Monday, February 7, 2011

SW:EAW: Forces of Corruption - Honoghr



Star Wars: Empire at War - Honoghr
This is a hint / walkthrough for a planet in Star Wars: Empire at War: Forces of Corruption. The index of all our guides for Empire at War: Forces of Corruption is here.

Intimidation (Corruption Income +43)
You are required to choose this Corruption as part of Mission 2 (Defiler's Mission). You cannot perform this Corruption unless you build a Defiler when your mission holocron is updated to instruct you to recruit a defiler (Mission 1 - Defilers Needed). If you recruited one prior to that, the mission log will not update and you cannot use the one you built.
You cannot perform Corruptions anywhere else until you finish this mission.

Although the assassination target is covered by Turrets, as soon as you complete the Mission by killing him, everyone (including Urai Fen) becomes invulnerable to any damage. You could also destroy the turret, flash the nearby infantry with Urai Fen's Sonic Stunner, then call in the Swamp Speeders to help kill off everything in the area.

Racketeering

Space Battle
Land Battle
After the Intimidation mission, we chose to capture Honoghr and put a Zann Consortium Palace on the planet, but nothing else -- The hope was that the Empire will retake Honoghr, allowing us to change the Corruption to Racketeering and then take it back (the Racketeering will remain after re-conquest).
The Zann Consortium cannot build any Mining Facilities, but the Zann Consortium Palace in general produces income equal to 7x base planetary income. The Corruption Income is a mere 43 credits a day, so in 4 days you will have more than broken even in income by doing this.
The Empire never did try to retake Honoghr (or any other planet).

SW:EAW: Forces of Corruption - Felucia



Star Wars: Empire at War - Felucia
This is a hint / walkthrough for a planet in Star Wars: Empire at War: Forces of Corruption. The index of all our guides for Empire at War: Forces of Corruption is here.

Felucia is available during Mission 11 and it is a good planet to secure because of the special ability it grants (immunity to weather conditions).

Bribery
Racketeering
Space Battle
Land Battle

SW:EAW: Forces of Corruption - Endor



Star Wars: Empire at War - Endor
This is a hint / walkthrough for a planet in Star Wars: Empire at War: Forces of Corruption. The index of all our guides for Empire at War: Forces of Corruption is here.

Endor is accessible after Mission 15 (Baiting the Hook) and has the Death Star II in orbit. Although Tyber Zann says both Emperor Palpatine and Darth Vader are there, they do not appear so on the Galactic Map (Darth Vader is still on Bespin, and Emperor Palpatine is not placed in the mission).
After Mission 16 (Following the Artifact), Endor is cleared of all Imperial units, and is not occupied by Rebellion units. You can therefore just land on the planet and claim it.

Slavery (Corruption Income +35; can recruit Ewok Handlers)
Space Battle
Land Battle

SW:EAW: Forces of Corruption - Dathomir



Star Wars: Empire at War - Dathomir
This is a hint / walkthrough for a planet in Star Wars: Empire at War: Forces of Corruption. The index of all our guides for Empire at War: Forces of Corruption is here.

Dathomir becomes available in Mission 11 (Clearing the Way) and there is a special land mission for Mission 12 (A Dark Ally).

After Mission 12, Grand Admiral Thrawn sends a fleet to attack the Zann Consortium. The source appears to be Kuat, and it aims for Ryloth, going through Nal Hutta and Shola and any fleets there. Another fleet from possibly Dathomir or beyond goes down Yavin 4 and to Saleumaci. In either case, if the fleet wins at the system goal (Ryloth or Saleumaci), it will unfortunately just sit in orbit and not take the planet, so you cannot deliberately lose in order to change Corruptions at this time.
Under Auto-Resolve, a fleet may simply flee if it encounters a level 5 Space Station.

Behind the scenes, the Empire continues moving and during Mission 14 takes over Alzoc III (which isn't yet accessible). It will eventually mass at Dathomir with a vast force of ships and land invasion forces (total 109 point). They do not seem to want to attack the planet, but the blockade can make it tricky if you want to use Nightsisters.
You can try sneaking troops off the planet (preferably before the fleet gets too big) by taking troops into orbit. This triggers space combat. Hide in an asteroid field and Retreat from battle as soon as you are able. The transports will escape to the nearest safe planet.

Bribery (Corruption Income +43)

Corrupt Militia

Racketeering (Corruption Income +383)

Space Battle

Land Battle
Go to the extreme southwest to find an Abandoned Sensor Array, which will be of great help throughout this mission.
You may be tempted to shoot the volatile containers (and Tyber's shotgun, which covers an area, can accidentally set them off), but don't until you have had a careful look at the area--You could lose valuable opportunities if you do.

