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Hoth Assault Walkthrough

On this page are some in-depth strategies and basic ideas on how to proceed in this scenario, after having skimmed the overview.


Note: It is first advisable to learn the various Force Powers and Weapons, as well as familiarize yourself with the Items and basic game mechanics before attempting to play this competative mode!


Alegis Gensan has a good page introducing strategies for Hoth, take a look at it! Next examine these screenshots to see some more information on strategies for making it through the objectives of the Hoth Siege mission.

Key:

X = Any class on your team. Roughly aproximating a spawn area.

J = Jedi Class, tips for the Jedi to do.

T = Tech Class, tips for the Tech to do.

D = Demolitions Class, tips for the Demo to do.

S = Scout Class, tips for the Scout to do.

 

Assault generally is best for fighting the Walker (working in concert with Tech's who stun it with DEMP2 shots) and for general defensive combat. He can also lay traps on defense. On offense Assault's EWEB is essential for destroying structures and he can make short work of most objectives, although the Jedi can take some shortcuts faster.

The Heavy Weapons class is usually best when he holds position near ammo (a recharge station or Tech class). The Assault class moves around in the main area for defense, or leads the charge in the attack.

Jedi's use of Force Power "Jump" let's him take shortcuts and go greater distances in a shorter period of time, thus covering more area, though his attacks are limited to close range (or medium close with the Saber Throw).

Demolitions class can take out large objectives in one sweep (once placed, his Det Packs almost always detonate upon his death, if he's killed before he can manually trigger them) as well as defend choke points and blind corners with Trip Mines. One can either place a cluster of Secondary Trips in an area that allies might need to traverse or place a "net" of primary Trips to cover a tunnel opening. Alternately primary Trips can be placed at odd intervals in a twisty passage, to make attackers slowly lose health and catch them unawares. Keep in mind that primary trips are a major nuisance to your teamates and will prematurely detonate on some surfaces (the Hoth bridge, recharge stations, moving doors, etc).

Tech's can both heal allies and repair non-vehicle devices. They can hack their way through locked switches on offense.

Scouts are good for sniping and can provide distractions with their Assault Sentries on offense. Cloaking give them a little more safety when sniping on defense.

Remember that these are loose and basic attack plans. Your team may have worked out something better and you may discover new wrinkles in these plans after playing for awhile. But this should give you an idea of what works a lot of the time.


Objective 1: Imperials

Imperials attacking first objective

The Imperials must get the AT-ST through the gate.

Move it in a straight line (from its spawning point) OVER the wall, at about the point indicated in the picture.

Ignore the Blaster Cannons and Rebels firing at you. If you move quickly and without hesitation you should make it through without major damage.

IF you can't make it over the wall, quickly turn around and back track a bit (out of range of the cannons) and then try again.

Meanwhile have your troops head for the LEFT route and make their way towards the gate. Why this route? Because the Rebels have a clear line of fire to the AT-ST from the Heavy Blaster on that side, so they can take this out as well as taking cover to take out the larger cannon on their way to the door (which the Walker should have opened by the time they reach it).

The picture shows a route that avoids the Heavy Blaster cannon, but is exposed to the larger cannon. If you run the other way around the AT-ST head you will run into the Heavy Blaster sooner (if it is destroyed though, this path may be safer). Remember that Dark Jedi can use their sabers to block shots from both types of cannons (just be sure of your angle!). Reflected shots can destroy the larger turrets as well (though this is a slow process).

Troops should always keep moving, unless they're behind indestructable cover. Strafe running and strafe jumping are good ways to cover more ground for non-Jedi.

Imperial troops should use Disruptor shots, Rockets, Repeater and ST Rifle fire to take out the cannons and any troops in their way. Jedi can take the straight path following the Walker (using Jump to get over the trench) though they will have to wait for the door and avoid crossfire from the cannons.

Using the cover of the crashed AT-AT head, Scouts and ST rifle users can take out the cannons from relative safety, although it requires precise aiming (harder to do when being fired upon by Rebels, so have your teammates distract them).

