Story Campaign

Act I = {{#tag: tabber| Training = =Synopsis = The player gets an introduction to the main characters of the campaign, X1 and X2. While they are flying through Tatooine space, they find an unidentifiable signal and go to investigate. Soon, they find it was a Vulture Droid, spying on Republic operations. After eliminating the threat, they head down to Tatooine to meet Master Ferroda, their mentor. Before they could land, though, they learn that Outpost 9 is under heavy enemy opposition by Tusken Raiders. X2 proceeds to take them out via the LAAT's laser turrets. Since an engineer was hit during the assault, X2 has to pick up an ARC Cutter and heal him. As a reward, X2 is given a BARC Speeder, which needs repairing. X1 and X2 use the available speeders to move on but stumble upon a Rancor. Master Ferroda is there and helps stop the threat (the player assumes control of the Jedi Master).

Intro - In-Game Scripted Cutscene
Scripted camera. X1 and X2 walk on a Republic Acclamator, exchanging banter prior to meeting with Master Ferroda who mentions that their presence is great for trooper morale.

Main Level Events

 * Character Introduction: The player gets to learn more about who they are playing as, their brother, and 'mentor'.


 *  Learning the Basics:    With this tutorial, the player will learn how to use both weaponry and ground/space vehicles.
 * Jedi vs. Beast: The mission ends with the player taking control of Jedi Master Ferroda himself, who is faced with a Rancor.

Objective List
Main: Accompany Master Ferroda

Main (2): Pilot the Starfighter

Main (3): Investigate the Signal

Bonus: Destroy the Space Debris

Main (4): Destroy the C.I.S. Threat

Main (5): Land in the Republic Acclamator

Main (6): Board the LAAT Gunship

Main (7): Fly down to Tatooine

Main (8): Rescue the Troopers

Main (9): Help the Engineer

Main (10): Repair the Speeder Bike

Main (11): Keep up with X1

Main (12): Defeat the Rancor

Main Objective 1: Accompany Master Ferroda

 *  Context : X1 and X2 meet up with Master Ferroda, who expresses concerns over the situation on Tatooine.


 *  Events : X2 begins in the escape pod area of the Acclamator, and follows Master Ferroda to the hangar.
 * <p style="margin-bottom: 0in"> Player Experience : Overview of the Republic Acclamator.
 * <p style="margin-bottom: 0in"> Completion Mechanic : Following Master Ferroda.
 * <p style="margin-bottom: 0in"> Payoff : Getting saluted by multiple Clone Troopers.
 * <p style="margin-bottom: 0in"> Restrictions : The player should not be able to sprint. If a lot of time is spent looking around, Master Ferroda and X1 will wait for X2 at the end of the room.

Main Objective 2: Pilot the Starfighter

 * <p style="margin-bottom: 0in"> Context : A Clone Trooper has informed Master Ferroda that an unidentified craft has been located nearby. X1 and X2 are sent to investigate.
 * <p style="margin-bottom: 0in"> Events : The player follows the Clone Trooper to the starfighters, and enters the Republic Starfighter.
 * <p style="margin-bottom: 0in"> Player Experience : Using a starfighter.
 * <p style="margin-bottom: 0in"> Completion Mechanic : Entering the Republic Starfighter.
 * <p style="margin-bottom: 0in"> Payoff : Piloting a starfighter.

Main Objective 3: Investigate the Signal

 * <p style="margin-bottom: 0in"> Events : X1 and X2 look around for any suspicious activity.
 * <p style="margin-bottom: 0in"> Player Experience : Flying a starfighter.
 * <p style="margin-bottom: 0in"> Completion Mechanic : Vulture Droid discovery by X1.

Bonus Objective: Destroy the Space Debris

 * X2 is informed that the lasers on his ship have been fine-tuned and that he should test them on the nearby debris. Ten are located on the map. The objective expires when the player lands on the Acclamator.

Main Objective 4: Destroy the C.I.S. Threat

 * <p style="margin-bottom: 0in"> Context : X1 finds a Vulture Droid near the space debris.
 * <p style="margin-bottom: 0in"> Events : X1 and X2 hunt the Vulture Droid and take it out, only to find that there were more following them.
 * <p style="margin-bottom: 0in"> Player Experience : Starfighter combat, rolling to dodge missiles.
 * <p style="margin-bottom: 0in"> Completion Mechanic : Destroying all Vulture Droids.
 * <p style="margin-bottom: 0in"> Payoff : Tatooine space is clear.

Main Objective 5: Land in the Republic Acclamator

 * Context : After the destruction of the Vulture Droids, X1 and X2 are summoned back to the Acclamator.

Main Objective 6: Board the LAAT Gunship

 * <p style="margin-bottom: 0in"> Events : X2 has to find the LAAT Gunship at the east side of the hangar and enter it. As soon as this is done, Master Ferroda calls for the gunship to come to the ground.
 * <p style="margin-bottom: 0in"> Completion Mechanic : Enter LAAT Gunship.
 * <p style="margin-bottom: 0in"> Payoff : Scripted cutscene.

Main Objective 7: Fly down to Tatooine

 * <p style="margin-bottom: 0in"> Events : X1 shows curiosity at why those Vulture Droids were alone. The possibility of them spinning off-course is discarded, due to the amount of them that attacked them. X1 mentions the chance of them being scout ships, but this is also refuted by the lack of an invading force. After entering the planet, both the player and X1 see a large amount of Tusken Raiders.
 * <p style="margin-bottom: 0in"> Completion Mechanic : Reaching Mos Eisley.

Main Objective 8: Rescue the Troopers

 * <p style="margin-bottom: 0in"> Context : Just as X1 and X2 were going to begin their Clone Trooper training program, Outpost 9 radios in, urging for immediate backup.
 * Events : The gunship speeds up, rushing to assist the troopers. X2 uses the LAAT Gunship's ball turret to take down the Tusken Raider threat.
 * <p style="margin-bottom: 0in"> Player Experience : Using a turret.
 * <p style="margin-bottom: 0in"> Completion Mechanic : Clear area.

Main Objective 9: Defend the Outpost from Tusken Raiders

 * <p style="margin-bottom: 0in"> Context : The Tusken Raiders are overwhelming the LAAT Gunship, forcing everyone to bail out.
 * <p style="margin-bottom: 0in"> Events : X1, X2, and several Clone Troopers are faced with holding off Tusken Raiders on their own.
 * <p style="margin-bottom: 0in"> Player Experience : First time doing ground combat.The player is introduced to the blaster and sniper rifles, as well as thermal detonators. Also, a new starfighter mechanic – bailing out – is demonstrated.
 * <p style="margin-bottom: 0in"> Completion Mechanic : Clear area.
 * <p style="margin-bottom: 0in"> Payoff : Outpost 9 is secure.

Main Objective 10: Help the Engineer

 * <p style="margin-bottom: 0in"> Context : An Engineer was hit during the battle.
 * <p style="margin-bottom: 0in"> Events : X2 picks up an ARC Cutter and heals the trooper. Master Ferroda shows worry at the situation, but X1 shrugs it off as 'just a little trouble with the Tuskens'. X2 picks up an ARC Cutter and heals the trooper. As a token of gratitude, the engineer provides X2 with his BARC Speeder, which, ironically, needs repairing.
 * <p style="margin-bottom: 0in"> Player Experience : Using the ARC Cutter for healing a trooper.
 * <p style="margin-bottom: 0in"> Completion Mechanic : Heal engineer.

Main Objective 11: Repair the Speeder Bike

 * <p style="margin-bottom: 0in"> Context : The BARC Speeder provided to you by the Engineer is damaged and needs repairing.
 * <p style="margin-bottom: 0in"> Events : X2 uses his ARC cutter to repair the speeder.
 * <p style="margin-bottom: 0in"> Player Experience : Using the ARC cutter for healing a trooper.
 * <p style="margin-bottom: 0in"> Completion Mechanic : Repair speeder.

Main Objective 12: Keep up with X1

 * <p style="margin-bottom: 0in"> Context : X1 and X2 are heading to Mos Eisley to meet up with Master Ferroda.
 * <p style="margin-bottom: 0in"> Events : X2 has to stay close to X1 if he is going to reach the town.
 * <p style="margin-bottom: 0in"> Player Experience : Using a speeder bike.
 * <p style="margin-bottom: 0in"> Completion Mechanic : Reach waypoint.
 * <p style="margin-bottom: 0in"> Payoff : Introduction to a Rancor.

Main Objective 13: Defeat the Rancor
Outro - Unknown  Tatooine ==Synopsis =
 * <p style="margin-bottom: 0in"> Context : On their way to Mos Eisley, they stumble across a Rancor, who no one knows how it found itself there.
 * <p style="margin-bottom: 0in"> Events : X1 manages to avoid the Rancor, but X2 barely makes it, having to slide off his speeder to avoid collision with the Rancor. Master Ferroda comes to the rescue.
 * <p style="margin-bottom: 0in"> Player Experience : Jedi experience, boss battle.
 * <p style="margin-bottom: 0in"> Completion Mechanic : Killing the Rancor.

During routine Republic training operations at a remote outpost on Tatooine, the Separatist Droid Army launches a full-scale invasion and takes control of the garrison outside Mos Espa. Onboard an Acclamator cruiser in space above the planet, Jedi Master Ferroda tries to make contact with his troops below. The Republic forces on the ground, led by X1 and X2, rally to restore communications with Ferroda and retake their base. Once achieved, X1 and X2 are picked up and taken to join the Republic counter-attack on the C.I.S. control ship in orbit above the planet. During the assault, X1 and X2 fly into the ship's hangar and destroy the central reactor core, resulting in the ship's destruction.

Intro/Outro
<p style="margin-bottom: 0in;">The cutscene at the start of the level shows the C.I.S. invasion unfolding. Communications with Ferroda on the Acclamator are lost and X1 and X2 rally their troops to engage the C.I.S. ground forces. The level ends after the C.I.S. Control Ship is destroyed. The cutscene that follows shows X1 and X2 being personally congratulated by Supreme Chancellor Palpatine for their efforts.

Key Goals for this Level

 * <p style="margin-bottom: 0in"> Spectacular Introduction to a Battle : The environment needs to be very dynamic and always feel busy. Lots of ships on splines are flying around, crashing, exploding etc. The player will be given a chance to run freely around the level, encountering pockets of gameplay (skirmishes) wherever they go. The level will serve as an introduction to infantry combat, use of the Ion Cannon, using ground vehicles and flying up into space to attack a capital ship.


 * <p style="margin-bottom: 0in"> X1 and X2's Superior Ability: From a story aspect, the opening level should demonstrate that the two main characters are exceptional clones. The player should find it very difficult to die and receive a lot of rewarding visual and audio feedback for their achievements.


 * <p style="margin-bottom: 0in"> Demonstrate Vertical Battlefront: Starfighters (bombers and gunships) should have an impact on the events on the ground and likewise, ground base fighters/weapons should impact on the skies (rocket launchers, Ion Cannon).

Main Level Events

 * <p style="margin-bottom: 0in"> Fighting towards the Communication Antenna: The player has multiple routes towards the objective goal. Each area will have its own pocket of AI set up. This will give the player a busy and exciting introduction to basic combat.


 * <p style="margin-bottom: 0in"> Shoot down the Gunship(s) with a Rocket Launcher: Introduce the use of the rocket launcher. The Gunships are killing many clones around the area. The player has a high position (the objective is triggered on the bridge above the main gate), and has a good view to shoot the various gunships that move slowly around the environment.


 * <p style="margin-bottom: 0in"> Destroy the Landing Ships with the Ion Cannon: The massive droid landing ships are moving slowly through the skies above the Republic base. By using the Ion Cannon console, the player destroys these ships resulting in rewarding explosions and giving a sense that the C.I.S. attack is starting to falter.


 * <p style="margin-bottom: 0in"> Fight the Spider Droid. The Spider Droid has been deployed to kill the remaining Republic troops. Its top mounted turret picks off starfigthers out of the sky and its front laser targets ground troops with devastating results. Then, the Spider Droid is slowly revealed by the garage doors opening to allow desperately retreating troops into the Repubic Base. The player will be encouraged to occupy a tank and move out to confront the Spider Droid.
 * <p style="margin-bottom: 0in"> Attack the C.I.S Control Ship. The Republic commences a counterattack on the C.I.S. Control Ship. The player must first destroy the turret defenses. This forces the C.I.S. to deploy reinforcements and in doing so, open the ship's hangar doors and allow an opportunity for the player to enter the ship. Once inside, the player flies through the circular interior of the ship until they reach the central reactor core. The player shoots the reactor causing the ship to self-destruct. The player must fly out to safety before it's too late!

Objective List
<p style="margin-bottom: 0in">Main: Engage The Droid Invaders

<p style="margin-bottom: 0in">Main (2): Activate the Communications Antenna

<p style="margin-bottom: 0in">Main (3): Destroy incoming Droid Gunships

<p style="margin-bottom: 0in">Main (4): Take Back the Planetary Cannon Controls

<p style="margin-bottom: 0in">Bonus: Rescue the Troops Pinned Down in the Cantina

<p style="margin-bottom: 0in">Main (5): Use the Planetary Cannon to Destroy the Landing Ships

<p style="margin-bottom: 0in">Main (6): Regroup with Squad in the Hangar

<p style="margin-bottom: 0in">Main (7): Destroy the Spider Droid

<p style="margin-bottom: 0in">Main (8): Pilot the LAAT Gunship at the Landing Platform

<p style="margin-bottom: 0in">Main (9): Regroup Onboard the Republic Acclamator

<p style="margin-bottom: 0in">Bonus (2): Rescue the Stranded Republic Pilots

<p style="margin-bottom: 0in">Main (10): Get in a Fighter

<p style="margin-bottom: 0in">Main (11): Destroy Enemy Fighters

<p style="margin-bottom: 0in">Main (12): Destroy the Central Reactor Core

<p style="margin-bottom: 0in">Main (13): Escape from the Exploding Control Ship

Main Objective 1: Engage The Droid Invaders

 * <p style="margin-bottom: 0in"> Context : In a surprise attack, the C.I.S. army have quickly occupied the area with Battle Droids. X2's platoon has to move from their outpost to counter the advancing droids.


 * <p style="margin-bottom: 0in"> Events : X2 fights through the first waves of Battle Droids, advancing with his men from the outpost into the town. X1 fights alongside his brother in the battle.


 * <p style="margin-bottom: 0in"> Player Experience : Urban infantry combat assisted by a squad of clone troopers and X1, fighting against C.I.S. Battle Droids.


 * <p style="margin-bottom: 0in"> Completion Mechanic : Advancement and Timer. Once the player has moved down the hill and entered the battle, a timer will start to count down to the triggering of the next objective. It may be worth making sure the player kills a few units too.


 * <p style="margin-bottom: 0in"> Payoff : X2 will be congratulated from his squad for his shooting skills and encouraged to lead his troops further into battle.


 * <p style="margin-bottom: 0in"> Reusable Elements : Droid landing ships traversing the sky overhead. Starfighters battling overhead. Gunships strafing theatrically. Bombers strafing theatrically. Starfighters crashing into buildings. Turrets placed in key positions along rooftops and footpaths.


 * <p style="margin-bottom: 0in"> Restrictions : The player is free to go wherever they want as they don't have a positional goal. Since this objective is timer-based they won't able to go very far until the objective is completed and they have a definite positional goal. X1 cannot be killed by enemy attacks - however, the player can kill him intentionally triggering a mission failure. It will take deliberate effort to do so. (This applies to other companion characters such as Shara).
 * <p style="margin-bottom: 0in"> Voice-over
 * <p style="margin-bottom: 0in">Contextual Chatter: Brief, panicky speech strings explaining problems with communications and ideas of what to do next.

Main Objective 2: Activate the Communications Antenna

 * <p style="margin-bottom: 0in"> Context : Whilst battling the Droids, X1 explains that communications have been lost with Master Ferroda and the Republic Fleet. Activating a nearby antenna reestablishes communications, allowing X2 to call for orbital strikes against heavily defended C.I.S. positions.
 * <p style="margin-bottom: 0in"> Events : X2 fights through the first waves of Battle Droids, advancing with his men towards the bridge over the main gate (on which the antenna resides). X1 and their squad stay close to the player.
 * <p style="margin-bottom: 0in"> Player Experience : The player continues fighting further into the level. The position of the antenna encourages and eventually requires the player to take to roofs and walkways above the streets.
 * <p style="margin-bottom: 0in"> Completion Mechanic : Use/Activate object.
 * <p style="margin-bottom: 0in"> Payoff : When the player presses the button on the communication tower it animates, signalling completion. Communications are reestablished with Master Ferroda. Now the Republic forces in space can provide air support by firing the [Orbital Strike] cannon at key droid positions.
 * <p style="margin-bottom: 0in"> Reusable Elements : Droid landing ships traversing the sky overhead. Starfighters battling overhead. Gunships strafing theatrically. Bombers strafing theatrically. Starfighters crashing into buildings. Turrets placed in key positions along rooftops and footpaths.
 * <p style="margin-bottom: 0in"> Restrictions : The player cannot be permitted to reach and enter the Republic base prior to completing this objective. The base garage door and main gate will remain closed. X1 cannot be killed by enemy attacks.

Main Objective 3: Destroy incoming Droid Gunships

 * <p style="margin-bottom: 0in">Proximity-triggered (on the bridge above main gate)
 * <p style="margin-bottom: 0in">Droid reinforcements are being deployed from hovering gunships. Destroying the gunships will help secure the ground for the Republic.
 * <p style="margin-bottom: 0in">The gunships move slowly across the environment allowing the player to use the rocket launcher to maximum effect.
 * <p style="margin-bottom: 0in">Payoff: Droids stop spawning around the Republic base

Main Objective 4: Take Back the Planetary Cannon Controls

 * <p style="margin-bottom: 0in"> Context : The droids have taken control of the Republic base and are firing the [Ion Cannon] up at the Republic Acclamator. The Acclamator is taking heavy damage. X1 and X2 must fight their way into the Republic base and take the [Ion Cannon] controls back from the C.I.S. before their capital ship is destroyed. X2 is notified that some of the troops have opened a door (near the Cantina) that leads into the base.
 * <p style="margin-bottom: 0in"> Events : The player can choose one of several infantry routes from the Antenna to the Republic base.
 * <p style="margin-bottom: 0in"> Player Experience : Urban infantry combat to close-quarters interior infantry combat against C.I.S. Battle Droids and Super Battle Droids. The player may have a rocket launcher at this point too.
 * <p style="margin-bottom: 0in"> Completion Mechanic : Reach the Ion Cannon room and clear the area.
 * <p style="margin-bottom: 0in"> Payoff : When the base is cleared the player should be congratulated for retaking through V.O. To reinforce a sense of progress, any remaining droids in the base are killed by AI or culled.
 * <p style="margin-bottom: 0in"> Reusable Elements : Droid landing ships traversing the sky overhead. Starfighters battling overhead. Gunships strafing theatrically. Bombers strafing theatrically. Starfighters crashing into buildings. Turrets placed in key positions along rooftops and footpaths. Orbital Strikes.
 * <p style="margin-bottom: 0in"> Restrictions : The player should not be able to use the [Ion Cannon] controls until the clear the area objective is completed. This should not be difficult to do, but should be supported by voice-over encouraging the player to fight until the base is secure. The main garage door of the Republic base will be closed. The player must fight through the base interior to reach the control room.
 * <p style="margin-bottom: 0in"> Notes: It would probably be good if the [Ion Cannon] were physically located somewhere on the map where you could clearly see it firing as you approach the base.

Bonus Objective 1: Rescue the Troops Pinned Down in the Cantina

 * <p style="margin-bottom: 0in">Proximity-triggered
 * <p style="margin-bottom: 0in">Clear area of Droids.
 * <p style="margin-bottom: 0in">En route back to the base the player is likely to pass the Cantina. The C.I.S. have taken control of the marketplace outside. Clearing out the C.I.S. frees additional reinforcements.
 * <p style="margin-bottom: 0in">The C.I.S. is set up on the ground around the marketplace as well as on the rooftops.
 * <p style="margin-bottom: 0in">Opportunity for humor in the V.O. regarding the troopers’ predicament?
 * <p style="margin-bottom: 0in">Payoff: Rescuing the troops adds more units to your squad.
 * <p style="margin-bottom: 0in">The objective should expire based on time or proximity.
 * <p style="margin-bottom: 0in">Failure: If you ignore the Bonus Objective there should be some mildly chastising V.O. from X1.

Main Objective 5: Use the Planetary Cannon to Destroy the Landing Ships

 * <p style="margin-bottom: 0in"> Context : The C.I.S. is deploying more landing ships with enough droids onboard to conquer the nearby city of Mos Espa. They must be destroyed before they touch down, or the city will fall. The landing ship's presence could look like a blockade that the player can clear to help Republic ships to come down and help.
 * <p style="margin-bottom: 0in"> Events : Using the [Ion Cannon] interface, the player must shoot down [x] droid landing ships. The [Ion Cannon] should be a fun thing to use, including useful lock-on and a secondary mechanic (after touch steering / mid-air detonation) that allows players to feel engaged and skillful.
 * <p style="margin-bottom: 0in"> Player Experience : Turret targeting from ground to space against C.I.S. landing ships.
 * <p style="margin-bottom: 0in"> Completion Mechanic : Destroy prop(s) with Turret.
 * <p style="margin-bottom: 0in"> Payoff : The player gets to destroy really big ships with a really big gun providing visceral payoff in the visuals and audio.
 * <p style="margin-bottom: 0in"> Reusable Elements : [Ion-Cannon] gameplay.
 * <p style="margin-bottom: 0in"> Restrictions : The player cannot be allowed to abandon the Ion Cannon without consequences. If the player quits the [Ion Cannon] mode there should be a warning V.O. followed by a mission failure V.O. The [Ion Cannon] should indicate whether or not a target is within range (this should be applied for all weapons). Any capital ships in view of this objective should be out of range.
 * <p style="margin-bottom: 0in"> Notes : When players are using a turret console like the Ion Cannon or the ship-to-ship guns they should take damage more slowly. If players feel like turrets are a dangerous thing to use, they won’t use them.

Main Objective 6: Regroup with Squad in the Hangar
Master Ferroda announces that he is closing in on X1 and X2's squad, and will pick them up when he arrives. Available in the hangar are two Clone Hover Tanks and some weapon kits. After a comment by X1, saying how these tanks would have been helpful if used initially, a Clone Trooper loses contact with squads 240 and 241. The hangar doors open to reveal a Spider Droid.

