langua.

Once you give the Boss the Nova, you'll receive four Strike Mechs.  These 
things are highly specialized units, good at taking out the various infantry 
you'll encounter.  Group them with your Heavy Troopers and take the western 
path at the intersection.  You'll run into some more enemy Troopers.  Perfect 
time to try out the Strike Mechs.  Once all of them are dead, head west to run 
into Otoh Urs.  He'll tell you of his Bursa problem.  The Bursas are located 
directly south of the town.  There are quite a few of Bursas, and they will 
most likely take out most of your ranged infantry.  As soon as you launch your 
attack, bring in your Mounted Troopers, then destroy the three nests.

You receive four Artillery units once you return.  Head up to recieve your 
final task.  You must save Boss Hoxie from the prison.  Using your Artillery 
units, destroy the Light Turrets guarding the prison.  As soon as you attack, 
the gates holding the prisoners should break open, causing a mini battle 
between the units inside.  Leave them alone.  They should wipe out every single 
enemy unit inside.  Focus on breaking in and then head towards the end of the 
base.  You'll find the Boss in a pen.  Use your Artillery to break open the 
gate and escort him back to his town.  You receive three Repeater Troopers, but 
you have no use for them.

===============================================================================

Mission 3.3: Raid on Spearhead

Mission Objectives:
- Boss Gallo and Captain Marsune must survive.
- Send Marsune to meet with the Bongomekin Collective.
- Seize the fortified city of Spearhead and destroy Rogoe's Keep.

If you get past the first few minutes of the mission, then you'll do fine.  You 
have a small army consisting of units ranging from your basic Trooper to 
Artillery.  Right off the bat, Rogoe sends a small army to attack.  You only 
have a few minutes to respond.  First, gather all nine Nerfs in your camp and 
herd them into your Animal Nursery.  Assign one of your Workers on the farms 
while most of them harvest the Carbon.  Assign at least three to mine Nova.  
Build more Workers and erect a wall near the western parts of your base, past 
the Ore.  Hopefully, you'll get all of this done by the time your two Sentry 
Towers fall.  Don't forget to build one at the southwestern corner near the 
Medium Turret.  From the safety of your wall, have your troops ran fire, but 
keep an eye on the Pummels they send towards you.

If you need some aid, build a Medic.  Then, send Gallo and Marsune directly 
south from your Command Center.  They should reach a pack of friendly Bursa.  
Have your Medic heal the leader to gain control of eight Bursa.  If you need 
them now, have them attack the enemy units attacking your base.  They should 
make quick work of any heavy units the enemy sends your way.  While you're at 
it, send Marsune to rendevous with the Bongomekins.  As soon as Marsune gets 
there, they immediately relinquish their two Shipyards and a few ships.

Back at your base, build a Troop Center and start getting Workers on that Ore.  
Enemy attacks will pretty much stop from now on, with just a lone unit coming 
every now and then to scout around.  You really don't need to build a sizable 
army, especially if you have lots of leftover troops from the beginning of the 
mission.  Focus on upgrading them in every possible way, especially the 
Artillery since they will play a very big role and help you end this in a 
shorter time.  When you get the chance, build some defenses around your 
Shipyards, as enemy ships will assault them.  The good thing about it?  Every 
structure you control automatically heals if given the chance.  However, you 
might want to build a Shield Generator and build three Advanced Turrets at the 
opening of the canal, where it leads to your shipyards.  One on the small 
island in the middle and two on either side of the canal.  This combination is 
lethal to all enemy ships coming in.

Once you finally upgrade your units, you can begin your attack.  Head southwest 
and you will run into a small base.  It only has a single turret as a defense.  
The easiest way to get rid of them is to use your Bursas.  They can destroy the 
turret within half a minute and the rest of the structures with it.  If you go 
west, you find another mini-base which you can easily destroy.  Heal any 
wounded Bursa with your Medic.  Then, bring in the rest of your force.  You 
know you're at the opening of Rogoe's base when you see a small bridge with two 
Sentry Towers.  Destroy them and have a Worker build a Troop Center, Power 
Core, Mech Factory and Heavy Weapons Factory here.  If you have the Clone 
Campaigns installed, build a Fortress and produce an Air Cruiser.  
Unfortunately, if you don't, you don't have any air firepower, nor do you have 
Cannons.  Artillery units are your best bet; with all upgrades, they outrange 
anything.  Have your Artillery destroy all four turrets, backed up by your 
army.  Your army should consist of several Heavy Strike Mechs to help deal with 
the infantry attacks.  Once the                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                 it's in the water.  Keep on clearing out the various 
structures, including the Shipyards.  Once you attack them, the various ships 
guarding the waters will come to attack.  Your army should wipe them out.  Have 
your Artillery units attack the turrets in the water and destroy them.  If your 
army is close enough to Rogoe's Keep, you should notice that they automatically 
fire upon them.  However, their shots don't do anything.  The only weapons that 
can damage this buildings are weapons that have projectiles that arc.  You 
really have only two.  Artillery units and Cruisers.  Since your Shipyards are 
at the far end of the map, and the way to the Keep guarded by multitudes of 
Advanced Turrets and enemy ships, have your Artillery units stay at the edge of 
the water and pound it from the land.  You'll need at least four Artillery 
units to do damage, and once you do, you win.

===============================================================================

Mission 3.4: Desperate Escape

Mission Objectives:
- Boss Nass must survive.
- Bring Boss Nass to the Sacred Place.
- Destroy the Trade Federation encampment.
- Bring Queen Amidala to the Sacred Place.
- Queen Amidala, Cpt. Panaka, Qui-Gon Jinn, Obi-Wan Kenobi, Anakin Skywalker 
   and Jar Jar Binks must survive.

You start this mission off with three Advanced Frigates and two Transport Ships 
holding three Repeater Troopers and Boss Nass.  Head northeast and destroy the 
three Lt. Frigates and two Destroyers guarding the entrance to the river 
opening.  Once they are gone, head in.  Destroy the two Colo Craw Fish in the 
river to make your way to the Sacred Place.  Unload Boss Nass to trigger a 
Mounted Trooper to lead you to the place.  Once there, you gain control of 
eight more Repeater Troopers, four Advanced Mounted Troopers and one Mounted 
Trooper.

With your new army, you are supposed to trash the Trade Federation camp nearby 
to the west.  Easy enough.  Just head west until you spot the Sentry Outposts; 
two to be exact.  Have your Repeater Troops fire on them until the enemy 
responds.  Wipe out the two Battle Droids and continue in.  As soon as the 
whole camp is revealed, have your Mounted Troopers rush the two Destroyer 
Droids while your Repeaters attack from afar.  Once all of the enemies are 
destroyed, trash the Troop Center.  Doing so will trigger Queen Amidala and 
company to appear on the eastern corner of the map.

Now, as the Naboo, you must make your way to the Sacred Place.  Assign the Jedi 
to "2", the ranged units to "1", and your celebrities to "3".  Head west.  As 
soon as you walk a few seconds, you'll receive a message that some of the 
resistance is fighting and you should help them.  Go down to meet the first 
fight.  The troops here can easily defeat the enemy.  Defeating them will net 
you a Medic, two Mounted Troopers and some Repeaters.  For some reason, even 
though these new units are Naboo, their pictures show Gungans...

Head west to meet the final skirmish between local Naboo and the Trade 
Federation.  Hurry up and help these friendly forces as the Destroyer Droids 
will probably wipe them out before being destroyed themselves.  You'll be lucky 
to get two or more Repeaters out of this fight.  Now head up.  You'll encounter 
four more skirmishes between here and the Sacred Place.  The only real threats 
are the Destroyer Droids and Mounted Troopers.  Whenever you get the chance, 
get Qui-Gon to convert the Destroyer Droids to your cause.  They are a huge 
help.  You're done with the battle when you encounter a Trade Federation 
Transport Ship.  You gain two Lt. Frigates and two Transports to the east.  
Have your Lt. Frigates trash the Transport while you load your units into the 
Transports.  Have them land at the Sacred Place to win.

===============================================================================

Mission 3.5: The Chains Are Broken

Mission Objectives:
- Destroy the Neimoidian Monument in Spinnaker and build a Gungan Monument in 
   its place.

Right off the bat, you'll be attacked by enemy forces.  Your attackers occupy 
the island to your west, separated by only a narrow river.  However, the only 
thing they can really reach is your Shipyard.  Have your Heavy Destroyer guard 
the narrow opening in the river to prevent any ship attacks for a while, while 
you pull your three Frigates back towards the small lake connecting to the 
river.  Assign three of your Workers to build an Ore Processing Center and 
harvest Ore while three more harvest Nova.  You should build more workers and 
have them harvest Carbon while you usher in some Nerfs into your Animal Nursery 
to gain Food.

Your Shipyard will probably be destroyed, thanks to the overwhelming firepower 
it must face.  However, in destroying your Shipyard, the enemy has used up all 
of its military units.  Once your Shipyard is destroyed, the computer leaves 
its army at your mercy.  The first thing you should do when you get 550 Ore is 
to build a Fortress near the western side of your island to guard the river.  
Next, position your Heavy Artillery to destroy the Battle Droids standing on 
the ford while your Frigates fire from the safety of the water.  The only thing 
that can really strike back are the Strike Mechs, Mech Destroyers, and 
Artillery units they send.  Once you destroy everything on the shore, build a 
Cannon and destroy the walls.

While you've been destroying the enemy, you should have progressed in your 
society.  You should have a Troop Center, Anti-Air Turrets, War Center, 
Research Center, etc. to upgrade your existing troops.  Keep on building your 
society while you continue to harass your [current] enemy: Camp 14.  Also, 
don't be surprised if your ally, the Lors progress in their society to Tech 
Level 3, but don't produce any military units.  Their existance is purely a 
mere confidence booster that you have allies to help protect you.

Now back to the battle.  Use your Transport Ship and ferry your Cannon, some 
Mounted Troopers and your Repeater Troopers to Camp 14.  Build another Shipyard 
since your first was destroyed.  Land them on the ford.  For some reason, the 
Camp 14 has some sort of fettish in which they will constantly send Workers to 
rebuild the wall that you destroyed previously with your Cannon.  Have your 
Repeater Troops on "Stand Ground" and they will kill all of the Workers until 
the enemy runs dry.  Now that you've secured a beachhead, use your Cannon to 
destroy all defenses.  More likely than not, the enemy will have erected 
several Shield Generators protecting important structures.  Once you've 
destroyed the enemy Command Center, build one of your own in its place and move 
your curret Ore and Nova harvesters to this island.  This island is rich in 
both resources, so don't worry about running out.  Once you've built your 
Command Center, build several Anti-Air Turrets around the southern perimeter of 
your new island.  Research the upgrade that gives them homing missiles, as 
several Droid Starfighters will be attacking you shortly.

Once you've cleaned out the top half of the island, clean out the bottom half.  
The bottom half is the prison that Boss Nass was talking about in the 
introduction.  All you need to do is use your Cannon to blow up the Medium 
Turret, Anti-Air Turret, and Fortress inside.  Then use your Mounted Troopers 
to blow the gate.  Doing so will blow up the gate holding the prisoners and the 
prisoners will join your cause.  If you've noticed, the prisoners are Naboo 
units.  Their Elite Royal Crusaders are extremely powerful.

Focus on researching all possible upgrades, especially for ships.  You'll need 
to land at Spinnaker, so build four Advanced Cruisers, guarded by an assortment 
of Heavy Destroyers, Advanced Frigates, and Heavy Anti-Air ships.  Don't forget 
that Gungans can reduce the cost of their ships with certain technologies.  
Once you have your force, proceed to the southwestern corner of Spinnaker.  I'd 
suggest that you build another Shipyard on the western side of Camp 14 so that 
your ships can get there faster.  Assign all the Cruisers to bombard any 
structure they can reach.  This should clear a way for your landing force, 
which should consist of 10 Workers, 10 Advanced Mounted Troopers, 10 Repeater 
Troopers and your 9 Naboo units plus a Medic.  Also, bring a Cannon and load it 
in with some Mech Destroyers.  Have them wait by your Shipyard until your 
Cruisers can clear a way.  You'll notice that in the southwestern corner, 
there's a place to unload your units.  Don't do that however, proceed with your 
Cruisers, traveling to the east, until it reaches the Neimoidian Monument.  You 
can easily destroy it and everything around it with your Cruisers.  Do so.  
However, the enemy will send Heavy Assault Mechs, Mech Destroyers, and a 
variety of other units.  Your Cruisers have a hard time hitting them, so pull 
them back.  Now it's time to land your units.

Back at the southwestern corner, land them.  Then, have your Workers construct 
a Fortress and Command Center.  Garrison your Repeater Troops and Naboo units 
inside the Fortress.  Next, use your Cannon and start clearing out any leftover 
structures inside Spinnaker, guarded by your Mounted Troopers and Mech 
Destroyers.  You might notice that constant air attacks come.  You can stop 
them by destroying the Airbases, but that could take a long time.  Instead, 
have your ships travel east, until they spot a small canal leading into 
Spinnaker and a broken bridge.  This bridge actually gives you an advantage 
since any units on the other side cannot protect the Monument.  However, 
Advanced Turrets guard this canal.  Destroy them, then position your Anti-Air 
ships along the canal.  Enemy fighters will have to cross this strip of water 
to assault your Cannon.

Keep on heading east towards the destroyed Monument and destroy everything 
around it.  Then, send your Workers to build another Fortress [making sure that 
you still have 3000 Ore left] and garrison your existing units inside your 
first Fortress.  Use your Workers to build two Advanced Turrets, each having 
one Repeater Trooper inside to the left and right of the destroyed Monument, 
flanked by a single Anti-Air Turret.  Then, have every Worker you can manage 
build your Monument.  Build more Workers in the Command Center if your 
population allows it and send them to help.  You win this long (It took me 
03:04:21 to beat it), but fun mission when it's completed.

===============================================================================

Mission 3.6: The Liberation of Harte Secur

Mission Objectives:
- Boss Nass and Captain Tarpals must survive.
- Recover the Fambaa animals from Camp 6 and bring them to your base to be 
   outfitted for battle.
- Destroy the Command Center at Harte Secur.

Another extremely long mission [at least for me].  This is a pretty good 
mission, as the enemy will come knocking on your gates with Assault Mechs, 
Cannons, Fighters, everything they can manage.  Start this mission off by 
herding your 10 Nerfs in and around your camp into your Animal Nursery.  
Upgrade it when you can and assign some Workers to harvest Carbon, Ore, Nova, 
and Food while you build more.  Build Walls and Gates in front of the Medium 
Turrets guarding the entrances and place a single Anti-Air Turret to the left 
of the Medium Turret guarding the southern gate to prevent air attacks.  
Position your Heavy Anti-Air Troopers near it to help.

From now on, it's a simple battle of building up while holding your enemies at 
bay until you can mass enough forces.  To ease with defenses a bit, you can 
build a Shipyard near your base and send Cruiser to harass your enemies.  If 
not, you should at least do it to clear the way for your ground forces.  
Building one can eliminate a Fortress, various factories, and an assortment of 
turrets near the front walls.  However, Cruiser can't do it alone.  You need 
the one thing that's been sadly missing from the Boss Nass Campaign: Assault 
Mechs.  It's time to rescue those Fambaa!

You can send an Advanced Cruiser or Bomber to destroy the walls surrounding the 
Fambaa in Camp 6.  Once you clear the way, all you need to do is to simply 
highlight them and click them into your camp.  A Bomber is probably safer and 
cheaper, as units will line up against the shores to shoot at your Cruiser.  
Since the water way is really narrow, your Cruiser doesn't have much to defend 
itself.  Once the Fambaa reach your base, they transform into five Heavy 
Assault Mechs and two Fambaa Shield Generators.  Finally!  You should use your 
current resources now to produce Heavy Assault Mechs, Heavy Strike Mechs, Heavy 
Mech Destroyers, Heavy Artillery and Heavy Anti-Air Mobiles.  Also, build a 
Fortress in the southwestern corner of your base and build another Fambaa 
Shield Generator.  You might need to purchase resources at a Spaceport like 
Ore.  Group your light arms units like Heavy Strike Mechs, Repeater Troopers, 
Medics, Heavy Anti-Air Troopers and Heavy Mech Destroyers into another group 
while you group all of your major firepower into another.  You might want to 
divide the "Heavy" group into two and use the extra Fambaa Shield Generator.

Now, you can begin your assault.  Once you do, don't worry about defending your 
base as the enemy will focus on destroying you.  First, build some Cruisers and 
have them sail towards Harte Secur on the eastern side.  You're going to have 
to clear the Colo Claw Fish and Opee Sea Killers from the water.  Then, bombard 
the turrest dotting the outskirts of the town.  Most of them should be Anti-Air 
Turrets, and if they are, leave them.  Make your way west using the canal that 
runs across.  Now, have your Grand Army battle its way south.  You'll be 
harassed by Fighters and the occasional enemy units on their way to your base.  
Destroy them.  It's not necessary to destroy Camp 6, as they don't pose much of 
a threat and will waste your time and units.  Eventually you'll stumble upon an 
enemy Airbase.  Destroy it.

The entrance to Harte Secur is just east of the structure.  Here's where you 
want to proceed slowly.  Slowly bringing in one group ahead of the other so 
they can protect each other.  Have your Cruisers bombard any defenses that get 
in the way and enter.  The only structures here are from the "Defeated Naboo".  
Bring some Workers in and construct a Shipyard and a Power Core next to the 
entrance of the enemy base, but out of the range of turrets.  Build some 
Cruiser and have them destroy all defenses including the Fortress.  Then, move 
your army forward little by little.  Move your Cruisers forward so they can 
target the Shield Generator, Power Core and Troop Center inside.  Destroy the 
gate and move in.  Park your army here right now and build three Heavy Pummels.  
Bring them down while your army holds off any attack.  They should suffer 
minimal damage while the Fambaa generates the shield.  Destroy the Power Core 
charging the Shield Generator to cut off the shield protecting the second 
Fortress.  Then, use your Pummels to destroy it.  From now on, all you have to 
do is destroy the turret near the Command Center, and use your units to destroy 
the Command Center.

===============================================================================

Mission 3.7: The Battle for Theed

Mission Objectives:
- Fight your way to the palace grounds and destroy the Neimoidian Monument.
- Captain Tarpals must survive.
- Jar Jar Binks must survive.

Start the mission off by loading Jar Jar Binks and Tarpals into an Assault 
Mech.  Now they're not going to get killed unless the Mech is destroyed, but 
we're not going to let that happen.  This mission is exactly like the Trade 
Federation one with minor differences.  Start by putting them on "Stand 
Ground" and the box formation.  Blow up the gate and enter inside.  You might 
be harassed by Fighters but your anti-air units will down them.  Move inside, 
blasting your way through troopers and mechs until you reach a War Center and 
Medium Turret.  Your Assault Mechs and most any other ranged unit you have can 
easily destroy it.  Destroy the two Troop Centers that it was guarding and 
proceed through the narrow opening between the buildings.

Cross the bridge and move your units into the dead end, where it looks like a 
box.  Your Assault Mechs can shoot the Fortress from here.  Once it's 
destroyed, two Naboo Repeater Troops pop out and start to fire upon a Troop 
Center or Mech Factory.  Group them into your main assault force and move up.  
You'll pass by a Naboo Spaceport and cross a Medium Turret guarded by two 
Fighters.  These fighters are easily destroyed, as well as the turret.  Destroy 
the enemy Airbase to gain two Fast Fighters.  Have those guard the Heavy Fambaa 
Shield Generator.