Follow the Walker through the gate to the other side and prepare for the next objective. If the Walker is destroyed, hurry back to try again, although destroying the cannons may make the driver's job easier and keep the Rebels distracted.


Objective 1: Rebels

The Rebel goal is to stop the AT-ST from entering the gate.

Since the AT-ST can easily cover the trench in a few steps, they need to spring into action immediately, focusing all their activity on the Walker, rather than individual troops.

Jedi can take out the Walker with a few saber swipes (though getting run over is a major concern if they get too close, attack from the side and jump slash at the "head").

Techs should place shields in the middle or outer rim of the trench and in front of the gate to slow the walker. Additionally they can make their way around the trenches and repair the cannons. While the Walker is being slowed, other classes can pound away on the Walker and the Tech can use DEMP2 shots to prevent the walker from firing for a few moments.

Techs can heal and supply ammo, but their primary focus should be their use of Stationary Shields and stunning the Walker with DEMP2.

An Assault should immediately head for the right hand cannon (lefthand in the picture, but righthand from where you begin) and take shots at the Walker and destroy it. You can continuously destroy the Walker from its spawn point if the Imperials aren't quick enough to recover it. Otherwise keep pounding it until it gets out of range then run to the gate to pound it with secondary Repeater/Flechette shots. Heavy Weapons should use Rockets.

One strategy I have not tried, but would seem logical enough is to use the Shield-blocking-the-trench-and-gate method while simultaneously having BOTH Blaster Cannons manned. This way you could theoretically trap the Walker in the crossfire of your guns and destroy it, whereas a lone gun is usually too slow to take out a moving AT-ST. Placing Ten Mines (the maximum that a single player can place in a map before they start to disappear) in front of the gate may be useful, but otherwise mines are fairly ineffectual at stopping a Walker. Then again with two classes who can use mines, it would be possible to place 20 mines, which MIGHT make a difference, assuming the walker doesn't set them all off from a distance with a few shots or a rocket.

Once the Imperials have hit the gate (and the Objective completion is announced) have your team fall back to protect what's inside the wall (suiciding may be quicker than running through the gate, but it all depends on your position and status at the time).


Objective 2 & 3: Imperials

Imperial attack plans for second objective

The Imperials must extend the bridge across the chasm THEN move the walker into position to attack the Shield generator.

While the Walker can hang back and destroy the cannons fairly quickly on its own, it also is a sitting duck for Tech DEMP2 shots (which slow it down considerably, making it a sitting duck for other shooters), so Imperial troops should pound the cannons with Rockets, ST Rifle, Repeater and Disruptor fire.

Jedi should use Force Jump to get across the chasm (on the right side) and head immediately into the bunker on the far wall to throw the switch that extends the bridge.

This is the quickest and easiest way to extend the bridge, but its best if the Rebels are distracted by other fighting going on so as to allow the Jedi a clear path. Ignore the cannons and just keep moving and rolling with your saber ignited until you get inside the bunker. If you encounter mines at the door, use Saber Throw to detonate them from a safe distance.

The key is to focus attention in several places at once, to keep the Rebels off balance. Sending a Tech to hack the door is a gamble, since they are exposed to the lefthand cannon. Having a Jedi present to protect him may be a good idea and of course take out the cannon as soon as possible.

This is a slow method, but will gain you a path for non-Jedi to some ammo and shields (and you won't see any Shields for the rest of the map really).

Finally Jedi (although this is somewhat pointless unless the defense in front of the chasm is too intense) and the other classes can hop over the rocks blocking the cave entrance and enter the cave. Kill the Wampa (or just avoid him, since he's so slow, he can only realistically kill one player at a time) and then use Demolitions (Det Packs) or Assault's EWEB to smash through the rock layers that can't be jumped (note: all but one of the rock barriers can be jumped over if you know the right spot, even without Force Jump). Be ready to encounter heavy fighting on the other side (have some troops distract while others run to the bunker.