Main Objective 7: Destroy the Spider Droid

 * <p style="margin-bottom: 0in"> Context : The C.I.S. have dispatched a Spider Droid to wipe out the last of the clones. The Acclamator has sustained damage from the [Ion Cannon] and cannot fire on the Spider Droid with its [Orbital Strike]. The Spider Droid is shooting down any Republic ships that approach the landing zone. The ground troops must destroy it so that Ferroda can come down and evacuate the survivors.
 * <p style="margin-bottom: 0in"> Events : LAATs strafe the Spider Droid, and are destroyed by its laser. The player can choose to assault the Spider Droid using any of the available weapons or vehicles. The Spider Droid fires a constant beam that sweeps in the player’s direction, but moves slowly enough that it can be outrun. The beam may need to recharge occasionally, giving the player a breather. Throughout the battle the Spider Droid picks Republic ships out of the sky.
 * <p style="margin-bottom: 0in"> Player Experience: Boss fight assisted by X1 and a squad of clones in an open arena against a C.I.S. Spider Droid.
 * <p style="margin-bottom: 0in"> Completion Mechanic : Destroy prop.
 * <p style="margin-bottom: 0in"> Payoff : The Spider Droid should have a satisfying death animation, commensurate with its size and menace.
 * <p style="margin-bottom: 0in"> Reusable Elements : Spider Droid Encounter. Enemy AI shooting down gunships/starfighters (infallible hit).
 * <p style="margin-bottom: 0in"> Restrictions : The player may run back through the level in the direction of the homestead / outpost. They should be discouraged from returning to the area that they’ve already fought through. Friendly AI should support the player during the battle with the droid, but can’t be so effective that the player doesn’t feel like the one driving the battle.

Main Objective 8: Pilot the LAAT Gunship at the Landing Platform

 * <p style="margin-bottom: 0in"> Context : With the Spider Droid down, Ferroda is clear to land in his LAAT gunship. X1 and X2 head back towards the landing pad. But the droids have one last surprise for the Republic; they launch a series of [escape pods] that land near X2’s position. From the [escape pods] emerge a new wave of droid invaders. These droids keep the Republic forces occupied as they wait for Ferroda to arrive.
 * <p style="margin-bottom: 0in"> Events : The player fights through the last waves of droids towards the landing platform waiting for Ferroda to arrive in his LAAT. Once the ship has landed, X2 gets into the pilot seat and X1 confirms that he is onboard.
 * <p style="margin-bottom: 0in"> Player Experience: Open combat assisted by X1 and a squad of clone troopers against C.I.S Battle Droids and Super Battle Droids descending from above.
 * <p style="margin-bottom: 0in"> Completion Mechanic : Enter the LAAT Pilot Seat.
 * <p style="margin-bottom: 0in"> Payoff : Defeating the last wave of droids and the anticipation of getting airborne.
 * <p style="margin-bottom: 0in"> Reusable Elements : Enemies spawning from [escape pods].
 * <p style="margin-bottom: 0in"> Restrictions : The player needs to be shown and told very clearly how to get into the pilot seat of the LAAT as opposed to the turret seats or passenger compartment. If you get in the wrong seat you are told to get out and try again.

Main Objective 9: Regroup Onboard the Republic Acclamator

 * <p style="margin-bottom: 0in"> Context : Ferroda has identified the droids that attacked the garrison as an older model that can be deactivated by destroying their control ship in orbit – bringing the battle to a close in a single strike. X2 and the survivors must get to the starfighters on board the Acclamator and launch a space assault.
 * <p style="margin-bottom: 0in"> Events : The player traverses upwards through the VBF towards the Republic Acclamator meeting some resistance from Droid Starfighters and Droid Tri-Fighters.
 * <p style="margin-bottom: 0in"> Player Experience: VBF traversal in a gunship assisted by AI gunners against C.I.S. Starfighters and Tri-fighters.
 * <p style="margin-bottom: 0in"> Completion Mechanic : Land and Exit Ship at Point X.
 * <p style="margin-bottom: 0in"> Payoff : When X2 lands the ship the troopers exit and get to their various fighters.
 * <p style="margin-bottom: 0in"> Reusable Elements : Space Combat
 * <p style="margin-bottom: 0in"> Restrictions : The player cannot board the C.I.S. Control Ship until they’ve been to the Acclamator.

Bonus Objective 2: Rescue the Stranded Republic Pilots

 * <p style="margin-bottom: 0in">Triggered when you enter the gunship
 * <p style="margin-bottom: 0in">Passenger Collection
 * <p style="margin-bottom: 0in">Over the radio you receive a distress call from a group of Clone Troopers who are stranded on the surface of the planet and need a lift back up the to cruiser.
 * <p style="margin-bottom: 0in">The player pilots the ship to the clones’ location. The clones enter the ship. The player takes off.
 * <p style="margin-bottom: 0in">Payoff: Extra troops to join the assault on the droid control ship.
 * <p style="margin-bottom: 0in">Context: These troopers were in a gunship that was shot down by the Spider Droid, explaining how they got stuck in a remote area.
 * <p style="margin-bottom: 0in">Character Development: Ferroda and X1 disagree about the best course of action. X1 may feel that you need to go back for the troops, but Ferroda advises that the troops can fend for themselves, for now you must keep your focus on the mission.
 * <p style="margin-bottom: 0in">Reference: Ep. 2 when Padme and the troopers fall out of the gunship and Obi-Wan orders Anakin to leave them behind.
 * <p style="margin-bottom: 0in">If the player chooses to rescue the troopers, Ferroda would be gracious rather than scolding, saying something like, “I admire your compassion X2, but we mustn’t lose any more time. Let’s get these troopers back to the Cruiser.”

Main Objective 10: Get in a Fighter

 * <p style="margin-bottom: 0in"> Context : Ferroda needs his best pilots, X1 and X2, to lead the assault on the C.I.S Control Ship. The clones get into their starfighters.
 * <p style="margin-bottom: 0in"> Events : The player has every Republic starfighter available for use
 * <p style="margin-bottom: 0in"> Player Experience : Get to vehicle and use it.
 * <p style="margin-bottom: 0in"> Completion Mechanic : Enter vehicle.

Main Objective 11: Destroy Enemy Fighters
X2 fights Vulture Droids and Tri-Fighters until X1 and the Republic troops can take down the Shield Generator, which leads to the hangar doors opening.

Main Objective 12: Destroy the Central Reactor Core

 * <p style="margin-bottom: 0in"> Context : X1 and X2 enter the interior of the droid control ship in their ships and rush towards the main reactor to destroy it.
 * <p style="margin-bottom: 0in"> Events : X2 and X1 fly through the corridor of the Droid Control Ship filled with droid fortifications. There are turrets to blast and things to bomb along the ground, but the main focus is reaching the reactor and destroying it. Doors of the ship close ahead of the player keeping up the tension to move forward.
 * <p style="margin-bottom: 0in"> Player Experience : Navigate through an interior in a starship at medium to high speed destroying C.I.S. props as you go. Assisted by X1. Destroy target.
 * <p style="margin-bottom: 0in"> Completion Mechanic : Destroy prop.
 * <p style="margin-bottom: 0in"> Payoff : The player relives a moment from Episode I and one reminiscent of the classic trilogy as they barnstorm through a large ship and blow the reactor core before making a getaway as the ship self-destructs around them.
 * <p style="margin-bottom: 0in"> Reusable Elements : Navigation splines for AI traversing tight interiors in starfighters.
 * <p style="margin-bottom: 0in"> Restrictions : The player should not be allowed to land during the run through the ship to the core, but may be tempted to do so. The ship interior will be fortified, so if the player lands they may have a few seconds to get airborne again before being destroyed by droid defenses. The player should not be able to turn around and fly out of the Control Ship once they’ve begun their attack run. If the player misses the shot on the reactor, X1 will hit it and trigger the escape sequence
 * <p style="margin-bottom: 0in">Voice-over:
 * <p style="margin-bottom: 0in">Congratulations 1: X1 [If X2 makes the shot] “Not bad, but I would have gotten it anyway”
 * <p style="margin-bottom: 0in">Congratulations 2: X1 [If X2 misses the shot] “(Lighthearted) Good thing I was around to watch your back”

Main Objective 13: Escape from the Exploding Control Ship

 * <p style="margin-bottom: 0in"> Context : With the reactor, destroyed there is little time left to escape the ship before it explodes. X2 and X1 race to safety.
 * <p style="margin-bottom: 0in"> Events : On the way out, the Droid Control Ship is in chaos, clearly about to explode. X1 and X2’s only focus needs to be on getting out of the ship before the explosion catches up with them.
 * <p style="margin-bottom: 0in"> Player Experience : Navigate through an interior in a starship at medium to high racing to the exit to beat a timer. Accompanied by X1.
 * <p style="margin-bottom: 0in"> Completion Mechanic : Fly through trigger.
 * <p style="margin-bottom: 0in"> Payoff : When the player passes through the hangar back into space the outro event is triggered paying off with the destruction of the Control Ship.
 * <p style="margin-bottom: 0in"> Reusable Elements : After the reactor has been destroyed there were to be effects on the way out communicating the ship’s impending destruction.
 * <p style="margin-bottom: 0in"> Restrictions : The player should not be able to land or change directions such that they fly back towards the reactor. If they become disoriented there should be a window for them to correct themselves followed by mission failure.

<p style="margin-bottom: 0in">Outro – Scripted Event: The camera reverses on X2’s ship to show the droid control ship exploding behind him. Some V.O. between X1 and X2 wraps up the assault mission. Ferroda signposts the next destination – Coruscant.

Coruscant==Synopsis = Ferroda’s battalion has been called back from the Outer Rim Sieges to help bolster the defenses of the capital planet, Coruscant. There, the Supreme Chancellor himself recognizes X1 and X2 for their valor throughout the Clone Wars, and particularly for their recent heroism on Tatooine. During the medal ceremony, the droid army invades, kicking off the Battle of Coruscant seen in Episode III and Clone Wars Vol. III.
 * <p style="margin-bottom: 0in">Reusable Elements: Payoff Camera.

Intro/Outro
The cutscene at the start of the level shows Chancellor Palpatine rewarding X1 and X2 for their heroic efforts in defending Tatooine. X1, his arrogance clearly visible, pleases the Chancellor. An alarm sound off in the distance, a sign that the Droid Army has begun an attack on the capital. Royal Guards usher Palpatine to safety.

Key Goals for this Level

 * <p style="margin-bottom: 0in"> Dense Ground Fighting against an Invading Army : Similarly to Tatooine, the environment needs to be very dynamic and always feel busy. Again, the player will encounter pockets of resistance; however, certain areas need to be blocked off to secure a level flow. The combat density should always be high around the player, making the gamer feel they are involved in repelling an invasion.


 * <p style="margin-bottom: 0in"> Fighting through a Star Cruiser: The VBF should be represented well on Coruscant, with the player taking off from the ground and landing in the hanger of a droid cruiser. Unlike Tatooine, the player has a chance to land on and fight through a cruiser and destroy the reactor on foot from the inside of the ship.
 * <p style="margin-bottom: 0in"> Cameo Appearances from recognizable Characters: Coruscant is the perfect level to have cameos from key Star Wars characters. This level sees General Grievous climbing the Senate Apartments and Mace Windu and Yoda battling droids on the city streets.

Main Level Events

 * <p style="margin-bottom: 0in"> Destroying the Shield Generators: The player negotiates his way over the main battle on the streets and eliminates the shield generators in order for the Republic army to advance.


 * <p style="margin-bottom: 0in"> Destroy the C.I.S. Cruiser:   X1 gives an order for the player to destroy the capital ship by blowing up the reactor core. Once destroyed, the player has to escape from the ship in an escape pod, thus completing the level.
 * <p style="margin-bottom: 0in"> Fly Up and Land On the Cruiser:   The player has to land in the hanger of the C.I.S. cruiser and fight their way on foot through the interior of the ship.
 * <p style="margin-bottom: 0in">J edi Destroying the Spider Droid: Another Spider Droid, like the one on Tatooine, has been deployed in a bid to gain ground supremacy for the C.I.S. Mace Windu and Yoda appear from underneath the Senate Apartments and take down the Spider Droid with ease.
 * <p style="margin-bottom: 0in"> Destroy a Capital Ship with an Ion Cannon: The C.I.S. Munificent in low airspace is bombarding the player's route to the South Tower with heavy Ion Cannon fire. The player must recapture the Ion Cannon controls and use them to shoot down the frigate.
 * <p style="margin-bottom: 0in"> Shoot Down Gunship(s) using AA Guns: Introduce the use of the remote turrets. The Gunships are circling overhead, showering the battle below with heavy fire. The mission is triggered when the player gets onto one of the remote AA guns, looking out over the city walls. The player can lock onto the gunships and other flying vehicles.

Objective List
<p style="margin-bottom: 0in">Main: Destroy the Shield Generator

<p style="margin-bottom: 0in">Main (2): Support the Troops at Sector B

<p style="margin-bottom: 0in">Bonus: Destroy the Droid Gunships

<p style="margin-bottom: 0in">Main (3): Fight towards the South Tower

<p style="margin-bottom: 0in">Bonus (2): Support the Jedi

<p style="margin-bottom: 0in">Main (4): Pilot a Starfighter

<p style="margin-bottom: 0in">Main (5): Destroy the Anti-Air Guns

<p style="margin-bottom: 0in">Bonus (3): Destroy the Spider Droids

<p style="margin-bottom: 0in">Main (6): Board the C.I.S. Cruiser

<p style="margin-bottom: 0in">Bonus (4): Take out the exterior gun turrets on the C.I.S. Cruiser

<p style="margin-bottom: 0in">Main (7): Regroup with X1

<p style="margin-bottom: 0in">Main (8): Fight to the Reactor Core

<p style="margin-bottom: 0in">Bonus (5): Destroy the Droidekas

<p style="margin-bottom: 0in">Main (9): Destroy the Reactor Core

<p style="margin-bottom: 0in">Main (10): Escape from the Cruiser in an Escape Pod

Main Objective 1: Destroy the Shield Generator

 * <p style="margin-bottom: 0in"> Context : The C.I.S has captured [the Senate Apartment district]. The clone army must liberate the sector to ensure the safety of the VIPs housed in the Central Tower. The droids have taken control of the district’s anti-air defenses, preventing the Republic forces from making a landing too close to the apartment building. An LAAT drops X2 and his men off at the far end of the district, near the North Tower, to begin their assault. The droids have begun setting up force fields to cordon off sections of the city in an attempt to divide and conquer the clone forces on the ground. The droids can pass through these shields freely, but the clones cannot. X2 must destroy the shield generator so that his troops can advance. Meanwhile, X1 joins the battle in space, keeping in radio contact with X2.
 * <p style="margin-bottom: 0in"> Events : The player is immediately confronted with a force field. C.I.S. Battle Droids are passing through. The player must go take a ramp up and around the force field to destroy a power generator on the other side. The generator can be destroyed with grenades, rockets, detpacks, or other explosive weapons. Note: The player needs access to these weapons, whether dropped by enemies or from a station placed in the world. The sky ahead should be filled with AA flak like something out of the Gulf War footage. Occasionally, the player should see Republic ships going down, reinforcing why you can’t just fly over this area.
 * <p style="margin-bottom: 0in"> Player Experience : Contained infantry combat supported by a squad of clone troopers fighting against C.I.S. Battle Droids.
 * <p style="margin-bottom: 0in"> Completion Mechanic : Destroy prop.
 * <p style="margin-bottom: 0in"> Payoff : The generator explodes and the shield comes down, allowing the clones to advance.
 * <p style="margin-bottom: 0in"> Reusable Elements : Force field that only allows access to one faction. Shield generator connected to force field.
 * <p style="margin-bottom: 0in"> Restrictions : The player should not be able to advance beyond the second shield near the Outlander Club. The player may be tempted to wander off on the walkways or push towards the second shield, but this should be discouraged.
 * <p style="margin-bottom: 0in"> After Events: X1's ARC-170 swoops in and bombards the second shield generator allowing the player to advance.

<h4 style="margin-bottom: 0in">Main Objective 2: Support the Troops at Sector B


 * <p style="margin-bottom: 0in"> Context : Opposite the Outlander Club lies a small command station which controls many of the district’s defenses, including the [Ion Cannon]. With the clone army in the sector divided, the droids have overrun this station. It’s up to X2 and his troops to take it back.
 * <p style="margin-bottom: 0in"> Events : Along the way from the North Tower to the Outlander Club the player and his AI companions can use mobile barricades and rubble for cover, or take the high ground moving forward. Droid snipers and soldiers hold some of the rooftops, and turrets are positioned to make the march towards the club more difficult. Opposite the club, the droids hold the high ground on a small command station fortified with turrets. The player must wipe out the droids currently occupying the command station.
 * <p style="margin-bottom: 0in"> Player Experience : Open infantry combat between Clone Troopers, Battle Droids, and Super Battle Droids. The player can choose to add a Clone Hover Tank to the mix.
 * <p style="margin-bottom: 0in"> Completion Mechanic : Clear area.
 * <p style="margin-bottom: 0in"> Payoff : Once you are in control of the command station, you can use the Ion Cannon to shoot down a frigate that has been bombarding the area. If you don’t do it, an AI will. Both the cannon and the frigate should be visible from your position so that you can experience the full payoff.
 * <p style="margin-bottom: 0in"> Reusable Elements : Turrets. Snipers on Rooftops. Ion Cannon.
 * <p style="margin-bottom: 0in"> Restrictions : The player cannot be allowed to advance to the South Tower until they have completed this objective. Death triggers are set up in the player tries to advance further than the Ion Cannon console. Ample warnings will be given to the player, an Ion Cannon should strike them down if they try to progress without shooting down the capital ship.

Bonus Objective 1: Destroy the Droid Gunships

 * <p style="margin-bottom: 0in" lang="en-US">Triggered when player is near the anti-air guns.
 * <p style="margin-bottom: 0in" lang="en-US">Between the first and second shield, three droid gunships rise up from under the edge of the city and turn their attention towards X2 and his squad.
 * <p style="margin-bottom: 0in" lang="en-US">Reusing the gunship behaviour from the Tatooine battle.

Main Objective 3: Fight towards the South Tower

 * <p style="margin-bottom: 0in"> Context : With the Ion Cannon under Republic control and the C.I.S. frigate destroyed, the north side of the sector is now secure. Ferroda orders the troops to push on and retake the South Tower landing zone, which will reclaim the district for the Republic. There, X2 will find starships that can be used to join his brother in the space battle raging overhead.
 * <p style="margin-bottom: 0in"> Events : There are two routes to the South Tower:
 * <p style="margin-bottom: 0in" lang="en-US">Frontal Assault
 * <p style="margin-bottom: 0in" lang="en-US">The player takes the underpass, or the routes to either side of the Senate Apartments, and goes straight for the South Tower gate.
 * <p style="margin-bottom: 0in" lang="en-US">The player can use a tank if they choose to go through the underpass.
 * <p style="margin-bottom: 0in" lang="en-US">The player encounters a Spider Droid and a Hailfire Droid in the open area in front of the South Tower when they arrive.
 * <p style="margin-bottom: 0in" lang="en-US">Back Door
 * <p style="margin-bottom: 0in" lang="en-US">The player chooses to go around the Senate Apartments and along a narrow walkway that leads to the back of the South Tower
 * <p style="margin-bottom: 0in" lang="en-US">The player meets with fierce infantry resistance along the walkway.
 * <p style="margin-bottom: 0in" lang="en-US">The player also meets with droid gunships that strafe the walkway, coming from above and below.
 * <p style="margin-bottom: 0in"> Player Experience :
 * <p style="margin-bottom: 0in" lang="en-US">If the player chooses the frontal assault they will experience fairly open infantry and vehicle combat with their squad against Battle Droids, Super Battle Droids, and Assassin Droids. They will also encounter a Spider Droid, a Hailfire Droid, and a pair of auto-turrets.
 * <p style="margin-bottom: 0in" lang="en-US">If the player chooses the back door option they will experience tight infantry combat punctuated by assaults from droid gunships.
 * <p style="margin-bottom: 0in"> Completion Mechanic : Reach area.
 * <p style="margin-bottom: 0in"> Payoff : Upon completing the objective it should be clear that the ground battle is now over, and that you have won.
 * <p style="margin-bottom: 0in"> Reusable Elements : Tank vs. Tank Combat. Spider Droid Behaviour. Gunship Attack behaviour. Auto-Turrets.
 * <p style="margin-bottom: 0in"> Restrictions : The player should be discouraged from backtracking towards the North Tower.

Bonus Objective 2: Support the Jedi
Another Spider Droid, like the one on Tatooine, has been deployed in a bid to gain ground supremacy for the C.I.S. Mace Windu and Yoda appear from underneath the Senate Apartments and take down the Spider Droid with ease, with the help of X2.

Main Objective 4: Pilot a Starfighter
With the South Tower liberated, X2 is instructed to get into a starfighter and take the battle to the skies.

Main Objective 5: Destroy the Anti-Air Guns

 * <p style="margin-bottom: 0in"> Context : The droid AA turrets placed around the rooftops are still a threat to the Republic starships. X2 and his men have the advantage of being underneath them. If they can destroy the turrets they will ensure air superiority for the Republic and secure the district once and for all.
 * <p style="margin-bottom: 0in"> Events : The player is instructed to make a pass around the city destroying the AA turrets on the rooftops. V.O. supports how close you are to clearing out the turrets.
 * <p style="margin-bottom: 0in"> Player Experience : Ship-to-ground combat against stationary opponents – turrets – and ship to ship combat with droid starfighters.
 * <p style="margin-bottom: 0in"> Completion Mechanic : Destroy props (x number).
 * <p style="margin-bottom: 0in"> Payoff : Taking complete control of the sector. The experience of ship-to-ground combat in a dense urban environment.
 * <p style="margin-bottom: 0in"> Reusable Elements : Ship vs. Turret combat.
 * <p style="margin-bottom: 0in"> Restrictions : The player should be discouraged from going back down to the ground. It should not be possible to go up into the space battle or board the C.I.S. cruiser until this objective is completed.

Bonus Objective 3: Destroy the Spider Droids
Several Spider Droids are trying to retake the South Tower - X2 is given the choice to destroy them with his starfighter, something that would lead to higher chances of mission success. Once near them, the Spider Droids will use their top-mounted laser emplacement to shoot X2's starfighter out of the sky.

Main Objective 6: Board the C.I.S. Cruiser

 * <p style="margin-bottom: 0in"> Context : Obi-Wan Kenobi and Anakin Skywalker have entered the Space Battle. Obi-Wan requests a distraction to help him and his Padawan reach Grievous’ ship.
 * <p style="margin-bottom: 0in"> Events : On the way up to the ship, Ferroda briefs the clones that this is going to be a commando mission to take the bridge of the ship and then get off the ship in the [escape pods]. (Later on Hoth, when X2 leads a similar mission against a Star Destroyer, his dialogue should mirror Ferroda’s. – “This is how we used to do it during the Clone Wars…”) The player fights their way up to the C.I.S. Cruiser, where they can board immediately or destroy some of the ship’s turrets.
 * <p style="margin-bottom: 0in"> Player Experience : VBF traversal with starfighter combat against Droid Starfighters, Droid Tri-Fighters, C.I.S Strike Bombers, and Capital Ship Turrets.
 * <p style="margin-bottom: 0in"> Completion Mechanic : Land in the Hangar.
 * <p style="margin-bottom: 0in"> Payoff : Regroup with your troops in the hangar of the cruiser.
 * <p style="margin-bottom: 0in"> Reusable Elements : VBF combat. Starfighter vs. capital ship components.
 * <p style="margin-bottom: 0in"> Restrictions : The player should be discouraged from going back to the ground. Once they have landed in the hangar they should be discouraged from getting back into a ship and flying out again.