Head back south, and cross the bridge to the west.  Just like before, the Trade 
Federation will make comments on your progress.  Destroy the Troop Center and 
then head east.  By now, you have received two Transport reinforcements filled 
with a variety of troops including Heavy Assault Mechs and a Heavy Fambaa 
Shield Generator.  Have them travel down the canal passing a Medium Turret and 
Fortress and unload all the units next to the bridge.  They'll be fired upon by 
a Fortress as soon as they land, so hurry up and move them across the bridge.  
Just like before, you're going to want to take the middle path.  Move up and 
blow up the gate.  Stop them right there.

Back with your main force, head strai                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                 
Factories.  Destroy them and continue moving up.  Destroy the Medium Turret and 
Anti-Air Turret and head towards the final gate.  Blow the gate, the two 
turrets guarding the Monument, and the Monument itself to win the final 
mission.  In the words of Boss Nass: "Now Naboo is finally free!"

===============================================================================
                  Darth Vader Campaign [Search for the Rebels]
===============================================================================

Mission 4.1: Incursion at Yavin IV

Mission Objectives:
- Locate General Dodonna.
- Darth Vader must survive.
- [Optional] Destroy the Rebel Sentry Towers.
- Destroy the Rebel Missile Turrets.

If you've ever downloaded the demo to this game, you'll notice that this was 
the demo mission.  Unfortunately, that was all they included, except the 
multiplayer option to battle online...

You start this mission with Darth Vader, who has 600 regenerating hit points, 
and a large squad of Troopers.  You'll meet up with a Rebel Scout who will zoom 
around.  Fortunately, your Stormtroopers have enough accuracy to hit them.  
Walk forward, and you'll come across the Rebel Sentry Towers guarded by some 
Trooper Recruits.  Take some time to convert enemy units in this level, as they 
boost your fighting force and have some advantage over your own troops.  
Trooper Recruits in this case, have +1 longer range than that of your Troopers.  
Dispose of all of the enemies and finish off the towers.  Now that they're 
gone, reinforcements can be dropped in.  Proceed north, and as your force meets 
up with some resistance, your reinforcements arrive in the forms of three Heavy 
Mounted Troopers and two more Troopers.  Take out the Rebels who swarm around 
Darth Vader and then focus on the Troop Center.  TIE Bombers will make a run at 
it, but it's up to you to finish the job.

Two more Heavy Mounted Troopers with a couple more Troopers arrive by the air.  
Keep heading west, then south until you run into a Gundark.  Dispose of it, 
then turn west.  You'll run into Raven Base, a compound consisting of two Troop 
Centers, Power Core, Mech Factory, and two Prefab Shelters.  Have Darth Vader 
convert what he can, while your troops take out the buildings.  TIE Bombers 
again help you out.  Take out the Mech Destroyer and finish the rest of the 
base off.

Travel northwest, past the water where you'll run into more Sentry Towers and 
Rebel troops.  More enemy Mounted Troopers will attack you, so target them 
first before they can get too close.  Take out the Troop Center while TIE 
Bombers take out the Power Core.  You also receive two Pummels and a Trooper.  
Proceed north.  An X-Wing flies overhead pursued by two TIE Fighters, but take 
no heed.  Just continue north until you come to a wall.  You're going to face 
another mini-base filled with Trooper Recruits.  It should be easy with your 
force, but be sure to keep your Medic healing your troops as much as possible.  
Destroy the Troop Center, then head west.  You'll come across several 
factories.  Destroy them all and the various resistance inside.  Doing so nets 
you reinforcements consisting of several Strike Mechs and two Mounted Troopers.  
Head east, taking out the enemy units to receive more reinforcements consisting 
of three AT-STs and two more Pummels.

Your reinforcements should be taking fire from a nearby Light Turret.  Take it 
out with your close range units while your Troopers guard against an enemy 
attack.  Battle your way through more opposition and two Medium Turrets to 
reach the Great Temple.  Dodonna, as shown earlier, is hiding inside.  Destroy 
the three Anti-Air Turrets guarding the temple to watch a scripted event, in 
which Dodonna is injured in a TIE Bomber attack.

===============================================================================

Mission 4.2: Breaking Bread

Mission Objectives:
- Investigate Rebel activity to the north.
- Reestablish contact with the outlying food production facilities.
- Repel the Rebels on Reytha by wiping out their military units ad their 
   Command Center.
- Repel the attack from Page's Commandos on Tek.
- Darth Vader must survive.

You start with three Probots, one Medic, three Strike Mechs, two Mounted 
Troopers, twelve Troopers, and Darth Vader.  He, of course, must survive.  The 
mission begins pleasantly with your Probot scouting the area ahead.  It comes 
across some Rebels and gets destroyed.  Send your Strike Mechs into the area 
and have them wipe out the infantry while your infantry wipe out the Scouts.  
You don't need to destroy the Prefab shelters, as doing so will delay you.

Follow the path and you'll come across two Mounted Troopers.  Have Vader 
convert one while your infantry take out the other.  Following the path will 
lead you to another skirmish.  Take out the infantry, the Mounted Troopers and 
the Scout.  Again, you can leave the Prefab Shelters alone.  Continuing on the 
path will lead you to two Medium Turrets.  Thankfully, they don't have the 
"Rotation Bearings" research complete, so you can safely destroy them with 
Darth Vader and your Mounted Troopers.  Leave the town north of your position 
for now, and head down south towards the bright clearing on your map.  Convert 
another Mounted Trooper and take care of the Heavy Troopers.  Convert a few if 
you like, as they have longer ranges than your own.

Turn right now, and enter the base.  Darth Vader can easily handle this on his 
own, but bring some support with you.  Kill the Heavy Troopers, the Mech 
Destroyers, and the Mounted Troopers in the area to free Tek.  In doing so, Tek 
will continually provide you with food as the mission progresses.  Leave your 
Troopers here to guard it, and then have your Mounted Troopers and Vader head 
south towards Yeere.  If you meet a Rebel worker on the way, convert it to you 
cause.  Once you enter Yeere, some buildings immediately fall under your 
command.  What's really neat about this is that Yeere is your ally, and it 
already has a full working base with some turrets and walls.  Build some more 
workers with your Command Center and put any stray nerfs into your Animal 
Nursery.  You can find some in the town if you've arrived fast enough, or some 
back in Tek.

In Yeere, fill the gaps in the walls with your own and start to produce 
workers.  You'll need to assign 3 or 4 of them to collect Nova and some more to 
harvest Ore and Carbon.  You really don't need to collect food in this mission.  
You start off with a large supply, which increases every second with the Nerfs 
and Tek giving you more.  Bring your existing Troopers down to Yeere and train 
more.  Take the original group and have them travel west of Yeere.  They should 
run into some Mounted Troopers and infantry.  Take them out.  You should have a 
large enough army to wipe them out.  Continue following the path, destroying 
more and more enemy units until you reach the town of Breeda.  Destroy all 
enemy units and structures in this town to free it.  Like Tek, it too gives you 
food.

Clean out the remaining Rebel structures in the freed towns to defeat the 
"Rebel Bandits" and their other allies.  Now all that stands is "Reytha Minor".   
Back at your base, research all possible upgrades that you think will come 
useful in your assault and begin training Troops.  Upgrade to "Tech Level 3" as 
soon as you can to receive the most benefits.

As you build up your forces, build a wall and a gate along the path that leads 
to your base, preferably near the grove of trees.  This restricts access to 
your base to you and your allies and gives you an early warning of Rebel 
attacks.  Construct a few turrets around it too to protect it.  Once you're 
ready with your assault, have them travel north, back towards the two destroyed 
Medium Turrets.  You should have quite a fair number of Heavy Troopers, Strike 
Mechs, Mech Destroyers, Artillery, and some Mounted Troopers with the 75 
population limit.  However, if your game was like mine, it seems that the enemy 
had exhausted itself, and their only defenses was two turrets.

If not, destroy the two Medium Turrets left standing and blow a hole in the 
wall with your artillery.  Have your Troopers march inside and start looking 
for the workers.  They should be near the eastern side of the base, harvesting 
minerals, but there are some farms to the west.  No one was farming them when I 
got there, so it leads me to think that they ran out of food, which was why 
they weren't producing troops.  Destroy them.  You could destroy every 
structure to win, but just destroying their Command Center will end the 
mission.

===============================================================================

Mission 4.3: Fire, Earth, Water and Air

Mission Objectives:
- Darth Vader must survive.
- Defeat Rebel Airpower by destroying their Airbases.
- Defeat the Rebel Navy by destroying their Shipyards.
- Defeat the Rebel Army by destroying their military buildings (Troop Center, 
   Mech Factory, Heavy Weapons Factory).
- [Optional] Destroy the rear base supporting the Rebel Airbase.
- [Optional] Keep at least 5 units around the AquaHarvesters to control them.

Ah... your first real challenging mission in the Darth Vader Campaign.  [I 
believe] you start out with fourteen Heavy Troopers, two Heavy Mounted 
Troopers, six TIE Fighters, two Probots, two Scouts, four Anti-Air Troopers, 
two Mech Destroyers, three Strike Mechs, and eight Workers, besides several 
Prefab Shelters and a Fortress.

The very first thing you should do is to construct a Command Center, somewhere 
near the vicinity of your Fortress.  As you construct, expect air assaults, but 
your Anti-Air units and your Fortress can take them out.  After you have 
constructed one, have six of them harvest Carbon, while the other two construct 
a Power Core and a Shipyard near the southern part of your base.  Once built, 
construct six Destroyers.  As you receive the sea attacks, have your Destroyers 
blow them out of the water.  The Rebels will send Cruisers at you; they are 
your first priority!  Build eight more Workers, then send them to harvest the 
Ore and Nova at the edges of your island.  They should stumble upon three 
Nerfs.  Build an Animal Nursery and send them in.  There are seven more on your 
island.

As you've been building up, the Rebels have sent ground assaults at you.  They 
consist of a mix of Mounted Troopers, Troopers, and Anti-Air Troopers.  If 
they're aren't any Anti-Air among them, you can send your TIEs against them.  
However, eventually, you'll want to build walls around your compound and 
station Light Turrets near them, protected by a Shield Generator.  Continue 
building your resources and armies until the attacks by the Rebels have 
consisted of a single Trooper firing upon your walls.  The Rebels have run most 
of their resources dry.  Construct three Dark Troopers and send them northwest 
of your island, escorted by at leaset ten Heavy Troopers.  They should cross a 
ford connected to a small island.  Eliminate any Rebels you meet.  To the east 
of the island lie deposits of Nova and Ore, should the ones on your island run 
out.  To the west, the Rebel base that's been sending you ground assaults.  
Station your Dark Troopers and Stormtroopers on the ford between the small 
island and the island with the Rebel base.  They will continue to eliminate 
Rebel Troopers coming your way.  The "Rebel Army" will advance to "Tech Level 
3" if given enough time, so watch out.

Have a Worker construct a Fortress and Shield Generator on that island next to 
a Power Core.  Bring in your heavy weapons such as Artillery and Pummels.  Now, 
begin your assault on the base.  You can easily destroy the Medium Turrets 
guarding the entrance with your Artillery.  Station your original group that 
held the ford behind them so they can pick off any unit who tries to destroy 
them.  Next, go after the Anti-Air Turrets.  Once the two in the front have 
been destroyed, build an Airbase next to a Power Core and build up five 
Bombers.  You can have them destroy the Medium Turrets dotting the island.  
Send in your Pummels to destroy the Power Core behind the Fortress, then go 
after the Fortress itself.  Once it's down, go after the three Troop Centers 
behind it.

As you continue to wipe them out, send in your Bombers to destroy the Power 
Cores powering the two Shield Generators on the western side of the base.  This 
will deactivate them and shut down the shield.  Mop up the rest of the base, 
but don't destroy the Food Processing Plant.  Once the Rebels surrender, it 
will pay a tribute to you.

Once they've been destroyed, leave your army where they are.  You can destroy 
the "Rebel Navy" by using a combination of air power and sea power.  Even 
though you are only a "Tech Level 3" society, you can build Cruisers.  I don't 
know why exactly, but this gives you a huge advantage.  Build four of them, and 
send them towards the enemy island, while your existing air units travel south.  
They should stumble upon the AquaHarvesters.  Keep five units near them to 
receive 150 units of food every few minutes.  As your Cruisers destroy the 
Anti-Air Turrets on the island, you can send in your TIE Bombers to destroy 
Power Cores and Troop Centers.  You don't need to destroy everything, just the 
Shipyards until they surrender.  Again, don't destroy the "Food Processing 
Plant" because it will give you a tribute once you destroy them.

Finally, the last island.  You can destroy the rear base behind them by sending 
in some air power.  They don't have any anti-air units so wipe them out with 
the TIE Bombers.  Just watch out for an occasional Anti-Air Mobile trying to 
swat them out of the sky.  Using the same strategy, you can destroy most 
everything on that island.  The only thing that stands once you finish up is a 
single Anti-Air Turret in the middle, guarding the two Airbases.  One if you 
destroyed one with Cruisers.  Simply build an Air Transport, load it up with 
your Pummels, send them down, and destroy it.  You win once it's gone.

===============================================================================

Mission 4.4: An Empire's Fury

Mission Objectives:
- Squash the nascent Rebel uprising on Zaloriis.
- Free the captured Imperial Troops.
- Free Colonel Veers from the Rebel convoy.
- Regroup at Fondor II.
- Escort Colonel Veers to his secret lab at Camp Culroon.
- The Prototype AT-AT must not be destroyed.
- Escort the prototype back to Fondor II so it can be outfitted with weapons.
- Move the AT-AT to the construction site at Fondor II for its final 
   modifications.
- Darth Vader and the AT-AT Blizzard 1 (Colonel Veers) must survive.

This is an interesting mission.  Darth Vader starts out with a meeting with the 
Zaloriis Minister.  Thinking that he has the Sith Lord outgunned, he declares 
his independence and turns traitor.  However, Vader chokes the life out of him 
and finishes off his men, but not before learning the location of his captured 
men.

Have your men follow Vader towards the captured Stormtroopers and eliminate the 
guards at the pen.  If Vader has not done so already, break open a portion of 
the wall.  That was simple, right?  Think again.  You learn that Colonel Veers 
[from the Empire Strikes Back] has been taken captive and will be executed.  
You must quickly get to him.  Have Vader rush towards the lighted spot and have 
your men follow him.  As soon as you reach it, you'll see a small column of 
Mounted Troopers and Zaloriis Militia escorting Colonel Veers.  Have your 
Stormtroopers wipe them out while Darth Vader helps.  Once you destroy all of 
his escorts, he'll be free.

Head down south towards Fondor II.  You might pick up some Banthas along the 
way, and if so, good.  Once you reach Fondor II, it immediately falls under 
your command.  However, you have no resources and you don't have any workers.  
Escort your Banthas into the animal nursery and find three more around your 
base.  Once you reach the 50 Food mark, make a Worker and have it harvest 
Carbon.  Keep on harvesting Carbon until you can build a Power Core next to 
your Animal Nursery.  Fortunately, the Rebels don't attack in this mission, so 
you can spend your time doing anything you want.  Just build up a sufficient 
army.  However, it's better to build an Airbase and build a Transport to escort 
Colonel Veers.  Before you do that, take the time to build some Fighters to 
wipe out the men along the road towards Culroon.

Once Veers arrives at the camp, you take control of some of their units.  Have 
these units guard the AT-AT while you put Veers and the Workers inside it.  
Have all your other units guard the AT-AT while it makes its way back towards 
Fondor II.  Along the way, you'll be ambushed by some Mech Destroyers and 
Mounted Troopers.  Your worst nightmare.  However, they only focus on your AT-
AT, and your escorts should wipe them out before they can do any extensive 
damage.  Back at Fondor II, move the AT-AT so it's in the middle of the four 
"pillars".  After a few minutes, the AT-At will be ready.  You really don't 
need anything besides what you have.  The AT-AT will have a longer range that 
all defenses [with research], but build a Fortress near the Rebel base and 
produce Cannons.  Take out all defenses first and then the structures near the 
walls.  Then, send them in.  They have two Fortresses, but no Shield 
Generators.  Piece of cake.

===============================================================================

Mission 4.5: The Battle of Hoth

Mission Objectives:
- Destroy the Rebel Airbase located at Echo Station 5-7.
- Destroy the Ion Cannon.
- Destroy the Main Power Generator.
- Infiltrate Echo Base and locate key Rebel personnel.
- Destroy what is left of Echo Base.
- Darth Vader and the AT-AT Blizzard 1 (General Veers) must survive.

You should remember this battle... and it's pretty fun too!  You start this 
mission off in the northern corner with lots of troops.  Group them into two 
groups, one consisting of your infantry and Strike Mechs, and the other, your 
mechs and Pummels.  Send them south as the Probots scout the area.  They reveal 
the location of several Airbases that you must destroy.  Head down.  You can 
avoid the Light Turrets, but destroy them with your Pummels.  Then head towards 
the Airbases.  Send your Mounted Troopers and Artillery to destroy one, a 
Pummel to destroy the second one with Artillery support, and another Pummel to 
destroy the other one while your first group joins it.  Once they're destroyed, 
you receive reinforcements to the west.

Join your reinforcements.  WOW!  AT-AT walkers!  Yippee!  Divide all your 
existing units, including your new ones and have them guard the AT-ATs.  Put a 
little more units on Blizzard 1 since you must protect it from harm, then, have 
them travel west.  Your target: The Main Power Generator.  You remember the 
movies.  The big shield... although I don't quite remember what it was for.  
Heh, shows how big of a Star Wars fan I am.  It's pretty simple.  Your units 
have been upgraded to their maximum, which means that your walkers out shoot 
anything.  Have them destroy the turrets, and the existing units.  Your first 
priority for these bases should be the military structures to prevent them from 
retaliating.  The shield is on a ridge, surrounded by two Light Turrets.  
Destroy them, and then the shields around them.  You can leave the Power Cores 
there since your walkers have enough power to destroy the shields in a few 
seconds.  Once the Main Power Generator is gone, all of the shields in the area 
shut down.  If you've noticed the constant Airspeeder attack, you'll know that 
they've got a Fortress nearby.  Destroy it if you haven't already.

As you move up, you'll be harassed by more Speeders.  Have your anti-air units 
shoot them down.  Have your walkers destroy the turrets around the edge of the 
base and move in.  This base is exactly like the other.  The Ion Cannon is on a 
ridge, and once you destroy it, Darth Vader lands with heavy reinforcements.  
Simply move your walkers towards them and destroy the Medium Turrets guarding 
the path towards them.  Send Darth Vader into Blizzard 1 and have your 
reinforcements guard your AT-ATs.  You need to destroy Echo Base, but before 
you do, you need to get rid of the units around it.  Head south from your 
present position until you come to a Troop Center outside of the base's walls.  
Once you start to attack it, you'll be swarmed by Mounted Troopers.  These guys 
are deadly!!!  Normally, your forces would wipe them out, but since they have 
so many rushing you at the same time, and your forces are distracted by other 
units, they can maul your walkers.  After the Mounted Troopers are gone, you 
should destroy the Assault Mechs, then the Artillery.  Destroy the Power Cores 
in this base, as they constantly produce more troops until they run out of 
resources or you destroy the buildings.  Destroy the Fortress at the end, and 
move down.  You should run into another Troop Center.  You know you've wiped 
this portion of Echo Base clean when you run into a Wampa.

Head back towards the gates of Echo Base and destroy the two Medium Turrets 
guarding it.  Destroy the Artillery, mechs, and infantry that will come.  
Quickly move in and destroy any Power Cores you see to stop the flow of units.  
Move in slowly while continuing taking out enemy structures with your walkers.  
Hopefully, your guards have done a good job and are repelling the assaults.  
Only have your walkers attack units when you are going up against Heavy 
weapons, such as Heavy Assault Mechs, or Mech Destroyers.  As you reach the end 
of Echo base, you'll come across two Fortresses.  Destroy one to activate a 
sequence in which Luke Skywalker and Han Solo fly out in an X-Wing and the 
Falcon.  Your anti-air units will fire at them and destroy Luke.  It doesn't do 
anything, but you win the mission.