Imperials attaking third objective

Once the bridge is extended, send the AT-ST across where it can wreck havoc, stepping on Rebels and blasting them apart. Meanwhile your troops can get across behind it (if they aren't already) and start doing damage.

Destroy any remaining cannons, then proceed to pound the Shield Generator with EWEBs and Rockets. However most of the time the AT-ST can do the job on its own and the others need simply protect the Walker from being destroyed by the Rebels (take out Tech, Assault and Heavy Weapons first).

Remember that a destroyed walker makes a BIG BOOM, so get ready to leap out and run away (roll behind structures) to avoid the explosion. Hopefully it will take out the enemy instead of you! When you see fire start to form at the legs, get ready to bolt!


Objective 2 & 3: Rebels

Rebels must stop the AT-ST from getting across the bridge and destroying the Shield Generator.

Tech's should use their DEMP2's to stun the walker, preventing it from firing and slowing it down. They should also place their Stationary shields to protect vital areas. Primarily they need to protect the cannons (so they can be repaired) but later on they will need to protect the bunker entrance (sooner rather than later if Jedi are present) and the cave entrance.

While allies can pickup shields and ammo from the station on their right (left in the picture) Techs can drop batteries for them much quicker, while they do other jobs. Having multiple Techs is a good idea at this point in any case.

Some Jedi should jump across the chasm in order to attack the Walker, since they are the only ones who can do so prior to the bridge being extended/cave being breached. Using jump slashes and saber throws they can take out a walker quickly, assuming they avoid being stepped on.

Remember that a destroyed walker makes a BIG BOOM, so get ready to leap out and run away (roll behind structures) to avoid the explosion. Hopefully it will take out the enemy instead of you! When you see fire start to form at the legs, get ready to bolt!

Other Jedi should stay on the "Rebel Side" of the chasm so that they can use Force Push to make Dark Jedi trying to jump across fall to their deaths. They can also cover the doorways to the bunker and use Twirls/Katas to make entering the bunker lethal.

Jedi also have the amazing ability to PUSH BACK rockets that are fired by the AT-ST (though they will rarely hit the Walker, they waste its ammo and buy you more time). A Jedi can also block the AT-ST's lasers with his saber (but not while Pushing!), though one stray shot can take him out, so be sure of your angle if you have to block!

Scouts can't hurt the AT-ST itself, but they can target slow runners trying ot get to it and take out EWEB users firing from afar, while cloaked.

Assault and Demolitions both come equipped with Trip Mines. They should use these (Primary Fire is best) to cover the entrances to the bunker, and (if there is a danger of the Imps breaching it) the Ammo bunker station as well.

If anyone sees a Tech trying to hack the door, kill them immediately, though if they are alone and the cannons are still active they won't last long.

Finally the Assault/Heavy Weapons should pound the walker with Rockets, Flechette and Secondary Repeater fire, since killing/slowing the AT-ST should be priority one.

 

Tech's should place their Shields inside the bunker directly in front of the "Switch" because this is the most efficient use of a single shield. Jedi can quickly smash through but at least you'll have a chance to hit them a few times before they break through. Multiple Techs can layer on the shields. Demolitions and Assault are a good choice to support them with mines.

Having multiple Techs is also good to preserve your Cannons as long as possible (since they can both repair simultaneously). While crouched and repairing they can quickly turn away (while holding down "use") to toss a battery behind them. Remember that when Cannons are destroyed they explode, which is enough to kill you instantly.

If they get the bridge extended, put up a shield on your side of the bridge, you can place mines, but remember not to place them on the bridge itself (I've seen far too many newbie players blow themselves up trying this stunt). Placing mines directly on the AT-ST is also a one way ticket to suicide (only advisable if you have no other weapons and the Walker is almost dead, but it'd be better still to place mines in its path instead).

If the Imperials destroy the Generator, immediately fall back inside the base. Ignore the walker, since it can't enter. Placing a Shield in front of the now open door may slow Imperial troops for a few more seconds while your team gets inside and dropping secondary Trip mines by the door may serve the same purpose.


