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Map of Tatooine: Dune Sea
Map of Tatooine: Dune Sea
  1. Several turrets guard this command post, let the battle develop before rushing in here.
  2. This CP is underground, in a house. It can be tough to capture, but it gives immense security to your starting command posts.
  3. This command post is controlled by the Tusken Raiders at the start of the game. Don't underestimate the Sand People: their guns pack a punch and they're wicked accurate.
  4. Don't even bother taking this one. Tuskens have no effect on your reinforcements, nor that of your opponents. To top it all off, they have no reinforcement limit of their own!
  5. Here's where the big guns are. Three AT-STs and two TIE fighters (don't use unless you're really good at flying as they are easy to crash) make this an excellent starting point for anyone who wants to feel powerful.
  6. Not quite as much firepower here as at your other command post. Don't worry about defending these last two CPs, no one will make it past the AT-STs.

** WARNING: the circle on the map denoted by two asterisks is the Sarlacc Pit. If you've seen Episode VI, you'll know what it does; therefore, you would do well to stay away from it. It doesn't care who you fight for, it'll eat anybody!

Overview[edit]

  • Your faction: Empire
    • Easy reinforcements: 250
  • Opposing army: Rebels
    • Easy reinforcements: 250
  • Third party: Tusken Raiders
  • Vehicles on map: Empire: AT-ST, TIE fighter, speeder bike, skiff; Rebels: X-Wing, speeder bike, skiff
  • Jedi hero: none

Walkthrough[edit]

Like most of the levels in this game, there is more than one way to win the battle. Here you will find the two best/quickest.

[1]

Winning strategy #1: Start the game as a pilot and jump into an AT-ST (5). Walk directly north and angle towards CP 2. The only way for the Rebels to beat you is if they swarm you, so don't let them get on all sides. Once you've totalled a couple AT-STs, show them you mean business: spawn as a grunt soldier at either command post and take "the homestead" (2). Move on to CP 1, being careful to take out anyone in a turret. After this, you should have nothing but remnants of any Rebel opposition. Show them no mercy.

Winning Strategy #2: Spawn as a sniper (Scout Trooper) (6). The walkway you see on the map, about two-thirds of the way from CP 6 to CP 2, is elevated. Walk to the top of that bridge and start sniping enemy units who spawn at the command post below. Try to aim for their heads, and remember: most of the time you can find somebody who's not moving, giving you an easier shot. With this method, you can continue for as long as you can find ammo, because your troops aren't smart enough to take the command post mentioned above. At any time, feel free to pick up somewhere in Winning Strategy #1. Or experiment and come up with your own way to beat the level. Just be careful; the area under the bridge can get nasty if all the turrets are manned.

Winning Strategy #3: Start as a Dark Trooper at CP6 and hop on a speeder bike. Speed over to the front of CP2 and stop right at the stairs that lead underground. Then quickly hop off and run down the stairs to the CP, if you got shot as you hopped off and ran down, the medical droid down there can heal you. This part is scary because you have to watch both entrances for rebels that come running down the stairs trying to kill you. If you guard well and don't let them down underground you'll capture it easily, then come outside cautiously and secure the outside of the homestead. From there, boost over to the big rock thing behind CP1, looking down you'll see a bunch of rocks right next to the CP, jump down between those rocks and the CP will get captured while you stay hidden in the rocks. By then the rebels reinforcements would have plummeted and you'll have nearly won the battle.

Winning Strategy #4: Spawn at CP 5 and immediately grab a TIE. Speed to CP 1 and jump out, letting the TIE crash. Shoot whoever spawns, using the actual CP as cover. Be wary of sand people approaching from your left. A few vehicles might slip through your grasp, but don't worry about them, they have no real impact on the rest of the board. After controlling this area, make your way to CP 2, the homestead. Ideally, you can grab a bike and jump off of it right at the steps; otherwise you'll have to shoot your way inside which can sometimes be tricky. Watch your left side the nearer you get to the homestead. Defending the homestead while you take control is easy. You might want to toss a few grenades outside to stave off boredom. If you catch some good breaks, you will not have killed more than 15 rebels.