One of the recurring themes of Mission 12 on Dathomir is taking out Power Generators to disable turrets. However, turrets disabled in this way are no longer subject to attack. At the same time, if you set up Racketeering on Dathomir, each Turret is worth +150 credits.
Instead, use Tyber Zann to Bribe the SPMA-T that is sitting idle at Singing Mountain Prison, and use that throughout the map to destroy turrets and Turbolasers before taking out Power Generators. (At Singing Mountain Prison, it can destroy one turret at the prison door, but before it destroys the second, the Prison is destroyed, triggering the cutscene but allowing the damaged turret to continue firing and killing escaped prisoners).
You can also take the AT-AA, which seems to discourage Dark Troopers from flying. The Juggernaut was remarkably useless and couldn't stand up to too much turret fire or infantry (though it can run over infantry).

At the east side (where the power generator for the Governor's building resides), the AT-STs there had the curious ability to instantly kill a Nightsister or Urai Fen. It wasn't clear how this happened, except that the unit would just suddenly fall over dead. This may have been some sort of bug or loading error, but it happened consistently enough.

The reinforcements that the Governor calls amount to 3 Dark Trooper Phase III units that land north of the map, at the shuttle landing pad. They then walk slowly along the road toward the river gate. If they are severely injured, they start powering up their jetpacks to fly to the Uplink Station where there is a Vehicle Repair Station on a Build Pad.

After Mission 12 (A Dark Ally), there are no Imperial buildings on the ground. If you wait long enough during the land battle, most of the Imperials will kill themselves trying to clear the Rancor lairs, but you do not get salvage credits from Racketeering this way.

SW:EAW: Forces of Corruption - Coruscant



Star Wars: Empire at War - Coruscant
This is a hint / walkthrough for a planet in Star Wars: Empire at War: Forces of Corruption. The index of all our guides for Empire at War: Forces of Corruption is here.

Coruscant is accessible after Mission 15 (Baiting the Hook). It is the location of Mission 16 (Following the Artifact), where you have to take Tyber Zann, Urai Fen, and Silri. When you go to Coruscant for the first time, you cannot send any fleet there without satisfying this requirement. You can send Defilers to Corrupt the planet, but they cannot invade the planet.

Black Market
Bribery (Corruption Income +80)
Space Battle
Land Battle

Mission 16 Special Land Battle
The mission is scripted so that you must have at least one MDU to defeat the Master Force Adept. You can reduce his health to 0, but without the Ysalamiri cage, he will not die.
Probably the easiest way to defeat the powerful Master Force Adept is to use Silri's Drain Life, which will continue to drain him even if he teleports away.

I personally found the escape in the Juggernaut impossible on Hard Difficulty. Near the end, the Juggernaut is always destroyed and missile fire from the turrets usually kills Urai Fen because even if his Personal Cloaking Field is active, he can still take damage from being in the blast radius.
The easiest way to escape is to run Urai Fen or Tyber Zann through the final gauntlet under cover of their Personal Cloaking Fields. When at least one of them reaches the exit, even if Silri is way back in the museum, the final cutscene plays and you win.

SW:EAW: Forces of Corruption - Carida



Star Wars: Empire at War - Carida
This is a hint / walkthrough for a planet in Star Wars: Empire at War: Forces of Corruption. The index of all our guides for Empire at War: Forces of Corruption is here.

Carida is accessible starting in Mission 15 (Baiting the Hook). You can send Defilers in to capture the planet, but it will make no difference to the special mission in space.
After the space battle for Mission 15, your Tech Level jumps from 3 to 5.

Black Market
Bribery
Kidnapping
Any units that haven't been located when you find Admiral Dalken Hol will converge on his location.

Space Battle
The special space mission over Carida in Mission 15 does not change the forces over Carida, and even if you succeed in that mission, your fleet retreats (by Tyber Zann is automatically moved immediately to the planet to which your fleet retreats).

Mission 15 Space Battle
You have to bring Bossk, but he does not appear in battle in any way that you can control or interact with.

The Hypervelocity Gun adds a sense of urgency to the battle, but it appears to fire on script rather than with the regular frequency of a Hypervelocity Gun.

The sequence of events is:
  1. Initial dialogue (you can fast forward by pressing ESC).
  2. One of four free Interceptor IV Frigates is destroyed by the Hypervelocity Gun.
  3. Tyber Zann destroys an Acclamator with the main gun of the Merciless.
  4. When Thrawn's ship, Admonitor, is heavily damaged (about 50%), there is a cutscene where Bossk leaves.
  5. When the Admonitor is critically damaged (about 25%), it hyperspaces out, the Hypervelocity Gun fires again, and mild reinforcements arrive.

You will probably lose the free Interceptor IV Frigates, but (on Hard Difficulty) can still come out with your original fleet.
I entered the battle with Tyber Zann, five Vengeance-Class Frigates, and five Marauder Corvettes. On my best play-through, there were two Interceptor IV Frigates left at the end, and the second time the Hypervelocity Gun fired, it failed to destroy the Vengeance-Class Frigate it had targeted.