Objective 4, 5 & 6: Imperials

Having destroyed the Shield Generator, you enter the Rebel Base via the door that is now shield-free. Your new task is to steal the Access Codes.

This is done via locating the R5 droid and carrying its head to switch that opens the (locked) Hangar Doors.

This task is by far the easiest if you have a Jedi do it (have other classes cover him while he goes).

Remember that the Jedi is weak in health, thus he can die easily, so he should keep his saber out at all times to help him block (I prefer Medium Stance).

There are two paths to the Droid Room, and unfortunately these are very easy to guard. You may simply have to overwhelm the enemy with numbers or attack in waves to get there (though if you work quickly enough after the Shield goes down they won't have time to stop you).

As you go, be aware that the enemy will (if they are quick & smart) booby trap doorways with mines. As a Jedi hestitate for a split second as you enter so that you can see what's up. Saber throw can set off mines, but only if you are relatively close. A Tech following you can use a Secondary DEMP2 shot to destroy mines ON THE OTHER SIDE OF THE DOOR OR WALL, which is very useful. It will also signal the presence of an enemy since you'll hear the pain sound (and they will be stunned for a second allowing you to pass or attack them quicker).

Assault can use his Secondary Repeater to set off mines that might be in the doorway with the splash damage.

Since you'll be traversing a lot of elevators, there are a few things to remember: sometimes it will save time to simply leap down a shaft instead of hitting the switch (which can bring up enemies). Crouch roll with saber selected (or Melee if you're a non-Jedi) to avoid or reduce damage). Keep moving, no matter what.

Destroying the Droid is pathetically easy. Two Secondary Repeater shots or a Saber Kata will do the trick. Once he's been destroyed for the first time you'll never need to do it again (since a returned head appears as only a head pickup item). Tag the head to carry it like a flag to your destination.

Realize though that if you fall into a pit or if you die in an elevator shaft the head will be "returned" to it's original location. But if you die anyplace else, if you work quickly you can have another player grab the head and move with it. Follow the flashing droid head icon on the Radar and keep him protected, just like you would a Flag Carrier in CTF.

Where Jedi really shine is in their ability to take a shortcut. After you burst through the door (most likely mined and shielded) you should take the left path. Hop on top of the "bunker" on the left side since it most likely has people inside firing at you or trying to Push you into the abyss. Then take a full height Force Jump (hopefully you conserved your mana up to this point by bunny hopping and strafe running rather than spamming Force powers) to the bunker on the opposite side. One more jump to the path and you can take a quick right turn to the control room. Hop up top (ignore the elevator unless you're out of Force) and tap the switch. If you're stunned jog around until it wears off and hit the switch.

At this time the doors will open and your team will respawn in front to advance. Again, another door means more mines and shields to avoid, have your Tech clear things out while others rush in.

Now you have some choices: take the elevator or hack the right hand door. I say do both. If you spread out your forces this will make it harder for the Rebels to defend. Keep in mind the elevator, while easier can be mined and shielded more effectively, plus they can rain Thermal Detonators down on you. Going up the elevator and moving forward will breach the Infirmary for the completion of this objective and make the two Laser Cannons disappear.

On the issue of the Laser Cannons, whatever you do with them do it quickly. Jedi should simply run past as best they can, jumping and running behind objects to avoid fire (turn as you make the last bit of the stretch to block the shots with your saber as you head up the elevator, then Force Jump before the lift reaches the top so you can move on). A Tech's fully charged Demp2 shot can take out a Cannon in one hit, but remember the cannons respawn until you complete the objective, so keep moving. A stream of ST Rifle or Repeater bullets fired while on the run can take it out after not too much time. After taking out both cannons move on (you should be moving all through this). Don't stop to continue fighting them, since this just wastes time and ammo. Once destroyed this buys you a few seconds of peace before they come back again.