Bonus Objective 4: Take out the exterior gun turrets on the C.I.S. Cruiser

 * <p style="margin-bottom: 0in" lang="en-US">Proximity-triggered
 * <p style="margin-bottom: 0in" lang="en-US">The turrets on the exterior of the C.I.S cruiser are shooting down Republic starfighters trying to enter the hangar. Destroying them will allow more of your troops to enter the hangar.
 * <p style="margin-bottom: 0in" lang="en-US">The player will need clear markers to help them find the turrets.

Main Objective 7: Regroup with X1

 * <p style="margin-bottom: 0in"> Context : X2 advances to the [walkway room] where X1 and his men are pinned down on their way to the bridge. X1 tells X2 to go down the side path to the reactor room while he and his men make a push for the reactor shield controls on the bridge.
 * <p style="margin-bottom: 0in"> Events : The player fights to the walkway room where they find X1 and his men facing waves of droids advancing forward from a shielded corridor leading to the bridge.
 * <p style="margin-bottom: 0in"> Player Experience : Close quarters infantry combat against Battle Droids and Super Battle Droids. Set piece standoff in the walkway room.
 * <p style="margin-bottom: 0in"> Completion Mechanic : Reach area.
 * <p style="margin-bottom: 0in"> Payoff : The set piece battle in the walkway room should provide big visual payoff.
 * <p style="margin-bottom: 0in"> Reusable Elements : Scripted standoff.
 * <p style="margin-bottom: 0in"> Restrictions : Shields prevent forward progression to the bridge. The player should be discouraged from backtracking, and prevented from leaving the cruiser via the hangar. Any doors to inaccessible areas need to be clearly locked.

Main Objective 8: Fight to the Reactor Core

 * <p style="margin-bottom: 0in"> Context : X2 fights his way to the reactor room on the lower levels.
 * <p style="margin-bottom: 0in"> Events : X2 and his men fight their way into the reactor room. Once they enter, X1 comes over the radio to tell X2 that his team has made it to the bridge. He is dropping the shield on the reactor. Two Droidekas roll in. The doors to the reactor room close and lock, sealing X2 in. The Droidekas can only be damaged by blaster weapons when their shields run out of energy, or when they are rolling. The Droidekas will need to be fairly scripted in order to navigate the reactor room.
 * <p style="margin-bottom: 0in"> Player Experience : Close quarters infantry combat across multiple elevations against Battle Droids and Super Battle Droids.
 * <p style="margin-bottom: 0in"> Completion Mechanic : Reach area.
 * <p style="margin-bottom: 0in"> Payoff : Droidekas revealed.
 * <p style="margin-bottom: 0in"> Reusable Elements : Droideka combat in tight quarters. (Good for blocking areas)
 * <p style="margin-bottom: 0in"> Restrictions : The player should be discouraged from backtracking before they reach the reactor room. They should not be allowed to leave the cruiser.

Bonus Objective 5: Destroy the Droidekas

 * <p style="margin-bottom: 0in" lang="en-US">Event-triggered
 * <p style="margin-bottom: 0in" lang="en-US">The player could take out the reactor without fighting the Droidekas, but this bonus objective suggests that the Droidekas should be destroyed.
 * <p style="margin-bottom: 0in" lang="en-US">Payoff: There’s nothing harassing you when you’re trying to destroy the reactor.
 * <p style="margin-bottom: 0in" lang="en-US">This objective should expire once the reactor is blown.

Main Objective 9: Destroy the Reactor Core

 * <p style="margin-bottom: 0in"> Context : X1 tells X2 to expect the shield around the reactor to drop. After a brief delay it does, allowing X2 to use whatever weapons he has at his disposal to start a chain reaction in the reactor that will destroy the ship.
 * <p style="margin-bottom: 0in"> Events : The shield around the reactor goes down. X2 destroys the reactor.
 * <p style="margin-bottom: 0in"> Player Experience : Destroy prop.
 * <p style="margin-bottom: 0in"> Completion Mechanic : Destroy prop.
 * <p style="margin-bottom: 0in"> Payoff : The destruction of the reactor should have big visual and audio payoff. Once the reactor has been destroyed the ship interior should begin to show signs of imminent destruction.
 * <p style="margin-bottom: 0in"> Reusable Elements : Main reactor destruction. Captial ship destruction VFX, SFX.
 * <p style="margin-bottom: 0in"> Restrictions : The player cannot be allowed to leave the reactor room until the reactor has been destroyed. Locked doors must be clearly locked.

Main Objective 10: Escape from the Cruiser in an Escape Pod
<p style="margin-bottom: 0in">Outro – Scripted Event: Payoff camera as X2 launches into space and the C.I.S. Cruiser is destroyed behind him. Over the radio, Ferroda asks who gave the order to destroy the ship. X1 says that he did, to ensure the success of Master Kenobi’s mission. Ferroda chastises him for his recklessness, but congratulates you on your success. The destruction of the ship did indeed have the desired effect. Anakin and Obi-Wan are on their way to rescue the Chancellor.
 * <p style="margin-bottom: 0in"> Context : X2 has started a chain reaction that is going to destroy the entire C.I.S. Cruiser. He and all the other clones must reach the escape pods to get off the ship before it explodes.
 * <p style="margin-bottom: 0in"> Events : The door leading to the bridge unlocks. This needs to be clearly indicated to the player. The player proceeds forward, and can see on the bridge a MagnaGuard killing a clone trooper before the doors close and lock. The player can go left or right to reach an escape pod bank. The player activates an escape pod to complete the mission.
 * <p style="margin-bottom: 0in"> Player Experience : Race against time. There may be targets of opportunity along the way, but no combat.
 * <p style="margin-bottom: 0in"> Completion Mechanic : Reach area, timed.
 * <p style="margin-bottom: 0in"> Payoff : Escape a capital ship just before it explodes.
 * <p style="margin-bottom: 0in"> Reusable Elements : Race against time.
 * <p style="margin-bottom: 0in"> Restrictions : The player cannot be allowed to go anywhere other than towards the bridge, and around towards the escape pods.

<p style="margin-left: 0.25in; margin-bottom: 0in" lang="en-US"> Cato Neimoidia==Synopsis =

Hot off their victory at Coruscant, Ferroda’s battalion has been dispatched to Cato Neimoida to assist Master Plo Koon with his battle there. X1 and X2 are to be split up with X2 preparing the way for Ferroda to take Nute Gunray’s citadel and X1 supporting Plo Koon in his mission on one of the other bridge cities. X1 will be out of touch with X2 for this mission. Ferroda is his main point of contact.

Intro - Cutscene
<p style="margin-bottom: 0in;">Scripted camera. Master Ferroda addresses an audience of Clone Troopers including X1 and X2. X1 scoffs at Ferroda's speech about the need to quell a Separatist uprising on Cato Neimoidia. X2 listens intently and considers the effects of a full-scale attack.

Key Goals for this Level

 * <p style="margin-bottom: 0in"> Frontline Assault : The city which initially looked beautiful and decorative, comes alive with rockets and laser fire from the various defenses located around the city. As the player progresses, they will feel that, while the whole mission does not necessarily revolve around them, they are an integral part of the team.


 * <p style="margin-bottom: 0in"> Pace: From the outset, the pacing of the level is dynamic throughout. The player will enjoy the opportunity to adapt their playing style from fast-paced aerial combat to combating large-scale ground vehicles, from close quarter combat to full battlefield engagement.

Main Level Events

 * <p style="margin-bottom: 0in"> City / Trench Run: The mission starts with a scene reminiscent of the start of Episode III (on a slightly smaller scale) with Starfighters, Bombers and Landing Ships all descending on a city in full defensive mode. In addition to fighting through archways and between spires, the beginning of the mission culminates in a trench run flying in tight spaces to start turning the tide against the C.I.S.


 * <p style="margin-bottom: 0in"> David and Goliath: The player will be set against many different types of enemy throughout the level, the biggest set of adversaries being during the battle to clear the square. Cut off from their team, X2, along with a small group of clones, must take on several ground vehicles and elite troops in order to survive and ultimately clear the way for the rest of their forces.
 * <p style="margin-bottom: 0in"> Melee on Jedi combat: The mission finishes with the issuing of Order 66 forcing the player to fight and kill the man who was his mentor. Players will get to try melee combat with an experienced opponent who will initially go easy but, as the player gains confidence and starts to execute more attacks, will increase in difficulty.

Objective List
<p style="margin-bottom: 0in">Main: Take out the Turrets <p style="margin-bottom: 0in">Bonus: Take out the C.I.S. Defences

<p style="margin-bottom: 0in">Main (2): Secure the Landing Pad

<p style="margin-bottom: 0in">Main (3): Clear the Square

<p style="margin-bottom: 0in">Main (4): Deactivate the AA Guns

<p style="margin-bottom: 0in">Main (5): Destroy long-range Radio Communications

<p style="margin-bottom: 0in">Main (6): Use the turret to destroy the C.I.S. Tanks

<p style="margin-bottom: 0in">Main (7): Destroy the Droid Controls

<p style="margin-bottom: 0in">Main (8): Execute Jedi Master Ferroda

Main Objective 1: Take out the Turrets

 * <p style="margin-bottom: 0in"> Context : Cato Neimoidia is one of the core worlds of the C.I.S. As such, it is heavily defended with droids. Before the first wave of Republic Troops can make a landing, X2 (inside a LAAT's ball turret) makes a sweep of the city clearing out droid turrets and other defenses, clearing a path.


 * <p style="margin-bottom: 0in"> Events : X2 is in part of a small group of advanced fighters taking out the hammock's initial defences. AI controlled LAATs will be flying towards the city from the Venator-class capital ship parked adjacent to the hammock. After a short period, the pilot of one of the LAATs gets in contact saying that they need assistance ASAP. The player must then shoot out the turrets and defenses specified by the pilot.
 * <p style="margin-bottom: 0in"> Player Experience : Destroy props.
 * <p style="margin-bottom: 0in"> Completion Mechanic : Destroy Props / Survive.
 * <p style="margin-bottom: 0in"> Reusable Elements : Ship vs. Ground Targets.
 * <p style="margin-bottom: 0in"> Restrictions : If the player attempts to land the ship, there needs to be clear communication, including V.O., telling them that isn’t possible.

Bonus Objective 1: Take out the C.I.S. Defences

 * Event-triggered
 * Payoff: All defenses destroyed make it easier for the player to complete the main objective.
 * The player has the opportunity to take out targets of opportunity along the way to the specific targets.
 * Enemy troops, vehicles, Spider Droids, etc.

Main Objective 2: Secure the Landing Pad
After X2 deals with the turrets, the LAAT is taken over to a C.I.S.-controlled landing pad. It is up to X2 to clear this area, in order to establish a base for Republic ground troops.

Main Objective 3: Clear the Square

 * <p style="margin-bottom: 0in"> Context : The Republic is required to expand their hold of the ground area if they are to succeed in their mission.
 * <p style="margin-bottom: 0in"> Events:


 * <p style="margin-bottom: 0in" lang="en-US">The droids put up a shield blocking access underneath the [central building].


 * <p style="margin-bottom: 0in" lang="en-US">AA guns all around the perimeter defend the citadel. They occasionally shoot down Republic ships.
 * <p style="margin-bottom: 0in" lang="en-US">Starfighters dogfight in the sky around the bridge city, and occasionally cut across it chasing one another.


 * <p style="margin-bottom: 0in" lang="en-US">Splines allow ships to negotiate the geometry around the city.


 * <p style="margin-bottom: 0in" lang="en-US">Should fly perpendicular to the bridge or weave through the buildings.


 * <p style="margin-bottom: 0in" lang="en-US">It’s okay – in fact desirable – for ships to crash.


 * Droid Gunships patrol the edges of the bridge.
 * <p style="margin-bottom: 0in" lang="en-US">Gunships can spawn underneath the player and come up over the side of the bridge.


 * Two Spider Droids guard the two sides of the [central building].
 * <p style="margin-bottom: 0in" lang="en-US">They will be close enough to get the player in their cross-fire if you were to get between them.


 * MagnaGuards are also defending the square.
 * <p style="margin-bottom: 0in"> Player Experience : This is the Droid stronghold and it shows. Your small group of clones must face off against ground vehicles, gunships, bombers, MagnaGuards, Battle Droids, and Super Battle Droids. This is a David and Goliath scenario in which the player must use everything that they have learned so far to their advantage. Using the landing pad as cover will be crucial to the completion of this objective.
 * <p style="margin-bottom: 0in"> Completion Mechanic : Clear area.
 * <p style="margin-bottom: 0in"> Payoff : Triumphing over a superior force as a small invasion force.
 * <p style="margin-bottom: 0in"> Reusable Elements : Spider Droid behaviour. Gunship behaviour. Starfighter splines.
 * <p style="margin-bottom: 0in"> Restrictions : The player cannot be allowed to enter the [central] building until the objective has been completed. The player cannot be allowed to circumvent the central building and get to the citadel side of the map.

Main Objective 4: Deactivate the AA Guns

 * <p style="margin-bottom: 0in"> Context : The initial landing force won’t be enough to take the city. X2 needs to deactivate the AA guns so that more Republic forces can make a landing at the square and reinforce his squadron.
 * <p style="margin-bottom: 0in"> Events : Fight your way into one end of the [central building] and disable the AA guns.
 * <p style="margin-bottom: 0in"> Player Experience : The pace changes here from the previous larger- than-life enemies in an outdoor arena to a close quarters battle as X2 fights into the interior of the central building with whatever is left of his small group of clones. There they face opponents that are extremely effective in tight environments – Droidekas, MagnaGuards, and Super Battle Droids.
 * <p style="margin-bottom: 0in"> Completion Mechanic : Press button.
 * <p style="margin-bottom: 0in"> Payoff : With the AA guns destroyed, LAATs can now fly around the square, providing air support.
 * <p style="margin-bottom: 0in"> Reusable Elements : Droideka behaviour. MagnaGuard behaviour.
 * <p style="margin-bottom: 0in"> Restrictions : The player cannot be allowed to advance beyond the [central building] to the citadel until the next objective is completed. The opposite end of the [central building] will not be accessible.

Main Objective 5: Destroy long-range Radio Communications

 * <p style="margin-bottom: 0in"> Context : While the AA guns are disabled, the shield set up by the droids is still active. It is revealed that the shields are powered by three radio consoles.
 * <p style="margin-bottom: 0in"> Events : Fight your way into one end of the [central building] and disable the AA guns.
 * <p style="margin-bottom: 0in"> Player Experience : The same experience as the previous objective, but on the other end of the central building.
 * <p style="margin-bottom: 0in"> Completion Mechanic : Destroy props.
 * <p style="margin-bottom: 0in"> Payoff : With the defense controls destroyed, LAATs can begin landing in and around the square, reinforcing your squad with more troops.
 * <p style="margin-bottom: 0in"> Reusable Elements : Droideka behaviour. MagnaGuard behaviour.

Main Objective 6: Use the turret to destroy the C.I.S. Tanks

 * <p style="margin-bottom: 0in"> Context : Now that the major defenses have been disabled, the droid ground forces begin a final defensive push. As the clones begin making their landing at the square. X2 needs to join the battle again so the reinforcements can make their assault on the citadel.
 * <p style="margin-bottom: 0in"> Events : When X2 reaches the battle, C.I.S. Snail Tanks and AATs roll around from each side of the Citadel and lay waste to the first wave of Troopers.
 * <p style="margin-bottom: 0in"> Player Experience : X2 must fight across a battlefield in front of Nute Gunray's Citadel to destroy the tanks.
 * <p style="margin-bottom: 0in"> Completion Mechanic : Destroy props.
 * <p style="margin-bottom: 0in"> Payoff : With the tanks cleared, the Republic soldiers can start to turn the tide against the C.I.S.
 * <p style="margin-bottom: 0in"> Reusable Elements : Tank behaviour.
 * <p style="margin-bottom: 0in"> Restrictions : The player will not be able to enter the Citadel until the tanks have been destroyed and the Republic establishes a firm hold of the area.

Main Objective 7: Destroy the Droid Controls

 * <p style="margin-bottom: 0in"> Context : Ferroda contacts X2 to inform you that he has successfully infiltrated the throne room and accessed the databanks. There he found records of communications with the Sith Lord Darth Sidious originating from Coruscant. This is troubling news. Ferroda intends to meditate on it before contacting the Jedi Council. He orders X2 to complete the mission by deactivating the droids, and then meet up with him in the throne room.
 * <p style="margin-bottom: 0in"> Events :


 * <p style="margin-bottom: 0in" lang="en-US">The player fights from the battlefield to the citadel. Along the way they encounter Droidekas, Gunships, and other heavy C.I.S. troops. Inside the citadel the player faces more MagnaGuards and Droidekas.
 * <p style="margin-bottom: 0in" lang="en-US">[Orbital Strikes] from your capital ship help clear the way to the citadel.


 * <p style="margin-bottom: 0in"> Player Experience : The player and his reinforced clone army make a push through the droid forces made up of Gunships, STAPs, Battle Droids, Super Battle Droids, MagnaGuards, and Droidekas into the citadel where they deactivate all the droids on the bridge from the central command station.
 * <p style="margin-bottom: 0in"> Completion Mechanic : Destroy prop.
 * <p style="margin-bottom: 0in"> Payoff : After completing the objective, when the player goes out into the main room of the citadel there should be a number of droids setup to drop into ragdoll following some humorous dialogue.
 * <p style="margin-bottom: 0in"> Reusable Elements : Snail Tank behaviour. Droid ragdoll death.
 * <p style="margin-bottom: 0in"> Restrictions : The player should be discouraged from backtracking through the level. The back doors of the citadel need to be closed off so the player cannot enter the throne room from behind. After deactivating the droids and going out into the main room of the citadel, the Order 66 cutscene should trigger.

Main Objective 8: Execute Jedi Master Ferroda

 * <p style="margin-bottom: 0in"> Context : In the cutscene preceding this objective, the Emperor issued Order 66, meaning that the Jedi have attempted to overthrow the Republic. It is every clone’s duty to kill any Jedi traitor. X1 has already tried and failed to kill Ferroda. It now falls to X2 to take Ferroda down as his injured brother looks on.
 * <p style="margin-bottom: 0in"> Events : A boss battle in 3 phases:


 * <p style="margin-bottom: 0in" lang="en-US">Phase 1 – Ferroda behaves defensively rather than actively attacking X2, mostly blocking and striking occasionally to keep X2 at bay.

Outro – Scripted Event: Scripted camera. Ferroda is dead. X1 is ecstatic and congratulates X2, saying in effect – “Now you’re with the program”. X2 does not share X1’s enthusiasm.
 * <p style="margin-bottom: 0in" lang="en-US">Phase 2 – Ferroda realizes that he is going to have to take the fight to X2 if he wants to survive. He opens up with more aggressive lightsaber attacks.
 * <p style="margin-bottom: 0in" lang="en-US">Phase 3 – Ferroda’s situation is desperate. He lashes out at X2 with all of his lightsaber attacks and Force powers.
 * <p style="margin-bottom: 0in" lang="en-US">Ferroda would have fairly high health, considerably higher than a standard unit.
 * <p style="margin-bottom: 0in" lang="en-US">X2 will be armed with a retracted vibrolance with an arcing energy effect around it.
 * <p style="margin-bottom: 0in" lang="en-US">X1 and the clone troopers looking on.
 * V.O. from Ferroda. (tied to phases)
 * <p style="margin-bottom: 0in" lang="en-US">He should try to appeal to X2, but shouldn’t be too sympathetic.
 * V.O. from X1. (tied to phases)
 * <p style="margin-bottom: 0in" lang="en-US">Should remind the player that Ferroda just killed several of your comrades.
 * V.O. from clones. (tied to phases)
 * <p style="margin-bottom: 0in" lang="en-US">Goading the player on. Encouraging.
 * <p style="margin-bottom: 0in"> Player Experience : Melee-on-melee boss fight. X2 armed with a lance and Ferroda using his lightsaber and Force powers.
 * <p style="margin-bottom: 0in"> Completion Mechanic : Kill Boss.
 * <p style="margin-bottom: 0in"> Payoff : Defeating a Jedi Master in one-on-one combat.
 * <p style="margin-bottom: 0in"> Reusable Elements : Three types of Jedi / melee combat behavior: Defensive / Melee Aggro / Melee + Force Aggro.
 * <p style="margin-bottom: 0in"> Restrictions : The player cannot be allowed to exit the throne room during the battle. It will not be possible for the player or Ferroda to kill any of the clones or X1. <p style="margin-bottom: 0in">

Dantooine ==Synopsis = <p style="margin-bottom: 0in" lang="en-US">Months after the Declaration of the New Order, X1 and X2 have made quite a name for themselves as Jedi hunters. X1 is proud of the recognition that they have received, but X2 is uneasy, something doesn’t feel right to him. Darth Vader deploys the clones to Dantooine, where a Jedi is said to be hiding amongst the Republic Loyalists.

<p style="margin-bottom: 0in" lang="en-US">On the planet’s surface, X1 gives the order to destroy the entire village. X2 protests and is relieved of duty. Rather than stand by and watch the village burn, X2 abandons ship to try and save the villagers. With his ties to the Empire officially broken and his relationship with X1 uncertain, he sets out to reach the village before the Empire can.

<p style="margin-bottom: 0in" lang="en-US">Now alone having turned his back on the New Order, X2 aids the villagers and the rag-tag band of militia they have formed to save the village from annihilation. During the level, X2 will rally men together in a squad, repair and use Republic tanks against the New Order and lead a daring defence of the village against overwhelming numbers and firepower. When Falon Grey comes to their aid, he suggests that the best course of action is to retreat to a transport ship secreted away in a hidden hangar. When they reach the hangar, X2 and Falon Grey are confronted by X1. X1 mortally wounds Grey and X2 before leaving them to rot. However, Grey manages to heal X2 with his dying breath leaving X2 under the tutelage of Master Kota.

Intro - Cutscene
<p style="margin-bottom: 0in;">As Darth Vader orders X1 and X2 to take Dantooine, X2's unsettled feelings about the orders they're now carrying out comes to a head while on Dantooine. X1 orders the clones to arrest X2 and so X2 jumps from a speeding gunship to escape arrest.