===============================================================================

Mission 4.6: Cloud City Attack [BONUS MISSION 1]

Mission Objectives:
- Keep at least one worker alive to re-supply your forces.
- Scout the perimeter and secure a safe place to land the invasion force.
- Fight your way to one of the Gravity Generators.
- Seize control of the Gravity Control Generators by eliminating the defenses 
   surrounding them.
- Destroy the Rebel Monument.
- Construct an Imperial Monument in the debris of the Bespin Government Center.
- At least three of the six Gravity Control Generators must survive.

This is another rather enjoyable mission because you don't focus on gathering 
resouces, but destroying things.  You start off with seven Advanced Fighters, 
eight Advanced Bombers, and seven Air Transports.  Darth Vader will tell you to 
capture some supplies for the Empire and a lighted spot will show up on your 
map.  Head towards that position.  Have your fighters take out the Bespin 
Guards as your TIE Bombers take out the Anti-Air Turret.  Once it's gone, have 
them destroy the two bunkers to get some supplies.  Now that you've gathered 
some resources, it's time to invade.

Another lighted spot appears on the map.  Have all of your forces go there and 
unload all of your units from the transports.  Immediately have some Workers 
construct a Fortress while the rest of your troops hold off the ground assault 
that follows.  Your forces should do a good job of keeping your workers safe, 
but just be careful when the Assault Mech comes knocking on your door.  Once 
the waves subside, destroy the bunkers on either side of your Fortress to gain 
more supplies.  Build a Power Core, Shield Generator, Troop and Mech Factories.  
As you explore more of the map, destroy all of the Anti-Air Turrets you see at 
the eastern corner of Cloud City to give your Bombers more reign of the area.  
You can find several more bunkers east of your Fortress, with two Light 
Turrets, Troop Center, and a Command Center nearby.

As you scout the area, a Stormtrooper will tell you that the Rebels have 
constructed a Monument.  Besides gaining control of the Gravity Generators, you 
must destroy it and build one in its place.  Conserve your resources in this 
mission, or you will fail!  You can gain control of the first one by sending 
yoru existing Mounted Troopers to attack the turrets.  They don't have the 
"Rotation Bearings" research, so if you attack one from the opposite side of 
the other, they won't get hit.  Take out the other in the same way.  Destroy 
the nearby bunkers and build a Fortress to the east of the Generator.  Destroy 
the two Anti-Air Turrets, but as soon as you do, Rebels appear from behind to 
destroy it.  Wipe them out.  Keep this in mind.  As soon as you gain control, 
Rebels will attack.  So, next time, instead of destroying all defenses around 
it, leave harmless ones like an Anti-Air Turret.

Head east and start to build Heavy Assault Mechs and Cannons.  The beauty of 
this mission is is that you have already been upgraded to the maximum, so you 
don't need to waste resources researching things.  Have your Assault Mechs blow 
up the two Light Turrets and the Command Center I told you about earlier if you 
already haven't.  Have them also destroy the Anti-Air Turrets and the bunkers 
on the western side of the indestructible wall as they progress.  You will 
eventually come to a Fortress where it guards another Generator.  Destroy it 
and the defenses, but beware of aircraft attacks.  Use your own fighters 
against them.

Secure this Generator and destroy the Rebels that try to destroy it.  Your 
fighters from the beginning of the mission helps in disposing them.  There are 
some resource bunkers southeast of the Generator.  Continuing east will net you 
another Generator.  Be sure to keep at least three of the captured Generators 
under the protection of a Shield Generator.  There is another Generator south 
of the third one you captured, as well as many more resource bunkers.  Once 
you've captured them, proceed to eliminate all anti-air defenses on your part 
of the map.  After you wipe out all of the defenses, it's time to invade the 
other side.  If you haven't already, take out the Anti-Air Turrets that line 
the middle of the map so you can land some of your forces.  Land five Assault 
Mechs near the Monument, and battle your way in.  Along the way, you'll stumble 
across the fifth Generator.  Same rules apply.  Destroy it and build a Shield 
Generator next to it.  Just be sure to leave enough supplies for the Monument, 
but you should have plenty.  Destroy the Monument and build two Shield 
Generators next to it [or build one if the first Shield Generator that you 
built for the Generator covers it] and two Power Cores surrounded by Advanced 
Turrets.  Also build some Advanced Anti-Air Turrets inside the protection of 
the Shield Generators.  Then, start to build your Monument.

The final Generator is to your right.  However, send your AT-ATs west and 
demolish everything they see.  Nothing there except more bunkers and lots of 
inactive military buildings.  Once your Monument is complete, destroy the 
defenses around the last Generator.  Don't worry if the Rebels start to attack, 
the mission will end before they destroy it.

===============================================================================

Mission 4.7: The Battle of Endor [BONUS MISSION 2]

Mission Objectives:
- Defend the Shield Generator at all costs!

Even though you might think this mission is virtually impossible, it's not.  As 
soon as you start your game, you have a fully upgraded "Tech Level 4" society 
and eighty-two fully upgraded units.  I suggest you pause your game using the 
"Pause" button at the top of your keyboard and use this time to assign 
commands.  First, send your four Workers standing near the Nova and Carbon 
supply to harvest the Ore near your Ore Processing Center.  Have the two 
Workerse near the Ore Processing Center join them.  Build six more Workers.  
Have the five near the farms build one Advanced Anti-Air Turret and one 
Advanced Turret in your northern corner of the base, where there are no 
defenses.  Wall that section of your base off from the outside and build a 
Shield Generator near them.

Have all of your workers continually mine Ore while you place Anti-Air Turrets 
where your base is lacking them, including your southern corner, western corner 
and eastern corner.  Your AT-ATs in this mission can actually fire on airborne 
units, so place them to help guard the base.  You have a unlimited supply of 
food from your Animal Nursery near the northern part of the base.  If you've 
placed the buildings I mentioned earlier, it should be safe for the rest of the 
mission.  Be sure to garrison your Repeater Troopers into turrets and 
Fortresses to increase their firepower.

There's no real strategy to the game except to lessen the flow of enemy units.  
Since you only have to defend the main shield for 25 minutes [on "Moderate"], 
focus your time on preparing defense after defense.  More Shield Generators are 
good throughout this mission.  You can't gather enough resources to really 
strike back with the constant air attacks, but you can destroy the Ewoks since 
they don't have any anti-air defenses.  Four Ewok camps are located south and 
north of your main base.  Send all of your TIE Bombers to destroy the military 
buildings, rendering them useless in the firefight.  Unless you can manage to 
gather enough resources to build a Monument and then build it within 25 
minutes, wait it out.  Darth Vader congratulates you once the time has passed.

===============================================================================
                    Leia Organa Campaign [The New Republic]
===============================================================================

Mission 5.1: A Force from the Past

Mission Objectives:
- Find Ghost base and the Bothan Spy with information that is critical to the 
   Rebel Alliance.
- Protect the peaceful villages of Peche and Theenes from Imperial attack.
- Destroy all Troop Centeres and Mech Factories in either Camp Sagol (purple) 
   or Camp Kaxol (blue).
- At least one of the bridges between Peche and Theenes must remain standing.
- Princess Leia, C-3PO, and Jedi Master Echuu must survive.

You begin with eight Troopers, Princess Leia, and C-3PO.  As you head east, 
you'll stumble across two Workers and a Command Center.  The Command Center 
will fall under attack by a squad of Stormtroopers, but Jedi Master Echuu will 
eliminate them all.  Soon, the Command Center is handed over to you.

Start by using all of your food to produce 10 Workers.  Have your two present 
ones continue harvesting food and send your new ones to Ore, Carbon, Food, and 
Nova.  Build a Troop Center and build a Mounted Trooper.  Scout around the area 
and in the friendly villages to find Nerfs.  Build an Animal Nursery and 
garrison them in it.  Whenever you get the chance, upgrade to the next tech 
level and research all upgrades for your troops.

Send a Mounted Trooper north to find an Imperial Turret.  Destroy it, then have 
all of your existing forces move east towards Peche and Theenes.  If you arrive 
early enough, all three bridges should be intact.  Quickly instruct a Worker to 
build walls around the bridge you want to protect and dot both sides with Light 
Turrets.  Garrison a few Troopers in there and construct another Troop Center 
in this town.  This is where you'll be staging your attack.

You'll need about 15 Heavy Mounted Troopers, as well as 30 Troopers.  Have all 
of your Mounted Troopers destroy the Light Turrets on the outskirts of the city 
of your choice.  In my game, I chose Camp Kaxol.  There should be a few.  Have 
them next destroy a portion of the wall and rush in to destroy any turrets.  
Have your Troopers near the wall so they can blast any Workers that try to run 
to safety.  Once the turrets are destroyed, you can go after the Command 
Center.  Destroy all military buildings to win!

===============================================================================

Mission 5.2: Chasing Ghosts

Mission Objectives:
- Locate Ghost Base.
- [Optional] Rescue the captured worker droids to the North of Ghost Base by 
   destroying the turret that is guarding them.
- Recapture Ghost Base.
- Get Princess Leia, C-3PO and Jedi Master Echuu to the island of Le'Roche to 
   pick up backup support for your next mission.
- Princess Leia, C-3PO and Jedi Master Echuu must survive.

You start off with eight Troopers, C-3PO, Echuu, and four Mounted Troopers.  
Start off by having your Mounted Troopers head directly east from your starting 
point.  They should run into three Nerfs.  Leave two there to make sure that an 
enemy scout doesn't nab them and have the other two head south.  They should 
run into three more by a lake and another three next to some Ore.  Send them up 
with the rest and make sure that NO one takes them.

Have your other eight Troopers lead the way on the path.  They should run into 
four enemy Troopers.  Wipe them out, all of them!  Continue following the path 
with your hero characters travel behind.  As you stumble upon Ghost Base, Leia 
will mention that it's been captured and that the Rebel Workers might be of 
some help.  Go up towards the turret and have Echuu or your Mounted Troopers 
get rid of it.  You now have three Workers under your command.  Have them build 
a Command Center slightly west of the walls next the Nova.  Once built, have 
another construct an Animal Nursery and a Power Core.

By now, you've noticed that the Empire sends repeated attacks against your new 
camp.  They might even manage to nab some of your Nerfs.  Garrison your 
Troopers into your Command Center so they can heal and fire from the protection 
of the building.  Produce more workers and assign them to various resources.  
To get rid of the steady flow of troops coming your way, have Echuu head south 
until he comes to a narrow opening in the trees, past a small pond.  Have him 
stop here and set him on "Defensive" mode.  He'll wipe out any infantry in a 
matter of seconds and he'll heal any damage he takes.

Now that your base is safe, continue gathering more resources, building Light 
Turrets near Echuu.  This will effectively seal the entrance and destroy any 
opposition that comes, including their Workers.  Garrison some of your Troopers 
in them to help with the firepower.  To complete this mission, you'll probably 
a lot of Mounted Troopers with upgrades.  Twelve Mounted Troopers will suffice.  
Have six of them attack the Light Turret guarding the gate and the other six to 
attack the other one.  You should destroy them without taking a single 
casualty.  Build four Medics and have them heal the Mounted Troopers.  Once 
they're fully healed, break open the gate and finish off the last two turrets 
inside.  Go after the Power Core inside the base to stop the flow of enemy 
units coming out.  Next, go after the Troop Centers or Animal Nursery.  Once 
they're gone, you can focus on the Command Center.

The Command Center is a major pain, since your troops cannot be upgraded much.  
Send Echuu to help take care of it.  Once it's destroyed, focus on eliminating 
everything inside that base that's not friendly.  As the last building is 
destroyed, Ultric will show up on your map on a small island.  He wants Leia, 
C-3PO and Echuu to meet him.  Two Transports will come, falling under your 
command.  Load them up in them and have them unload on his island.  Then, have 
them walk towards Ultric.

===============================================================================

Mission 5.3: Vor'Na'Tu

Mission Objectives:
- Meet with Attichitcuk's Wookiee Troops.
- Find where the Empire is keeping the Vor'Na'Tu.
- [Optional] Have Echuu convert the explosive droids.
- Destroy the Sith temple holding the Vor'Na'Tu.
- Echuu needs to pick up the Vor'Na'Tu.
- Echuu must take the Vor'Na'Tu back to the Rebel Transport to escape.
- Princess Leia, C-3PO and Jedi Master Echuu must survive.
- Attichitcuk must survive.

This is a pretty simple mission.  Seconds after the mission starts, Attichitcuk 
lands with reinforcements.  Send a squad of your men to greet them and they 
immediately fall under your command.  Group your units into infantry, mechs, 
artillery, and your hero characters into different keys, then send them east, 
following the yellow path.  Eventually, you'll come to what looks like a pool.  
A rectangular pool.  Go around to the opposite side of the pool and head down.  
You'll eventually cross a bridge over the water.  Now wait for the rest of your 
slow moving force until it catches up.

As soon as you enter, you should see some enemy Workers.  Take them out.  They 
will of course garrison themselves into the Command Center, but have your 
Pummels wipe it out while your other troops provide some covering fire.  As you 
work on destroying them, you should run into the "project" the menu was telling 
you about.  They are "Explosive Droids" and to activate them, have Echuu 
convert them.  They do the same amount of damage as a cannon, so use them 
carefully.  Good targets include the various Power Cores around the base that 
supply the military buildings with power.  Blow them up and the number of units 
you'll face will slow to a crawl.  Keep them safe by heading west.  You 
wouldn't want them to be blown up by enemy fire.  Destroy the turrets dotting 
the base, and head north.  Take four of the Explosive Droids and have them blow 
up the Sith Temple in the southeastern corner of this area.  This area is 
guarded by a Fortress, so have your Pummels work on it.  Send any extra 
Explosive Droids to take out the Power Cores in this area and the Fortress.

Once the temple is blown, Have Echuu grab it.  Have your mechs guard Echuu 
while your Heavy Troopers hold of the counter attack.  All of your hero 
characters should now rush for the Rebel Transport.  Unfortunately, right 
before Echuu makes it to safety, Darth Vader lands.  You get to watch a cool, 
but one-sided duel (Darth Vader has 1000 hit points) and the Vor'Na'Tu gets 
broken into four shards.

===============================================================================

Mission 5.4: Echoes of the Force

Mission Objectives:
- Gather the 4 shards of the Vor'Na'Tu and store them in a Jedi Temple.
- [Optional] Destroy the Hanoon Imperial encampment.
- Princess Leia and Luke Skywalker must survive.
- Take out the Imperial towers surrounding Reticul.
- Rescue the town leader and destroy any Imperial troop centers at Liberick.
- Excellency Lathe Parthenian must survive.
- Tribute 500 carbon and 500 nova to Reeche.
- Destroy the Imperial Fortress at Magentic.

Walk forward a bit until the town of Reticul lights up.  However, instead of 
destroying the three turrets, let's take out Hanoon before they can make 
trouble.  Head directly south from your starting position until you run into an 
enemy Airbase.  Deploy your cannon near hear and have it demolish every 
building while your Troopers take out the Workers.  By doing this, you stop the 
production of enemy units which means that you won't be harassed throughout 
this mission.  You also gain control of their ten Nerfs.  Head back up towards 
Reticul and blow up the three turrets.  You gain control of their buildings and 
three workers and their 10 Nerfs.  Garrison all twenty of your Nerfs to get a 
steady supply of food, enough so that you don't need to farm.

Since you've destroyed their base, you can spend this time gathering resources 
and upgrading your troops.  Go all the way to "Tech Level 4" to gain the best 
upgrades and hunt any lone Stormtrooper that you find.  A TIE Fighter will 
occasionally fly overhead until you take it out.  Send a squad of ten Repeater 
troopers towards the town of Liberick.  Liberick is located in the eastern 
corner of the map.  There, you meet the town leaders and face a squad of 
Imperial Troopers.  Your troops are so advanced that they should have no 
problem taking them down.  Send some Bombers or some Mounted Troopers to 
destroy the two Troop Centers in the town and the fence keeping the leaders.  
Immediately after you free them, the three Kratian Soldiers and Parthenian 
joins your cause.  You really don't have much use for them, so garrison them in 
your Command Center for safekeeping.  Have Luke place the piece of the 
Vor'Na'Tu in your Jedi Temple.

Reeche is directly southwest from Liberick.  Using that same squad of Repeater 
Troopers, just make contact with the town.  They'll explain their problem: a 
poor economy.  All they ask for is 500 Carbon and 500 Nova.  Thankfully, this 
asteroid is full of those two resources, not to mention the fact that you're 
already making 90 Nova crystals a minute with those Vor'Na'Tu shards.  Simply 
bring up your "Diplomatic Menu" and give them the required amount, but remember 
that you have to pay a tribute fee unless you've researched the required 
upgrade at the Spaceport that eliminates it.  After you've given them the 
resources, they'll relinquish their shard.  Have Luke pick it up and return it 
to the Jedi Temple.

Finally, the last town: Magentic.  It's directly south from Reeche.  As soon as 
you get there, the town tells you that it wants you to get rid of the Fortress 
sitting there.  You can either use your Mounted Troopers from before, or your 
Cannon from the beginning of the mission.  If you use your Mounted Troopers, 
make sure to research all of the appropriate upgrades and upgraded them to the 
Advance Mounted Troopers.  You need around eight, and once they attack and draw 
the fire from the Fortress, bring your Repeater Troops to blast it from afar.  
You win when you get the last piece of the Vor'Na'Tu into your Jedi Temple.

===============================================================================

Mission 5.5: Loose Ends

Mission Objectives:
- Use worker droids to capture the Main Terraform Processor.
- Moff Yittreas must be eliminated.
- Main Terraform Processor must not be destroyed.
- Princess Leia and Luke Skywalker must survive.
- Luke must defend the Jedi Temple.

The first part of this mission is challenging.  Once you've established your 
base however, it's smooth sailing.  You start off with some Heavy Troopers, 
upgraded to their max, one Heavy Anti-Air Mobile, two Heavy Assault Mechs, one 
Cannon, and Leia and Luke.  Group them all to separate numbers and have them 
proceed forward until they spot six Stormtroopers.  This is where things will 
get a little hectic.  Scoot them closer until your Cannon can successfully 
target the two Medium Turrets on either side of the canal.  As soon as your 
Cannon opens up on them, the whole base will respond.  Waves of TIE Fighters 
and Stormtroopers will rush out of the base to attack.  This is where your 
Heavy Assault Mechs come in.  Position them near the front line and have them 
blast any mechs or heavy units that come.  Your Heavy Troopers should be able 
to hold off any infantry attack.  Once the two Medium Turrets are gone, break 
open the gate.  Proceed inside the base and destroy the Power Cores in it.  
This slows down the number of enemy troops you face.  Destroy two more Medium 
Turrets on either side of the canal and send in your droids.

You're going to need to secure a landing for your droids so have your forces 
move in.  Your Heavy Troopers should progress forward with the Heavy Assault 
Mechs while your anti-air unit following them.  Deploy your Cannon behind them 
and have it open fire on the Power Cores first, then the production facilities 
and the turrets.  Once your droids have landed, quickly build a Command Center, 
a Power Core and Shield Generator.  Then, once that's been built, build an 
Anti-Air Turret near the middle of the Shield Generator and a Medium Turret 
near the western side of your base.

As you might have noticed, you had enough resources to build those things, but 
you don't have any food.  Have your Cannon blow up the nearby Animal Nursery 
releasing all 10 Nerfs inside.  Quickly rush over to them to gain control of 
them.  Build an Animal Nursery of your own and garrison them inside.  You now 
have a reliable source of food for the rest of the mission.  Once everything 
within the walls are destroyed, deploy your cannon on the eastern side of the 
base.  You should be able to pick off a Fortress, turrets, and a Command 
Center.  Redeploy it near the southern wall to pick off houses, another 
Fortress and two Power Cores.