Send your Tech to the top of the ramp on the far wall (to your right if you were facing the elevator). They can get as close as they can to the locked door, crouch and hack the door switch. If an enemy is foolish enough to open the door to stop you, you can run through without worry (just keep in mind your teammates will be locked out once the door closes again). While hacking you should be out of range of the Laser Cannons, but you should have at least one player cover you while you hack since a single hit can force you to start your hacking process over again.

Use your DEMP2 shots on the way to blow up mines. Once this hacking is completed however, the Tech is less useful for the rest of the mission, since he can't do ANY damage to the Command Center nor can he hack the elevator switch leading up to it. His Assault Sentry is good for holding off enemies while they do damage and he can still heal his comrades of course.

Once you've breached the Infirmary, again you have some choices. Straight ahead and around some boxes (watch for mines) is a switch (destroyable only, can't be hacked). Use your Secondary Repeater (EWEB if you have time), Rockets, mines, etc to blow it up and then you can take the elevator up. This route is shorter, but very dangerous since you are vulernable that whole time and (you guessed it) will probably get shut out by mines, thermal detonators and Shields blocking the way. If you make it up inside there's an Ammo Dispenser on the far wall behind some boxes. Fill up as much as you can since you'll need it (give Assault and Heavy Weapons priority).

The other routes are easier but a little longer. Run past the switch and to the far wall and you'll see a small elevator (finally one that you can see if it's guarded or not!). Take it up and run like hell to the right, then around the corner (watch out for the cubby hole through which the Rebels can snipe at you or toss explosives). As before with tunnels, prepare to fire a few shots around corners to detonate any mines as you go. Jedi, by virtue of Force Jump can go DIRECTLY to this cubby hole and take a major shortcut. Use it!

As you progress through the tunnels you'll pass an Ammo Dispenser (fill up if it's safe) and then finally you'll pass some more computers (non destructable) and a door. Fire one more safety shot at the door to detonate mines and get to destroying those computers.

You'll note the central computer has glass "radar screen" above it. This will bounce your shots back, so aim instead for the panel the component that is closer to the floor, below the glass.

Jedi will get there first, but they are INCREDIBLY WEAK at destroying objectives. It takes two full katas to destroy a computer console and the "flat panel" consoles that are inlaid in the wall are very hard to hit repeatedly. Techs can't do any damage to anything, period.

Scouts can use their Disruptor to damage all equipment, but the best overall are the Assault (using just his Repeater primary fire he can destroy everything in 20 seconds, or using his EWEB, and can even fall back to his ST Rifle).

Demolitions are somewhat slow firing and moving, but they can do a lot of damage overall. Have them do a "suicide run" dumping Det Packs until they either run out or die, thus even if they are shot, at least the packs they placed with detonate (though with a slightly less powerful blast yield than if they detonated them manually).

Fists, DEMP2 and BlasTech can't do any damage to the consoles, so don't bother.

Destroy all computers (those dang chairs seem indestructable, maybe the Rebels should have made their computers out of that material?) and you win the round!


Objective 4, 5 & 6: Rebels

The Rebels had their work cut out for them on the first two Objectives, but now they have more of a fighting chance.

Overall the objectives require the Imperials to pass through a lot of blind tunnels and blind-top elevators which are ripe for booby trapping. Demolitions and Assault will have a field day placing Trip Mines. Just remember to place them intelligently (no more than 10 mines per player at a time, don't place mines where a moving door will hit them setting them off, don't place mines where teammates will hit them). If you place mines in high traffic areas where your teammates will cross, use secondary instead of primary. Warn before placing so they don't run into your mine and blow you or them up. Likewise remember that secondary Trips will detonate in 30 seconds, setting off any nearby mines as well. Techs can keep you well stocked for your purposes. Thermal Detonators are great to rain down elevators and also to take out those pesky Jedi.

Additionally, as before, Tech's have the advantage in placing Shields across doors, slowing down attackers and forcing them to waste ammo and time breaking through. Multiple Shields can be placed at a time, so multiple Techs (one SHield apiece per respawn) help a lot in these areas.

When they go for the codes, use mines/Shield to seal off the doors.