Key Goals for this Level

 * <p style="margin-bottom: 0in">  Communicate X2 Swapping Sides    – On Dantooine, it will be crucial to reinforce the fact that X2 is now part of a rebellion against the New Order.
 * <p style="margin-bottom: 0in">  Show Human Struggle    – For the first time, X2 should come face to face with the human struggle that the New Order is causing. The tragic death of innocent people should be shown at several points to the player.
 * <p style="margin-bottom: 0in">  Large-scale infantry battle    – As Dantooine is a large open environment and the New Order is working to wipe out the inhabitants, a large-scale infantry battle should be raging as the player completes objectives.
 * <p style="margin-bottom: 0in">  Open-air Tank Battle    – Dantooine also provides a perfect location to give the player a tank and allow them some freedom to complete vehicle-based objectives, possibly paying homage to the battle of Naboo as well.
 * <p style="margin-bottom: 0in">  Large-scale Staged Invasion/Defence    – Dantooine should ultimately culminate in the the battle for the village. This should be an intense, exhausting struggle to keep the overwhelming forces of the New Order at bay - something X2 is used to fighting with rather than against.

Main Level Events

 * <p style="margin-bottom: 0in"> Rescue the Villagers in the Barn: As X2, now an enemy of the New Order, heads to the nearest village, he hears the villagers' cries for help in a nearby barn and must stop them from being slaughtered by the Army of the New Order.


 * <p style="margin-bottom: 0in"> Rally the Militia at the Town Hall: After saving the villagers, they point X2 towards the Town Hall to rally the local militia together into a fighting force.
 * <p style="margin-bottom: 0in"> Use the Clone Hover Tank to defeat the AT-TE: Once the militia has been rallied, they show X2 to a disabled Clone Hover Tank. With X2's extensive knowledge and experience of New Order combat units, it's up to him to use it to take on the heavier weapons the New Order has landed.
 * <p style="margin-bottom: 0in"> Regroup at the Village: Now that the area around the village is a bit clearer, the militia tell X2 to regroup at the village.
 * <p style="margin-bottom: 0in"> Defend the Village: X1 has had enough of playing with X2 and decides that the time has come to wipe out the village. X2 must fight through waves of troops, AT-RTs, Bombers of the New Order and even an AT-TE.
 * <p style="margin-bottom: 0in"> Defend the Enclave: Even though X2 has thus far held back the invasion, it has clear that he and the militia are out numbered and so must fall back to the Jedi Enclave hoping for someone to come to their aid.
 * <p style="margin-bottom: 0in"> Escape with Falon Grey: Now that Master Grey has shown up and helped fight back the wave of New Order troops swarming over the Enclave, he suggests the best course of action would be to retreat to a transport ship he has in a hidden hangar bay and regroup with the Rebellion.

Objective List
<p style="margin-bottom: 0in">Main: Head to the Village

<p style="margin-bottom: 0in">Main (2): Rescue the Villagers pinned down in the Barn

<p style="margin-bottom: 0in">Main (3): Aid the Militia at the Town Hall

<p style="margin-bottom: 0in">Bonus: Destroy the AT-XR

<p style="margin-bottom: 0in">Bonus (1): Kill all the Snipers at the Town Hall

<p style="margin-bottom: 0in">Bonus (2): Capture an AT-RT

<p style="margin-bottom: 0in">Main (4): Repair the Clone Hover Tank at the Town Hall

<p style="margin-bottom: 0in">Main (5): Destroy the LAAT Gunships by the Waterfall

<p style="margin-bottom: 0in">Main (6): Destroy the AT-TE

<p style="margin-bottom: 0in">Main (7): Get into the Village

<p style="margin-bottom: 0in">Main (8): Use the AA Gun to take out the Bombers

<p style="margin-bottom: 0in">Main (9): Defend the South Gate

<p style="margin-bottom: 0in">Main (10): Defend the East Gate

<p style="margin-bottom: 0in">Main (11): Defend the West Gate

<p style="margin-bottom: 0in">Main (12): Defend the Jedi Enclave

<p style="margin-bottom: 0in">Main (13): Escape to the Secret Hangar

Main Objective 1: Head to the Village

 * <p style="margin-bottom: 0in"> Context : X2 does not have a plan on how to save the villagers, but he knows that he needs to warn the people in charge. He begins by heading for central village, hoping to reach it before his brother does.


 * <p style="margin-bottom: 0in"> Events :


 * <p style="margin-bottom: 0in" lang="en-US"> You land in a small open area near some silos. A bridge and barn can be seen ahead. You should see an LAAT in the distance, presumably your ship.
 * <p style="margin-bottom: 0in" lang="en-US"> X1 is on the radio. He explicitly states that you have changed sides and that you are now an enemy of the New Order. They are to kill you on sight.
 * <p style="margin-bottom: 0in" lang="en-US"> One of the first things that you approach is a small bridge.
 * <p style="margin-bottom: 0in" lang="en-US"> As you get closer to it, a female villager runs towards you shouting for help. She is shot in the back by two clones on the bridge.
 * <p style="margin-bottom: 0in" lang="en-US"> The clones on the bridge reiterate that you have changed sides before attacking you (e.g. It's the traitor. Get him.).
 * <p style="margin-bottom: 0in" lang="en-US"> As you cross the bridge you need to hear cries for help coming from the barn, leading to the next objective.
 * <p style="margin-bottom: 0in" lang="en-US"> Player Experience : Red herring objective just meant to get you moving forward and establish that the clones are the bad guys now.
 * Completion Mechanic : Cross trigger.


 * Payoff : Understanding that you have switched sides and demonstrating the vicious nature of the New Order.


 * <p style="margin-bottom: 0in" lang="en-US"> Restrictions : The player needs to be guided over the bridge towards the barn. They cannot be permitted to wander to the Town Hall, or into the hills on the way to the village. There may need to be physical barriers keeping the player on track this early in the level.

Main Objective 2: Rescue the Villagers pinned down in the Barn

 * Context : Clone troopers have already landed in advance of X1 and X2's arrival and they are already executing the villagers as well as the members of the local militia. X2 arrives in time to intervene and save the villagers that remain inside a barn.


 * <p style="margin-bottom: 0in"> Events :


 * Clones are killing the villagers around the barn as you approach.
 * <p style="margin-bottom: 0in" lang="en-US"> The clones are saying things that characterize them as the bad guys.
 * <p style="margin-bottom: 0in" lang="en-US"> The villagers are saying things that characterize them as the victims.
 * <p style="margin-bottom: 0in" lang="en-US"> The villagers are completely disorganized and running around like chickens with their heads cut off.

<p style="margin-bottom: 0in;">
 * They only become organized and behave like soldiers after being 'recruited' by X2.
 * This is a theme throughout the level. X2 encounters pockets of panicky, disorganized villagers. They organize around X2 when he shows up and start acting like soldiers.
 * By collecting these pockets of villagers, X2 assembles a makeshift army.
 * Blaster shots of the villagers should be of a different color to those of the clones.
 * <p style="margin-bottom: 0in" lang="en-US"> At least one of the villagers in the barn must survive in order for you to complete the objective.
 * <p style="margin-bottom: 0in" lang="en-US"> At the end of the objective a villager will state explicitly that you are fighting on their side now.
 * This should be reinforced a few times throughout the early part of the level just to make it absolutely clear that the clones are the bad guys now and the villagers are your allies.
 * <p style="margin-bottom: 0in"> Player Experience : Infantry combat against clone troopers with civilians to protect.
 * <p style="margin-bottom: 0in"> Completion Mechanic : Clear area with condition (1 villager must survive).
 * <p style="margin-bottom: 0in"> Payoff : Coming to the rescue of innocent victims and seeing them rally behind you as their leader.
 * <p style="margin-bottom: 0in"> Restrictions : The player cannot be allowed to bypass the barn and go straight to the Town Hall or the village. The player should be discouraged, if not outright prevented, from backtracking to the silos.

<p style="margin-bottom: 0in;">

Main Objective 3: Aid the Militia at the Town Hall

 * <p style="margin-bottom: 0in"> Context : The Dantooine militia have been trained to regroup at the Town Hall in case of an attack and the New Order has already moved into the area. If X2 can get to the Town Hall and help the militia take the Town Hall, they can rally more militiamen to their cause.


 * <p style="margin-bottom: 0in"> Events :


 * <p style="margin-bottom: 0in" lang="en-US"> The villagers should stick to the foliage rather than moving out in the open.
 * <p style="margin-bottom: 0in" lang="en-US"> The villagers need to show X2 the way to the next objective.


 * <p style="margin-bottom: 0in" lang="en-US"> They will show the easiest way, but X2 does not necessarily have to follow them.
 * <p style="margin-bottom: 0in" lang="en-US"> They should gesture and point to show you the right way to go, supporting this with signposting V.O.
 * <p style="margin-bottom: 0in" lang="en-US"> The Dantooine villagers should reference the Jedi from time to time to remind the player that he is out there.
 * <p style="margin-bottom: 0in" lang="en-US"> The clones have set up their landing position on the opposite side of the map, near the waterfall.


 * <p style="margin-bottom: 0in" lang="en-US"> An AT-TE is advancing slowly across the map towards the Town Hall.
 * <p style="margin-bottom: 0in" lang="en-US"> LAATs are strafing the open area.
 * <p style="margin-bottom: 0in" lang="en-US"> Bombers are strafing the open area.
 * <p style="margin-bottom: 0in" lang="en-US"> The capital ships are bombarding the open area.
 * <p style="margin-bottom: 0in" lang="en-US"> An AT-XR and an AT-RT are patrolling between the Town Hall and the village.
 * <p style="margin-bottom: 0in" lang="en-US"> Clone troopers moving up in organized ranks.
 * <p style="margin-bottom: 0in" lang="en-US"> There needs to be more obvious infantry cover in some of the large open areas (e.g. derelict walls.


 * <p style="margin-bottom: 0in" lang="en-US"> Throughout the level X1 should contact X2 directly over the radio to react to events and threaten him. X1’s feeling of betrayal should come across, as he is taking this personally. By now it is okay for him to be slipping into full villain mode as well.
 * <p style="margin-bottom: 0in" lang="en-US"> By now it’s okay for him to be going in to full villain mode.
 * <p style="margin-bottom: 0in" lang="en-US"> To complete the objective the player must clear the Town Hall of clones. They need to be easy to find, as the player should never have to go back to the Town Hall to track down a trooper that the missed.
 * Player Experience : Open-ended infantry vs. infantry and infantry vs. vehicle combat between the barn and the Town Hall with Dantooine militiamen to assist. At the town hall it becomes infantry vs. infantry urban combat across multiple elevations.
 * Completion Mechanic : Clear area.
 * Payoff : Another group of Dantooine militiamen rally around you and become useful troops. The Dantooine villagers should heap praise and gratitude on the player.
 * Restrictions : The player should not be allowed to enter the Village or the Secret Hangar. The player should be discouraged from backtracking towards the barn. Villagers can be used as a tether if it’s necessary to keep the player corralled.

Bonus Objective 1: Destroy the AT-XR

 * Proximity-triggered
 * <p style="margin-bottom: 0in" lang="en-US"> The patrolling AT-XR is a threat in the area between the Town Hall and the village. Taking it out would greatly improve your ability to traverse the terrain.
 * <p style="margin-bottom: 0in" lang="en-US"> Payoff: It becomes easier for X2 and the villagers to traverse the open areas of the map.
 * <p style="margin-bottom: 0in; font-weight: normal" lang="en-US"> The objective needs to expire once you enter the village.

Bonus Objective 2: Kill all the Snipers at the Town Hall

 * Script-triggered
 * <p style="margin-bottom: 0in" lang="en-US"> As the Town Hall has been overrun by snipers, eliminating them would greatly help the militia and X2.
 * <p style="margin-bottom: 0in" lang="en-US"> Payoff: It becomes easier for X2 and the militia to traverse the open areas of the map and the Town Hall.
 * <p style="margin-bottom: 0in" lang="en-US"> The objective needs to expire once you enter the village.

Bonus Objective 3: Capture an AT-RT

 * Proximity-triggered
 * The objective needs to expire once you enter the village.
 * <p style="margin-bottom: 0in" lang="en-US"> Payoff: It becomes easier for X2 and the militia to fight back against the New Order.
 * <p style="margin-bottom: 0in" lang="en-US"> The patrolling AT-XR's escort is a pair of AT-RTs. Killing the pilot of one and capturing it would greatly improve your ability to help the militia and take out the other AT-RT and possibly the AT-XR.

Main Objective 4: Repair the Clone Hover Tank at the Town Hall

 * <p style="margin-bottom: 0in"> Context : Having regrouped with some of the local militia, X2 is shown to a Clone Tank they have managed to disable. With X2's expensive knowledge of Republic   combat units, its up to him to repair it and use it against the New Order..
 * <p style="margin-bottom: 0in"> Events :


 * <p style="margin-bottom: 0in" lang="en-US"> The player is told to pick up the ARC Cutter to repair and use the Clone Hover Tank.
 * <p style="margin-bottom: 0in" lang="en-US"> The Clone Hover Tank is disabled at the south side of the Town Hall. The tank must not be hovering and must have several particle effects on it signifying it being disabled.

<p style="margin-bottom: 0in" lang="en-US">
 * <p style="margin-bottom: 0in" lang="en-US"> The ARC Cutter is next to the tank.
 * <p style="margin-bottom: 0in" lang="en-US"> The ARC Cutter and the Tank both have objective markers on them.
 * <p style="margin-bottom: 0in" lang="en-US"> Once the player has repaired the tank, it begins to hover and appears to be fully working.
 * <p style="margin-bottom: 0in" lang="en-US"> Once the player enters the tank the objective completes.
 * <p style="margin-bottom: 0in"> Player Experience : Switching weapons and repairing a vehicle.
 * <p style="margin-bottom: 0in"> Completion Mechanic : Enter vehicle.
 * <p style="margin-bottom: 0in"> Restrictions : The player cannot be allowed to leave the Town Hall and go back out towards the barn or further towards the outer barn.

Main Objective 5: Destroy the LAAT Gunships by the Waterfall

 * <p style="margin-bottom: 0in"> Context : Now packing some serious firepower in the Clone Hover Tank, X2 must take out some of the heavier reinforcements that X1 is sending in. The player must travel around the town hall along the river (using the Clone Hover Tank's hovering ability) and destroy the LAAT Gunships which have landed by the waterfall.
 * <p style="margin-bottom: 0in"> Events :
 * The player is told to destroy the LAAT Gunships by the waterfall.
 * <p style="margin-bottom: 0in" lang="en-US"> The player must circle around to the clones' staging area via the river.
 * <p style="margin-bottom: 0in" lang="en-US"> This uses the hovering of the Clone Hover Tank over the river.
 * <p style="margin-bottom: 0in" lang="en-US"> Suitable particle effects for hovering on water will be needed.
 * <p style="margin-bottom: 0in" lang="en-US"> If the player leaves the tank they are told to re-enter it (possibly stop the player from exiting the tank?).
 * <p style="margin-bottom: 0in" lang="en-US"> There are several gunships which have landed by the river with a small number of clone troopers by them.
 * <p style="margin-bottom: 0in" lang="en-US"> The clone troopers may have rocket launchers (the only anti-vehicle weapon they have)
 * <p style="margin-bottom: 0in" lang="en-US"> The player must destroy all of the LAAT Gunships.
 * <p style="margin-bottom: 0in" lang="en-US"> Once again X1 will contact X2 via the Radio to voice his anger at X2's defiance.

<p style="margin-bottom: 0in" lang="en-US">
 * <p style="margin-bottom: 0in"> Restrictions : The player cannot be allowed to leave the river area and go back out towards the barn or further towards the outer barn.
 * <p style="margin-bottom: 0in"> Payoff : Experience using a hovering tank vehicle to its full extent.
 * <p style="margin-bottom: 0in"> Completion Mechanic : Clear area.
 * <p style="margin-bottom: 0in"> Player Experience : Vehicle vs. Infantry and Vehicle vs. Vehicle combat in a watery/particle heavy area.

Main Objective 6: Destroy the AT-TE

 * <p style="margin-bottom: 0in"> Context : Having destroyed the clones' staging area for reinforcements, it’s time to deal with the AT-TE. As it menacingly stomps around the area between the Village and the Town Hall, X2 must destroy it with his Clone Hover Tank.
 * <p style="margin-bottom: 0in"> Events :
 * The player is told to destroy the AT-TE.
 * <p style="margin-bottom: 0in" lang="en-US"> As it has been patrolling the area between the Town Hall and the Village, it is now ordered by X1 to target X2 in the Clone Hover Tank and destroy him.
 * <p style="margin-bottom: 0in" lang="en-US"> The AT-TE will only miss the player if they keep moving in the Clone Hover Tank and use the whole area to move around in.
 * <p style="margin-bottom: 0in" lang="en-US"> The Clone Hover Tank's agility will be the key against the superior firepower of the AT-TE.
 * <p style="margin-bottom: 0in" lang="en-US"> With the AT-TE destroyed, X1 orders the annihilation of the village over the radio. This signals the next objective.
 * <p style="margin-bottom: 0in"> Player Experience : Open ended vehicle vs. vehicle combat between the Town Hall and the Village.
 * <p style="margin-bottom: 0in"> Completion Mechanic : Destroy specific unit.
 * <p style="margin-bottom: 0in"> Payoff : Destroying the AT-TE will remove a significant threat and also show the player that superior firepower is no match against superior tactics.
 * <p style="margin-bottom: 0in"> Restrictions : The player cannot be allowed to leave the Town Hall/village area and go back out towards the barn or further towards the outer barn.

Main Objective 7: Get into the Village

 * <p style="margin-bottom: 0in"> Context : Now that X2 has cleared the area outside the village, X1 has had enough of his brother's betrayal and in furious rage orders the New Order forces to wipe out the village. X2 must regroup with the militia inside the village and prepare for battle.
 * <p style="margin-bottom: 0in"> Events :
 * The player is told to regroup inside the village.
 * <p style="margin-bottom: 0in" lang="en-US">They approach the doors (highlighted with objective marker) and there is some V.O. confirming that X2 is on the side of the villagers.
 * <p style="margin-bottom: 0in" lang="en-US"> They open the door to let the player.
 * <p style="margin-bottom: 0in" lang="en-US"> The objective marker moves to the centre of the village.
 * <p style="margin-bottom: 0in" lang="en-US">There are villagers in defensive positions throughout the town square around the fountain and on the rooftops.
 * <p style="margin-bottom: 0in" lang="en-US">The doors close behind the player. Some villagers join X2's squad, and some of the enter the turrets.
 * <p style="margin-bottom: 0in" lang="en-US">The player can choose between a variety of weapons - this is enforced by V.O.
 * <p style="margin-bottom: 0in" lang="en-US">The Dantooine villagers should reference the Jedi from time to time, to remind the player that he is out there.
 * <p style="margin-bottom: 0in" lang="en-US">When the player moves to the centre of the village, bombers start strafing the village and the next objective begins.
 * <p style="margin-bottom: 0in"> Player Experience : This is a short objective to get them inside the village and once again reiterate the human struggle they are embroiled in.
 * <p style="margin-bottom: 0in"> Completion Mechanic : Cross trigger.
 * <p style="margin-bottom: 0in"> Payoff : The player is now in a 'preparation' time after the last 15 minutes of relentless combat, this gives them a minute to gather their breath.
 * <p style="margin-bottom: 0in"> Restrictions : The player cannot be allowed to leave the village and go back out into the open areas of the map. The player cannot be allowed onto the roof of the Jedi Enclave. The player cannot be allowed to go into the caves. Once the player is inside the village, the doors should prevent them from leaving.

Main Objective 8: Use the AA Gun to take out the Bombers

 * <p style="margin-bottom: 0in"> Context : Now that X2 is safely inside the village, bombers and gunships of the New Order are strafing the area to make way for the main Republic assault. X2's superior experience is once again called on to use the crude AA gun to take out the assault from above.
 * <p style="margin-bottom: 0in"> Events :
 * The player is told to defend the village from the bombers using the AA gun.
 * <p style="margin-bottom: 0in" lang="en-US">Bombers and gunships are already strafing the village so the player must dash to the AA gun and start to take them down.
 * <p style="margin-bottom: 0in" lang="en-US">Ships will sweep across the village at several points.
 * <p style="margin-bottom: 0in" lang="en-US">They will also bomb the AA turret.
 * <p style="margin-bottom: 0in" lang="en-US">These ships must be taken out before the player is killed.
 * <p style="margin-bottom: 0in" lang="en-US">If the player exits the AA gun, they must be told to get back in. If they do not, they will be killed by one of the ships after a few seconds.
 * <p style="margin-bottom: 0in"> Player Experience : Fixed gun vs. flying vehicle combat.
 * <p style="margin-bottom: 0in"> Completion Mechanic : Clear area.
 * <p style="margin-bottom: 0in"> Payoff : Once again defeating the New Order onslaught and training to use AA turrets vs. flying vehicles.
 * <p style="margin-bottom: 0in"> Restrictions : The player cannot be allowed to leave the village and go back out into the open areas of the map. The player cannot be allowed onto the roof of the Jedi Enclave. The player cannot be allowed to go into the caves. Once the player is inside the village, the doors should prevent them from leaving.

Main Objective 9: Defend the South Gate

 * <p style="margin-bottom: 0in"> Context : After X2 destroys the last of the attacking bombers, X1's final assault on the village begins.
 * <p style="margin-bottom: 0in"> Events :
 * A few seconds after the last flying ship is taken out, a scout on the walls of the village shouts down that he can see the New Order coming. He is later killed, falling off the ramparts.
 * <p style="margin-bottom: 0in" lang="en-US">There are villagers in defensive positions throughout the town square around the fountain and on the rooftops.
 * <p style="margin-bottom: 0in" lang="en-US">The South Gate doors blow open as X2 gets into position.
 * <p style="margin-bottom: 0in" lang="en-US">Clone troopers come streaming in through the doors, with gunships landing outside the doors, spawning more of them.
 * <p style="margin-bottom: 0in" lang="en-US">The battle for the village rages on – the clones have better technology, but the villagers are entrenched.
 * <p style="margin-bottom: 0in" lang="en-US">The player should feel like they are in a fortified area and relatively secure against the encroaching clones. Over time, the player is able to thin the enemy forces.
 * <p style="margin-bottom: 0in" lang="en-US">After killing a certain number of New Order forces, the militia cry out that the New Order are about to break through the West Gate.
 * <p style="margin-bottom: 0in"> Player Experience : Intense infantry vs. infantry urban combat inside the village.
 * <p style="margin-bottom: 0in"> Completion Mechanic : Kill number of enemies.
 * <p style="margin-bottom: 0in"> Payoff : Making a stand against overwhelming odds and holding your own for a period of time. Though the odds are not in your favor, the New Order onslaught should be spectacular to watch.
 * <p style="margin-bottom: 0in"> Restrictions : The player cannot be allowed to leave the village and go back out into the open areas of the map. The player cannot be allowed onto the roof of the Jedi Enclave. The player cannot be allowed to go into the caves.