All throughout your bombardment, you should've been focusing on gathering 
resources and expanding your base.  Build a Research Center to upgrade your 
turrets and an Airbase.  Build around three X-wings with the "Shield 
Modifications" research and deploy them near your front lines.  Since the whole 
objective of this mission is to eliminate Moff Yittreas, it's time to focus on 
the Fortress he's in.  It's quite easy.  If you have Clone Campaigns installed, 
build an Air Cruiser from your Fortress.  If not, those three X-wings 
previously built will do.  Also, build ten Repeater Troopers.  Bring your 
existing Cannon towards the Fortress.  This time, you must bring it out from 
your base.  Position near the wall overlooking the canal and position your 
Heavy Assault Mechs behind it.  Have your 10 Repeater Troopers position in 
front of it and put them in "Stand Ground" mode.  While you're at it, build a 
Transport and load Luke Skywalker in there.  Finally, put your Air Cruiser on 
"No Attack" stance or your X-wings to "Stand Ground" stance.  You may now begin 
your assault.

Have your Cannon focus on destroying the Fortress.  As soon as your first shot 
connects, a swarm of Heavy Troopers swarm your Cannon.  Hopefully, your 
Repeater Troopers and X-wings will make short work of them.  From now on, it's 
simply a matter of time.  Since you've cleared out all of the defenses to the 
right of the base, Moff Yittreas really has no where to go.  Target him with 
your Air Cruiser or X-wing once he emerges to eliminate him.  As soon as you 
do, you get a new assignment.  Luke tells you that someone is trying to break 
into the Jedi Temple to steal the Vor'Na'Tu.  If you have any Workers nearby 
harvesting resources, have them build a turret.  If not, send Luke Skywalker 
over.  The threat consists of two Heavy Troopers.  Eliminate them, and you win.

===============================================================================

Mission 5.6: Hoth [BONUS MISSION]

Mission Objectives:
- At least one transport must survive.
- The Echo Base Ion Cannon must not be destroyed.
- Princess Leia, Han Solo, and Luke Skywalker must survive.
- Survive Imperial Task Force 1.
- Survive Imperial Task Force 2.
- Survive Imperial Task Force 3.

This is probably your first real challenge with the Rebellion.  You start off 
with a line of Repeater Troopers backed up by some Medium Turrets.  Group your 
Mounted Troopers to "1", Grenade Troopers to "2", and your future Airspeeders 
to "3".  After the brief conversation of Han and Leia, garrison them into the 
Fortress.  The Battle of Hoth is about to comence.

The Imperials will come with AT-ATs, AT-STs, Repeater Troops, and Anti-Air 
Mobiles.  As soon as they attack, Luke and eight other Airspeeders will come.  
As the Imperials attack the Main Generator, they should blow up their own Anti-
Air Mobiles.  If not, wait until your Medium Turrets take them out and then 
rush in with your Airspeeders.  The only problem is that AT-ATs can shoot down 
your Airspeeders.  They are extremely accurate and can blow one up with one 
shot.  Keep them moving and take pot shots at the AT-ATs until they fall.  The 
AT-ATs seem to have a harder time hitting your Airspeeders when they're on 
higher elevation, so keep that in mind.  One the AT-ATs are gone, focus on the 
remaining ground forces.  You should hopefully have at least seven Airspeeders 
left.

Imperial Task Force 2 may be the toughest yet.  This is where you'll use your 
Mounted Troopers and Grenade Troopers.  A lot of your Airspeeders make never 
live to see the end of this fight.  Hopefully, the second wave will start with 
the Anti-Air Mobiles.  If not, tough luck.  If they are, have your Mounted 
Troopers destroy them and then rush towards the approaching AT-ATs.  Take out 
as many as you can before they're blown up.  Simultaneously have your Grenade 
Troopers take out any other mechs they can before they're destroyed.  Then, 
move in with your Airspeeders.  After you've wiped them out, check how many 
troops you have left.  You're doing good if you have more than four 
Airspeeders.

The last assault goes after the Ion Cannon.  The Ion Cannon is protected by 
four Medium Turrets, so that will buy you some time.  Since you probably don't 
have any ground troops left, you're going to have to use your Airspeeders.  For 
some miraculous reason, the AT-ATs don't focus on your Airspeeders, leaving the 
job open for their mobiles.  If you ever see a mobile, have any leftover 
turrets within range destroy it.  Probably Luke Skywalker will be your only 
Airspeeder left, but thankfully he's blessed with regenerating hit points and 
really, really, tough armor.  He can take lots of shots from the Anti-Air 
Mobiles, so have him take down the remaining AT-ATs.  Just finish whatever is 
left and you win.  Keep your eye out on any stray AT-ATs that break from the 
main group and head south.  They're going after the Transports again and you'll 
lose if they're taken out.

===============================================================================

Mission 5.7: Endor [BONUS MISSION]

Mission Objectives:
- Han, Leia, C-3PO, and R2-D2 must survive.
- Bring Han, Leia, and R2-D2 to the Shield Generator's Control Bunker.
- [Optional] Help Wicket and the Ewoks by destroying the Imperial Scout Camp.
- Destroy the Stormtrooper Barracks to clear the safest path to the Shield 
   Generator Bunker.
- Bring Chewbacca's captured AT-ST to the Control Bunker to unlock it.
- Garrison Han Solo, Princess Leia, and R2-D2 in the Control Bunker to destroy 
   the Shield Generator.

You start off with 18 Repeater Troopers, two Medics, and your Heroes.  Taking a 
few steps forward will reveal Wicket.  Add him to your hero group and continue 
forward.  As you walk towards the intersection, you'll encounter a few Trooper 
Recruits.  Easy pickings for your advanced units.  Head down south.  You'll run 
into a few enemy Speeder Bikes, but your infantry can wipe them out before they 
take a shot.  Head down south towards the clearing to uncover three Scouts.

Scouts in this mission are useless.  They have terrible firepower and their 
line of sight is even worse.  Lead with your Repeater Troopers instead, and 
continue back on the trail.  Shortly after, you run into another intersection 
with a Sentry Post guarded by more units.  Wipe them out, then head up.  You'll 
continue to run into Sentry Posts, five to be exact.  By the third Sentry Post, 
you'll face increasing light resistance.  Your only main threat is the single 
Dark Trooper they have in their camp.  Take him out first and continue towards 
their base.  To fulfill the optional objective, you must take out the Command 
Center.  Once you do, three Ewok camps light up on your map.  One towards the 
west, one towards the south, and one right near you.  The one right near you 
has lots of Ewoks including Chief Chirpa and two Ewok Gliders or Bombers.  
Bring them all down back towards the intersection.  Instead of heading east, 
head south.  The base to the east is guarded by four AT-ATs, and a variety of 
turrets.  Not something your meager forces want to encounter.  Instead, head 
south.  You'll come across a purple Sentry Post guarded by some Probe Droids.  
Take them out.

This is probably where you'll lose a lot of your Repeaters.  Destroy the Animal 
Nursery to trigger a wave of enemy units to attack your infantry.  They include 
the normal Stormtroopers, but include the Dark Troopers and one Strike Mech.  
Take out the latter of the three first or they'll wipe you out.  As soon as 
you're done, proceed forward.  The gate to the base is guarded by two Light 
Turrets.  Have your Ewok Gliders attack, then fall back.  They'll get shot at 
by some Anti-Air Troopers but have your Medics heal them.  The Anti-Air 
Troopers will come out of the base and into the fire of your Repeater Troopers.  
Keep on doing this until there are no more enemy units in the base.  Then, 
destroy the Light Turrets with the Gliders.

Break open the gate with the Ewoks and have them destroy every building on 
sight.  They have POWERFUL close hand attacks and can rip through buildings 
within seconds, even if they're shielded.  The only hitch might come from the 
nearby Command Center.  Get too close and the Workers garrison themselves in, 
giving it some firepower.  The easiest way is to lure them into a false sense 
of security.  Break a hole in the Light Wall and then fall back.  If you 
destroyed all of their structures on the outside, Workers assigned to build 
things should start coming out.  Wait until you're sure you can nab them before 
you attack.  Repeat until there are no more.  Then, use your Ewoks to destroy 
the Command Center.  Doing so will trigger four more Ewoks to join you.

Your only main obstacle now is the Fortress.  Group all of your Ewoks together 
and have them attack.  You'll lose about five Ewoks in this run.  After it's 
destroyed, Chewbacca with his stolen AT-ST arrives with Ewok reinforcements in 
a nearby camp.  Have them all meet at the intersection.  Head left and take out 
any Imperial units you might find.  At the allied Sentry Post, take the north 
path.  You'll run into a wall that only Chewbacca may open.  Once in, garrison 
the required characters into the bunker to trigger some Ewok and [friendly] 
Stormtrooper reinforcements and win the mission.

===============================================================================

Mission 5.8: Silken Asteroid Field [CHALLENGE MISSION]

Mission Objectives:
- Eliminate the Imperial presence in th Silken asteroid field.

Read all the information at the beginning of the mission.  Then... take a deep 
breath for it to settle in and begin your mission.  After a few moments into 
the mission, you'll notice it's not so bad.  In fact, even though the story of 
General Dodonna says he faught against unbeatable odds and won, and you're 
supposed to do the same, this mission is a pushover.  Besides the first and 
only attack at the beginning of the mission, there's nothing to be afraid of.

Start off by building three Anti-Air Turrets, two near the western side and one 
near your Animal Nursery.  Upgrade them when you have the chance.  Also, 
protect your Animal Nursery since it's your only supply of food.  You're going 
to need a LOT of Nova on this mission, but thankfully, Nova and Ore are the 
most plentiful resource.  Ran out?  Check your local area to find asteroids 
rich with them.  Build another Airbase and a Shield Generator next to your 
turrets when you get the chance.  Since your enemies are located on another 
rock, it'd be a good idea to research all possible upgrades.  Fortunately, 
you're the Rebel Alliance, and they've got powerful air technology.

A good supply of Nova will come from ten Workers on it.  If you have the Clone 
Campaigns game installed, build a Fortress and produce some Air Cruisers.  
These things do about as much damage as a Cannon, but aren't susceptible to 
ground attacks except from anti-air units.  If not, Cannons are fine.  To beat 
this mission, you'll want to upgrade your six X-wings from the beginning of the 
mission and build five Advanced Bombers and five A-wings.  Also, produce a 
Transport and load it up with a Cannon.  Now, you can successfully begin your 
attack.

Hopefully, you've been scouting the area as you progressed, so that you've 
explored the edges around your enemy's base.  Unload and deploy your Cannon 
near the southern point.  By this time, your enemy will have constructed a 
Fortress.  Your Cannon and/or Air Cruiser can take it out.  No problem!  Keep 
on moving in, eliminating any Workers with your fighters.  Eventually, you 
should push to the edge of their base.  It's a simple mop up from now on.  The 
enemy, whether from sheer stupidity or programming glitch doesn't have a large 
army.  Only around 19, if the "Achievements" screen was right.  Also, they 
should fold before you destroy the entire base, giving you an easy and final 
victory for the Rebel Alliance.

===============================================================================
                Chewbacca Campaign [The Liberation of Kashyyyk]
===============================================================================

Mission 6.1: Homecoming

Mission Objectives:
- Han Solo and Chewbacca must survive.
- Get Han and Chewie to the city of Kepitenochan.
- Weebacca must survive.
- Destroy the remaining Imperial Forces.

Have Han and Chewbacca move up until a Trandoshan Slave Camp appears on the 
map.  Destroy the three Trandoshan Slavers there.  Each has 150 hit points and 
9 attack power, so watch out.  After they're dead, destroy the buildings to 
gain some Mounted Troopers, Grenade Troopers and regular Troopers.  Have 
Mounted Trooper head west to reveal a Medic.

After you group your new troops, continue following the path.  You'll run into 
three Trandoshan Slavers on your way to the next camp.  Defeat them and head 
on.  At the next camp, you'l face lots of Trandoshan and a single Strike Mech.  
Assign your Mounted Troopers to destroy the Strike Mech while your other units 
take out the Trandoshan.  Again, destroy their housing to gain more troops.  
Keep on following the path until you run into an Imperial camp.  The AT-ATs 
inside will leave, but you can avoid them by taking the path to the right, past 
a log.  Following this path will lead you to Weebacca.  Help Weebacca destroy 
the Trandoshan Building to release more units.

As you cross the ford, Han will talk about Weebacca, a sign of the Wookie's 
future treachery.  Once at Kepitenochan, Imperial forces will converge on your 
position.  Your units can easily wipe them out to win you the mission.

===============================================================================

Mission 6.2: Laying Down Roots

Mission Objectives:
- Weebacca must survive.
- Han Solo and Chewbacca must survive.
- Reconstruct the Wookie Government Tree.
- Defend the rebuilt Government Tree for 200 days.

After the brief conversation, you have several workers.  Assign the four 
Workers near the Monument to start constructing it.  Once you begin, you hear a 
little bell and the words "You've started constructing the Monument" or 
somethings similar should appear.  Focus on achieving a "Tech Level 2" society 
as it offers upgrades for your units and your first line of defense: Light 
Turrets.  Get lots of Workers harvesting Carbon, Nova, Ore and Food.  There are 
several Wookie camps to the north and south of your present position.  Sending 
a unit towards them will reveal several Prefab Shelters, Mounted Troopers, 
Troopers, Workers and Nerfs.  Garrison the Nerfs to get a steady supply of 
food.  Once you achieve Tech Level 2, start getting upgrades.

Build a War Center and research all of the upgrades inside.  Build ten Heavy 
Mounted Troopers and send them north.  Destroy the Sentry Tower and the Medium 
Turret and trash the Trandoshans.  Once they're dead, destroy the three huts to 
reveal three Strike Mechs and three Mech Destroyers.  These guys are really 
good for defending your Monument.  Build a Power Core near the Monument and two 
Troop Centers or more.  Start to build several Light Turrets around your 
Monument, focusing a little more on the eastern side of the base.  When you get 
the chance, wall off the side with Medium Walls, leaving at least one side open 
so your troops can get in and out.  Garrison some Troopers inside the turrets.

Once you get into the mission, the enemy comes.  Your only true enemy is the 
Galactic Empire and the units they throw at you.  They are more advanced, able 
to build mechs and air units so you must rely on superior numbers.  Build lots 
of Troopers and Heavy Mounted Troopers.  Once your Monument is built, focus on 
fortifying your defenses.  There's plenty of Ore in this mission to build lots 
of Light Turrets.  There's no real way to win this mission.  You certainly 
can't attack the enemy, as they will build 4+ Fortresses at the entrance of 
their base.  The Empire will send periodic attacks at your Monument.  Note how 
they get in and improve your defenses.  Also, a word to the wise, build Anti-
Air units.  Around the "60 Day" mark, the enemy will launch a large air armada 
against your Monument.  You'll need a lot of Anti-Air units to down them before 
they can deliver their payload.

===============================================================================

Mission 6.3: Reunion Amongst the Trees

Mission Objectives:
- Take Han and Chewie to Okikuti.
- Defend Okikuti from the Galactic Empire long enough to find an escape route.
- Cut through the trees to the water and escape with Han and Chewbacca.

This is a pretty fast mission.  You start with Han, Chewie, and a large squad 
of units.  Have them all move down to Okikuti.  You meet no resistance.  As 
soon as you arrive, the town immediately falls under your control.  As you 
explore your new town, you find that Weebacca has betrayed you to the Empire, 
and with that, you must escape.  Start by having your four Workers work on the 
trees to the east.  Build around ten more and garrison the Nerfs into your 
Animal Nursery.  Garrison three Heavy Troopers each into the Medium Turrets and 
have the rest of your forces guard the gate.

There's no real strategy to this mission except to hurry up and build the 
Shipyard.  The first attack on your gate will consist of Pummels, Artilleries, 
etc.  Wait long enough, and the enemy will send Fighters, Bombers, AT-ATs and 
more!  Immediately have all ten of your Workers harvest the Carbon while 
leaving one to build a Power Core.  With all that Carbon and Food you're 
getting, train Anti-Air Troopers.  They are your only defense against the 
airborne assaults unless you progress to Tech Level 3.  However, progressing to 
the next Tech Level isn't required as you can build a Shipyard in Tech Level 2.  
Simply build a Shipyard once you cut through the trees, build a Transport, load 
Han and Chewie inside, then head east.  You win once the ship reaches a certain 
point on the map.  Piece of cake!

===============================================================================

Mission 6.4: Chewie's Hope

Mission Objectives:
- Proceed downriver to the city of Tonnatutikan and establish a base.
- Destroy all three signal jammers so Han can contact the Alliance.

This mission will take way longer than I describe.  You start off with six 
Frigates and four Transport Ships.  Head east until reach Shoran's Camp and 
unload your troops.  Now that you have control of his city, build some Workers 
and Utility Trawlers.  Between the fish and farms, you should have plenty of 
food in this mission.  The first thing you want to do is to gather resources.  
Assign Workers to harvest the other three resources and garrison at least two 
Heavy Troopers into the Medium Turrets.  Garrison Han and Chewie into the 
Command Center.  However, Shoran can be of use to us.  Load Shoran into a 
Transport and drop him off on the beach to the south.  Find the break in the 
trees and head down.  You'll run into some Imperial Stormtroopers.  After the 
brief conversation, shoot them, then enter inside.  One AT-AT and four AT-STs 
fall under your command.  Bring them back to your base to help guard your base.

The main thing you want to do is to build a sizable force to destroy the 
Communication Jammers.  Focus your resources on researching upgrades for Heavy 
Weapons, Mech Factory units, and the Troop Center units, as well as the "Tech 
Level 4" technology.  Of all three jammers, the one to the east is the hardest.  
Instead, start off small.  You can either choose the western one, or the 
northern one.  Each has its benefits and weaknesses.  We'll start with the one 
up north.  The benefit of the one up north is that the base is on a small 
island, easily destroyed by Cruisers.  However, the island is guarded by an 
assortment of ships.  Bring Transports filled with Mounted Troopers, Repeater 
Troopers and a Worker up north.  Following the water, you'll eventually reach 
the Trandoshan base, consisting of two Medium Turrets and some Trandoshan.  
Land your units on the ford and have your Mounted Troopers go after the turrets 
while your infantry goes after the Trandoshan.  They should cut them to pieces 
with all their upgrades.

Now that you've destroyed them, destroy their buildings and then head south.  
You should gain control of four Advanced Cruisers, your only ones in this 
mission.  Have your Worker build a Power Core and a Shipyard on the island, 
then produce Destroyers.  Have your Destroyers guard your Cruisers while they 
head east.  The first thing you want to target is the Power Core.  The island 
only has one powering everything.  Take it out and the number of ships you face 
decreases.  Next, you'll want to take out the four Advanced Turrets around the 
island.  Next, the Shipyards and then, the Jammer.  While your Cruisers are 
doing this, your Destroyers should be holding any ship off.  Now that you've 
destroyed the first one, have all of your ships head south.

The one to the west is slightly harder.  There are two ways into this base.  
The first is from the south, which is harder to do, and the second from the 
east, which is easier.  If you choose to land south of the base, you'll 
immediately be attacked by the mechs and units on the island.  Instead, fill 
some Transports with 15 Repeater Troopers, 15 Advanced Mounted Troopers, and 15 
Heavy Mech Destroyers.  Land them east, above their base and then head south.  
You'll reach the back of the base where you can target their factories.  Once 
you start your attack, the base will respond.  Since this is a small base, 
there aren't a lot of units, but they are powerful ones.  Have your Mech 
Destroyers go after the AT-ATs while your other troopers try to destroy the 
Power Core.  Your Mounted Troopers should go after the turrets.  Once all 
defenses are gone, destroy the Jammer and head back to your base.

