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 Star Wars - Empire at War - Forces of Corruption

 
   
 
 
Star Wars - Empire at War - Forces of Corruption

Star Wars: Empire at War: Forces of Corruption
FAQ/Walkthrough by Baruraga
Version 1.0

-----------------
Table of Contents
-----------------
Consortium Campaign Walkthrough              [CW000]
     Prison Break                            [CW001]
     Galactic Map                            [CW002]
     Intimidate the Noghri                   [CW003]
     Corruption                              [CW004]
          Kidnapping on Nal Hutta            [CW005]
     Raid Mandal Hypernautics Shipments      [CW006]
     Expansion                               [CW007]
          Shola                              [CW008]
          Mandalore                          [CW009]
          Nal Hutta                          [CW010]
          Honoghr                            [CW011]
          The Maw                            [CW012]
     Remnants of the Death Star              [CW013]
     Black Market                            [CW014]
          Intimidation on Saleucami          [CW015]
     Communications Breakdown                [CW016]
          Yavin 4                            [CW017]
     Visions of the Past                     [CW018]
     Domination                              [CW019]
          Kamino                             [CW020]
          Utapau                             [CW021]
          Mustafar                           [CW022]
          Hoth                               [CW023]
          Tatooine                           [CW024]
          Kessel                             [CW025]
          Felucia                            [CW026]
          Bonadan                            [CW027]
          Muunilinst                         [CW028]
     A Dark Ally                             [CW029]
          Dathomir                           [CW030]
     Cloud City Conflict                     [CW031]
          Bespin                             [CW032]
          Kidnapping on Carida               [CW033]
     Baiting the Hook                        [CW034]
          Intimidation on Alzoc 3            [CW035]
          Intimidation on Taris              [CW036]
          Myrkr                              [CW037]
          Alzoc 3                            [CW038]
          Carida                             [CW039]
          Ilum                               [CW040]
          Fondor                             [CW041]
          Taris                              [CW042]
          Polus                              [CW043]
     Following the Artifact                  [CW044]
          Endor                              [CW045]
     The Emperor's New Weapon                [CW046]
New Faction Material                         [NF000]
     Galactic Empire                         [NF010]
          Land Units                         [NF011]
          Space Units                        [NF012]
          Space Heroes                       [NF013]
     Rebel Alliance                          [NF020]
          Land Units                         [NF021]
          Land Heroes                        [NF022]
          Space Units                        [NF023]
          Space Heroes                       [NF024]
     Zann Consortium                         [NF030]
          Land Units                         [NF031]
          Land Heroes                        [NF032]
          Land Structures                    [NF033]
          Land Platform Structures           [NF034]
          Space Units                        [NF035]
          Space Heroes                       [NF036]
          Space Platform Structures          [NF037]
Version History                              [VH000]

-------------------------------
Consortium Campaign Walkthrough              [CW000]
-------------------------------

This is a walkthrough of the Forces of Corruption campaign on Medium
difficulty. It includes the conquest of every possible system although it is
certainly possible to skip many, even most of them and still complete the
campaign.

============
Prison Break                                 [CW001]
============

Mission Objectives:
1. Get Tyber Zann to the Millennium Falcon.
2. Tyber Zann must survive.
3. Urai Fen must survive.

You begin with Tyber Zann, Urai Fen, and 200 credits. Your goal is to navigate
the linear route to the Millenium Falcon while being bombarded with
introductory level tips. Destroy the console to the near north and Bribe the
Stormtrooper squad standing on the door's other side. 2 squads of prisoners
join you; more and more allies will appear as you progress through the mission.
Kill or Bribe all hostiles as you go, sending prisoners into battle first, then
Urai, then Tyber. Destroying optional consoles releases more prisoners. When
you move north through a door locked by a console, a new objective appears:

4: Destroy the Dark Troopers controlling the exit door.

Focus fire on the Dark Troopers. When they are destroyed, the mission ends.

============
Galactic Map                                 [CW002]
============

The Consortium controls Ryloth and its level 3 Space Station, Palace, Mercenary
Barracks, 3 Grenadiers, 2 Swamp Speeders, 2 MDUs, 3 StarVipers, and 3 Skiprays.
Upgrade the station and build 3 Merc Assault Squads. When you are prompted to
build a Defiler, do so. When you are prompted to attempt an Intimidation
mission on Honoghr, do so. Throughout the campaign use fast forward while Tyber
talks so you gain some credits while you wait for the next objective to appear.

=====================
Intimidate the Noghri                        [CW003]
=====================

Mission Objectives:
1. Urai Fen must survive.
2. Destroy Imperial Fleet Commander Malinth.
3. Destroy 3 Noghri Camps.

You have Urai, 3 Grenadier squads, 3 Merc squads, and 6 Swamp Speeders. March
northeast and have Urai and the Swamp Speeders kill the Noghri while the
Grenadiers assault the 2 camps. The Speeders will have some time to help with
the camps. March north and position the Speeders in front of the gap in the
Imperial wall to kill any infantry that passes while Urai and the Grenadiers
advance to the third camp and level it. When that objective is accomplished,
use Urai's stealth to get him past the turret so he can assassinate the target.

==========
Corruption                                   [CW004]
==========

Wait for Tyber to demand a Racketeering mission on Shola; if your 3 Mercs are
done, build a Defiler and comply. Build 2 more Defilers and wait for the next
mission. When Mandalore becomes available for corruption, so does Nal Hutta.
Corrupting everything possible before moving on with the required missions is
both safe and profitable. The options at Nal Hutta are Kidnapping and Corrupt
Militia. Kidnapping is preferable since some corruption methods require a
Kidnapping to have been performed as a prerequisite. Of course, Corrupt Militia
does not require a fight.