Main Objective 10: Defend the West Gate

 * <p style="margin-bottom: 0in"> Context : After defending the South Gate, the New Order are now assaulting the West Gate in an effort to outflank the defending Dantooine militia and X2.
 * <p style="margin-bottom: 0in"> Events :
 * <p style="margin-bottom: 0in" lang="en-US">The villagers move from the town square to defensive positions around the West Gate.
 * <p style="margin-bottom: 0in" lang="en-US">The West Gate doors blow open as X2 gets into position.
 * <p style="margin-bottom: 0in" lang="en-US">Clone troopers come streaming in through the doors, this time with an AT-RT, and Skytroopers on the rooftops.
 * <p style="margin-bottom: 0in" lang="en-US">Once again, the battle for the village rages on – the clones have better technology, but the villagers are entrenched.
 * <p style="margin-bottom: 0in" lang="en-US">The Dantooine villagers should reference the Jedi from time to time to remind the player that he is out there.
 * <p style="margin-bottom: 0in" lang="en-US">The player should feel like they are in a fortified area and relatively secure against the encroaching clones. Over time the player is able to thin the enemy forces.
 * <p style="margin-bottom: 0in" lang="en-US">After killing a certain number of New Order forces, the militia cry out that the New Order are about to break through the East Gate.
 * <p style="margin-bottom: 0in"> Player Experience : Intense infantry vs. infantry urban combat inside the village.
 * <p style="margin-bottom: 0in"> Completion Mechanic : Kill number of enemies.
 * <p style="margin-bottom: 0in"> Payoff : Making a stand against overwhelming odds and holding your own for a period of time. Though the odds are not in your favor, the New Order onslaught should be spectacular to watch.
 * <p style="margin-bottom: 0in"> Restrictions : The player cannot be allowed to leave the village and go back out into the open areas of the map. The player cannot be allowed onto the roof of the Jedi Enclave. The player cannot be allowed to go into the caves.

Main Objective 11: Defend the East Gate

 * <p style="margin-bottom: 0in"> Context : After defending the West Gate, the Republic are now assaulting the final (East) Gate in a last ditch effort to outflank the defending Dantooine militia and X2.
 * <p style="margin-bottom: 0in"> Events :
 * <p style="margin-bottom: 0in" lang="en-US">TThe villagers move from the west square to defensive positions around the East Gate.
 * <p style="margin-bottom: 0in" lang="en-US">The East Gate doors blow open as X2 gets into position.
 * <p style="margin-bottom: 0in" lang="en-US">Clone troopers come streaming in through the doors, this time with 2 AT-RTs, and Skytroopers on the rooftops. Clones drop into the village via Escape Pods.
 * <p style="margin-bottom: 0in" lang="en-US">Battle to defeat the village rages on yet again – the clones have better technology, but the villagers are entrenched.
 * <p style="margin-bottom: 0in" lang="en-US">The Dantooine villagers should reference the Jedi from time to time to remind the player that he is out there.
 * <p style="margin-bottom: 0in" lang="en-US">The player should feel like they are in a fortified area and relatively secure against the encroaching clones. Over time the player is able to thin the enemy forces. As the player begins to beat back the forces, they should start to feel like there is hope in beating back the New Order.
 * <p style="margin-bottom: 0in" lang="en-US">After killing a certain number of New Order forces, an AT-TE moves into position firing through the South Gate, 2 AT-XRs by the West Gate and an AT-XR moves to the East Gate. Clones now start pouring into the village as bombers and gunships begin to strafe the village too. The Militia calls to fall back and defend the Jedi Enclave.
 * <p style="margin-bottom: 0in" lang="en-US">X1 will contact X2 via the Radio to voice his anger at X2's defiance.
 * <p style="margin-bottom: 0in"> Player Experience : Intense infantry vs. infantry and vehicles urban combat inside the village.
 * <p style="margin-bottom: 0in"> Completion Mechanic : Kill number of enemies.
 * <p style="margin-bottom: 0in"> Payoff : Making a stand against overwhelming odds and holding your own for a period of time. Though the odds are not in your favor, the New Order onslaught should be spectacular to watch.
 * <p style="margin-bottom: 0in"> Restrictions : The player cannot be allowed to leave the village and go back out into the open areas of the map. The player cannot be allowed onto the roof of the Jedi Enclave. The player cannot be allowed to go into the caves.

Main Objective 12: Defend the Jedi Enclave
<p style="margin-bottom: 0in">Mid-level – Cutscene: Now that the Jedi, Falon Grey, has arrived, he has a short discussion with X2 regarding what is happening. Falon opens the doorway to the hidden Jedi caves and ushers X2 and the remaining militia to head to a secret transport ship he has in order to escape the invasion.
 * <p style="margin-bottom: 0in"> Context : T he attacks from above, the heavy weapons deployed at each gate and the swarms of clones make fighting in the open in the village impossible. X2 and the militia/villagers head to the relative safety of the Jedi Enclave. Additional waves of clone troopers attack and just when all seems lost, Falon Grey comes to their rescue and makes short work of the clone troopers.
 * <p style="margin-bottom: 0in"> Events :
 * <p style="margin-bottom: 0in" lang="en-US">X2 and the villagers retreat to the interior of the Enclave where they fight off the continually advancing troopers.
 * <p style="margin-bottom: 0in" lang="en-US">The Dantooine villagers should reference the Jedi from time to time to remind the player that he is out there.
 * <p style="margin-bottom: 0in" lang="en-US">After killing a certain amount of clones, it triggers Falon Grey to appear, prompting the villagers to cheer.
 * Grey slices and dices his way through the clones before triggering a mid-level cutscene. During the cutscene all combat and script need to freeze. After the cutscene, the player will spawn with Grey facing the Enclave.
 * Player Experience : Infantry combat backed into a corner against all forms of New Order infantry assisted by the Dantooine militia.
 * <p style="margin-bottom: 0in"> Completion Mechanic : Clear area.
 * <p style="margin-bottom: 0in"> Payoff : A BFIII take on the Alamo. A Jedi comes to the rescue fighting alongside you.
 * <p style="margin-bottom: 0in"> Restrictions : The player cannot be allowed to go back out into the center of the village or beyond. They cannot be allowed on the roof of the Enclave. They cannot be allowed into the caves. The need to stay in the Enclave interior or close the opening to the village.

Main Objective 13: Escape to the Secret Hangar
<p style="margin-bottom: 0in">Outro – Cutscene: X1 arrives before Grey and X2 can escape. After a short battle, X1 kills X2 and Grey, leaving them for dead. With the last of his power, Grey heals X2 and so X2 can begin training under Master Kota. Cutscenes =
 * <p style="margin-bottom: 0in"> Context : The village is lost. Falon Grey suggests that the best course of action would be to retreat and regroup with the newly formed Rebellion. Fortunately, Grey has a transport ship hidden away in a hangar in the mountain behind the Enclave through the caves. There is still a chance to get all of the survivors to the ship and escape before the New Order realises what has happened. X2 and the villagers follow Grey through the crystal caves to secret hangar.
 * <p style="margin-bottom: 0in"> Events :
 * <p style="margin-bottom: 0in" lang="en-US">Grey opens the way into the caves behind the enclave leading to the secret hangar.
 * <p style="margin-bottom: 0in" lang="en-US">X2 and the villagers follow him to the secret hangar.
 * <p style="margin-bottom: 0in" lang="en-US">At this point, the player needs to feel like they are going to make it. They should feel like X2 and the Jedi are going to take these villagers and fight against the New Order, maybe even become a crucial part of the nascent Rebellion. The player might assume that Grey is going to train them to become a Jedi. This point in the level should feel hopeful: Victory – escape – is achievable.
 * There are scattered pockets of Clone troopers in the caves which Grey will engage while the player can choose to engage them or simply run past them to the exit marker.
 * Once X2 reaches the hangar door, the end level cutscene is triggered.
 * Player Experience : nfantry vs. infantry in a closed area, but the focus is not on combat as much as on reaching the hangar quickly and getting off the planet.
 * <p style="margin-bottom: 0in"> Completion Mechanic : Reach trigger.
 * <p style="margin-bottom: 0in"> Payoff : End cutscene.
 * <p style="margin-bottom: 0in"> Restrictions : Players cannot be allowed to leave the Enclave and go back into the village. Players cannot be allowed onto the roof of the Enclave. Grey and the villagers cannot get so far ahead of the player that they do not all enter the hangar at roughly the same time.

}} Act II = {{#tag: tabber| Desolation Station= =Synopsis =

Jedi Master Kota has recruited X2 into the ranks of the Rebel Alliance, shortly after the events of Star Wars: The Force Unleashed but before the events of Episode IV. During the events of The Force Unleashed, which Kota was privy to, the Death Star's superlaser was damaged. To keep the project on schedule, the Empire is working its slave laborers to the bone to complete work on the replacement parts. The Rebels currently do not have enough information to formulate a plan to permanently halt the construction of the Death Star, but are actively looking for ways to delay it. X2 has been tasked with destroying a replacement tributary beam for the Death Star's superlaser and the facility used to create it. To do this, he must infiltrate an Imperial base, drop the shield surrounding the superlaser transport ship, board the transport ship and fire the beam at the base. Along the way, he must free the Wookiee slaves that the Empire has conscripted to do their labor.

Introduction
A short sequence of camera pans and shots showing the key elements of the level – the base, the near-complete Death Star and the beam transport vessel – before moving in behind the Imperial Shuttle and the player taking control, flying through a dense asteroid field. Desolation Station itself is constructed on a large asteroid which is rich in mineral deposits required for the construction of key components. During the flight to the base, the player is escorted through a series of nav markers/gates by a pair of TIE fighters. This is intended to guide the player “safely” through the asteroid field but also allows the developers to focus all the base activity around the flight path we know the player will take.

During this flight, Master Kota briefs the player on the situation and the mission objectives, while X2 can see the superlaser transport clearly shielded, as well as the almost completed Death Star in the distance. The base is a hive of activity with patrolling TIE fighters and other vessels constantly arriving and departing. The backdrop to the whole scene is a massive planetary system with a nebula behind, the asteroid field being a part of this planetary system.

Outro
X2 is flying away from the rear of the transport in an escape pod – the transport ship has been critically damaged by the resulting shockwave and the flying debris resulting from the destruction of Desolation Station after firing the tributary beam at the base. The reverse-angle view shows the escape pod flying “towards” the camera, showing the final destruction of the transport behind the pod as a huge chunk of asteroid impacts the transport and it explodes in spectacular fashion. It is clear that it was a VERY close call as the pod gets buffeted by the blast. Master Kota congratulates X2 on completing the mission, but also warns that it is not a permanent solution and that the Death Star WILL eventually be completed unless the Alliance can find a permanent solution.

At the end of this sequence, the cutscene of X1 expressing his disappointment with Captain Botha (the commander of Desolation Station) after the base is destroyed will play, then lead immediately into the next level intro cutscene.

Key Goals and Main Events for this Level

 * <p style="margin-bottom: 0in"> Setting the Scene : The approach to Desolation Station shows off an immense asteroid field as well as indicating that this base is very active, with plenty of fighters and transports buzzing around. Framing the background of the planet, the nebula and the base itself along with the partially completed Death Star and the superlaser transport right at the start (The money-shot!) is important to show the player as much eye candy as possible right from the start, as well as give them a taste of where they will go during the level. The path the player will follow should take them close to the ground as soon as possible without having to dive too steeply and will pass by asteroids with mining droids buzzing around them, AT-AT walkers patrolling the perimeter and any other activity the developers are able to incorporate into the location.


 * Space is Not Empty: The player gets a chance to fly around a VBF which is not only populated with friendly and enemy fighters, but also a huge number of asteroids of varying sizes, with the extra complication of static anti-air turrets installed on some of the asteroids. This takes the fighter vs. fighter dogfighting to a new level by introducing obstacles which can help or hinder the player’s progress.


 * <p style="margin-bottom: 0in"> Firing the Death Star Superlaser: The player will have the chance to fire the tributary beam before it is installed by turning it on Desolation Station itself. This will take the form of a short cutscene after the player has begun the firing sequence. This cutscene will very closely resemble the iconic “Destruction of Alderaan” sequence from Episode IV.
 * Freeing Allies and Fighting with Them:  Aside from the Rebel Commando unit that lands with the player, there are also Wookiee slaves trapped in the cells which, once freed, will join the fight on the player's side. While not actually being allies of the player, in their thirst for destruction and revenge against the Empire for their forced imprisonment, they will occasionally assist the player's mission unintentionally!
 * Fly the Empire's new TIE Fighter: In the story’s timeline, the TIE Fighter is a brand new Imperial vehicle and the first batch off the production line has been assigned to the defense of Desolation Station and the Death Star construction site. The player will have the opportunity to fly one of these ships in combat against other TIE Fighters amongst the asteroids on the flight up to the beam transport, while being supported by a number of X-wings.
 * Dealing with static Anti-Air turrets:  A number of automated AA turrets have been set up on some of the asteroids as a defensive measure in case of an assault. While the player is on approach to the base these turrets will be tracking the shuttle but not firing. They come online while the player is trying to get to the beam transport and can be destroyed or ignored as part of a bonus objective, but will be a constant threat until dealt with.

Objective List
<p style="margin-bottom: 0in">Main: Secure Landing Zone and Adjoining Corridor

<p style="margin-bottom: 0in">Bonus: Destroy the Imperial Communications Consoles

<p style="margin-bottom: 0in">Main (2): Fight your way to the Drill Chamber

<p style="margin-bottom: 0in">Main (3): Liberate the Wookiee Slave Workers

<p style="margin-bottom: 0in">Main (4): Deactivate the Shield Generator guarding the Beam Transport

<p style="margin-bottom: 0in">Main (5): Steal a Imperial TIE Fighter

<p style="margin-bottom: 0in">Main (6): Board the Beam Transport

<p style="margin-bottom: 0in">Bonus (2): Destroy the AA Turrets on the Asteroids

<p style="margin-bottom: 0in">Main (7): Fire the Tributary Beam at Desolation Station

<p style="margin-bottom: 0in">Main (8): Escape from the Beam Transport

Main Objective 1: Secure Landing Zone and Adjoining Corridor

 * <p style="margin-bottom: 0in"> Context : X2 is approaching Desolation Station in a stolen Imperial shuttle. His Imperial protocol is a bit rusty after being out of commission for 15 years, but he is able to get by. The Empire thinks that he is delivering a fresh shipment of slaves from Kashyyyk. Instead, he has a cargo hold full of Rebel soldiers ready to take on the Empire.


 * <p style="margin-bottom: 0in"> Events :
 * <p style="margin-bottom: 0in">The player flies toward the base in an Imperial shuttle, following an escort of two TIE Fighters through a series of navigational gates which plot the safest route through the unstable asteroid field. Kota gives X2 a briefing of his mission.
 * You fly past an array of turrets on the asteroids which track your progress as you pass your final destination, the transport ship. The shield is evident around the ship.
 * Some of the asteroids may rotate.
 * TIE Fighters patrol the station in formation, the escorting ones peeling off as you approach the hangar.
 * The Empire contacts you by radio to tell you that you are clear to land. You are greeted by the station’s commanding officer, Captain Botha.
 * You land in the hangar (once in range of the hangar, pressing the land key initiates an auto-landing sequence – reinforced by Imperial V.O. saying that they are going to bring you in to the hangar).
 * Stormtroopers and an Imperial Officer parade in formation in the hangar.
 * Once the player and his squadmates get off the ship, the alarm is raised and the fighting begins.
 * There are several unoccupied AT-STs in the hangar that the player can use against the Imperials, although the Imperials will try to get to the AT-STs first to defend the base. If the player does get into an AT-ST, then several TIE Fighters will do a couple of strafing runs on the hangar before being called off as they are doing too much collateral damage. Afterwards, Shock Troopers (with rocket launchers) will spawn to attack.
 * The player’s goal is to wipe out the first wave of troopers in the hangar.
 * <p style="margin-bottom: 0in"> Player Experience : Manual flight following an escort. Infantry vs. Infantry, Walker vs. Infantry and/or Walker vs Walker combat between Rebels and Stormtroopers.
 * <p style="margin-bottom: 0in"> Completion Mechanic : Land and clear area.


 * Payoff : There should be a feeling that they could turn on you at any time, emphasized by the level of security and TIE patrols in the area. This is followed by the satisfaction of successfully infiltrating the base, and later, all-out action as you begin your assault.


 * <p style="margin-bottom: 0in"> Reusable Elements : Space escort NPCs. Auto-Landing.


 * <p style="margin-bottom: 0in"> Restrictions : The player cannot be allowed to land anywhere other than the East Hangar. The player cannot be allowed to get to the transport ship yet. The player should be fairly corralled in their approach to the planet. After landing in the hangar, the player should not be able to leave again in the shuttle. The player cannot be allowed to get into the base until the objective has been completed.

Bonus Objective 1: Destroy the Imperial Communications Consoles

 * <p style="margin-bottom: 0in">Event-triggered
 * <p style="margin-bottom: 0in">Using your weapons or the AT-ST, destroy the Imperial communication stations located around the hangar.
 * <p style="margin-bottom: 0in">Payoff: Blowing stuff up. Will reduce the number of troopers that spawn in the early part of the level.

Main Objective 2: Fight to the Drill Chamber

 * <p style="margin-bottom: 0in"> Context : Master Kota informs X2 of an 'opportunity' at the drill chamber. Mid-way, Kota will tell X2 to destroy the shield generator (located in the upper levels of the chamber), in order to get access to the underground cells.
 * <p style="margin-bottom: 0in"> Events :
 * <p style="margin-bottom: 0in">The player fights their way to a security center on the upper level of the drill chamber and destroys the console using whatever weapons are available to them. Botha can be heard giving orders over the tannoy. Destroying the console has the effect of opening the doors leading down to the cells as well as silencing the intruder alarm which has been going off since the player landed in the hangar.
 * <p style="margin-bottom: 0in">There will be a set-piece in the rear area of the factory introducing the Wookiee slaves and the fact they are completely subservient to the Empire at this time. It will take the form of a Wookiee rebelling and being threatened or punished for his actions. While this is taking place, the player cannot move forwards through the base until the sequence has been completed and doors opened, allowing the player access. Once the doors have opened, all the troopers in this area will become combat-active.
 * <p style="margin-bottom: 0in">Leaving the factory and heading towards the drill chamber, the player will pass through a linking corridor with a clear glass ceiling showing the space outside. A set-piece animation will have an AT-AT walker stepping over the corridor, triggered to happen at the best moment to create the most dramatic effect.
 * <p style="margin-bottom: 0in">Destroying the security console is a rallying call for the Wookiees in this area who will stop working, grab whatever weapons they can find and join the player’s side to fight through the base.
 * Player Experience : Interior infantry combat with X2 and a small band of Rebels against Stormtroopers and Shock Troopers. Introduction of the Wookiee slaves and demonstration that they are indeed treated like slaves.
 * <p style="margin-bottom: 0in"> Completion Mechanic : Destroy prop.
 * <p style="margin-bottom: 0in"> Payoff : The alarm that had been sounding of from the consoles throughout the base is silenced and the doors to the lower levels open up.
 * <p style="margin-bottom: 0in"> Reusable Elements : Destructible prop affecting audio trigger.
 * <p style="margin-bottom: 0in"> Restrictions : The player should not be able to leave via the shuttle. The player cannot continue through the factory area until the Wookiee slave set-piece has played out and the doors opened to allow access. The player cannot be allowed to advance to the underground cells until the objective has been completed.

Main Objective 3: Liberate the Wookiee Slave Workers

 * <p style="margin-bottom: 0in"> Context : As with the other Death Star construction facilities, the work on Desolation Station is accomplished with Wookiee slave labor. Before destroying the facility, X2 must see to it that the slaves have been safely evacuated. In the cells he finds not only slaves, but also General Tarfful, whom the Empire had taken prisoner as well.
 * <p style="margin-bottom: 0in"> Events :
 * <p style="margin-bottom: 0in">The player travels down into the prison block where they encounter Stormtroopers, Shock Troopers, and an Imperial Officer.
 * <p style="margin-bottom: 0in">In each of the cells you can see the Wookiee prisoners doing something, either lying down, shaking the bars, or something like that.
 * <p style="margin-bottom: 0in">You can either shoot the panel on the door to their cell or press the button to free a Wookiee.
 * <p style="margin-bottom: 0in">Every time you free a Wookiee, a new wave of Imperial troopers spawns. The first thing the Wookiee will do is to go to one of the gun racks around the prison and arm itself.
 * <p style="margin-bottom: 0in">One of the Wookiees is Tarfful. Tarfful behaves like other companion characters in that he will not die unless you deliberately kill him. In which case the mission would fail.
 * <p style="margin-bottom: 0in">As you free the prisoners, Botha’s commands over the radio become more panicked.
 * <p style="margin-bottom: 0in">Tarfful behaves like the other companion characters in that he will not die unless you deliberately kill him, in which case the mission would fail.
 * <p style="margin-bottom: 0in">Once the last Wookiee is free, Botha is heard to be abandoning the station.
 * <p style="margin-bottom: 0in"> Player Experience : The player travels around the semi-circular room liberating the Wookiees one at a time. Each freed Wookiee brings with it more Imperial resistance. Combat is close-quarters infantry vs. infantry. Freed Wookiees may assist the player in releasing their comrades.
 * <p style="margin-bottom: 0in"> Completion Mechanic : Activate/shoot prop.
 * Payoff : From the upper level, Tarfful rallies his Wookiee brethren to trash the security center, providing pyrotechnic payoff.
 * <p style="margin-bottom: 0in"> Reusable Elements : Door panels that can be activated or shot. Enemy spawns tied to triggers.
 * <p style="margin-bottom: 0in"> Restrictions : The player should be discouraged from backtracking through the base. They should not be able to leave in the shuttle. They should not be able to complete the next objective until this one has been completed.

Main Objective 4: Deactivate the Shield Generator guarding the Beam Transport

 * <p style="margin-bottom: 0in"> Context : X2, his Rebel squad, and the Wookiees enter the shield control room. Their mission is to deactivate the shield so that the Rebels can board the transport ship.
 * Events : The player fights his way into the shield control room. There, the Wookiees start smashing the Imperial consoles. Tarfful goes up to the upper level and shakes his arms in the air and roars to fuel the Wookiee Rebellion. An enemy is knocked off the upper gantry by a Wookiee. The player can destroy the shield controls themselves, or, if they fight for long enough, the Wookiees will do it for them.
 * <p style="margin-bottom: 0in"> Player Experience : The player joins the Wookiees in destroying the Imperial consoles, meeting some resistance from Stromtroopers, Shock Troopers, and Scout Troopers.
 * <p style="margin-bottom: 0in"> Completion Mechanic : Reach area / destroy prop.
 * <p style="margin-bottom: 0in"> Payoff : The player gets to destroy really big ships with a really big gun providing visceral payoff in the visuals and audio.
 * <p style="margin-bottom: 0in"> Reusable Elements : Tarfful rally animation. Scripted knocking of enemy off of elevated geometry. Destructible consoles.
 * <p style="margin-bottom: 0in"> Restrictions : The player should not be able to advance to the TIE hangar until the objective is complete. The player should be discouraged from backtracking through the level.