Repair any units you can and then build more.  You'll want a mix of everything, 
but be sure to include some Cannons and Pummels.  Again, there are two ways to 
the last Jammer.  The one from the southwest is the safest route you can take.  
For this one, you'll want to have all the units you can muster, which means 
expanding your population to 100.  Also, be sure to have at least 800+ Ore left 
in your stockpile.  Then, head out.  You can bring your Assault Mech you have 
or leave it at your base.  Head east, then south, following the ridge.  Use 
your Cannon to destroy all of the turrets on the plateau.  After about a few 
minutes, you'll receive the enemy counterattack.  They use AT-ATs, troopers and 
a variety of other units.  Your best bet is to use Heavy Mech Destroyers and 
Repeater Troopers.  Both only use Carbon and Food and you should have plenty, 
at least 2000+ for each resource.  Fight your way down south, until you come to 
a pile of Ore, then east.  You'll reach a large flat surface.  This is where 
you'll probably see the biggest battle in this mission.  As soon as you get 
there, units start to pour out of the gates, including Fighters and Bombers.  
Have your units hold them off until you can get a Worker and build a Shield 
Generator, Power Core, and Fortress beside them.  Keep on building more units 
as you fight and bring them to the front lines.  You'll see a lot of units 
destroyed.

Once you have the structures erected, the mission falls under your control.  
The only real threats are the occasional Cannons they send at you, but your 
Strike Mechs can make quick work of them.  Use Cannons of your own to destroy 
their turrets, Power Cores, and structures with the help of a Pummel.  If you 
have the Clone Campaigns installed, this is where you get an advantage.  Since 
the Air Cruiser is a Clone Campaign only unit, and you aren't allowed to build 
an Airbase, the enemy doesn't have any anti-air defenses except for the 
Fighter.  Simply send a few Air Cruisers in to wipe out critical structures.  
They can even destroy the Jammer for you.  However, if not, you're going to 
have to do it the hard way.  Clear out the buildings from your Fortress by 
using the Cannon.  Then, have the Pummels destroy the Gate and move in.  With 
the Power Cores down, they can't produce as many troops as you can, and with 
all of those troops you took into battle, you can move them in too.  Simply 
battle your way to the Jammer and let the Pummels finish the job.  Just take 
out the Power Core next to the Shield Generator or the Fortress beside them 
will destroy them before they finish the job.

===============================================================================

Mission 6.5: The Challenge of Mattichek

Mission Objectives:
- [Optional] Liberate the captured population of Chenachochan.
- Destroy Moff Darcc's Palace.
- [Optional] Take over the Imperial air base east of Chenachochan to gain air 
   capability.
- [Optional] Locate the Berserker tribe of Ittummi to aid in the Palace attack.

The sooner you start moving in this mission, the better.  Wait until a 
Trandoshan Building explodes to receive some help, then move east.  You'll come 
across a Trandoshan.  Killing him nets you a Worker.  Bring him along and 
continue east, until you run into a Stormtrooper.  Killing him gets a Command 
Center.  Immediately garrison the Workers around it and the three Anti-Air 
Troopers inside to fend off the Stormtroopers.  The sooner your forces reach 
the Command Center, the less damage your Troop Center is going to take.

As soon as the threat is over, send your Workers to harvest Food and Carbon.  
Using those two resources, you can build Heavy Troopers which are your first 
[and only] defense at this point.  Build a Medic and use it to heal your 
original force, then send them out.  There are various Trandoshan Buildings 
around your Command Center, and destroying them will free the Wookies [and 
Trandoshan] inside.  The ones south of the Command Center will release mostly 
Workers and let you gain control of the various processing centers nearby.  
Assign them to the nearest resource.  The ones up north hold men.  As you 
explored the bottom houses, you might have found three Nerfs.  Garrison them in 
an Animal Nursery while you continue to build more troops.  When you get the 
chance, build a Light Turret to the east of your base near a clump of trees in 
the middle of the opening.  That is the only way to your base, and fortifying 
that area will prevent any enemies from doing damage to your base.  Head 
northeast from your base and you'll run into enemy Mounted Troopers and Grenade 
Troopers.  Just beyond them lie another four Nerfs milling around Maju Bushes.

By now, you should have things under your control.  Nova and Ore are plentiful 
in this mission, so don't worry about spending too much.  Eventually, erect a 
Shield Generator and a Fortress to the east and build Cannons.  You can make 
contact with the Berserkers.  All you have to do is harvest the Carbon blocking 
the way to the north, or send a Cannon to destroy them.  You'll know the 
thinnest point of the trees by looking on your "Mini-Map".  The thinnest point 
will be on the yellow trail on the "Mini-Map".  Then, send Han and Chewbacca to 
meet them.  They give you eleven Advanced Berserkers.  You can use these troops 
to secure the airbase down south, or help with your attack.

If you choose to go after the [useless] Airbase, head south.  The Berserkers 
are fine units for this job.  Have them attack the gate, then fall back when 
the AT-AT starts to come.  Let it walk out of the base and then use your 
Berserkers to hack at it.  It should only take a few seconds; then bring them 
to a Medic and break the gate open.  By this time, TIE Bombers from the Airbase 
should be following the Berserkers.  Shoot them down.  Clear out the turrets 
and the Dark Troopers in the base to gain control of the Airbase.  Do what you 
want with it.

To destroy Moff Darcc's Palace, you'll need Cannons.  Bring them to the plateau 
in which the Palace lies and destroy the Advanced Turrets surrounding it.  Head 
down south, clearing all the turrets as you progress.  Of course, you'll want a 
healthy mix of Repeater Troops, Strike Mechs and Mech Destroyers protecting it, 
as well as some Advanced Mounted Troopers.  Work your way down south, then 
east, then north.  You'll run into the only opening into the base.  Destroy the 
gate, then move slightly in.  Your Cannons should be able to see the Palace and 
stay out of the ranges of the Medium Turrets.  The palace looks big, but falls 
easily under the might of your Cannons.  Once it's destroyed, Moff Darcc and 
Pekt escape in a Transport while Chewbacca and Weebacca fight.  Chewbacca 
easily wins of course!

===============================================================================

Mission 6.6: Avatar

Mission Objectives:
- Destroy the Airbases before transports allow Imperial forces to escape.
- Do not destroy the main reactor until all other tasks are complete.
- Han Solo and Chewbacca must survive.
- Luke Skywalker and Lando Calrissian must survive.
- Destroy the guard towers to free the captured Wookiees in teh dentention 
   center.
- Attichitcuk must survive.
- Eliminate Moff Darcc and the Trandoshan slaver Pekt, holed up in the 
   Fortress.
- Blow up the main reactor to destroy Avatar orbital platform.

This mission is pretty fast compared to the last few you had to beat.  You 
start off with a pretty sizable force and you must destroy all Airbases within 
about twenty-five minutes.  The layout of the platform is almost symmetrical, 
which means things you find on one side will most likely be found on the other.  
There are basically two rings to this platform.  The outer ring has four Anti-
Air Turrets on the corners, and four Light Turrets opposite of the Anti-Air 
Turrets.  All four Airbases that you must destroy are located on the outer one.  
As soon as the mission starts, have your force destroy the Light Turret, then 
have your Berserkers travel east while your company heads west.  Also, destroy 
the Advanced Anti-Air Turret on the second ring of the platform at this point.

You should be joined by Rogue Squadron at this point, so help them destroy the 
first Airbase.  Your Berserkers should run into the second one.  After your 
Berserkers are through, continue heading east until you meet the penned up 
Wookies.  Simply have them attack all four Light Turrets guarding them to free 
them.  With their short range, your Berserkers should suffer practically no 
damage.  Once they're freed, form group number two with the Wookies and travel 
up.  They should run into the third Airbase.  Destroy it.

With your first group, continue moving up until you reach the Fortress.  Use 
your Cannons to destroy the Light Turret and then the Fortress itself.  
Apparently, Moff Darcc is killed in the Fortress and the only survivor is Pekt.  
He's easily defeated by a few blasts.  After they are one, head east.  You 
should run into the last Airbase with your Wookies.  Once the Airbase is gone, 
deploy your Cannons again and have them get rid of the Medium Turrets.  Once 
they are gone, use your Cannons again to get rid of the Anti-Air Turrets.  Once 
one half is cleared, you can send in your Fighters to deal with the main 
reactor.  Once it blows, you win.

===============================================================================

Mission 6.7: The Liberation of Kessel [BONUS MISSION]

Mission Objectives:
- Han, Chewie, Lando, and Luke must suvive.
- Build a Power Core at each of the air factories to bring them back online.

This is it, the final battle between good and evil, unless you own the 
expansion pack.  Right off the bat, and I mean fast, use your Fighters to gain 
control of the Banthas around your base.  Have two of your Workers build an 
Animal Nursery and stuff them inside while your other four build a second 
Shield Generator and another Advanced Turret.  Garrison one Repeater Trooper 
into each turret.  Group your Berserkers to "1" and then leave them outside of 
your base, under the ridge to the right.  Now, have all of your Workers start 
harvesting Carbon and garrison your heroes into the Fortress.  Produce troops 
like crazy, especially Mounted Troopers until the attack strikes.

Boy!  This is a HUGE attack from all three Detention Camps in the area.  You'll 
face AT-ATs, Cannons, Artillery, Pummels, Strike Mechs, Heavy Mechs, Repeater 
Troopers; you name it!  Have all of your units guard the first Shield 
Generator, or whatever is farther out of the base.  You shouldn't have any real 
problems with the attack except for the Cannons.  Normally, if you had left 
your Berserkers inside, you would've had to send units out to try and destroy 
them, but they would've been picked off as they ran.  Instead, use those 
Berserkers you were saving and have them come around the main assault force and 
destroy them before they can attack.  It is IMPORTANT that you destroy them or 
they will level your base in no time flat.  By now, your first Shield Generator 
should have been destroyed, but with the second going, you don't have to worry.  
After about a couple of minutes, the attacks will stop.

Now that you can rest, check your surroundings.  You're probably short on Ore, 
with all of those Ore expensive structures, not to mention the fact you must 
repair them, so send out a group of 5+ Workers to the east and build a Command 
Center with some Advanced and Anti-Air Turrets, all protected by a Shield 
Generator.  Ore is plentiful in this mission.  In fact, it's even more 
plentiful than Carbon.  You should have no problems erecting defense after 
defense.  However, you want to bring the attacks to your enemy's base.  With 
that huge offensive, they're pretty much exhausted right now.  So, you have a 
choice.  The first Air Generator is near your base.  Put a Power Core next to 
it and you've accomplished 25% of your task.  There are three enemy bases, but 
"Detention Center A", or red base is the strongest.  The other two, "Detention 
Center B" and "Detention Center C" are strong, but they all have their 
weaknesses.  For one, "B" doesn't have any walls and they're anti-air units 
don't have the "Homing Sensors" research upgrade.  However, "C" does, but their 
defenses have a shorter range than the other two.  We'll start with "C".

First, you'll want to clear the three "mini-bases" at the center of the map.  
Simply send a Cannon to destroy the Power Cores and everything else once the 
shield is down.  You might want to set up a "mini-base" yourself out here.  Do 
that for all three, making sure to protect your Cannon from any attack.  Then, 
travel south.  This attack is pretty much standard.  Send a Cannon to destroy 
all the defenses that get in your way.  You don't have to destroy everything, 
or else that would drag this mission too far.  The direct path seems to offer 
less resistance.  Simply send a Worker onto the plateau below it, and build a 
Power Core.  Two down, two to go.

Head directly east.  You'll want at least 20 Repeaters and four Cannons, with 
10 Heavy Mech Destroyers.  You'll encounter a Fortress, but you can easily wipe 
it out.  That's the only thing in your way, except that a few Dark Troopers 
might pop out somewhere.  That's where your Mech Destroyers come in.  They have 
a longer range, and since the Dark Troopers are stuck on the ledge, they're 
easy pickings.  You don't even have to destroy the Anti-Air Turrets on the 
ledge, but you do have to land on the ledge that the Generator is at, because 
it's too far in the middle.  Build a Power Core, and you're done.  Time for the 
last one.

This is the strongest one you'll face.  Break their gate open in the northeast, 
as it's only guarded by two turrets.  Trash their Anti-Air Turrets (they've got 
a lot) and kill the Dark Troopers on the ledge.  Now, the last plateau has four 
Advanced Turrets guarding it, as well as a few Fortresses.  Your Cannons can 
easily wipe out the Fortresses, but you must land a Cannon on the plateau 
before you can wipe out the turrets.  When you land, be areful of any leftover 
units on the ledge.  They can and will destroy the Cannon.  Once all threats 
are destroyed, build a Power Core and you're done!

===============================================================================
              Sev'Rance Tann Campaign [The Confederacy Campaign]
===============================================================================

Mission 7.1: Strategic Retreat

Mission Objectives:
- Eliminate enemy units along the canyon path.
- Sev'Rance Tann must survive.
- Count Dooku must survive.

A really, really easy mission.  Have Sev'Rance travel east and she'll meet some 
Troopers that were hidden.  Then, head northwest towards the enemy.  You'll 
encounter some light resistance.  Now would be a good time to check the canyon 
walls.  There are little nooks where you can boost your fighting force.  This 
one gets you a Strike Mech.  Continue until you run into a second battle.  This 
time, some droids are battling the enemy.  Help them out and you'll gain 
control of any who survive.

The whole mission is the same.  By the fourth battle, they'll start using 
Strike Mechs, and by the sixth, Assault Mechs.  A few moments and Count Dooku 
will arrive.  He will proceed along the canyon path until he reaches the end.  
You can leave him be.  He's powerful and has regenerating health.  Just focus 
on battling your way through, helping the allies, and you're done.

===============================================================================

Mission 7.2: Building the Army

Mission Objectives:
- Build 20 Confederacy Strike Mechs.
- Build 20 Confederacy Mech Destroyers.
- Sev'Rance Tann must survive.

You start with three Workers, Sev'Rance Tann, and three Power Droids, along 
with a Heavy Anti-Air Mobile.  You must keep it alive to help with the air 
assaults.  You also have a ton of prefab shelters near the edge of the map 
which houses your population, one hundred fifty to be exact.  Have Sev'Rance 
Tann explore the map to the east, and she'll stumble upon the Command Center.  
Order your units to produce a Troop Center and then build more workers.  Your 
goal is to produce an army, and the two most important resources you'll need 
are Food and Carbon.  Food is plentiful, but you might run out of Carbon, so 
manage your resources wisely.  Bring one of the droids to provide power for 
your Troop Center, and produce five Troopers.  Produce enough workers until you 
can get a steady flow of food from the mynocks and Carbon from the stockpiles.  
You don't need to harvest any Nova, unless you're looking to upgrade to the 
Heavy Mounted Trooper.

Send Tann down, and follow the path until she comes to a large supply of 
Carbon.  Once you run out in your area, build a Carbon Processing Center and 
have five or more workers harvest from this source.  North of that is a Food 
Storage Center, which is pretty much useless throughout this mission, 
surrounded by large piles of food.  Build a Food Processing Center right here, 
and another Troop Center so you can send Troopers right into battle.  Bring 
another one of your power droids up to help power the station.  Follow the path 
west (ignore the north path for now) and you'll come across the two Mech 
Factories.  Upon reaching the "Abandoned Base", you'll receive a tribute from 
them.  Have your workers construct a few Light Turrets near the northeastern 
corner to help deflect attacks from the north and east.  Garrison two Troopers 
to bring out the turret's maximum firepower.  Place your last power droid near 
hear, and bring your Heavy Anti-Air Mobile.  Station Troopers and Anti-Air 
Troopers next to the factories.  Then, start to produce the 20 Strike Mechs and 
Mech Destroyers.

After about five to ten minutes after your capture of the Mech Factories, the 
Republic will launch a minor assault on them.  They consist of a Strike Mech 
and a few Troopers.  You can have your dark Jedi convert one of them and they 
won't die like the first mission, but the main threat comes from the air 
assaults.  Have your anti-air units destroy them.  A second assault will come.  
I've found that the location it strikes varies.  Sometimes, it'll attack your 
Prefab Shelters, or it'll launch another attack on the Mech Factories.  Dispose 
of them and continue to build all of your mechs.

A large deposit of Nova lies north of the Mech Factories, guarded by a few more 
troopers deposited by some Transports.  You can clear them out if you want, but 
you don't really need it.  Remember the north path we skipped over?  Well, it 
leads to a large supply of Ore and leads to the enemy base.  This mission 
doesn't require you to take it out, so you can leave it alone.  However, your 
presence there and the destruction of the Nova Processing Center will trigger 
an attack.  You can send your Jedi into battle, along with some support units, 
like anti-air units with some Light Turrets.  They'll send all sorts of mechs, 
including Pummels to take out your turrets.  Battle them off, then station more 
turrets in the area to help keep control, and to stop the enemy workers from 
collecting more supplies.  Once you've built your mechs, send them down to the 
starting point to win your mission.

===============================================================================

Mission 7.3: Perilous Dealings

Mission Objectives:
- Find Boorka the Hutt.  Cut down any of his henchmen you meet along the way.
- Sev'Rance Tann must survive.
- [Optional] Trade with the Mos Osnoe Spaceport to increase your Nova supply.
- 'Acquire' some worker droids from the local Jawa camp by destroying their 
   Sancrawler.
- Destroy the Spaceport at the Republic Trade Outpost.

You start with a pretty large army with some Anti-Air Mobiles, Sev'Rance Tann, 
and a Medic.  Follow the path and you will run into some grunts of Boorka the 
Hutt.  They're actually pretty tough.  Keep on going until you run into Boorka 
himself.  After a little bit of talking, they become allies.

Head west until you get to a spot where you see Ore and Nova.  Head down south 
and eliminate the four Jawas there as well as the Sandcrawler.  You get some 
Workers in return.  Build a Command Center and have some of them collect 
Carbon.  The problem is that you can't build more Workers since you don't have 
any houses.  Have all of your Workers harvest Carbon until you can provide 
enough housing till you can produce more.  Have your units stand guard while 
you build up.  There's a Holocron northwest of your base.  You'll have to clear 
the Jawas out, but once you do, you can store it in the Sith Temple and get 
continuous Nova.  Also, trade with the Mos Osnoe Spaceport, as once you do, you 
receive 500 Nova from them.

You should focus on building up resources and your base defenses until you can 
take the offensive.  The enemy has air units and will attack you with them, so 
construct some Anti-Air Troopers and upgrade them when you get the chance.  
Since most units you're going to produce right now use Food and Carbon, get 
some Workers on them.  Ore is probably your third needed resource.

You're only allowed 100 units in this mission, but you can exceed that limit 
with some new units.  To the east corner of the map lies a Republic Outpost 
Tuskan Raider camp.  Send some units over to destroy them to get some Tuskan 
Raiders and some Tuskan Mounted Troopers.  The west corner of the map also 
holds some units for you to claim.  Once you reach Tech Level 3, send a Fighter 
over.  You'll gain control of units such as IG-88, C-3PO, R2-D2, Explosive 
Droids, Tuskan Raiders and some Power Droids, as well as a Sandcrawler.

Proceed to Tech Level 4, so you can build Cannons.  The trick to this mission 
isn't destroying their base head on; instead, you must look around.  The enemy 
has Jedi Knights, Assault Mechs, Mounted Troopers and they know how to use 
them.  Send in an army, and your units will either be converted or wiped out.  
Build some Transports and load your Cannons and any Assault Mechs you can 
build, as well as anti-air units or Fighters.  Load them in and then head 
southeast.  Your landing spot is the plateau just west of the Republic Outpost 
base.  Not only does this bypass the defenses, it gives your Cannon a clear 
shot at the Spaceport you're supposed to destroy.  Get rid of the locals in the  
area, then move south on the plateau.  Get down as far as you can and clear the 
Anti-Air Turrets and Power Cores around.  To effectively target the Spaceport, 
you'll need to guide one Cannon onto that very narrow strip of land on the 
plateau.  It doesn't look like it'll fit, but it does and it's the only way to 
reach the Spaceport without endagering your Cannon.  Take it out and the 
mission is done.