At the start, I moved the free Interceptor IV Frigates ahead (but not too far ahead to be the entire focus of the Imperial fleet), the Vengeance-Class Frigates slightly behind, and left the Marauder Corvettes much farther behind. I then stopped the fleet from moving ahead and instead concentrated fire on whichever Imperial cruiser poked its nose out first. This was a way of "crossing the T".
The Tartans ahead of the Imperial fleet were taken down as quickly as possible because they would probably be sent on a fast suicide run to kill the Marauders.

When a cruiser turns to flee, let it go and hit something else. Focus on weapons so that you are continually reducing firepower directed at you.

Throughout the battle, I struggled to keep Tyber Zann's ship (Aggressor-Class Destroyer) pointed in the right direction so it could keep firing at whatever ship I was focussing on at the time -- This largely meant getting it to simply hold position, as it was very sensitive to ships in the way and would make overly wide turns to edge around.
The ion cannon part of the main guns takes out the shields, and subsequent concentrated fire on the weapon hard points eventually makes the ship turn to flee. I then try to hit the engines quickly if I can, but otherwise let the ship go. Letting the ships flee is critical as you would otherwise spend precious time trying to down it when you could be taking out weapons and forcing another ship to flee.

Watch for the Acclamators to start their run and the Imperial Star Destroyer on the left to make a rush toward your Marauders. I ended up having to retreat one Marauder, and later one Vengeance Frigate, but otherwise the line held.
You should pull back any of your larger ships before they take too much damage because one of them will likely be hit by the Hypervelocity Gun when it fires again. I tried to keep one Interceptor IV Frigate largely out of combat, but the Hypervelocity Gun did not take that bait and did not fire on it.

Against the Hypervelocity Gun, the best defense is probably to keep your frigates moving. The long pulse is three shots, and if you keep your ships moving, whichever one is targeted may get hit by anywhere from 0 to 3 of the shots -- Yes, the Hypervelocity Gun can miss (though it is unlikely to miss any of its three shots against anything bigger than a Frigate).

SW-EAW-FOC Mission 15 Battle over Carida won with full initial fleet

Land Battle
The planet has a Hypervelocity Gun and you can destroy it as part of capturing the planet before the special space battle in Mission 15, but it makes no difference there.

Carida is tricky for infantry at the river ford because they cross (and retreat) slowly in water, and there aren't any Build Pads to build Bacta Healing Tanks in ready access on the islet.

SW:EAW: Forces of Corruption - Bespin



Star Wars: Empire at War - Bespin
This is a hint / walkthrough for a planet in Star Wars: Empire at War: Forces of Corruption. The index of all our guides for Empire at War: Forces of Corruption is here.

Bespin is revealed for Mission 14 (Cloud City Conflict) and you must complete this mission before you can Corrupt Bespin.

Piracy (Corruption Income +104, can build Broadside Cruisers)
You can do this Corruption at the same time you can do Piracy at Kessel (which gives you access to Marauder Corvettes). If you haven't already conquered Kessel, you can choose one, both, or neither.

When you first move your fleet to the trade lane location, you will find Broadside Cruisers. Take them out, but micromanage your forces to fly obliquely at them. If you charge head on, you will take the full brunt of their missiles. A ship that is being targeted should turn to fly diagonally away instead of turning too much and thereby waste time turning when they should be moving.

The transports you need to take out appear to the southwest and then the north of the map.

Racketeering

Space Battle

Land Battle
The first time you land Tyber Zann on Bespin, the special land battle for Mission 14 begins. You will probably want to immediately move Tyber Zann because he appears to also have been hit by Urai Fen when the stormtrooper is killed during the cutscene. In any case, his heath is critically low. You can avoid t his by using ESC to skip the cutscene.
Move the gas harvester droids back as well because an AT-ST Walker will charge in looking for them.

There are no buildings, so take your time and clear the map first. Bring in Silri and let her summoned Rancor take point to clear turrets. Once the map is clear, take your time with the missions.
That said, the Tibanna Gas stations refill quite quickly, so you really only need to secure one station and visit it repeatedly. After this mission you will get 50000 credits for their sale.

When there are only two objectives left, Darth Vader will come. If you have cleared the map already, this isn't as scary as it seems, although he can take down Silri's Rancor very easily. Use a Rancor Suicide Bomb on him, clear whatever entourage wasn't caught in the blast, then leisurely finish up.
Alternatively, if the final objectives are Tyber Zann's, he can probably complete them with a mixture of running away and use of his Personal Cloaking Field -- while he is planting evidence, his stealth field does not deactivate.

After Mission 14, Bespin has no buildings, but has Darth Vader (even if you defeated him during the mission) and a Noghri Assassin Squad (minor hero that can use Stealth).

After Mission 14, you can build Vengeance-Class Frigates, and may want to consider buying the Tech Level 4 Cloaking Device upgrade now, even though it will cost you over 30000 credits as you are still in Tech Level 3 (less if you control more Black Markets). It may be a good way to survive the Hypervelocity Gun in the Carida space battle in Mission 15.

Ships come