Main Objective 5: Steal a Imperial TIE Fighter
Master Kota tells X2 to steal one of the Empire's new TIE Fighters from the West Hangar. In the same hangar, there is an Imperial shuttle, which will be used for the Wookiees’ escape. Once in the TIE Fighter, Blue Leader informs X2 that his ship is marked as friendly.

Main Objective 6: Board the Beam Transport

 * <p style="margin-bottom: 0in"> Context : With the shield down, X2 and his Rebel forces are clear to head up to the beam transport.
 * Events : The player and his troops fight into the hangar where some Imperial ships are available. In a TIE Fighter, the player traverses the VBF, battling enemy starfighters and evading or destroying enemy turrets mounted on the asteroids in order to land on the hangar of the beam transport.
 * <p style="margin-bottom: 0in"> Player Experience: Infantry combat into the hangar. VBF traversal combat against enemy TIE fighters. Destroying mounted turrets on asteroids.
 * <p style="margin-bottom: 0in"> Completion Mechanic : Destroy 50% of the TIE Fighters and land on the beam transport.
 * <p style="margin-bottom: 0in"> Payoff : Flying a TIE fighter. The experience of space combat in an asteroid field.
 * <p style="margin-bottom: 0in"> Reusable Elements : Asteroid mounted turrets. Starfighter splines through asteroid field.
 * <p style="margin-bottom: 0in"> Restrictions : The player should not land back at the base on the ground.

Bonus Objective 2: Destroy the AA Turrets on the Asteroids

 * <p style="margin-bottom: 0in">Event-triggered
 * AA turrets mounted on the asteroids have been activated due to the prisoners’ escape attempt. The player has the option of taking out some of the turrets on these asteroids on the way up to the transport ship.
 * Payoff: The turrets may take out some of the escaping Wookiees. Completing the objective ensures their safety.

Main Objective 7: Fire the Tributary Beam at Desolation Station

 * <p style="margin-bottom: 0in"> Context : Once aboard the ship, it is just a matter of X2 getting to the firing controls and taking out the base. Once you reach the ship’s interior, Kota informs X2 that there is only one escape pod on the lower decks, so the other Rebels need to stay behind in order for them to get to safety.
 * <p style="margin-bottom: 0in"> Events : Three X-wings land on the transport and the pilots join you on the deck to fight the Imperial troopers there. The player fights through the Imperial resistance until they reach the superlaser controls. Upon firing the laser, the player is treated to a cutscene showing the destruction of Desolation Station. In the capacitor chamber, the Empire has placed its top marksmen as a last line of defense to stop X2.
 * <p style="margin-bottom: 0in"> Player Experience : Starts with a boarding party assault, with the player and some other Rebels landing to join a battle against Imperial Stormtroopers, Shock Troopers, and Scout Troopers. Becomes a more intimate infantry combat experience in the ships interior once X2 goes on alone.
 * <p style="margin-bottom: 0in"> Completion Mechanic : Fire the Tributary Beam.
 * <p style="margin-bottom: 0in"> Payoff : Destroying a slave colony with one of the Death Star’s own weapons. The result should be visually spectacular.
 * <p style="margin-bottom: 0in"> Reusable Elements : Boarding party behavior for AI ships on a capital ship hangar. Death Star Laser / Destruction VFX.
 * <p style="margin-bottom: 0in"> Restrictions : The player should not fly off of the ship after landing.

Main Objective 8: Escape from the Beam Transport

 * <p style="margin-bottom: 0in"> Context : The tributary beam was never meant to be fired while being moved on the transport ship and certainly not at such close range to the target. The transport has sustained serious damage from the impact of the debris from the explosion and the power systems are overloading. X2 must get to an escape pod before the ship self-destructs.
 * <p style="margin-bottom: 0in"> Events : The player races to an escape pod before the ship blows.
 * <p style="margin-bottom: 0in"> Player Experience : Race to the escape pod. The whole ship is coming apart during this sprint with consoles and power feeds exploding everywhere. As a result, steam fills the area, making navigation tricky.
 * <p style="margin-bottom: 0in"> Completion Mechanic : Reach area (timed).
 * <p style="margin-bottom: 0in"> Payoff : The player blasts out of the ship just in time to see it get destroyed in a payoff cam.
 * <p style="margin-bottom: 0in"> Reusable Elements : Capital ship explosion VFX.
 * <p style="margin-bottom: 0in"> Restrictions : The player is on a timer, if they wander too far from the escape pod they should run out of time and be killed by the exploding ship. The entrance to the capacitor chamber has been sealed shut in an automated attempt to isolate hull breaches, so the player cannot leave the way they came in. The only way off the transport is via the escape pod.

<p style="margin-bottom: 0in">Outro – Scripted Event: Payoff camera shows the beam transport ship blowing up behind the escape pod. A chunk of Desolation Station itself may collide with the ship just prior to its explosion. Over the radio, Kota congratulates X2 and welcomes him into the Rebellion. Alludes to Shara. Reminds the player that, while the Death Star’s construction has been slowed down, it will still be completed one day. Should also mention that someone is coming to pick up X2.

Outro – Cutscene: Captain Botha's escape pod has been recovered by Imperial forces and he is brought before X1 to receive his punishment for such a huge defeat at the hands of a clone and a few Wookiees. The punishment is swift and final. Yavin 4==Synopsis = Since Desolation Station, X2 has served the Rebellion on many missions throughout the galaxy. He has been given command of his own squadron – Grey Squadron. He has come to Yavin 4 after the destruction of the Death Star to meet up with one of the new Grey Squadron recruits – former bounty hunter Shara Vayle. Their meeting is cut short when the Imperial retribution force arrives above the planet to wipe out the Rebel leaders based on the planet. From a gameplay perspective, this level is all about a big open battle experience rather than lots of individual tasks to accomplish.

Objective List
<p style="margin-bottom: 0in">Main: Rally at the Springs

<p style="margin-bottom: 0in">Main (2): Advance towards the Temple

<p style="margin-bottom: 0in">Main (3): Clear the Walkway of Imperial Snipers

<p style="margin-bottom: 0in">Main (4): Destroy the AT-STs

<p style="margin-bottom: 0in">Bonus: Snipe the Imperials on the Temple

<p style="margin-bottom: 0in">Main (5): Fight to the Temple Command Room

<p style="margin-bottom: 0in">Main (6): Defend the Temple Command Room

<p style="margin-bottom: 0in">Main (7): Get to a X-Wing

<p style="margin-bottom: 0in">Main (8): Destroy TIE Fighters with Luke and Rogue Squadron

<p style="margin-bottom: 0in">Main (9): Fly through the Death Star Debris

Main Objective 1: Rally at the Springs

 * Context : The Rebels have been scattered by the sudden Imperial attack. X2 and the other Rebels on the far side of the valley have been cut off from the temple by the sudden invasion. All Rebels on the north side are instructed to regroup at the nearest defensible position, the springs.


 * <p style="margin-bottom: 0in"> Events : Immediately after the cutscene, Shara gets to her X-wing to join the fight in air around the temple. Imperial bombers strafe the landing pad while orbital strikes target the temple. As the player presses forward, Imperial shuttles drop off troops across the map. Imperial bombers strafe the landing pad. And [orbital strikes] bombard the temple. The player must fight through the first waves of Imperial Stormtroopers to the springs and hold until the rest of the Rebels regroup around him.
 * <p style="margin-bottom: 0in"> Player Experience : Infantry combat with a small squad in light jungle against stormtroopers.
 * <p style="margin-bottom: 0in"> Completion Mechanic : Kill x Stormtroopers.


 * Payoff : X2 assembles a team of troops with which he can push onwards to the temple.


 * <p style="margin-bottom: 0in"> Reusable Elements : Danger area mechanic. Squad-based infantry combat.


 * <p style="margin-bottom: 0in"> Restrictions : The player needs to be directed to the springs. This is a very open map, and it would be easy to break if the player were allowed to go anywhere. There need to be physical barriers, unstoppable threats, or both in areas of the map that the player is not intended to traverse. There needs to be a warning and a reorientation system to ensure that players are able to find their way back to the path through the level. No X-wings should be available for the player at the start of the level – they need to have taken off or blown up before you can get to them. The player should not be able to reach or enter the Yavin temple until the appropriate objective.

Main Objective 2: Advance towards the Temple

 * <p style="margin-bottom: 0in"> Context : X2 and his squad need to make their way back to the temple to evacuate. There are plenty of stormtroopers in the way, however.
 * <p style="margin-bottom: 0in"> Events : Between the springs and walkway there is a large stretch of fairly open battlefield. Along the way the player will experience an air battle raging overhead, and waves of Imperial troops setting up throughout the jungle.
 * Player Experience : Jungle combat with Rebel allies against Imperial Stormtroopers, Shock Troopers, Scout Troopers, and Imperial Pilots.
 * <p style="margin-bottom: 0in"> Completion Mechanic : Reach area.
 * <p style="margin-bottom: 0in"> Reusable Elements : Squad-based infantry combat.
 * Restrictions : The player cannot be permitted to enter the temple. The player should be discouraged from backtracking. The player should not be permitted to venture into the areas of the map with little or no story setup.

Main Objective 3: Clear the Walkway of Imperial Snipers

 * <p style="margin-bottom: 0in"> Context : The Empire has placed snipers all along the river walkway. From this position, they have a clear shot at the back door of the Yavin temple. You need to take them out so that the Rebels in the jungle can have a chance to make it back to the safety of the temple.
 * <p style="margin-bottom: 0in"> Events : Imperial shuttle drops off snipers, who make their way into position on the walkway. Shuttle takes off over walkway to signpost objective. As the player moves along the walkway, the large scale battle is exposed on the temple’s forecourt.
 * <p style="margin-bottom: 0in"> Player Experience : Attacking a pre-positioned fortification with Rebel allies against Imperial Scout Troopers.
 * <p style="margin-bottom: 0in"> Completion Mechanic : Kill x Scout Troopers.
 * Payoff : The Rebels in the jungle can move forward, creating a pincer for the Empire just outside the back door of the temple.
 * <p style="margin-bottom: 0in"> Reusable Elements : Snipers positioned on elevated terrain.
 * <p style="margin-bottom: 0in"> Restrictions : The player cannot be permitted to enter the temple. The player should be discouraged from backtracking. The player should not be permitted to venture into the areas of the map with little or no story setup.

Main Objective 4: Destroy the AT-STs

 * <p style="margin-bottom: 0in"> Context : X2 has cleared the walkway of snipers, but now there’s a bigger problem. AT-STs are patrolling the area in front of the temple hangar. They need to be destroyed so that the Rebel pilots can get out of the hangar in their X-wings.
 * Events : AT-STs harass Rebel troops in front of the gate to the hangar. Lots of Shock Troopers and Stormtroopers. Rebels manning anti-infantry turrets.
 * <p style="margin-bottom: 0in"> Player Experience : Infantry vs. armor combat using rocket launchers.
 * <p style="margin-bottom: 0in"> Completion Mechanic : Destroy x AT-STs
 * <p style="margin-bottom: 0in"> Payoff : The AT-STs are destroyed and the player is clear to go into the temple.
 * <p style="margin-bottom: 0in"> Reusable Elements : AT-ST vs. Infantry combat behaviors.
 * Restrictions : The player should not be able to enter the temple until instructed to. The player should not be able to enter the temple through the side entrance. They should not be able to enter areas with little or no story setup. They should be discouraged from backtracking.

Bonus Objective: Snipe the Imperials on the Temple

 * <p style="margin-bottom: 0in">Imperial Scout Troopers have taken up ideal positions on the ledges of the Yavin temple. Taking them out will save many Rebel lives.
 * The player can use one of the sniper rifles on the walkway.
 * Payoff: Snipers falling off the temple’s ledges in an amusing fashion.

Main Objective 5: Fight to the Temple Command Room

 * <p style="margin-bottom: 0in"> Context : The defensive line in front of the hangar has been broken. The Rebels fall back further into the hangar and the Empire is pushing forwards, as you attack from the back. You need to stop the Stormtroopers from reaching the command room.
 * <p style="margin-bottom: 0in"> Events : As you push forward into the hangar, the massive main door to the temple hangar closes behind you, trapping the remaining Stormtroopers inside. A second defensive line inside the hangar finishes off the remaining Stormtroopers. As the player gets a moment’s peace, X2 meets up with Luke and Wedge in the command room.
 * <p style="margin-bottom: 0in"> Player Experience : Infantry combat with Rebel allies and some anti-infantry turrets against Stormtroopers and Shock Troopers.
 * <p style="margin-bottom: 0in"> Completion Mechanic : Reach area.
 * <p style="margin-bottom: 0in"> Payoff : Meet Luke Skywalker.
 * <p style="margin-bottom: 0in"> Restrictions : The player should not be able to enter through the side entrance.

Main Objective 6: Defend the Temple Command Room

 * <p style="margin-bottom: 0in"> Context : The Rebels have fallen back to the command room of the temple to plan their escape. They are going to use the debris from the Death Star to shield their transport ships from the Star Destroyers and break out into hyperspace on the other side. X2 and Grey Squadron are going to join Luke and Rogue Squadron in the air to support the evacuation.
 * <p style="margin-bottom: 0in"> Events : As you reach the command room, the Empire breaches the side entrance of the base and Stormtroopers pour in. Luke frantically destroys the Rebel data on various terminals as waves of Stormtroopers come in from both sides.
 * <p style="margin-bottom: 0in"> Player Experience : Close quarters infantry combat with Rebel allies against Stormtroopers, Imperial Pilots, and Shock Troopers.
 * <p style="margin-bottom: 0in"> Completion Mechanic : Protect area.
 * <p style="margin-bottom: 0in"> Restrictions : The player should not be able to leave the command room.

Main Objective 7: Get to a X-Wing

 * <p style="margin-bottom: 0in"> Context : Luke has finished destroying the Rebel data and everyone must evacuate.
 * Events : Luke joins the fight and everyone pushes forward through the Stormtroopers, into the hangar.
 * <p style="margin-bottom: 0in"> Player Experience : Close quarters infantry combat with Rebel allies against Stormtroopers.
 * <p style="margin-bottom: 0in"> Completion Mechanic : Enter X-wing.
 * <p style="margin-bottom: 0in"> Restrictions : The player should not be able to leave the temple via the side exit.

Main Objective 8: Destroy TIE Fighters with Luke and Rogue Squadron

 * Context : Now that the pilots are in their X-wings, the tide can turn and the Rebels can gain the upper hand.
 * <p style="margin-bottom: 0in"> Events : When the player jumps in a ship, the massive main temple door opens, and Imperials start pouring in. The player needs to blast out of there. The player joins the battle above the planet with Luke and Rogue Squadron above the planet. Banter is exchanged between the Rogue Squadron and Grey Squadron members as they attempt to outdo one another with the number of TIE Fighters destroyed. Banter about the most kills plays up the thrill of dogfighting.
 * <p style="margin-bottom: 0in"> Player Experience : The player, Rogue Squadron, and Grey Squadron fight in the air and in space against Imperial TIE Fighters and TIE Bombers. The purpose of the objective is to clear the way for everyone so that they can escape through the Death Star’s debris. The mechanic is destroying the TIE Fighters and TIE Bombers that are attacking them. The health for the Rebel ships and the TIEs should be adjusted so that it becomes very easy to pick lots of TIEs out of the sky, but the X-wings feel sturdy. This should be a heroic moment for the player. If you stray too far, you should be killed by the Star Destroyers.
 * <p style="margin-bottom: 0in"> Completion Mechanic: Destroy x TIE Fighters.
 * <p style="margin-bottom: 0in"> Payoff : Fighting alongside Luke Skywalker and Wedge Antilles above an iconic Star Wars location. Establishing a relationship with Luke that will pay off later when you become a Jedi and rescue him near the end of the game.
 * <p style="margin-bottom: 0in"> Reusable Elements : Escort-Lite mechanic. TIE Fighter turkey shoot (slightly higher player health, slightly lower TIE health).
 * <p style="margin-bottom: 0in"> Restrictions : The player should not be able to leave the playable area or land.

Main Objective 9: Fly through the Death Star Debris

 * <p style="margin-bottom: 0in"> Context : Enough TIE Fighters have been destroyed for the evacuation to complete. Star Destroyers surround the landscape, and the only route available is to fly through the debris of the destroyed Death Star.
 * <p style="margin-bottom: 0in"> Events : Luke and Wedge fly through the debris ahead of you.
 * <p style="margin-bottom: 0in"> Player Experience : Close interior flying through tube-like Death Star debris.
 * <p style="margin-bottom: 0in"> Completion Mechanic : Reach area.
 * <p style="margin-bottom: 0in"> Reusable Elements : Obstacle-course style flying.
 * <p style="margin-bottom: 0in"> Restrictions : The player shouldn't be able to leave the Death Star debris once inside.

<p style="margin-bottom: 0in">Outro – Scripted Event: Reinforce the friendship forming between Luke and X2. Refer to the Rebellion meeting up again at the rendezvous point. Hoth should not be specifically mentioned at this point. Hoth==Synopsis = The Imperial Army has already landed on Hoth and is marching towards Echo Base's forward defenses. X2 has to repair them and hold off the Imperial forces. Despite X2's efforts, the Imperials are getting closer to the shield generator, using AT-STs to take out any opposition. It is up to X2 to clear a path for the Rebels. Afterwards, X2 has to use a Snowspeeder and stop an AT-AT using a tow cable. Meanwhile, however, the Rebels lose contact with the Ion Cannon room, forcing X2 to recapture it, and grant Rebel transports safe passage. With the Rebels having almost evacuated Hoth, X2 has to escort the final transport in a X-wing. Upon completion, Shara informs X2 that the disabled Star Destroyer Avarice was tracking that transport the whole time. With their combined efforts, X2 and Shara destroy the Avarice, now having little time to escape. However, during his escape, X2 finds X1, confirming X2's belief that X1 survived. This meeting was short-lived, however, as they head their own ways, having close to no time left to escape the ship. Finally, X2 and Shara make their escape in their X-wings, with the Avarice exploding in the background.

Intro - Cutscene
Scripted camera. X2 and Shara are sauntering through the Echo Base front hangar, waxing lyrical about the battle ahead.

Key Goals for this Level

 * <p style="margin-bottom: 0in"> Being on the Defensive : The Imperials have landed on Hoth and are heading for Echo Base at all costs!


 * <p style="margin-bottom: 0in"> Recreating a Battle from the Films: Walkers, Snowspeeders, Snowtroopers, Rebels, Vader, and Luke, all as the fans know and love.

Main Level Events

 * Ground Defense: From defending the forward turrets from Snowtroopers to defending the shield generator where the player must take out AT-STs on foot and an AT-AT with their Snowspeeder.


 * <p style="margin-bottom: 0in"> Air Defense:   The player must defend a transport with the Ion Cannon, as well as escort one into space with an X-wing.
 * Invading a Star Destroyer: To secure a victory in retreat, as well as defend the Rebel evacuation effort, the player must board and destroy a Star Destroyer.

Objective List
<p style="margin-bottom: 0in">Main: Maintain at least one Forward Defense Turret

<p style="margin-bottom: 0in">Bonus: Maintain all Forward Defense Turrets

<p style="margin-bottom: 0in">Main (2): Escort reinforcements to the Shield Generator to hold back the Scout Walkers

<p style="margin-bottom: 0in">Main (3): Take out an AT-AT to assist the Rebels

<p style="margin-bottom: 0in">Main (4): Use the Ion Cannon to disable Star Destroyers

<p style="margin-bottom: 0in">Main (5): Escort the final Rebel Transport waiting in the Rear Hangar

<p style="margin-bottom: 0in">Bonus (2): Destroy the Rebel Databanks

<p style="margin-bottom: 0in">Main (6): Board the crippled Star Destroyer ‘Avarice’

<p style="margin-bottom: 0in">Bonus (3): Take out the attacking Imperial Fighter craft

<p style="margin-bottom: 0in">Main (7): Deactivate the Reactor Containment Shield

<p style="margin-bottom: 0in">Main (8): Destroy the Star Destroyer’s Main Reactor

<p style="margin-bottom: 0in">Bonus (4): Rescue the Rebel Prisoners

<p style="margin-bottom: 0in">Main (9): Escape from the Exploding Ship in your X-Wing

Main Objective 1: Maintain at least one Forward Defense Turret

 * <p style="margin-bottom: 0in"> Context : The Imperial Army has landed on Hoth and is already marching towards the Echo Base's forward defenses!


 * <p style="margin-bottom: 0in"> Events : X2 begins the level in the tunnels of Echo Base and must head outside with some degree of urgency. Hurried along by his fellow Rebels and tannoy announcements, X2 emerges from the forward pillboxes of Echo Base to see already damaged turrets taking a beating from the Imperial forces.
 * <p style="margin-bottom: 0in"> Player Experience : Defend/Repair props. Enemy suppression.
 * <p style="margin-bottom: 0in"> Completion Mechanic : Defend props / Survive.
 * <p style="margin-bottom: 0in"> Payoff : Reliving a tense and exciting section from Episode V.
 * <p style="margin-bottom: 0in"> Restrictions : Keeping the player in the relevant area, with V.O. to keep them on track, and tougher enemies if they stray too far behind the enemy lines.

<h4 style="margin-bottom: 0in">Bonus Objective 1: Maintain all Forward Defense Turrets


 * <p style="margin-bottom: 0in">Prop Survival
 * <p style="margin-bottom: 0in">The player has the opportunity to truly hold a “battlefront”.

Main Objective 2: Escort Reinforcements to the Shield Generator to hold back the Scout Walkers

 * <p style="margin-bottom: 0in"> Context : The Imperials are pushing ever closer to the shield generator and Echo Base!
 * <p style="margin-bottom: 0in"> Events : During the previous turret objective, the player is warned about the Imperials having advanced too far and that they are needed elsewhere. The player must then hop on a Tauntaun and lead a few good men to the shield generator. Once there, the AT-STs will be there as well and the player must take out two in order to progress.
 * <p style="margin-bottom: 0in"> Player Experience : Riding a Tauntaun, using turrets or explosive weaponry to take out AT-STs.
 * <p style="margin-bottom: 0in"> Completion Mechanic : Reach the shield generator and take out two AT-STs.
 * <p style="margin-bottom: 0in"> Payoff : Running alongside AT-STs on a Tauntaun, spectacle of taking out AT-STs attacking the shield generator.
 * <p style="margin-bottom: 0in"> Restrictions : The player must use a Tauntaun; the player must not stray too far off the beaten track.