===============================================================================

Mission 7.4: Pressing the Advantage

Mission Objectives:
- All Decimators must survive.
- Defeat the Republic base, and capture the Decimator.
- Sev'Rance Tann must survive.
- [Optional] Eliminate the Republic Commander, Kraen Weest.
- The Decimator Laboratory must survive.
- Bring General Tann to the Decimator Laboratory.

You start this mission off with Tann, a Power Droid, six Trooper Recruits, and 
four Workers with two Scouts.  The first thing you'll want to do is to build 
more housing and get Workers on Carbon.  Have your Scouts travel to the western 
end and the eastern end of the map to reveal some Banthas.  If you're fast, you 
can capture thirteen of them before your enemies use them.  The good news about 
this mission is that you and your enemies start out at the same basic level and 
must build up.  The bad news is that there are three of them.

Build an Animal Nursery to garrison your Banthas and focus on achieving the 
next Tech Level.  After about five minutes into the game, the enemy will 
attack.  Of course, since they're pretty weak, they can only send a Bounty 
Hunter with a few Trooper Recruits.  Not too bad, but if it gets too tough, 
garrison your troops into your Command Center.  As soon as you reach Tech Level 
2, get your Workers cracking on the Ore and Nova and erect walls around your 
compound.  A Gate and two Light Turrets on the northern part of the wall, 
filled with Troopers make a great defense against the enemy right now.  Since 
you're pretty much limited in the offensive firepower, focus on building up 
again, while keeping your base safe.

Once you and your enemies reach Tech Level 3, it starts to get tough.  Erect a 
Fortress on the eastern side of your base, above the Nova and between the 
trees.  This creates a barrier that the enemy has to go around, while being 
shot at.  Build a Shield Generator next to the Fortress and an Anti-Air Turret 
on the western side of your base.  Wall that part off.  Focus on upgrading your 
troops and structures as you progress and building up resources.  You should 
generally wait until Tech Level 4 to attack, as that's when your troops are at 
their best.  Your first target should be the western base on the map.  It's 
lightly defended and they don't research any upgrades for their defense 
structures.  You'll need a force of about thirty Repeater Troopers and five 
Strike Mechs, along with a Cannon guarded by five Heavy Anti-Air Mobiles.

Travel along the edge of the map so you don't attract any attention.  You 
should stumble upon some Workers harvesting Carbon.  Eliminate them and move 
on.  Once you reach their base, wipe them out.  You'll be pitted against Strike 
Mechs, Repeater Troopers, and Mech Destroyers, but since they haven't been 
upgraded in certain areas, they fall quickly under the combined firepower.  
Nevertheless, they have a lot of resources to make troops to throw at you.  As 
always, Power Cores should be your number one target to reduce the amount of 
enemies.  Focus then on the troop centers or other military buildings, then the 
Workers and Command Center.  You should find a Decimator as you fight, and 
you're given control of them.  You must protect them so have your Cannon 
destroy the buildings while you position your men in front of it.  Once you 
defeat this base, take a breather.

Instead of taking out the other smaller base, take out the larger one.  First, 
build a Shield Generator, Power Core, Fortress, Troop Center and Mech Factory 
near the Decimator Facility.  Then, open fire on one of the walls.  Doing so 
will ignite a maelstrom of enemy units.  Thankfully, you've got some 
protection.  You're going to need to battle your way in, so get some Strike 
Mechs and Repeater Troopers and lead the charge.  Heavy Mech Destroyers also 
work better in this situation, as you'll be facing a lot of Strike Mechs.

Cross the bridge and be prepared to stay there for a while, until you can get a 
Worker to build some more military buildings there.  You must destroy enemy 
after enemy until you can destroy their production facilities.  Don't be 
surprised if you have to constantly rebuild your forces.  They have a lot of 
units to throw at your way.  Use your Cannon behind your troops to destroy any 
Power Cores within its range.  Then, the military structures.  The main 
Decimator Laboratory is probably under your control now, so guard it.  Fight 
your way to the southeast corner of the map.  Two Heavy Pummels are great in 
this kind of fight, as their base is littered with structures.  The only 
trouble you might face are the Workers.  They're pretty elusive with the fog of 
war, and easily rebuild any structure you destroy.  Keep an eye on them.

With the two bases gone, the last one is a breeze, especially since they spent 
their forces on protecting the main base.  Simply use a Cannon to destroy their 
structures from behind the wall.  Send in your Pummels and destroy their 
Command Center to effectively neutralize the Republic.  Then, send Tann into 
the Decimator Laboratory to win the mission.

===============================================================================

Mission 7.5: Opening the Wound

Mission Objectives:
- Destroy the Republic transmission tower.
- Escort the Data Droid to the Decimator facilities.
- Data Droid must survive.
- Sev'Rance Tann must survive.
- Destroy the Decimator facilities after unlocking the operational codes.
- Escort Tann and the Data Droid back to the landed Confederacy transports.

This is a pretty quick mission.  You start off with six Heavy Troopers, seven 
Strike Mechs, three Workers, one Heavy Pummel, two Pummels, Sev'Rance, Data 
Droid, five Heavy Mounted Troopers and one Scout.  Have your Scout explore the 
island to the east to reveal seven Nerfs.  Build a Command Center and an Animal 
Nursery for them.  Explore south on your own island to reveal three Transports.  
Your only enemies in this mission are the Wookies.  As you know, you're on 
Alaris Prime, which you faught so valiantly to save in the first campaign.  
But, this is the past, so who cares?  Even though you're a Tech Level 2 
society, you can create Heavy Troopers.

Focus on collecting resources fast.  There's a reason why you already have two 
prebuilt Anti-Air Turrets.  About fifteen to twenty minutes into the mission, 
you'll be attacked by swarms of enemy aircraft, all attacking your Workers and 
units.  Try to be at Tech Level 3 by then, so you can construct a Shield 
Generator, Fortress and some Heavy Anti-Air units.  If you run out of Ore, land 
your Workers on the main land to your right.  Build a Command Center near the 
large pile of Ore, and guard it closely with turrets and a Shield Generator.  
You'll be harrassed.  Near the Ore, build a Troop Center and Mech Factory.  For 
this job, you can build a Cannon or just use the Pummels.  You'll need about 
thirty Repeater Troopers and five Strike Mechs.  Travel east.  The Republic 
doesn't have any Workers so they have a meager force of a few Repeaters.  Have 
your Cannon or Pummels take out the turrets, then the transmitter.

Load your men into some transports and then land them on the west.  As soon as 
you land, you'll be under fire from a turret.  Use your Pummels to destroy it 
while your other units hold off the Wookies.  Don't forget to bring the Data 
Droid.  Fight your way through, but like the other Republic Base, this one is 
loosely guarded.  Your only enemies are the Wookies who come after you.  Send 
the Data Droid near one of the facilites.  Once you complete your objective, 
destroy both buildings to win the mission.

===============================================================================

Mission 7.6: Into the Grid

Mission Objectives:
- Destroy the Power Relay on Asteroid 426.
- At least one transport must survive to the landing site.
- [Optional] Destroy the Asteroid Supply Depot to gain additional resources and 
   buildings.
- Sev'Rance Tann must survive.

You start this mission in the bottom corner of the map.  Group your units into 
four groups.  Now, the bottom half of this map is littered, I mean littered 
with Advanced Anti-Air Turrets, all waiting to destroy your precious fighters.  
You have two options.  Use your Air Cruisers' line of sight to reveal them, but 
since they only have +1 Line of Sight more than the turrets, it's pretty risky.  
The second option is to use a really fast craft, such as Tann to zoom around.  
Not only can she stand multiple shots, but she can take out enemy fighters with 
one shot.  Also, the Anti-Air Turrets don't have the homing capability you'll 
face later in this mission.  After you scout ahead, have your Air Cruisers 
destroy the turrets.  You're going to want to blast your way through, letting 
your Fighters handle the enemy aircraft.

After you reach main land, have your Air Cruisers destroy only the Asteroid 
Supply Depot.  After they are both gone, you'll gain control of every single 
building around it.  Unload your transports but watch out for any more Anti-Air 
Turrets around.  Build a Command Center (Boy, you build a lot of these in this 
campaign.) and have your Workers harvest the stockpile of all four resources.  
Get cracking on the Food and Carbon while your Fighters and air units hold off 
the enemy ground attack.  Be careful not to let your Air Cruiser blast anything 
too near your structures because it does collateral damage.

Fortify your base by building walls and turrets.  There are large deposits of 
Ore and Nova to the west of your base.  However, you'll have to clear out the 
two enemy Air Cruisers and Jedi Starfighters in the area.  There are two enemy 
bases.  One to your right that's pretty much useless.  They do have Workers but 
you should wipe them out when they leave the confines of their base.  They also 
have some stockpiles of resources, but you don't need them.  The main base 
holds the Power Relay and that's the one you've been receiving the attacks 
from.  By now however, they should have wasted their men on destroying your 
base but your aircraft took them out.  They don't have any Workers so don't 
worry about them building up.

Your only enemy then are the defenses and the Republic Army (red) that's lying 
around.  First thing you'll want to do is to go to Tech Level 4.  There, you 
can gain access to the Cannon.  You'll want to have a squad of Repeater 
Troopers to guard it, as well as Heavy Mech Destroyers.  As always, you'll need 
to take out the perimeter defenses, which includes a Fortress.  Inside, you'll 
face another Fortress as well as the Republican Army.  They have 190+ units so 
you'll need to fight on your terms.  Draw them out by firing on one of their 
units.  They only respond to an enemy attack on them, so firing on a building 
won't work.  Then, retreat to the safety of your base.  The defenses should cut 
them down.  Sev'Rance Tann makes a good defense fighter, especially since she 
can regenerate her hit points.

Keep on doing this until no more enemies attack.  The Assault Mechs are 
probably the toughest enemy you'll face, but you can use your leftover Air 
Cruisers on them.  Your last obstacle includes enemy Cannons.  If you try to 
build in their base to establish a closer base of operation, they will destroy 
it with Cannons.  However, you can build it far back enough so their Cannons 
can't reach.  Deploy a Shield Generator and then have your Cannons target their 
Cannons.  With the shield around them, they have twice as much hit points and 
should survive.  Clear out the remaining defenses and take out the Power Relay 
with your Cannons.

===============================================================================

Mission 7.7: Sarapin's Fury

Mission Objectives:
- All energy collection repositories must survive.
- Destroy Mt. Corvast Citadel to capture the enemy collection repositories.
- [Optional] Destroy all Republic forces.
- [Optional] Destroy all energy drill platforms.
- Sev'Rance Tann must survive.

You start this mission off with two Scouts, a Bounty Hunter, two Decimators, 
and a few Workers.  For your information, Decimators are basically your Heavy 
Assault Mechs.  They can be upgraded at the War Center to make them vastly more 
powerful than before.  For example, researching "External Sensor Pod" will give 
the Decimator +2 attack instead of one.  Not only that, but they have their own 
shielding and can shoot down enemy fighters.

Build up.  Gather the Banthas east of your base and place them in an Animal 
Nursery.  However, you'll need farms to fully support your army, which means 
you'll need lots of Carbon.  As you might have noticed, there seem to be square 
shaped cracks on Sarapin, including one in your base.  Placing any unit or 
structure near it or on it will release some volcanic steam [I guess] which 
will continually damage it until it's destroyed.  However, they work to your 
advantage too as enemy units will follow the same fate.  Wall it off with some 
Light Walls and continue building up.

The enemy doesn't attack you in this mission until you attack them.  Use this 
to your advantage by building up some secure defenses so that you can slowly 
bleed their military units.  Advance to "Tech Level 4" so you can go on the 
offensive.  To get the enemy to attack you, simply build a squad of 20 Repeater 
Troopers and some Heavy Anti-Air Troopers.  Send them northeast.  Once they run 
into some opposition, attack.  Most likely, your force will be defeated and the 
enemy will rush towards your base.  Using your defenses, you can continually 
destroy all that they send towards you.  Watch out for Jedi conversions, or 
they'll wreck havoc in your base.

Once the enemy units start to slow, send out your main assault group.  This 
should consist of a health mix of 43 Repeaters and Strike Mechs, all fully 
upgraded.  Also build a Cannon, four Heavy Pummels, and five Heavy Anti-Air 
Mobiles.  Make sure that all of your troops are fully upgraded, and the "Droid 
Upgrades" researched.  Then, send them north.  This attack will be the hardest 
of all, since they have a fully functional town with support from their 
neighboring ones.  Use your Cannon to take out the Power Cores while your units 
hold off the enemy.  You'll want to focus on taking out the Jedi Knights that 
come your way.  Destroy their base to pick up a Holocron.  Place it inside your 
Sith Temple for a much need supply.  For your information, there's another 
Holocron located to the northeast of the map.

Now that you've destroyed the first Republic Camp, this mission gets a whole 
lot easier because all camps have depleted their forces trying to save the 
first one, and you've gotten rid of one of their allies.  Use a Worker to 
repair your existing forces while you build new ones.  It's advisable to build 
another Troop Center and Mech Factory so you can easily send reinforcements to 
the front lines.  Head across the bridge to "Republic Camp 3".  You really 
shouldn't face any problems except for Jedi Knight attacks.  All in all, this 
is a really simple part.  Just keep on doing this until you reach Mt. Corvast.

Right away, when you reach Mt. Corvast and their units, you see a big 
difference.  All of those Strike Mechs and Mech Destroyers you faced are 
nothing compared to these units.  These units have been fully upgraded, and 
without a strong army of units, you'll be wiped out.  Now is when you want to 
build Heavy Mech Destroyers as they have an easier time taking out the Heavy 
Assault Mechs and Heavy Artillery they send your way.  Use your Cannon to 
attack the two Fortresses guarding the entrance while you use your Pummels to 
break through the walls and to the Fortresses themselves.  With the two 
combinations, they don't stand much of a chance.  As soon as they're gone, move 
in.  Start attacking the Advanced Turrets guarding the Citadel.  While you're 
destroying them, you might see an alien move towards your forces.  That's the 
Jedi Jor Drakas.  I'm not too good with Star Wars history, so I'm not sure what 
he's doing there.  After you eliminate the Citadel, the Energy Repositories 
fall under your command, and you win the Confederacy Campaign!

===============================================================================
             Echuu Shen-Jon Campaign [The Battle for the Republic]
===============================================================================

Mission 8.1: The War Erupts

Mission Objectives:
- Destroy the Battleship core to the south.
- Destroy the Battleship core to the east.
- Depa Billuba must survive.
- Ka-Adi-Mundi must survive.
- Plo Koon must survive.
- Stam Reath must survive.
- Echuu Shen-Jon must survive.
- Count Dooku is trying to escape!  General Echuu Shen-Jon and his Padawan 
   Stam, must head north to intercept him before he reaches his hanger.

This is quite short, but hey!  We get to see Echuu Shen-Jon and learn about 
what he did in the Clone Wars before he helped Princess Leia.  As you start, 
the Clone Wars erupts all around you.  The Galactic Republic and the 
Confederacy both have 250+ units by the time you start, but they quickly 
diminish.  Take some time to marvel at the fight.  Then, head south from your 
position to find three Grenade Troopers.  Add them to your eighteen Troopers 
and group your Jedi to "1".  Head east, helping out your allies until you find 
the first Battleship core.  Take it out.  To the southeast of your position, 
you can find a Medic in a niche.

Head down south and you should fun into four Pummels.  Take out the next 
Battleship if an Air Cruiser already hasn't.  Once it's destroyed, everything 
but your Grenade Troopers and your heroes fall under the command of the 
Republic.  Head north to trigger an event with Sev'Rance Tann, who kills 
Echuu's padawan, Stam.

===============================================================================

Mission 8.2: Power Play

Mission Objectives:
- All Drill Platform Collectors must survive.
- [Optional] Eliminate all Confederacy forces.
- Gain control of all Drill Platform Collectors.
- Naat Reath must survive.
- Echuu Shen-Jon must survive.
- Bring Echuu Shen-Jon and Naat Reath to Mt. Covast Citadel.
- Capture the Confederacy officer Zian Finnis.
- Zian Finnis must survive.

Well, back on Sarapin, and you have to go back to Mt. Covast Citadel, which you 
just destroyed playing as the Confederacy.  Group Echuu Shen-Jon and Naat Reath 
to "1", while you group your Clone Troopers to "2".  As you move up, you'll 
encounter a destroyed Decimator.  Just beyond that is a small Confederacy base.  
Using your forces, have your Clone Troopers take out the enemy while your Jedi 
convert as many Workers and units they can.  Once they garrison themselves into 
the Command Center, have your Jedi attack it.  If you're fast enough, you can 
save the Banthas from being killed.  The attack should go successfully only if 
they focus their fire on Echuu.  If they focus their fire on Naat, withdraw her 
until they focus on Echuu and bring her back into the fray.  Once the Command 
Center is destroyed, eliminate them with your Heavy Troopers.  Head directly 
north to find a few Workers.

You need to build a Command Center, but you only have 200 units of Carbon.  
Build a Carbon Processing Plant near some rocks and let them harvest the 
Carbon.  Move across the bridge, and use your Jedi to destroy the Medium 
Turrets on each side.  Here is where aggression and rushing come into play.  
Just across the bridge is an enemy base.  If you've been slow enough, you 
should've seen a message about them advancing to "Tech Level 2".  Since Tech 
Level 2 doesn't offer much in defensive or offensive weaponry, send Echuu and 
his apprentice in it.  Have your Heavy Troopers take out the Anti-Air Troopers 
and Bounty Hunters scattered about while your Jedi convert the Workers.  The 
more you can get, the better.  When they garrison themselves in, destroy their 
Command Center.  It's basically the same process as in the first base, and you 
can get rid of another enemy.  Clearing these two enemy bases nets you three 
Drill Platform Collectors.  Have the Workers near them repair them before 
sending them to other tasks.

Once you have sufficient Carbon, build a Command Center and build more Workers.  
Build an Animal Nursery to hold the Banthas and get some Workers on Farms.  
Since you're already at Tech Level 3, build a Jedi Temple when you get the 
chance.  There's a Holocron at the western corner of your "island" which 
provides you with 60 units of Nova a minute, fifteen more than a regular one.  
Claim it soon or an enemy Sith Apprentice will claim it for their own.

After you're done clearing the "Confederacy", destroy the various enemy Sentry 
Towers in and around your base.  Just like before, there are square shaped 
cracks on the ground which will damage any unit that crosses it.  Harvest Nova 
and Ore in this mission.  Ore isn't need too much, but Nova is.  You're allowed 
to build Jedi Masters in this mission, and in my opinion, they are the ultimate 
weapon in the game.  With a squad of eight or more of them, they can take out 
an entire enemy base.

Once you build up, head north.  You find a large supply of Ore in the corner.  
Build another base of operations here and a large force of Jedi Masters (8+) 
and some supporting units like Advanced Fighters with some Repeater Troopers 
and a Cannon.  Your main enemy are the Air Cruisers the Trade Federation has.  
They are capable of doing hundreds of points of damage over a wide radius.  
Have your Advanced Fighters destroy it, but stay out of the Fortress' range.  
To successfully manage this attack, you'll need to research "Jedi Mind Trick" 
for your Masters.  In this way, they can convert and attack without the enemy 
knowing it before they do.  Convert any turrets nearby that you feel is 
neccessary to help your cause and move in.  You can convert their Shield 
Generator too and build a Power Core next to it to give your Masters an 
advantage.  In this base, there is nothing that the Masters can't destroy or 
convert on their own.  Destroy this base to claim two more Drill Platform 
Collectors.