Because the droid head containing the access codes will get "returned" if the carrier dies in an elevator shaft, do your best to setup traps (and Force Pushes) that will cause the carrier to fall to their death in the shaft. If a player tries to jump down the shaft with the codes, hit the elevator button fast to bring him back into your clutches!

And of course, since Dark Jedi will try to take the shortcut Force Jumping across the ravine, use Force Push/Pull to make sure they don't make it. Having a Jedi standing on top of the Bunker opposite the Hangar Doors Access switch room with his saberstaff ignited may be a good idea. If the Jedi tries to head up top, you can slash him, if he tries to jump across, toss him to his doom.

Just be sure you have a backup plan. Have Techs shield off the Switch itself, station a player nearby to mine the door. Of course if you have time you can setup your whole team to protect that one area, if you are confident you can stop them from opening the Hangar doors even if they repeatedly get the codes without incident.

Remember that your goal as the Rebels is simply to stall for time as much as you can to prevent the Empire from winning. However you choose to do this, in the end you will win if they haven't destroyed the Command Center by the end.

If they do manage to hit the codes immediately try to mine/Shield the door, but also get the Elevator inside the Hangar sealed off. Placing troops up the elevator to drop Thermal Detonators, mines and to place shields is again a good idea. Likewise Flechette and Secondary Repeater shots can be lobbed overhead. Once the Imps get up the elevator they have only to go two steps to breach the infirmary, so do whatever you can to stop them. Hitting the elevator switch repeatedly can also make it frustrating for them to get up, though they will still time it so they can get up and into your face. Just remember each time you hit the switch you could be bringing the enemy to you!

While guarding the elevator, don't forget that they can enter through the tunnel (the one that the hackable locked door leads to). See that "hole" in the ice wall near the switch protected elevator? That's the one! Placing some trip mines over the hole will at least alert you to the presence of approaching enemies with the boom. To avoid making your trips disappear, seal off the hole with enough then use your other explosives and weapons to defend the elevator. If you have a Jedi, making quick patrols from the elevator to the tunnel may be a good idea. Once the enemy gets inside immediately switch to protecting the other elevator and the tunnel leading to the Command Center.

Another thing about Hoth in general (but especially on defense) is to know where each tunnel leads. Practice with bots so you know where to go and don't end up side tracked. Use your radar and Force Seeing (if you have it) whenever possible to avoid mistakes. Following a teammate may be good, assuming they know where they are going!

Once they have breached the Infirmary, you have some choices. What I DON'T recommend is trying to guard the switch (unless your team is that big that you can spare troops for this purpose).

Instead guard the the "cubby hole" leading to the tunnel on the way to the Command Center. Anyone taking this path will have to go that way, including Jedi who try to Force Jump their way through. Likewise send some troops up the elevator to do their usual boobytrapping (just warn your teammates not to come up if you've mined it!). This will cut off the two routes to the Center effectively.

If they somehow manage to get to the Command Center don't panic. Usually if they do it that quickly they will be Jedi and have to take a long time to destroy many computers. However a Tech should be into the Center as soon as possible to effect repairs (one Tech can take out one Jedi if you're a good shot with the DEMP2, but other classes need to fight off the enemies while you do repairs and put up shields over the wall). If it comes down to just one computer left, you can place a Shield in such a way as to protect it from anyone entering. But having two Techs at least means you can cover both doors. Mining the doors is better long term, but you should warn teammates so they don't detonate your mines (and again, be intelligent with your mining).

It wouldn't be a bad idea to practice mining techniques if you are wishing to go this route, since it can really make a difference on any Siege map. Trip mines are simply a great way to defend areas, especially when you have a small team. Five primary Trip mines at one choke point, another five at another will deny both areas to the enemy. Just be ready to replenish as soon as they explode.

Hold out for 20 minutes with even one damaged computer console remaining and you win the round.


Siege Scenarios

  >>Siege Guide - by Kurgan
  >>Force Profiles - by Kurgan
  >>SP Walkthrough - by Various Authors
  >>Your article here!