Main Objective 3: Take out an AT-AT to assist the Rebels

 * <p style="margin-bottom: 0in"> Context : Despite taking out the advancing AT-STs, the Imperial AT-ATs are gaining a lot of ground towards the shield generator!
 * <p style="margin-bottom: 0in"> Events : Head to Echo Base, get in a Snowspeeder, and tow cable an AT-AT.
 * <p style="margin-bottom: 0in"> Player Experience : Snowspeeder combat, tow cabling.
 * <p style="margin-bottom: 0in"> Completion Mechanic : Destroy one AT-AT.
 * Payoff : Cool animation of the walker coming down, holding back the Imperials just a bit longer.
 * <p style="margin-bottom: 0in"> Reusable Elements : AT-AT tow cabling.
 * <p style="margin-bottom: 0in"> Restrictions : The player must not exit the Snowspeeder.

Main Objective 4: Use the Ion Cannon to disable Star Destroyers

 * <p style="margin-bottom: 0in"> Context : With the Imperials advancing ever forward, the player is told the Rebels have lost comms with the Ion cannon room. The player must head there and use the Ion cannon to attack the Imperial Star Destroyers in space.
 * <p style="margin-bottom: 0in"> Events : The player lands in the main hangar of Echo Base and heads to the Ion cannon room, where they take up the Ion cannon and blast three Star Destroyers with the right timing to allow a Rebel transport to escape.
 * <p style="margin-bottom: 0in"> Player Experience : Blasting Star Destroyers with the Ion cannon.
 * <p style="margin-bottom: 0in"> Completion Mechanic : Stunning Star Destroyers with precise timing.
 * <p style="margin-bottom: 0in"> Payoff : Seeing Star Destroyers blasted by the Ion cannon and a Rebel transport escaping.
 * <p style="margin-bottom: 0in"> Reusable Elements : Ion cannon firing behaviour.
 * <p style="margin-bottom: 0in"> Restrictions : The player should remain inside Echo Base once they have landed there.

Main Objective 5: Escort the final Rebel Transport waiting in the Rear Hangar

 * Context : Shara will inform the player there is only one more transport remaining to leave Echo Base and that they should use an X-wing to escort it into space.
 * <p style="margin-bottom: 0in"> Events :
 * <p style="margin-bottom: 0in">The player must escape from Darth Vader, who will appear in the base once the player exits the Ion cannon.
 * <p style="margin-bottom: 0in">The player must head to the rear hangar of Echo Base and obtain an X-wing.
 * <p style="margin-bottom: 0in">The player must then fly up into space alongside the transport and defend it from enemy fire.
 * <p style="margin-bottom: 0in"> Player Experience : The player must escape from Darth Vader, adding urgency to their cause, as well as experiencing frantic space combat whilst defending the Rebel transport.
 * <p style="margin-bottom: 0in"> Completion Mechanic : Defend prop.
 * Payoff : Successfully seeing a Rebel transport jumping to hyperspace and away from the clutches of the Empire.
 * Restrictions : The player should be discouraged from backtracking through the level. Darth Vader chasing them as well as locking doors should accomplish this.

Bonus Objective 2: Destroy the Rebel Databanks

 * Prop Destruction – the player must destroy two computers in order to stop the Imperials from stealing the secrets of the Alliance.

Main Objective 6: Board the crippled Star Destroyer 'Avarice'

 * Context : Once the Rebel transport has jumped to hyperspace, Shara will inform the player that the Star Destroyer they disabled earlier seems to have been tracking the transport as well, so the player must board the Star Destroyer in order to destroy it from the inside.
 * <p style="margin-bottom: 0in"> Events : Landing in a Star Destroyer’s hangar and dealing with initial resistance. Shara joins the player as a squad member.
 * <p style="margin-bottom: 0in"> Player Experience : Infantry combat in a Star Destroyer’s hangar with a main story character.
 * <p style="margin-bottom: 0in"> Completion Mechanic : Reach main hangar door.
 * <p style="margin-bottom: 0in"> Payoff : Feeling of strength from incursion of an Imperial Star Destroyer.

Bonus Objective 3: Take out the attacking Imperial Fighter craft

 * <p style="margin-bottom: 0in" lang="en-US">Prop Destruction – the player must take out five TIE Fighters.

Main Objective 7: Deactivate the Reactor Containment Shield

 * <p style="margin-bottom: 0in"> Context : Now inside the vessel, the player must head to the bridge to lower the reactor’s shield so they can destroy it.
 * <p style="margin-bottom: 0in"> Events : The player will head through medical and turbolaser rooms, head to the bridge and destroy a console.
 * <p style="margin-bottom: 0in"> Player Experience : Close-quarters infantry combat.
 * <p style="margin-bottom: 0in"> Completion Mechanic : Destroy prop.
 * <p style="margin-bottom: 0in"> Payoff : Feeling of strength from the incursion of an Imperial Star Destroyer.

Main Objective 8: Destroy the Star Destroyer's Main Reactor

 * <p style="margin-bottom: 0in"> Context : With the shield disabled, the player must fight their way to the reactor room and destroy the reactor.
 * Events : Heading down from the bridge, the player will head through the prison block and into the reactor room where they will attack the reactor with heavy weaponry.
 * <p style="margin-bottom: 0in"> Player Experience : Close-quarters infantry combat.
 * <p style="margin-bottom: 0in"> Completion Mechanic : Destroy prop.
 * <p style="margin-bottom: 0in"> Payoff : Seeing the reactor blow up.
 * <p style="margin-bottom: 0in"> Restrictions : The player will be channeled in the correct direction in a linear fashion.

Bonus Objective 4: Rescue the Rebel Prisoners

 * <p style="margin-bottom: 0in" lang="en-US">Prop Destruction – the player must take out five cell control panels.

Main Objective 9: Escape from the Exploding Ship in your X-Wing
Outro – Scripted Event: Scripted camera – player, as though on a spline, looks back at the exploding Star Destroyer.
 * <p style="margin-bottom: 0in"> Context : With the reactor destroyed, the player must quickly escape the ship before they go down with it.
 * <p style="margin-bottom: 0in"> Events : After a brief cutscene involving encountering their brother, the player must head back to the Star Destroyer’s hangar as quickly as possible.
 * <p style="margin-bottom: 0in"> Player Experience : Sprinting through corridors with lots of explosions and effects kicking off.
 * <p style="margin-bottom: 0in"> Completion Mechanic : Getting into an X-wing in the main hangar.
 * <p style="margin-bottom: 0in"> Payoff : Seeing the Star Destroyer explode behind you as you escape in your X-wing.
 * <p style="margin-bottom: 0in"> Reusable Elements : Star Destroyer destruction.
 * <p style="margin-bottom: 0in"> Restrictions : The player will be channeled towards the hangar.

Endor ==Synopsis = X2, equipped with a sniper rifle, has to liberate an Ewok village, which leads to the Ewoks helping with the assault on the shield generator bunker. However, on their way there, they are attacked by an AT-AT. With the threat eliminated, X2 uses a speeder bike to reach his X-wing and fly to the Death Star II. There, he helps Shara steal the Imperial plans. Upon completion, the player has a certain time to escape before the Death Star II is destroyed (the core having been destroyed). It is from here that X2 meets Luke Skywalker and learns the ways of the Jedi.

Introduction
<p style="margin-bottom: 0in;">The level starts with X2 being dropped off deep in the forest, with a small band of Rebel soldiers and snipers.

Key Goals for this Level

 * <p style="margin-bottom: 0in"> Sniper-to-Sniper Fighting amongst Trees : The player should have access to sniper rifles throughout the entire level. Imperial snipers are placed both in and around trees to give the player the experience of sniping both high and low.


 * Meeting the Ewoks: Early on in the level, the player will encounter the residents of an Ewok village, which they will later have to free from their Imperial captors, and then follow an Ewok through the forest as he ducks and dodges through the forest en route to free the rest of the tribe.
 * Destroying Walkers with Heavy Artillery: During the ground battle, the player will need to acquire heavy weapons, such as detpacks and rocket launchers, to take down Imperial walkers on foot.
 * Introduction of the Royal Guard: On the Death Star II, the player will be introduced to the Royal Guard unit.

Main Level Events

 * <p style="margin-bottom: 0in"> Free the Ewok Prisoners: The first objective sees the player, along with a small squad of Rebel soldiers and snipers, advancing into an Ewok village and eliminating the Imperial threat in it.


 * <p style="margin-bottom: 0in"> Snipers in the Trees: Target practice for sniping. The Imperials have managed to gain access to the trees near the Ewok village to seize the advantage.
 * <p style="margin-bottom: 0in"> Progress through the Forest and Rescue Ewoks: pon freeing the Ewoks held captive in the village, the player must follow an Ewok through the forest to various locations, killing Imperials on the way and liberating the Ewoks held captive at these locations. On arriving at the final location, the player finds out that the Ewoks have already managed to overpower their captors.
 * <p style="margin-bottom: 0in"> Destroy the AT-ST Walker: As the player passes over the log/trench area, an AT-ST walker passes underneath them. The player has the option to destroy it using explosives.
 * <p style="margin-bottom: 0in"> Gathering Forces and getting to the Shield Bunker: The player must now lead his army of Ewoks and Rebels to the bunker and join Han Solo and the rest of the Rebels as they battle for the bunker.
 * <p style="margin-bottom: 0in"> Race to an X-wing: The player gets an opportunity to race through the forest on a speeder bike to secure an X-wing and get into space.
 * <p style="margin-bottom: 0in"> Fighting Your Way to the Death Star II: The player has to land amidst a dense infantry battle in the hangar of the Death Star II.
 * Progress through and Escape the Death Star II: The player, along with Shara, has to navigate the Death Star II, killing enemies and downloading the Imperial data along the way.

Objective List
<p style="margin-bottom: 0in">Main: Liberate the Ewoks held captive <p style="margin-bottom: 0in">Bonus: Kill the snipers surrounding the Ewok Village

<p style="margin-bottom: 0in">Main (2): Follow the Ewok Guide on the safe route through the Forest <p style="margin-bottom: 0in">Bonus (2): Destroy the AT-ST heading for the Village

<p style="margin-bottom: 0in">Main (3): Reach the Shield Bunker

<p style="margin-bottom: 0in">Main (4): Destroy the AT-AT Walker <p style="margin-bottom: 0in">Bonus (3): Take out the Imperial Shuttle

<p style="margin-bottom: 0in">Main (5): Commandeer a Speeder Bike and get to your X-Wing

<p style="margin-bottom: 0in">Main (6): Fight your way onto the Death Star II and secure the Hangar

<p style="margin-bottom: 0in">Bonus (4): Protect Ackbar's ship <p style="margin-bottom: 0in">Bonus (5): Support the Falcon

<p style="margin-bottom: 0in">Main (7): Protect Shara as she downloads Imperial data <p style="margin-bottom: 0in">Bonus (6): Take out the trash

<p style="margin-bottom: 0in">Main (8): Escape from the Death Star II with Shara

Main Objective 1: Liberate the Ewoks held captive

 * <p style="margin-bottom: 0in"> Events : The player has the opportunity to use a sniper rifle and has to eliminate the Imperials that have taken over an Ewok village and free the Ewoks held captive.
 * <p style="margin-bottom: 0in"> Player Experience : Sniper vs. sniper in the trees above Endor.
 * <p style="margin-bottom: 0in"> Completion Mechanic : Clear area.
 * <p style="margin-bottom: 0in"> Payoff : The Ewoks are free!
 * <p style="margin-bottom: 0in"> Reusable Elements : NPCs held captive.
 * <p style="margin-bottom: 0in"> Restrictions : The player should not be able to advance beyond the Ewok village. Endor is extremely tricky in terms of stopping the player from reaching the places they are not supposed to reach. Danger zones seem to be the best way to do this.
 * After Events : The Ewoks stand up and move around the village. One becomes your guide for the following objective.

Bonus Objective 1: Kill the Snipers surrounding the Ewok Village

 * Automatically triggered, expires after the first two objectives.

Main Objective 2: Follow the Ewok Guide on the safe route through the Forest

 * Context : One of the Ewoks freed in the previous objective now becomes the player's guide. The player must now follow him through Endor and to other areas where Ewoks are being held captive. On reaching the last area, the Ewoks have overpowered their captors and are celebrating next to an unused AT-ST.
 * <p style="margin-bottom: 0in"> Events : The Ewok moves from point to point, with the player following him, taking out Imperials in the process.
 * <p style="margin-bottom: 0in"> Player Experience : Ground vs. Ground/High Infantry.
 * <p style="margin-bottom: 0in"> Completion Mechanic : Reach area.
 * <p style="margin-bottom: 0in"> Payoff : More Ewoks join your army.
 * <p style="margin-bottom: 0in"> Reusable Elements : Ground combat.
 * <p style="margin-bottom: 0in"> Restrictions : The player should be deterred from straying into the forest. Again, danger zones, and the usage of logs seems the best way to achieve this.

Bonus Objective 2: Destroy the AT-ST heading for the Village

 * Automatically triggered, expires after the second objective is completed.

Main Objective 3: Reach the Shield Bunker

 * <p style="margin-bottom: 0in"> Context : The player must now rally all his troops and help out the Rebels who are taking heavy casualties near the shield bunker.
 * <p style="margin-bottom: 0in"> Events: The player encounters infantry resistance but also has access to the AT-ST from the previous objective.
 * <p style="margin-bottom: 0in"> Player Experience : AT-ST vs. infantry; when reaching the area, the bunker explodes and the player gets to see Han sprinting from the entrance as in Episode VI.
 * <p style="margin-bottom: 0in"> Completion Mechanic : Reach area.
 * <p style="margin-bottom: 0in"> Payoff : Visual reference to the film.
 * <p style="margin-bottom: 0in"> Reusable Elements : AT-ST behaviour.
 * <p style="margin-bottom: 0in"> Restrictions : The player should be deterred from going back to the Ewok village.

Main Objective 4: Destroy the AT-AT Walker

 * <p style="margin-bottom: 0in"> Context : The Imperials begin to tip the scales in their favour as they introduce an AT-AT. The player must grab any heavy weaponry they can and see off the danger amidst the fighting.
 * <p style="margin-bottom: 0in"> Events : The player uses heavy weaponry to destroy the AT-AT as the battle rages on.
 * <p style="margin-bottom: 0in"> Player Experience : Heavy weapons vs. Walker.
 * <p style="margin-bottom: 0in"> Completion Mechanic : Destroy prop.
 * <p style="margin-bottom: 0in"> Payoff : Satisfaction from destroying an AT-AT.
 * <p style="margin-bottom: 0in"> Reusable Elements : Taking down a powerful vehicle with heavy weapons.
 * Restrictions : The player should not be allowed to leave the bunker area. If they try, a scripted death by the AT-AT follows.

Bonus Objective 3: Take out the Imperial Shuttle

 * Automatically triggered, expires after the fourth objective is completed.
 * An Imperial shuttle comes in to drop off reinforcements.

Main Objective 5: Commander a Speeder Bike and get to your X-Wing

 * <p style="margin-bottom: 0in"> Context : With the ground mission completed, the player now needs to get up to the Death Star II and help Shara download the Imperial data. However, the player must first reach their X-wing.
 * <p style="margin-bottom: 0in"> Events : Two Scout Toopers advance on the player on their speeder bikes. The player must defeat the scouts and seize a speeder bike. The player must now navigate the forest without falling off and fend off the Imperials on speeder bikes.
 * <p style="margin-bottom: 0in"> Player Experience : Speeder Bike usage.
 * <p style="margin-bottom: 0in"> Completion Mechanic : Getting in your X-wing located at the landing pad near the village.
 * <p style="margin-bottom: 0in"> Payoff : Space battle above Endor.
 * <p style="margin-bottom: 0in"> Reusable Elements : Speeder bike 'racing'.
 * <p style="margin-bottom: 0in"> Restrictions : The player should not fall/get off the speeder bike. If they do, they have a timer to get back on or they will be killed by snipers in the treetops.

Main Objective 6: Fight your way onto the Death Star II and secure the Hangar

 * <p style="margin-bottom: 0in"> Context : A team of rebels, led by Shara, have landed on the Death Star II and are fighting for the control of the hangar. The player must successfully make it to the Death Star II hangar and remove the Imperial threat.
 * <p style="margin-bottom: 0in"> Events : Shara calls for backup - X2 answers the call and dogfights his way into the hangar.
 * Player Experience : Dogfighting, dense infantry fighting in an open space.
 * <p style="margin-bottom: 0in"> Completion Mechanic : Clear area.
 * <p style="margin-bottom: 0in"> Payoff : The hangar is secure for reinforcements.
 * <p style="margin-bottom: 0in"> Reusable Elements : Infantry combat.
 * <p style="margin-bottom: 0in"> Restrictions : The player should not be able to leave the hangar.

Bonus Objective 5: Support the Falcon

 * Proximity-triggered and expired.
 * Use your X-wing to take out the TIE Fighters engaging Lando.
 * Payoff: Getting gratitude from Lando.

Main Objective 7: Protect Shara as she downloads Imperial data

 * <p style="margin-bottom: 0in"> Context : Shara needs to steal the Imperial plans so they can gain the upper hand in any future battle.
 * <p style="margin-bottom: 0in"> Events : The player follows Shara around the Death Star II and kills enemies as and when they appear.


 * <p style="margin-bottom: 0in"> Player Experience : Corridor battles, protecting a NPC.
 * <p style="margin-bottom: 0in"> Completion Mechanic : Reach area.
 * <p style="margin-bottom: 0in"> Payoff : The Royal Guards are revealed.
 * <p style="margin-bottom: 0in"> Restrictions : The player should not be able to backtrack – the doors may lock behind them.

Bonus Objective 6: Take out the trash

 * Shara notices that there are Imperials in the trash compactor and informs X2 about it. The trash compactor activation happens via a nearby button.

Main Objective 8: Escape from the Death Star II with Shara

 * <p style="margin-bottom: 0in"> Context : With the data secure, the player and Shara must now escape the Death Star II.
 * Events : Same as before; however, Shara will not stop to download data, but fight alongside the player. The destruction sequence will be on a timer from the moment this objective starts.


 * <p style="margin-bottom: 0in"> Player Experience : Sense of urgency amidst infantry fighting.
 * <p style="margin-bottom: 0in"> Completion Mechanic : Reach area (and get in a TIE Fighter).
 * <p style="margin-bottom: 0in"> Payoff : Death Star II destruction sequence.
 * <p style="margin-bottom: 0in"> Restrictions : The player should not be able to backtrack.

Outro – Scripted Event: Cutscene of Luke and X2 in the Ewok village. Cutscenes =

}} Act III = {{#tag: tabber| Bespin ==Synopsis =

Set just after the events of Return of the Jedi, Lando and X2, along with the other Rebels, plan to mop up the Imperials left on Bespin.

Intro - Cutscene
Scripted camera. X2 and Lando are chatting. Shara walks over and is all gooey over X2’s Jedi-ness.

Key Goals for this Level

 *  Surprise Resistance : The player expects minimal Imperial presence but will have to deal with a cloaked Star Destroyer and Dark Troopers!


 * <p style="margin-bottom: 0in"> The Jedi Experience: Force slamming enemies, dashing around and slicing up Stormtroopers.

Main Level Events

 * Star Destroyer Destruction: Once the player starts heading towards Bespin, a Star Destroyer de-cloaks right in front of them. The player must destroy a Tibanna gas platform just above the Star Destroyer in order to send it smashing into the Star Destroyer, starting a critical chain reaction that will take it out.


 * <p style="margin-bottom: 0in"> Air Combat:   After taking out the Star Destroyer, the player has the opportunity to take out the defense turrets of Bespin as well as weaken the airborne Imperial forces.
 * Jedi Combat: Upon landing on Bespin, the player will get to feel supercharged as a Jedi, fighting their way to Lobot’s cell to free him, clearing a path for Lobot to the main computer room and finally taking on the mighty Dark Troopers when they jetpack in at the end of the level.

Objective List
<p style="margin-bottom: 0in">Main: Get to Cloud City

<p style="margin-bottom: 0in">Main (2): Take out the Star Destroyer

<p style="margin-bottom: 0in">Main (3): Land on Cloud City

<p style="margin-bottom: 0in">Bonus: Destroy the Imperial Defenses

<p style="margin-bottom: 0in">Bonus (2): Eliminate the remaining TIE Fighters

<p style="margin-bottom: 0in">Main (4): Clear the Square

<p style="margin-bottom: 0in">Main (5): Liberate Lobot

<p style="margin-bottom: 0in">Main (6): Escort Lobot to the Central Computer

<p style="margin-bottom: 0in">Main (7): Protect Lobot

<p style="margin-bottom: 0in">Main (8): Eliminate the remaining Imperials

<p style="margin-bottom: 0in">Main (9): Defeat the Darktroopers

Main Objective 1: Get to Cloud City

 * Context : The player is expecting minimal resistance on Bespin and is on their way to take them out.


 * <p style="margin-bottom: 0in"> Events : X2 begins the level on one of the Tibanna gas platforms surrounding Cloud City, with Lando explaining the situation. The player must then hop in an X-wing with two of their Rebel comrades and make for Cloud City.
 * <p style="margin-bottom: 0in"> Player Experience : X-wing flight, wingmen following.
 * <p style="margin-bottom: 0in"> Completion Mechanic : Reach location.


 * Payoff : De-cloaking Star Destroyer.


 * <p style="margin-bottom: 0in"> Restrictions : The player must not be allowed to stray off too far.

Main Objective 2: Take out the Star Destroyer

 * Context : A Star Destroyer has de-cloaked right in your path! You have to take it out!
 * Events : During the previous objective, with the player heading towards Cloud City, the Star Destroyer will de-cloak directly in the player’s path, forcing them to take it out before it destroys them. The player must attack a Tibanna gas platform in order to send it crashing into the command bridge of the Star Destroyer to take it out.
 * Player Experience : Destroying a gas platform, leading to the Star Destroyer's explosion.
 * <p style="margin-bottom: 0in"> Completion Mechanic : Star Destroyer destruction.
 * <p style="margin-bottom: 0in"> Payoff : Gas platform explosion and fiery drop, Star Destroyer explosion.
 * <p style="margin-bottom: 0in"> Reusable Elements : Gas platform drop animation, Star Destroyer destruction.
 * Restrictions : The player must not be allowed to stray off too far.

Main Objective 3: Land on Cloud City

 * <p style="margin-bottom: 0in"> Context : After taking out the Star Destroyer, the player must quickly head for Cloud City to engage the ever-present Imperials.
 * <p style="margin-bottom: 0in"> Events : Fly to one of Cloud City's landing pads.
 * <p style="margin-bottom: 0in"> Player Experience : Air-to-ground combat, air-to-air combat.
 * <p style="margin-bottom: 0in"> Completion Mechanic : Landing on a landing pad.
 * Payoff : X-wing flight and combat.
 * <p style="margin-bottom: 0in"> Restrictions : The player must not be allowed to stray off too far.

Bonus Objective: Destroy the Imperial Defenses

 * <p style="margin-bottom: 0in">Prop Destruction – the player must destroy four turrets to complete the objective.

Bonus Objective 2: Eliminate the remaining TIE Fighters

 * <p style="margin-bottom: 0in">Prop Destruction – the player must destroy five TIE Fighters to complete the objective.