As you move down towards the main Confederacy base, you should claim the last 
three Drill Platform Collectors.  There's also a ton of Ore.  Move all of your 
units down and build a Power Core and a Shield Generator at the edge of the 
bridge.  They Confederacy doesn't have a lot of troops, but they are powerful 
and can overwhelm your Jedi, especially the Bounty Hunters.  Use your Cannon to 
destroy the two Fortresses guarding the bridge.  Use your Jedi Masters to head 
down the middle path.  Since they used their forces to try to stop your 
advance, they really have nothing left except some anti-air units.  Bring Echuu 
and Naat to Mt. Covast Citadel to win the mission.

===============================================================================

Mission 8.3: Never Trust A Hutt

Mission Objectives:
- Meet with Jabba.
- [Optional] Eliminate Boorka the Hutt and his henchmen.
- Infiltrate the Confederacy's base and destroy their main Command Center.
- Go to Jundland Station.
- Eliminate Tusken Raider threat for Jundland Station, and they'll provide 
   resources for you.

Seems that Jabba never really liked what Boorka did with the Confederacy and 
now wants him dead.  This mission again uses Jedi Masters to defeat the enemy, 
so you'll want a lot of Nova.  Head right from your current position to meet 
with Jabba the Hutt.  After receiving your instructions, the Tusken Raider camp 
appears on your map.  Just to let you know, Echuu has the ability to convert 
some Mechs, so have him convert the lone Scout east of Jundland Station.  Head 
up towards the Camp, and convert any Tusken Riflemen you see on cliffs.  They 
can provide some backup support while you deal with the Tuskens themselves.  
Defeat them and convert more of their people to receive resources from Jundland 
Station.  Also, there are eight Banthas here.

Build a Command Center near the lone Scout you converted.  There are a ton of 
resources near there and you can get a good start.  Build up.  You definitely 
want to go to "Tech Level 4" and research all of the Jedi Temple upgrades, as 
well as all of the War Center upgrades.  You don't need really any Mech Factory 
units.  You can boost your population by three once you reach your limit, if 
you do reach your limit.  R2-D2 and C-3PO are located in the east with their 
escape pod (Episode IV?) and a Skyhopper is located in the far western corner.  
Make a squad of Jedi Masters and send them towards the middle of the map.  You 
really don't have any main enemies except for enemies who fire yellow shots.  
Those are basically alien Bounty Hunters employed by Boorka and they will take 
a chunk out of them.

Convert anything you can.  If you keep it up, you can have a large squad of 
fighters.  Research the "Shield Modifications" technology and any that you 
convert will be shielded.  Awesome!  If you have at least 20+ Fighters, you can 
assassinate Boorka with them.  The Advanced Anti-Air Turrets don't track your 
fighters and they last longer with their shield.  Or, send a squad of Repeater 
Troopers and some converted enemy units to Boorka.  A shootout will ensue.  
Eliminate all traces of the Hutt and Jabba will give you a whopping 5000 Nova 
tribute.  Build a Command Center and some Anti-Air Turrets here to fend off the 
Fighter attacks.  Have your Jedi Masters travel east from here and convert the 
two Advanced Turrets.

Keep on making your way into the enemy base.  Keep on converting turrets as you 
progress towards the Command Center.  Convert the two Advanced Turrets, the 
Power Core, and the Shield Generator.  With the protection of the shield and 
turrets, nothing can really harm your units now, especially with their depleted 
forces.  Once the Command Center has been destroyed, you win.

===============================================================================

Mission 8.4: Laying the Foundation

Mission Objectives:
- Find and kill Plure Barron.
- Destroy the main mining facilities.
- [Optional] Destroy the secondary mining remotes.
- Naat Reath must survive.
- Echuu Shen-Jon must survive.

Start by using your Workers to build a Command Center next to the Carbon rocks.  
Immediately after construction, build ten Workers and have most of them mine 
Carbon while a few of them kill Mynocks.  You have a problem in the very 
beginning of this mission.  You don't have a supply of food.  You can't build 
farms and there doesn't seem to be a very dependable supply of food.

Thankfully, there are two sources of Food stockpiles located south of your 
base.  Send some Workers over there to harvest them as soon as possible while 
you send more in the southwestern direction.  You should run into a large, 
really large, deposit of Ore with some enemy Workers.  In this level, since 
Food is in short supply in the beginning, you should convert all that you can.  
Send your Troopers to defend the area and upgrade them as soon as possible.  
While the enemy will research higher tech levels, they never really seem to 
upgrade their infantry units much, so your troops will be superior.

Other than Food, the other three resources are extremely abundant in this 
level.  However, since Food is one of the main resources you need for your 
army, you need a dependable supply.  Southwest of the Ore, you can find an 
enemy Animal Nursery.  In this mission, enemy Animal Nurseries built outside of 
their base are IMPORTANT.  If you see an enemy Worker building one, let him 
finish and wait about ten minutes.  Then, come to destroy it.  Destroying the 
one in front of you will yield six Nerfs.  Not much, but it's all you got.  
Send two Transports to pick them up and drop them off at your base.  This 
ensures that the enemy will not reclaim their animals.  Upgrade your Animal 
Nusery as soon as you get the chance.

Now that you've got a pretty good flow of all resources, focus on defending 
your territory.  Enemy attacks will constantly challenge your claims, so build 
defenses backed up by units.  Ore should not be a problem in this mission, nor 
Nova.  The problem is the large attack the enemy will periodically send at you.  
Garrison Naat Reath into a secure structure and send Echuu down.  Save your 
game often when you're using hero characters in battle as you never know if 
you're going to lose them.  Since this level does not allow you to build Jedi 
Temples, you cannot build Jedi Masters and reseach Jedi abilities.  Echuu can 
only convert enemy infantry.  Infantry should not be your targets though.  The 
Heavy Destroyer Droids they send at you should.  With their shielding and their 
ability to destroy the enemy infantry with ease, they make a great addition to 
your army.  In fact, you could have a whole infantry unit of Heavy Destroyer 
Droids if you convet enough instead of Repeater Troopers.

Nevertheless, whatever choice you use, you want to advance to Tech Level 4.  
Build multiple Shield Generators around the entrances to your base and lots of 
Advanced Turrets.  Your attack force should consist of a large army of Repeater 
Troopers, Pummels, Heavy Mech Destroyers, Heavy Anti-Air Mobiles, and Cannons.  
Your usual army, of course.  You're only allowed a population of 75, so you 
have to choose carefully which units are more valuable to you.  Move down.  
You'll probably come across lots and lots of Power Cores.  Destroy them if you 
want, but since they don't power anything, they're useless.  The main things 
you want to destroy are the enemy Airbases.  Once you start your attack, have a 
Worker build a secondary military base near your army so they can be 
resupplied, with a Shield Generator.  If you're ever in trouble, fall back 
under the shield.  Build a Fortress and garrison some Repeater Troopers inside.  
The Fortress can handle any threat they send.

While you attack, not only should you target their military buildings, but 
their Animal Nurseries.  Just like you, that is their only supply of food, and 
without it, they cannot build an army.  If you release the animals inside but 
don't think you can garrison them quickly enough before they fall back under 
enemy control, kill them.  Better let no one have it than let them have it at 
all.  As you battle your way down, destroy a portion of the wall and move it.  
They will constantly send Mounted Tropers and Troopers your way, but your units 
should handle them with ease.  There are seven main Mining Facilities inside, 
but before you enter and destroy them, take out the Command Center to the west.  
You'll notice that something is garrisoned inside.  That is Plure Barron.  Once 
the Command Center is destroyed, kill him and he'll tell you that Sev'Rance 
Tann is already inspecting the new Decimators.

Finish off the seven main Mining Facilities with Pummels and Cannons while you 
use your other ranged units to hold off the enemy attack.  Echuu can help in 
this situation, since he has a powerful close combat attack.  Once they are 
destroyed, you win.

===============================================================================

Mission 8.5: Temptation's Folly

Mission Objectives:
- Destroy every Decimator Factory.
- [Optional] Destroy Anti-Air Turret arrays to allow Air Transports to drop 
   fresh troops.
- Naat Reath must survive.
- Echuu Shen-Jon must survive.
- Echuu Shen-Jon and Naat Reath must locate Sev'Rance Tann.

If Echuu Shen-Jon is gripped by the dark side, then why send him on these 
missions?  I mean, isn't the Jedi Council supposed to see these things?  
Anyways, another one of those search and destroy missions.  You start with 10 
Repeater Troops, 2 Heavy Strike Mechs, 2 Heavy Mech Destroyers, 2 Heavy 
Artilleries, 2 Heavy Pummels, and your Jedi.  Group them into five different 
groups.  Travel north and you'll run into some Wookiees who were left behind 
when the Wookiees fled the planet.  I guess that's why the developers wanted 
you to play the Confederacy Campaign first.  They join your cause, so you now 
have more Repeaters and Grenade Troopers with two Medics.

Travel west.  You'll run into a light skirmish which your Jedi can easily 
handle.  You can even have Echuu convert some of them.  Have your Mech 
Destroyers blast the Lt. Frigates out of the water and station your units at 
the end of the bridge.  Make sure your Artillery units have a good clear view.  
Have your Jedi move up the bridge and attack the Gate.  The walls are shielded, 
and without the proper siege weapons, they take a long time to destroy.  Doing 
so will trigger an attack.  Have your Jedi fall back to the safety of the 
group.  Since the bridge is narrow, your Artillery units won't have a hard time 
hitting them and your infantry can finish what's left.

Back at the Gate, destroy it along with the two turrets guarding it.  There are 
four Decimator Factories in this section of the base.  Once you destroy the two 
turrets guarding the front, the only defenses are a Fortress and another Medium 
Turret.  Your Artillery can destroy the Fortress from afar, but if it takes too 
long, send in your Pummels.  Take out everything inside the base, including the 
first pair of Anti-Air Turrets to receive reinforcements.  They consist of 
three Heavy Strike Mechs, three Heavy Mech Destroyers, and one Assault Mech.  
Move them up and destroy the Medium Turret along with another Decimator 
Factory.  As you move east, notice how narrow the path is.  It's a good place 
for Artillery units to rain down fire upon your troops.  As soon as you attack 
the second Gate, more enemy units come, including Repeaters and two Artillery 
units.  Take out the Artillery with your Mech Destroyers while your infantry 
takes out theirs.

Cross the bridges and blow up the Medium Turret while fending off the Lt. 
Frigates.  Destroy the Gate and the second pair of Anti-Air Turrets to gain an 
Assault Mech, a Heavy Strike Mech, and six Repeaters.  Move up.  Send your 
Pummels to take on the Fortress while you clear the four Decimator Factories 
around.  You'll face some resistance, including controlled animals and a 
Decimator.  The Jedi can easily handle both while your forces are occupied with 
something else.  To the east, you can find another pair of Anti-Air Turrets 
which will net you two Heavy Strike Mechs and a Heavy Mech Destroyer once 
they're destroyed.  Head south.  You'll encounter some Strike Mechs and another 
Fortress.  Protect your Pummels as they attack the Fortress and destroy the 
three Decimator Factories.  Now that they're gone, find Sev'Rance Tann.

If you head up, you'll encounter Mounted Troopers, Grenade Troopers, and a 
Heavy Assault Mech.  Destroy the Heavy Assault Mech first, then the last pair 
of Anti-Air Turrets.  This will get you a Heavy Strike Mech, a Heavy Mech 
Destroyer, and two Grenade Troopers.  Tackle the last Fortress and two Medium 
Turrets, or bypass them completely by sending Echuu Shen-Jon and Naat Reath 
past them all.  Two allied Air Transports will pick up your entire army except 
for your two Medics.  Send them with you.  As your reach the Gate, it turns to 
your color.  Past that waits Sev'Rance.  After a conversation and a turning of 
your Medic, you fight.  She escapes in her transport with Naat.  If you notice, 
the Gate has turned back towards the Confederacy color, but its hit points have 
sky rocketed.

===============================================================================

Mission 8.6: The Resolution on Krant

Mission Objectives:
- Find Naat Reath in Tann's Fortress.
- Echuu Shen-Jon must survive.
- Search the Droid Storage Building.
- Bring the Power Droids to the abandoned Wookiee base.

Have Echuu Shen-Jon lead the way and the rest of your infantry follow him.  You 
should run into a few Nerfs.  Bring them with you and head down.  There, you'll 
stumble upon the abandoned Wookiee base and the Droid Storage Building will 
light up on your map.  Send Echuu down there while the rest of your units 
explore the base to find more Nerfs.

Now that you have three Power Droids, bring them up to your base to gain 
control of it.  Immediately start producing as many Workers as you can while 
you prepare for the assault.  Build an Animal Nursery next to a Power Droid and 
garrison the Nerfs in.  Assign your Workers to harvest every available 
resource, including the deposit of Ore and wait for the attack.

The attack starts off strong at the very beginning.  Expect to face Pummels, 
Mounted Troopers, Fighters, Strike Mechs, etc. until you can battle them off 
your land.  If you have the resources, build some Medium Walls and Light 
Turrets near the ford to the west to hold them off.  You're going to want to 
build an Anti-Air Turret along with them and later, a Fortress.  Garrison your 
Repeater Troopers to add the extra firepower.  Destroy the Animal Nursery west 
of your defenses to gain additional Nerfs and load them into the Animal 
Nursery.  Now that you have a dependable supply of food, get cracking on Nova 
and Carbon.  Build Research and War Centers, and a Jedi Temple.  Ah.. how I 
love Jedi Temples in this game.

You're going to want to upgrade to "Tech Level 4" and research all possible 
upgrades in the War Center and Research Center.  Also, research everything that 
you feel you need in the Jedi Temple and start to produce a few of them.  A few 
is really all you need for the small bases guarding "Tann's Stronghold".  
Travel west first, and eliminate the "Western Base".  As usual, a key part lies 
in the fact that you can convert their units to use against them.  Their 
Artillery units and Strike Mechs make very good units against their buildings 
and Workers.  If you see any Heavy Pummels, convert those too, as you can 
eliminate the Fortress and Command Center with it.  Once you destroy the base, 
move on.  You can pick up two units however.  In the western corner of the map, 
you can find Anakin Skywalker [Episode II] and Supreme Chancellor Palpatine 
with a Sith Temple.  You won't get to keep the Sith Temple for very long, since 
it's built on one of those weird square shaped cracks that does continuous 
damage until it explodes.

The "Eastern Base" is also easy to destroy, but they rely more heavily on air 
units like they Elite Geonosian Fighters and other aircraft.  You can convert 
them if you like to give yourself an airforce, but they tend to be useless 
against anti-air defenses.  However, set them on patrol so they can pick off 
enemy Workers as they move.  Bring your Heavy Pummels from before, or use a 
Cannon and assault the main part of the base.  They have a Fortress and a 
Command Center built right next to each other.  Have your Jedi destroy the 
Power Cores next to the Shield Generator, then convert it.  Take out the 
Command Center and the Fortress and all of their Workers, then switch their 
stance to "Ally" and trade with their Spaceport.

Now that you've gotten the two smaller bases out of the way, focus on the 
stronghold.  The best part about this is that they don't have any resources, 
and they don't have any Workers.  Any military units you destroy now won't be 
rebuilt.  If you have any air unit, bring them with your Jedi as they move up 
the ford.  Draw units out by attacking the Gate.  Unlike the other two, they've 
researched "Jedi/Sith Purge", which means that they will die instead of joining 
your cause.  Don't let that stop you because this still works to your 
advantage.  Now, your Jedi have a ranged attack that takes about as long as a 
couple of Repeater Troopers.  The Jedi are especially good at blowing up the 
Heavy Assault Mechs and Cannons before they can really fire a shot.  Keep on 
doing this until you can use a Cannon to blow up the front Gate and the 
surrounding turrets.

Once inside, things should go more smoothly.  All you need to worry about are 
the two Fortresses you'll meet, and the variety of Advanced Turrets.  Use your 
Cannons to take out all of them, and the Command Center.  Once you destroy the 
Command Center, have all of your forces stop where they are.  There's a path 
defined by walls, but sending anyone but Echuu there will get Naat killed.  
Bring Echuu up and you'll duel with Sev'Rance.  After a few seconds, Echuu will 
defeat her and you'll finish the Clone Wars.  The next mission is... 
interesting in the timeline.

===============================================================================

Mission 8.7: The Taking of Coruscant [BONUS MISSION]

Mission Objectives:
- The Imperial Palace must survive.
- Master Skywalker must survive.
- Rand Talor must survive.
- Millennium Falcon (General Solo) must survive.
- Destroy the Elite Force and claim the Imperial Palace for the New Republic.
- Rescue Kath Talor from the Imperial Palace.

First off, go into your Diplomatic menu and switch the Imperial Palace to 
"Ally".  Second, notice that it's Master Skywalker and that he has been gifted 
with all Jedi abilities.  Also, the enemy can be converted to join your cause.  
Second, why is this in the Republic Campaign?  It would make more sense if it 
were in the Rebel Alliance's.

Group your units into groups that you see fit.  Head up and use your Cannons to 
destroy the two Advanced Turrets, then the Gate.  Head inside, convert the Dark 
Trooper Phase 2 and the Advanced Anti-Air Turret and move west.  Kill the four 
Heavy Anti-Air Troopers while you're at it.  You'll run into another gate.  
Beyond that are two Advanced Turrets.  After making quick work of them, bring 
your forces to the corner and let them sit there.

Destroy the Advanced Turret with your Cannon, but beware of the Heavy Assault 
Mech.  Since their Assault Mech is more powerful than yours, convert it and try 
to get it out of the turret's range.  Once you achieve this, "Lancer Squadron" 
arrives with seven B-wings for you.  Yah!  Move your forces towards the corner 
and destroy the Power Core and the factories.  East of your position lie some 
Imperial Fighters, and some TIE Advanced x1s.  You can convert them, but they 
won't last long since an Anti-Air Turret is nearby.  However, it is a good way 
to get rid of them.  Take out the fighters and the Airbase and move up.

You're almost done.  Convert at least one of the anti-air turrets and move your 
whole army up.  Get close enough so that you can see the Imperial Fortress.  
Have your Cannons open fire with units flanking it and prepare for a 
spectacular battle.  Bounty Hunters, Repeater Troopers, Heavy Strike Mechs and 
Fighters go toe to toe in the battle and it's awesome to see all of your units 
firing upon the enemy.  Make sure to keep Luke out of it as Bounty Hunters can 
quickly put an end to your mission.  Convert the Assault Mech that joins the 
fight and destroy the Fortress.  Move on up ahead with Luke until you see an 
AT-AT with the enemy inside.  Use Luke to get in close and destroy it, then the 
General himself.  Out pops some Imperial Royal Guards.  They have a hand to 
hand fighting style, so your ranged units can quickly put them down.  Once you 
do, you win!  I wonder if they're going to make an Episode III game...


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-[7. Technologies]-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Read about the different technologies for the different civilizations.  All of 
this information comes from about an hour copying down word for word from the 
Technology Tree located in this game.

 "MacroBinoculars" - [75 Food][TL-2]
All Troop Center units gain +1 Line of Sight.  Additionally, all Troop Center 
units (except Mounted Troopers) gain +1 Range.

 "Portable Scanners" - [225 Food][TL-3]
All Troop Center units gain +2 Line of Sight.  Additionally, all Troop Center 
units (except Mounted Troopers) gain +2 Range.

 "Integrated Rangefinder" - [300 Food][TL-4]
All Troop Center units gain +1 Line of Sight.  Additionally, all Troop Center 
units (except Mounted Troopers) gain +1 Range.

 "Droid Assistants" - [100 Food][100 Carbon][TL-4]
All Troop Center units are created 20% faster.

 "Lighter Armor" - [100 Food][TL-3]
All Troop Center units gain +5% speed.

 "Dexterity" - [450 Food][150 Carbon][TL-4]
All Troop Center units gain +5% speed.