Main Objective 4: Clear the Square

 * <p style="margin-bottom: 0in"> Context : After landing the player must push forward on foot as a Jedi to aid their fellow Rebels.
 * Events : Immediately after landing, the player is in the midst of a battlefront between the Rebels and the Imperials, they will dash forward and cut through swathes of Imperials.
 * <p style="margin-bottom: 0in"> Player Experience : Intense Jedi combat.
 * <p style="margin-bottom: 0in"> Completion Mechanic : Clear area.
 * Restrictions : The player should remain inside the square.

Main Objective 5: Liberate Lobot

 * <p style="margin-bottom: 0in"> Context : After clearing the main square, the player must head into the bowels of Cloud City in order to free Lobot.
 * <p style="margin-bottom: 0in"> Events :
 * <p style="margin-bottom: 0in">The player must head down into the carbon-freezing chamber, taking out enemies along the way.
 * <p style="margin-bottom: 0in">The player must head through the incinerator, taking out enemies along the way.
 * The player must then destroy the door controls to the cell where Lobot is being held to free him.
 * <p style="margin-bottom: 0in"> Player Experience : Intense Jedi combat.
 * <p style="margin-bottom: 0in"> Completion Mechanic : Destroy prop.
 * <p style="margin-bottom: 0in"> Payoff : Freeing Lobot.
 * <p style="margin-bottom: 0in"> Restrictions : The player will naturally be channeled along a linear path.

Main Objective 6: Escort Lobot to the Central Computer

 * <p style="margin-bottom: 0in"> Context : Upon freeing Lobot from his cell, he will follow the player, moving towards the computer room.
 * <p style="margin-bottom: 0in"> Events : Defending Lobot and taking out large numbers of Stormtroopers.
 * <p style="margin-bottom: 0in"> Player Experience : Intense Jedi combat.
 * <p style="margin-bottom: 0in"> Completion Mechanic : Reach computer room with Lobot.
 * <p style="margin-bottom: 0in"> Restrictions : The player must be near Lobot.

Main Objective 7: Protect Lobot

 * <p style="margin-bottom: 0in"> Context : Now inside the computer room, the player must keep the hordes of Stormtroopers at bay whilst Lobot does his thing.
 * Events : Killing enemies rushing into the computer room.
 * <p style="margin-bottom: 0in"> Player Experience : Close quarters Jedi combat.
 * <p style="margin-bottom: 0in"> Completion Mechanic : Defend prop.
 * <p style="margin-bottom: 0in"> Restrictions : The player should not be able to leave the computer room.

Main Objective 8: Eliminate the remaining Imperials

 * Context : Lobot has hacked into Cloud City’s computer and regained control, allowing more rebels to join the fight.
 * <p style="margin-bottom: 0in"> Events : Heading out of the computer room, the player must slice and dice the few remaining Imperials.
 * <p style="margin-bottom: 0in"> Player Experience : Intense Jedi combat.
 * <p style="margin-bottom: 0in"> Completion Mechanic: Clear area.

Main Objective 9: Defeat the Darktroopers

 * <p style="margin-bottom: 0in"> Context : Having mopped up the remaining resistance, the Imperials make a final push by sending in their elite Dark Troopers.
 * <p style="margin-bottom: 0in"> Events : Heading out of the computer room, the player must head to the main square and kill the Dark Troopers who have jetpacked into the square.
 * <p style="margin-bottom: 0in"> Player Experience : Intense Jedi combat.
 * <p style="margin-bottom: 0in"> Completion Mechanic : Clear area.

<p style="margin-bottom: 0in">Outro – Scripted Event: Upon killing the final Dark Trooper, the player will have a dialogue exchange with Lando setting up their motivations for heading to Dathomir. Dathomir==Synopsis = Strange happenings and spookiness abound on the remote planet of Dathomir. X1's trail has gone cold. Our heroes' only clue comes from a chance transmission interception about a mysterious Imperial research facility on Dathomir, an obscure planet in the Outer Rim. With little idea of what to expect, Shara, X2, and a squadron of New Republic ships head out to investigate it.

Intro - Cutscene
<p style="margin-bottom: 0in;">Scripted camera. X2, Shara and a group of New Republic fighters approach Dathomir. The hulk of a long-abandoned Imperial shipyard looms into view. Initially surprised by the shipyard's presence, the squad nonetheless proceed with their approach. Suddenly, the space around them is filled with laser fire, tearing apart a number of friendly fighters as TIE Fighters swarm out of the now obviously still active Shipyard.

Key Goals for this Level

 * <p style="margin-bottom: 0in"> Into the Unknown : Dathomir was (at the time) a relatively unknown planet in the Star Wars universe. This was emphasized by throwing more and more weird and unexpected things at the player.


 * Jedi Sandbox: After having their first taste on Bespin, the player should now be well-versed in Jedi combat. Giving the player loads of enemies to plough through, letting them enjoy their newly- found confidence whilst mixing it up by introducing new elements such as the return of the Rancor and an epic battle against multiple lightsaber users.

Main Level Events

 * Taking It out from the Inside: The player must enter the shipyard and fly through its twisting and confined interior, eventually reaching and taking out its core.


 * <p style="margin-bottom: 0in"> Rancor Battle: Echoing the Ferroda-Rancor fight during Tatooine training, it is X2's turn to take on one of these fearsome beasts. Requires a mixture of lightsaber combat and Force powers.
 * <p style="margin-bottom: 0in"> Sith Witch Introduction: What are the Imperials researching down on Dathomir? Are the rumors of native dark-sided Sith Witches true? Throughout the level, the player will catch glimpses of strange goings-on, darting shadows, whispering malevolent voices and the distant glow of blood-red lightsabers. All this culminates in a shocking reveal, followed by the player being engaged from all sides in intense lightsaber-on-lightsaber action.

Objective List
<p style="margin-bottom: 0in">Main: Approach Dathomir

<p style="margin-bottom: 0in">Main (2): Enter the Shipyard

<p style="margin-bottom: 0in">Main (3): Destroy the Shield Generator

<p style="margin-bottom: 0in">Main (4): Destroy the Reactor Core

<p style="margin-bottom: 0in">Main (5): Escape the exploding Shipyard

<p style="margin-bottom: 0in">Bonus: Defeat the remaining Imperial Fighters

<p style="margin-bottom: 0in">Main (6): Land on Dathomir and help the New Republic forces <p style="margin-bottom: 0in">Main (7): Enter the Caves

<p style="margin-bottom: 0in">Main (8): Defeat the Rancor

<p style="margin-bottom: 0in">Main (9): Locate the Back Entrance

<p style="margin-bottom: 0in">Main (10): Secure the Control Room

<p style="margin-bottom: 0in">Main (11): Locate the Nightsister Cloning Chamber

<p style="margin-bottom: 0in">Main (12): Defeat the Sith Witches

Main Objective 1: Approach Dathomir

 * Context : Strange goings-on are happening on Dathomir's surface. X2 and Shara must investigate if they are to gain clues about X1's whereabouts.
 * <p style="margin-bottom: 0in"> Events : X2 begins the level high above the planet of Dathomir. The player must fly with his squad past the 'abandoned' shipyard to land on the planet's surface.
 * <p style="margin-bottom: 0in"> Player Experience : Flight navigation and exposition.
 * <p style="margin-bottom: 0in"> Completion Mechanic : Reach waypoint.
 * <p style="margin-bottom: 0in"> Payoff : Builds tension and creates a sensation of unease. First proper use of the A-wing.
 * <p style="margin-bottom: 0in"> Restrictions : Keeping the player in the relevant area, with flying zone boundaries.

Main Objective 2: Enter the Shipyard

 * Context : With three operating Star Destroyers and a seemingly endless supply of fighters, taking out the targets individually would be suicide. After scanning the shipyard, Shara finds an opening in the side of shipyard and advises X2 and some of the squad to enter it and find a way to take out all the hostiles from the inside.
 * <p style="margin-bottom: 0in"> Events : The player is suddenly engaged by numerous enemy fighters and a massive space battle ensues. As the battle rages on, Shara scans the shipyard for any way to take it down, eventually telling the player to enter the shipyard through a hole in its side.
 * Player Experience : Attacking and evading enemy fighters, flight in a non-open environment.
 * <p style="margin-bottom: 0in"> Completion Mechanic : Reach end of first corridor.
 * <p style="margin-bottom: 0in"> Payoff : Exciting space battle and opportunity to challenge the player's flying ability. Hostile and allied ships flying with you, crashing into things and generally making the player feel more skilled than them.
 * <p style="margin-bottom: 0in"> Restrictions : Player must eventually enter the hole, enemy fighters constantly respawn.

Main Objective 3: Destroy the Shield Generator

 * <p style="margin-bottom: 0in"> Context : Shara has located the power core at the top of the shipyard. However, the way there is blocked by a large shield. The main generator that powers the shields is at the opposite end and mist be taken out to progress!
 * <p style="margin-bottom: 0in"> Events: As X2 heads towards the central shaft, a large pair of blast doors start grinding closed ahead of him. The player must fly through them before they close. If the player makes it through, Shara informs them that a shield is blocking the way to the main core and must be deactivated before they can proceed. Flying to the base of the shipyard, X2 finds a generator that can be taken out with some well-placed shots at its main cables.
 * <p style="margin-bottom: 0in"> Player Experience : Intense flying experience.
 * <p style="margin-bottom: 0in"> Completion Mechanic : Destroy the three cables connected to the central generator.
 * <p style="margin-bottom: 0in"> Payoff : Huge explosion from the generator, satisfaction of navigating an interior area.
 * <p style="margin-bottom: 0in"> Restrictions : Locking the blast door behind the player and the shield at the top of the central shaft.

Main Objective 4: Destroy the Reactor Core

 * <p style="margin-bottom: 0in"> Context : After disabling the shield, the way is clear for X2 to attack the shipyard's core. The Imperials are throwing everything they have at him to stop him.
 * <p style="margin-bottom: 0in"> Events : The player heads to the core chamber up the shipyard's central shaft until they enter a huge open room. On entering the chamber, the player is engaged by multiple Imperial fighters. With the destruction of the core, alarms start blaring and explosions start rattling the shipyard.
 * <p style="margin-bottom: 0in"> Player Experience : More interior flying, interior dogfights whilst attempting to hit the core with the A-wing.
 * <p style="margin-bottom: 0in"> Completion Mechanic : Destroying the central core.
 * <p style="margin-bottom: 0in"> Payoff : Massive explosions, chaos and fighters everywhere.
 * <p style="margin-bottom: 0in"> Restrictions : The player should not be able to exit the shipyard.

Main Objective 5: Escape the exploding Shipyard

 * <p style="margin-bottom: 0in"> Context : The shipyard is coming apart! X2 must escape before it takes him with it.
 * <p style="margin-bottom: 0in"> Events : The player must escape before the shipyard explodes. Emergency blast doors start opening around the chamber for a quick escape. Meanwhile, the player is still being attacked by fleeing TIE Fighters.
 * <p style="margin-bottom: 0in"> Completion Mechanic : Escape area.
 * <p style="margin-bottom: 0in"> Payoff : Seeing the shipyard and all three Star Destroyers being taken out in one big fiery explosion.
 * <p style="margin-bottom: 0in"> Restrictions : Should the player spend too long in the shipyard, they will be killed in its explosion.

Main Objective 6: Land on Dathomir and help the New Republic forces

 * <p style="margin-bottom: 0in"> Context : Half the squad have already landed on Dathomir and have been pinned down by Imperial forces. It is up to X2 to get to their position and help them push forwards.
 * <p style="margin-bottom: 0in"> Events : Gradually approaching Dathomir as swarms of disorganised TIE Fighters fill the air. Landing on the planet and feeling like a hero as the player cuts through swaths of Imperials.
 * <p style="margin-bottom: 0in"> Player Experience : Jedi combat in an open environment.
 * <p style="margin-bottom: 0in"> Completion Mechanic : Kill 15 Imperials after landing.
 * <p style="margin-bottom: 0in"> Payoff : Feeling like a Jedi as the battle turns in the player's favour because of their actions.
 * Restrictions : The player can not gain access to the roof due to a large amount of turrets. Using Shara as a tether also makes sure the player cannot proceed down the caves.

Bonus Objective 1: Defeat the remaining Imperial Fighters

 * The player must take out six enemy ships. If the player fails, there will be greater resistance on the base's roof later on in the level.

Main Objective 7: Enter the Caves

 * <p style="margin-bottom: 0in"> Context : The base is too heavily guarded to attack head-on but there may be an alternate entrance through the network of caves further down the ruins.
 * <p style="margin-bottom: 0in"> Events : The player will head through a series of caves. Strange noises can be heard and they are getting louder as X2 travels deeper into the caves.


 * <p style="margin-bottom: 0in"> Player Experience : Tense build-up to later events.
 * <p style="margin-bottom: 0in"> Completion Mechanic : Event trigger.

Main Objective 8: Defeat the Rancor

 * <p style="margin-bottom: 0in"> Context : As the caves open up in to a large chamber, the source of the noises is revealed. A mighty Rancor, busy feeding, is blocking the way ahead. X2 is going to have to bring it down before the squad can progress any further.
 * Events : As the player approaches the Rancor, it suddenly turns and attacks. The player must defeat it using techniques learnt in the Tatooine training mission.


 * <p style="margin-bottom: 0in"> Player Experience : Boss battle.
 * <p style="margin-bottom: 0in"> Completion Mechanic : Defeat the Rancor.
 * <p style="margin-bottom: 0in"> Payoff : Taking down something four times your size.
 * <p style="margin-bottom: 0in"> Restrictions : Shara will be used as a tether to ensure the player does not continue further down the cave network.

Main Objective 9: Locate the Back Entrance

 * <p style="margin-bottom: 0in"> Context : With the Rancor dead, the group can continue to explore the caves. However, as they get closer to the base again, things start to get a little weird…
 * Events : As X2 ventures further into the caves, figures can be briefly seen in the darkness and mysterious whispers can be heard. The tight corners of the caves soon widen to become what appears to be a disposal yard for the Imperial base and Shara rushes ahead to open the door.


 * Player Experience : Walking through tight spaces with strange things going on all over the place.
 * <p style="margin-bottom: 0in"> Completion Mechanic : Getting Shara to the main door.
 * <p style="margin-bottom: 0in"> Payoff : Establishes that more weird stuff is going on.
 * Restrictions : The player will be forced to walk through this section so as not to get too far ahead.

Main Objective 10: Secure the Control Room

 * Context : Having finally penetrated the Imperial base defenses, X2 and Shara need to find out what is going on there. The best way to do this is for Shara to hack into the computer systems and go through their logs. However there is a whole load of Imperials to get through first.
 * Events : The room X2 and his squad first enter is full of Stormtroopers which need to be taken out before Shara can get at the main computer terminal. With the room cleared of enemies, Shara then runs to the terminal and starts hacking. After locking the room down Shara puts up an old transmission from X1 to the base. From this transmission X1 reveals the base's cloning experiments on the indigenous Force-sensitive Sith Witches.


 * <p style="margin-bottom: 0in"> Player Experience : Close quarters Jedi combat.
 * <p style="margin-bottom: 0in"> Completion Mechanic : Clear area.
 * <p style="margin-bottom: 0in"> Payoff : Sense of infiltration, having the upper hand against the Imperials.
 * <p style="margin-bottom: 0in"> Restrictions : The area is locked down so the player cannot leave.

Main Objective 11: Locate the Nightsister Cloning Chamber

 * <p style="margin-bottom: 0in"> Context : With X1's sinister plans uncovered, it is now up to X2 to make sure his work cannot continue. With the only place for the cloning chamber to be – at the far end of the base – it is up to X2 to fight his way through the well-guarded base.
 * Events : The only way to get to the clone chamber is for X2 to cut a path through the remaining Imperials onto the roof of the base, where reinforcements will be dropped off to aid in the base's capture. Having cleared the roof, they head onto the neighboring building, where the tunnel to the cloning chamber lies.


 * Player Experience : Close quarters Jedi combat in an interior and exterior environment.
 * Completion Mechanic : Fight through the door to the cloning chamber.
 * Payoff : Feeling that the Imperials are falling back to the cloning chamber for one last stand.
 * <p style="margin-bottom: 0in"> Restrictions : The player dies if he falls off the roof of the base.

Main Objective 12: Defeat the Sith Witches

 * <p style="margin-bottom: 0in"> Context : At the end of the dark foreboding corridor lies the entrance to the cloning chamber. With no idea what to expect, X2 must continue forwards and shut down X1's experiments for good.
 * Events : After passing through the corridor, the base opens up into a massive chamber lined with cloning equipment and pods containing the results of the base's experiments – clones of a Nightsister. As X2 enters, the door is sealed behind him and in a last attempt to overcome the intruders, an Imperial officer starts the Sith Witch release sequence.

NB: The rest of the objectives, if any, are unknown.
 * <p style="margin-bottom: 0in"> Player Experience : Lightsaber-on-lightsaber combat against multiple targets.
 * <p style="margin-bottom: 0in"> Completion Mechanic : Clear the clone chamber of both the Imperials and Sith Witches.
 * <p style="margin-bottom: 0in"> Payoff : Sense of relief and accomplishment from defeating numerous powerful enemies at the same time.
 * Restrictions : The player is locked in the chamber to prevent escape.

Outro – Scripted Event: Shara discovers X1's current base of operations, which is followed by multiple explosions in the background – Grey Squadron is no more. Mustafar=

'''This mission is one of two where the amount of details available is close to non-existent. Some of the objectives could also be missing.'''

Introduction
X2 and Shara arrive on Mustafar, where they meet up with Red Squadron. In the distance, Imperial fighters can be seen – but something strange happens afterwards. Escape pods are jettisoned from X1's Super Star Destroyer.

Objective List
<p style="margin-bottom: 0in">Main: [follow the escape pods]

<p style="margin-bottom: 0in">Main (2): Access the Super Star Destroyer's Hangar

<p style="margin-bottom: 0in">Main (3): Rally the Troops at the Archway

<p style="margin-bottom: 0in">Main (4): [get the SSD to crash on Mustafar's surface]

<p style="margin-bottom: 0in">Main (5): Escape the Wreckage

<p style="margin-bottom: 0in">Main (6): Inflitrate X1's Base

<p style="margin-bottom: 0in">Main (7): Locate the Cloning Chamber Controls

<p style="margin-bottom: 0in">Main (8): [destroy the Cloning Pods]

<p style="margin-bottom: 0in">Main (9): [establish comms with Master Luke]

Main Objective 1
X2, Shara and Red Squadron follow the escape pods, hoping to find the Imperial base via them. However, due to TIE Fighter resistance, and the discovery of a planetary shield, this plan becomes impossible.

Main Objective 2: Access the Super Star Destroyer's Hangar
The Rebels will have to use the Star Destroyer to bypass the planetary shield. X2 is tasked with clearing the hangar so Red Squadron can enter.

Main Objective 3: Rally the Troops at the Archway
With the hangar secured, the Rebels need to move to the bridge if they are to execute their plan.

Main Objective 4
The Super Star Destroyer has a crash course now – Mustafar's surface. Once on the planet, they see the heavy resistance that awaits them – they have to split up if they are to take on all of the troops.

Main Objective 5: Escape the Wreckage
The Rebels are on Mustafar's surface, surrounded with tons of infantry and walkers. They will need to find a way out of the Star Destroyer and head for the Imperial base in order to complete their mission.

Main Objective 6: Inflitrate X1's Base
The Rebel forces will need to clear the area and move to the north, where X1's base is. X2 is faced against elite Imperial troops, AT-STs and an AT-AT.

Main Objective 7: Locate Cloning Chamber Controls
Once inside the base – a Mustafarian lava processing plant – they decide to investigate the area. As they progress through the base, however, they find themselves faced with yet another of X1's spoiled clones – this time, a Stormtrooper.

Main Objective 8
X2 will have to destroy the cloning equipment, before more spoiled Stormtrooper clones are released.

Main Objective 9
The communication center is near, and Shara recommends using it to inform Master Luke of the situation.

Outro - Scripted Event: Master Luke and his squad ambush X1 only to find out that it was a trap. Shara discovers X1's sole remaining base – Kashyyyk.

Unknown Content
Kashyyyk = '''This mission is one of two where the amount of details available is close to non-existent. The list of objectives also shows signs of the mission being in early stages of development.'''

Objective List
<p style="margin-bottom: 0in">Main: Destroy the incoming Fighters

<p style="margin-bottom: 0in">Main (2): Get to a Ship

<p style="margin-bottom: 0in">Main (3): Destroy the Imperial Interdictor

<p style="margin-bottom: 0in">Main (4): Protect the Rebel Fleet

<p style="margin-bottom: 0in">Main (5): Regroup with Grey Squadron

<p style="margin-bottom: 0in">Main (6): Clear the Landing Bay

<p style="margin-bottom: 0in">Main (7): Secure the Tributary Controls

<p style="margin-bottom: 0in">Main (8): Restore Wookiee Communications

<p style="margin-bottom: 0in">Main (9): Turn the Battle

<p style="margin-bottom: 0in">Main (10): Secure the Landing Pad

<p style="margin-bottom: 0in">Main (11): Gain entry to the Temple

<p style="margin-bottom: 0in">Main (12): Rescue Luke

<p style="margin-bottom: 0in">Main (13): Stop X1 from escaping

Main Objective 1: Destroy the incoming Fighters
X2 has to use the remote gun directly in front of him until the (invisible) timer reaches zero.

Main Objective 2: Get to a Ship
Afterwards, the player has to head down the corridor on the left, towards the hangar, and get an X-wing.

Main Objective 4: Protect the Rebel Fleet
The player has to shoot down ten TIE Fighters.

Main Objective 5: Regroup with Grey Squadron
The player has to head to the objective marker.

Main Objective 6: Clear the Landing Bay
The player has to destroy the AT-STs located in the landing bay.

Main Objective 7: Secure the Tributary Controls
The player has to head to the objective marker, secure the area, and activate three switches.

Main Objective 8: Restore Wookiee Communications
The player has to head to the objective marker, secure the area, and activate a switch. This will lead to the Wookiees realizing the New Republic's presence on the planet and to possible help.

Main Objective 9: Turn the Battle
The player has to destroy an AT-ST.

Main Objective 10: Secure the Landing Pad
The player has to head to the objective marker, clear the area and destroy the gun turrets on the landing pad.

Main Objective 12: Rescue Luke
The player will be faced with Royal Guards, spoiled Stormtroopers and spoiled Wookiees. Once the area is clear, they will have the press the button near Lando's position. Luke is freed, but is too weak to fight. He tells X2 that his destiny will soon be upon him and that despite him and X1 being identical, they are not the same.

Main Objective 13: Stop X1 from escaping
Lando directs X2 to X1's position. The final battle ensues.

Outro - Scripted Event: X2 has defeated X1, but opts not to kill him. X1 exploits this, only to die by his own lightsaber. A ceremony on Kashyyyk ensues, where X2 gains the rank of Jedi Master. Cutscenes =

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