 "FarSeeIn Binoculars" - [300 Food][TL-4][GUNGAN SPECIFIC]
All Troop Center units gain +2 Line of Sight.  Additionally, all Troop Center 
units (except Mounted Troopers) gain +2 Range.

 "Explosive Yield Increased" - [300 Food][450 Nova][TL-4]
Grenades do double the damage in double the area of attack.

 "Strengthened Assembly" - [150 Carbon][50 Ore][TL-3]
Increases the hit points of a Power Core by +200.  Also increases the hit 
points of a Power Droid by +40.

 "Efficient Buildings" - [350 Nova][TL-4]
All buildings use a new superconducting technology to produce units and 
research +10% faster.  Also, Power Droids are enhanced with an increase in +10% 
speed.

 "Power Core Shielding" - [125 Ore][TL-4]
Power Cores can generate self-shielding.

 "Upgraded Generator" - [100 Food][75 Carbon][TL-3]
All Mech Factory units gain +10% speed.

 "Advanced Generator" - [200 Ore][[450 Nova][TL-4]
All Mech Factory units gain +10% speed.

 "Walker Research" - [150 Ore][350 Nova][TL-4][GALACTIC EMPIRE SPECIFIC]
AT-AT's minimum range is decreased, and an anti-air attack is added.

 "Gungan Creature Armor" - [700 Food][350 Carbon][TL-4][GUNGAN SPECIFIC]
All Mech Factory units gain +10% hit points.

 "Advanced Redesign" - [750 Food][450 Nova][TL-4]
All Mech Factory units gain +50 hit points.

 "Wookie Ingenuity" - [400 Food][400 Nova][TL-4][WOOKIE SPECIFIC]
All Mech Factory units cost 15% less to build.

 "Technicians" - [700 Food][150 Ore][TL-4]
All Mech Factory units have 25% more hit points.

 "Strengthened Superstructure" - [300 Carbon][100 Ore][TL-3]
Increases the hit points of a fixed Shield Generator by +250.

 "Superconducting Shields" - [100 Ore][300 Nova][TL-3]
Decreases recharge time and increases drop off time for shield 
activation/deactivation within range of a shield generator.

 "Jedi/Sith Stamina" - [120 Nova][TL-3]
Knights and Masters regain force power 50% faster after a successful turning.

 "Jedi/Sith Agility" - [100 Nova][TL-3]
Jedi and Sith speed is increased by 15%.

 "Force Strong" - [200 Nova][TL-4]
Knights and Masters have +3 turning radius and +3 line of sight.

 "Jedi/Sith Concentration" - [350 Nova][TL-4]
Jedi and Sith Masters can turn most Buildings and Heavy Units.

 "Jedi/Sith Purge" - [1250 Nova][TL-4]
Turned units die when turned by an enemy Jedi or Sith.

 "Faith in the Force" - [750 Food][1000 Nova][TL-4]
Units on your side are 50% harder to turn.

 "Force Influence" - [325 Nova][TL-4]
Masters can turn other Jedi.

 "Jedi/Sith Meditation" - [200 Food][300 Nova][TL-4]
After a group of Jedi turn an enemy unit, only one Jedi or Sith has to rest.

 "Jedi/Sith Perception" - [200 Nova][TL-4]
Masters can see stealth or submerged units.

 "Jedi Mind Trick" - [550 Nova][TL-4]
Masters and Jedi Starfighters gain stealth capability.  They cannot be seen by 
other units without detection capabilities except when the unit is attacking or 
converting.

 "Sight Beyond Sight" - [350 Nova][TL-4][GALACTIC REPUBLIC SPECIFIC]
Jedi gain precognitive sight and pass this knowledge onto Troopers, Jedi; 
Trooper, and Jedi Starfighter line of sight is increased by +6.

 "Battle Armor" - [225 Food][200 Carbon][TL-4][ROYAL NABOO SPECIFIC]
Fortress units (except Air Cruiser) have 25% more hit points.

 "Bothan SpyNet" - [100 Nova][TL-4]
In regular game, reveals all enemy units and buildings by showing you their 
line of sight.  The total cost is 100 Nova per enemy worker.

 "Taxation" - [225 Food][400 Nova][TL-4][ROYAL NABOO SPECIFIC]
All Military Units cost 10% less.

 "Attack Programming" - [400 Food][200 Nova][TL-4]
Workers gain +15 attack against buildings, turrets and walls.

 "Automated Processes" - [150 Food][150 Nova][TL-4]
Military Units are now created 33% faster.

 "Presidium" - [250 Food][400 Carbon][400 Nova][TL-4]
The Fortress is fortified with +1000 hit points.

 "Galactic Senate Hub" - [350 Ore][500 Nova][TL-4][GALACTIC REPUBLIC SPECIFIC]
Increases range and line of sight of the Fortress by +2, as well as increasing 
weapons attack against Air, Mechs, Heavy Weapons and Troopers by +2.

 "Berserker Jet Packs" - [300 Carbon][200 Nova][TL-4][WOOKIE SPECIFIC]
Berserkers gain +10% speed.

 "Basic Training" - [50 Nova][TL-1]
Makes your workers hader to kill by providing +15 hit points and +1 normal/+1 
duraarmor.

 "Sensor Beacon" - [75 Food][TL-2]
All buildings gain +4 Line of Sight.

 "Sensor Array" - [300 Food][200 Nova][TL-3]
All buildings gain +4 Line of Sight.

 "Upgraded Motivated" - [175 Food][50 Carbon][TL-2]
Worker and Utility Trawler speed is increased by 10% and their carry capacity 
is increased by 25%.

 "Optimized Motivator" - [300 Food][200 Carbon][TL-3]
Worker and Utility Trawler speed is increased by 10% adn their carry capacity 
is increased by 50%.

 "Bacta Tanks" - [200 Food][300 Nova][TL-4]
Units garrisoned within buildings and turrets heal at 4x the normal garrison 
rate.

 "Upgraded Med Droids" - [400 Carbon][TL-4][GALACTIC REPUBLIC SPECIFIC]
Advanced technology makes Med Droids +20% faster and increases healing speed by 
+20%.

 "Geonosian Diligence" - [650 Food][400 Nova][TL-4][CONFEDERACY SPECIFIC]
Enhances worker statistics, including a work rate increase of +10% and an 
attack increase of +2 againsst troopers and buildings and +4 against turrets.

 "Self-Regeneration" - [650 Food][325 Carbon][350 Nova][TL-4][WOOKIE SPECIFIC]
All biological units (except Workers) regenerate health automatically and all 
Troop Center units gain +30 hit points and +2 duraarmor.

 "Strengthened Frame" - [100 Food][75 Carbon][TL-3]
All Heavy Weapons Factory units gain 10% more hit points.

 "Reinforced Frame" - [450 Carbon][250 Nova][TL-4]
All Heavy Weapons Factory units gain 10% more hit points.

 "Creature Training" - [500 Food][400 Carbon][TL-4][GUNGAN SPECIFIC]
Pummel is twice as effective against Walls; Mobile Anti-Air is more effective 
against air; Artillery is more effective against Buildings.

 "Anti-Air Retrofit" - [400 Carbon][150 Ore][TL-4]
Anti-Air Mobilees and Anti-Air Destroyers gain +4 line of sight and range, as 
well as +10 damage against Air Cruisers.

 "Mechanics" - [340 Food][300 Carbon][TL-4]
All Heavy Weapons Factory units gain +20% more speed.

 "Forest Vision" - [410 Food][200 Nova][TL-4][WOOKIE SPECIFIC]
All Heavy Weapons Factory units (except Pummels) gain +1 attack range and line 
of sight.

 "Geonosian Engineers" - [450 Food][500 Nova][TL-4][CONFEDERACY SPECIFIC]
Increases Heavy Weapons efficiency by increasing speed by +10% and lowering 
reload rates (except Pummels) by 1/4 second per shot.

 "A-wing" - [150 Carbon][150 Nova][TL-4][REBEL ALLIANCE SPECIFIC]
Allows you to produce A-wing fighters which are faster and less heavily armored 
than X-wings.

 "Flight School" - [350 Food][50 Carbon][TL-3]
Pilots have 20% greater hit acuracy, and fighters and bombers gain +1 Line of 
Sight.

 "Advanced Flight School" - [300 Food][200 Carbon][TL-4]
Pilots have 20% greater hit acuracy, and fighters and bombers gain +1 Line of 
Sight.

 "Enlarged Bomb Hold" - [250 Food][TL-3]
Bombers now have bombs that have triple the area of effect.

 "Efficient Manufacturing" - [250 Food][350 Nova][TL-4]
Fighters, Bombers, and Air Transports cost 25% less to produce.

 "Shield Modifications" - [250 Food][500 Nova][TL-4]
Fighters and Bombers are shielded.

 "Armored Platework" - [350 Carbon][200 Nova][TL-4]
All Aircraft gain +4 aircraft armor.

 "Air Cruiser Boost" - [300 Carbon][300 Nova][TL-4][GALACTIC REPUBLIC SPECIFIC]
Air Cruiser Speed is increased by +10%.

 "Advanced Engines" - [225 Food][300 Nova][TL-4][ROYAL NABOO SPECIFIC]
Aircraft gain +10% speed.

 "Basic Armor" - [100 Food][TL-2]
Makes your Troop Center units harder to kill by providing +1/+1 armor.

 "Light Armor" - [200 Food][100 Nova][TL-3]
All Troop Center units gain +1/+1 armor.

 "Heavy Armor" - [250 Food][250 Nova][TL-4]
All Troop Center units gain +1/+2 armor.

 "Elevation Tracking" - [150 Food][TL-2]
Makes Mechs, Ships, Command Centers, Fortresses and Turrets more effective by 
increasing their attack, range, and Line of Sight by +1.

 "External Sensor Pod" - [200 Food][100 Nova][TL-3]
Makes Mechs, Ships, Command Centers, Fortresses and Turrets more effective by 
increasing their attack, range, and Line of Sight by +1.

 "Targeting Sensor" - [300 Food][200 Nova][TL-4]
Makes Mechs, Ships, Command Centers, Fortresses and Turrets more effective by 
increasing their attack, range, and Line of Sight by +1.

 "Light Plating" - [100 Food][TL-2]
Strengthens your Mech Factory units by giving them +1/+1 armor.

 "Medium Plating" - [150 Food][100 Nova][TL-3]
All Mech Factory units gain +1/+1 armor.

 "Heavy Plating" - [250 Food][250 Nova][TL-4]
All Mech Factory units gain +1/+2 armor.

 "Primary Focusing Coils" - [100 Food][TL-2]
Makes your Mech Factory and Troop Center units (except Anti-Air Troopers) more 
powerful by giving them +1 attack.

 "Cooling Sleeves" - [250 Food][150 Nova][TL-3]
Makes your Mech Factory and Troop Center units (except Anti-Air Troopers) more 
powerful by giving them +1 attack.


 "Advanced Power Pack" - [300 Food][200 Nova][TL-4]
Makes your Mech Factory and Troop Center units (except Anti-Air Troopers) more 
powerful by giving them +2 attack.

 "Redesigned Specifications" - [200 Food][150 Nova][TL-3]
Ships gain +1 armor and sea transport ships now carry +5 units.

 "Advanced Propulsion" - [500 Food][300 Nova][TL-4]
Ships gain +15% speed.

 "Grenadier Training" - [150 Food][150 Nova][TL-3]
Grenade Troopers throw grenades 10% faster.

 "Redoubled Efforts" - [600 Food][200 Nova][TL-4]
It now takes 20% less resources to build ships.

 "Advanced Scanning" - [300 Carbon][300 Nova][TL-4]
All Ships gain +2 Ling of Sight and Submarines are now dectable by al military 
ships.

 "Faster Growth Chamber" - [750 Food][150 Ore][TL-3]
Building hit points and armor are increased by 10%.

 "Kaminoan Cloners" - [300 Food][200 Nova][TL-4][GALACTIC REPUBLIC SPECIFIC]
Cloning Technology produces Laser Troopers +50% faster.

 "Tougher Armor" - [250 Food][125 Nova][TL-4][REBEL ALLIANCE SPECIFIC]
All Troop Center units gain +30 hit points.

 "Durasteel Support Beams" - [125 Food][150 Ore][TL-3]
Building hit points and armor are increased by 10%.

 "Permacite Plating" - [200 Carbon][150 Ore][TL-4]
Building and turret hit points are increased by 10% and armor is increased by +
1/+1.

 "Ion Accu-Accelerator" - [350 Carbon][150 Nova][TL-3]
Laser Turrets cause 225% more damage in general and do 50% more damage when 
attacking ships.

 "Homing Sensors" - [300 Food][200 Nova][TL-3]
Anti-Air units and turrets' projectiles now have homing capability.

 "Rotation Bearings" - [200 Food][100 Ore][TL-3]
Turrets have no minimum range.

 "Heavy Weapons Engineers" - [500 Food][600 Carbon][TL-4]
All Heavy Weapons Factory units (except Pummels) and Cannons gain +1 attack 
range, and have a +20% attack against buildings.

 "Power Calibrator" - [200 Carbon][100 Ore][TL-3]
Worker build speed is increased by 20%.

 "Droid Upgrades" - [500 Carbon][300 Nova][TL-4][CONFEDERACY SPECIFIC]
Enhances all trooper units with +25 additional hit points, and an attack 
increase of +3.

 "Tracking and Targeting Computers" - [300 Carbon][125 Nova][TL-3]
Attacks on moving targets are more effective now because computers track them 
and can aim better.  This affects all projectiles.

 "Beamdrill Mining" - [100 Food][75 Carbon][TL-2]
Ore Collectors work 15% faster.

 "Heavy Duty Beamdrill" - [200 Food][150 Carbon][TL-3]
Ore Collectors work 15% faster.

 "Fusion Extractor" - [300 Food][300 Carbon][TL-4][TRADE FEDERATION SPECIFIC]
Ore Collectors work 50% faster.

 "Beamdrill Mining" - [100 Food][50 Carbon][TL-2]
Nova crystal carriers work 15% faster.

 "Heavy Duty Beamdrill" - [200 Food][100 Carbon][TL-3]
Nova crystal carriers work 15% faster.

 "Handheld CarbonExtractor" - [100 Food][50 Carbon][TL-2]
Carbon Collectors work 20% faster.

 "Enhanced CarbonExtractor" - [150 Food][100 Carbon][TL-3]
Carbon Collectors work 20% faster.

 "Heavy Duty CarbonExtractor" - [300 Food][200 Carbon][TL-4]
Carbon Collectors work 10% faster.

 "Confederacy Alliance" - [250 Food][250 Nova][TL-4][CONFEDERACY SPECIFIC]
Increases the hit points of a Spaceport by +500, increases the speed of the 
Cargo Hovercraft by +10%, and increases the hit points of Cargo Hovercrafts by 
+25.

 "Hutt Endorsement" - [150 Food][50 Nova][TL-2]
Reduces the fee for tributes to 20%.

 "Galactic Banking" - [200 Food][100 Nova][TL-3]
There is no longer a tribute fee.

 "Galactic Trade Commission" - [300 Food][200 Nova][TL-4]
Resource trading fee is reduced to 15%.

 "Altered Bargains" - [300 Food][250 Nova][TL-4][GALACTIC EMPIRE SPECIFIC]
There is no resource trading fee.

 "Market Control" - [300 Food][225 Nova][TL-4][TRADE FEDERATION SPECIFIC]
There is no resource trading fee.

 "Stimulants" - [75 Food][75 Carbon][TL-2]
Animals in the Nursery produce food 17% faster than base rate.

 "Genetics" - [125 Food][125 Carbon][TL-3]
Animals in the Nursery produce food 33% faster than base rate.

 "Cloning" - [250 Food][250 Carbon][TL-4]
Animals in the Nursery produce food 50% faster than base rate.

 "Kaminoan Refit" - [400 Carbon][TL-4][GALACTIC REPUBLIC SPECIFIC]
Animal Nursery generates food +20% faster.

 "Irrigation" - [75 Food][75 Carbon][TL-2]
Farms produce +75 food.

 "Harvesting Program" - [125 Food][125 Carbon][TL-3]
Farms now yield +125 food.  Worker carry capacity gains +1.

 "Advanced Harvesting Program" - [250 Food][250 Carbon][TL-4]
Farms produce +175 food.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-[8. Multiplayer]=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

There's not really much to put here, except some General Tips and Strategies.  
Maybe I'll add more in the future.

===============================================================================
                                  Random Map
===============================================================================

In a Random Map game, you [and your allies] must actively fight


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-[9. Codes & Secrets]=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

I believe that all of the codes have been released by now, but if there are 
any, be sure to let me know.  Codes are still UNDER CONSTRUCTION!

===============================================================================
                                     Codes
===============================================================================

SKYWALKER    - Gives you an instant win in a single player game.
TARKIN       - Gives you an immediate defeat.
DARKSIDE#    - Destroys one civlization of your choice.  Replace the "#" with a 
  number between one and eight.  The number represents a specific player in the 
  "Diplomatic" menu.
FORCECARBON  - Gives you 1,000 units of Carbon.
FORCENOVA    - Gives you 1,000 units of Nova.
FORCEFOOD    - Gives you 1,000 units of Food.
FORCEORE     - Gives you 1,000 units of Ore.
FORCEBUILD   - Immediately makes any structure built, or any units the 
  structure was producing appear.
FORCEEXPLORE - Removes the entire map, but the fog of war is still there.
FORCESIGHT   - Removes the fog of war.
SIMONSAYS    - Gives you "Simon the Killer Ewok" who is insanely tough and 
  powerful.

===============================================================================
                                    Secrets
===============================================================================

  -=[Galactic Republic Campaign]=-

Even though you're supposed to complete the Confederacy campaign before the 
Galactic Republic's, you can actually access it before you do.  Simply click on 
one of the original campaigns so it brings you to their missions, then back out 
until you reach the main menu.  Click on the "Episode II" missions and the 
Galactic Republic Campaign is accessible.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
-=-=-=-=-=-=-=-=-=-=-=-=-=-=[10. Legal Information]=-=-=-=-=-=-=-=-=-=-=-=-=-=-
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

This document is copyright 2003 Legomondo, all rights reserved.  This should 
not be reproduced in any way for the sole purpose of profit and without my 
consent.  You may however, have a printed version of this, unaltered for home 
use.  This FAQ is only allowed on

GameFAQs [GameFAQs.com]
IGN FAQs [faqs.IGN.com]

and should not be posted anywhere else without my permission.  If you see this 
FAQ other than the site listed above, email me immediately at Legomondo [at] 
yahoo [dot] com.  However, I do not want emails asking if you can post this FAQ 
or any others.  I will not let you, and I warn you not to post the FAQ anyways.  
As always, the most recent version of this guide will be at GameFAQs.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=[11. Thanks]-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Thanks goes to the following:

- Nintendo and their GameCube, and for finally putting their games on discs.
- LucasArts and the development/production teams.
- And you, the readers who make this FAQ better.

===============================================================================

                           Copyright 2003 Legomondo


------------------------------------------------------------------
Other FAQs by legomondo
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Star Wars Jedi Knight II: Jedi Outcast: Walkthrough/FAQ
Command & Conquer: Red Alert: Aftermath: Walkthrough/FAQ
Command & Conquer : Walkthrough/FAQ
Spider-Man: Walkthrough/FAQ
Star Fox Adventures: Walkthrough/FAQ
Star Wars Rogue Squadron II: Rogue Leader: A-Wing FAQ
Medal of Honor: Frontline: Walkthrough/FAQ (GCN)
Medal of Honor: Frontline: Walkthrough/FAQ
Medal of Honor: Frontline: Walkthrough/FAQ (GCN)
Star Wars Galactic Battlegrounds: The Clone Campaigns: Walkthrough/FAQ
------------------------------------------------------------------