Kidnapping on Nal Hutta                      [CW005]
-----------------------

Mission Objectives:
1. Urai Fen must survive.
2. Capture Director Tanda alive.
3. Disable or destroy the shield protecting the compound.

You have Urai, 2 Defilers, 6 Grenadiers, and 2 Pod Walkers. Head north. Have
Urai kill the Twi'lek Commandoes while the Walkers kill skiffs. Once the first
hostiles are cleared, use Grenadiers and Defilers to level the Hutt building
on the west side while the Walkers attack the turret on the east. Pod Walkers
outrange that turret, so move them back and order attack again if they are
being hit. Once the turret is down, destroy the shield generator. Head north.
Have Urai stealth past the next turret and stand next to Tanda.

Back on the galactic map, send a Defiler to Mandalore to initiate Piracy.

==================================
Raid Mandal Hypernautics Shipments           [CW006]
==================================

Mission Objectives:
1. Defeat the Mandalorian Clan Leader.
2. Tyber Zann's Interceptor Frigate must survive.
3. Lure the Mandalorian Clan Leader out of hiding by attacking the Space
Station.

You have Tyber Zann in an Interceptor IV, 6 Starvipers, and 8 Skiprays. Split
the Skiprays into two groups and send them northeast to attack the station.
Send the StarVipers to escort them while Tyber hides in the asteroid field to
the south. After a few hardpoints go down, the Clan Leader shows up in a
Keldabe. Bomb it with Skiprays starting with its mass driver hardpoints. Bring
Tyber in to assist once those are gone.

=========
Expansion                                    [CW007]
=========

Tyber wants to conquer or bribe his way to Yavin IV. Unfortunately, only one of
these options lets you increase your anemic population cap. It is time to
conquer the planets near Ryloth. Shola is a good first target as it has light
space defenses and no station. Mandalore has tougher space defences but no
army. Whichever target you choose, it is time to build a fleet. The only heavy
hitter in the Consortium space arsenal is the Skipray Blastboat. A fleet made
up of a large number of Skiprays, a smaller number (say half) of StarVipers to
take out fighters, and an Interceptor or two for anti-corvette duty will serve
well for this segment. In fact, it will serve well for most of the campaign.
4-6 Skiprays in a group will take out most hardpoints even if they take some
losses on the run. Prioritize Space Station hangars to cut down on
reinforcements.

For a ground army, Tyber, Urai, a couple MDUs, and a lot of Grenadiers are
about the best you can do for now. A Defiler or two can come in handy for
clearing bunkers. Urai should go in the pathfinder slot so he can head for a
neutral landing zone right away. Be sure to take advantage of the Forces of
Corruption feature allowing you to examine the enemy's base layout before you
attack; finding and destroying structures quickly can save a lot of hassle.

A population cap of 21 doesn't allow for a strong fleet and ground force.
Therefore, manipulate it by selling your Grenadiers to free up cap for the
fleet, then sell ships once you've taken space control over the desired planet
to rebuild the army. Make sure to keep at least one Skipray over the planet for
bombing runs.

Once you have conquered a planet, upgrade its space station as far as possible
and build a Palace. Building other unit production structures will help if you
ever need to build a lot of troops quickly later, and since the Consortium
cannot construct mining facilities, you might as well. Leaving a few units
(such as Grenadiers) is prudent, though having your planets invaded is not much
of a concern in this campaign so it is not necessary.

Shola                                        [CW008]
-----

Space: There are several space platforms. Send your StarVipers to kill enemy
fighters before they build anything.

Land: This planet hurts infantry and is defended by a lot of vehicles, so MDU
Missile Pods are a good choice. If you still have the starting Swamp Speeders,
they can help. You can push up the northeast passage while Urai captures the
far eastern reinforcement point.

Mandalore                                    [CW009]
---------

Space: The Space Station has some platforms near it, so try to take them over.
This battle is not tough enough to require you actually build anything on them,
though.

Nal Hutta                                    [CW010]
---------

Space: The platforms are between you and the station. There is no real danger
from them.

Land: The path to the second landing zone is surrounded by Hutt buildings. Use
Grenadiers to level them. Tyber cannot bribe the Hutts, but he can kill them
quickly. The reinforcement point is too well defended for Urai to capture it.
He can sneak past it to destroy an anti-aircraft turret on the north side of
the big rock in the middle of the map; it will stop your bombing runs if left
alone. Push into the landing zone with bombing runs and staggered MDUs. Once
you have secured that reinforcement point, victory is assured.

This is a good point to do something cheesy: Put the game on fast forward and
leave it to amass credits. Everything the Consortium does costs a bundle, and
building up a war chest while AFK saves time when you actually want to play.
If you do not wish to do this or if you already have, continue to Honoghr.

Honoghr                                      [CW011]
-------

Space: This is the first space battle against the Empire. Expect to lose more
Skiprays from all the TIEs coming from not only the station, but also the
Imperial carriers. Bomb Acclamator hangars quickly.

Land: There is a build pad just north of the starting location; build a torpedo
turret there to guard against Noghri coming from their dwelling to the north
and AT-STs coming into the landing zone. The zone to the east is defended, but
Urai can harass the enemy and possibly even capture it himself. There is an
abandoned factory between the two landing zones; capture it to get some Pod
Walkers, which are a big help against bunkers, AT-STs, and Scout Troopers. In
the far southwest there is an Abandoned Sensor Array. If you capture it, you
can easily bomb the Imperial Barracks and Noghri camps.


The Maw                                      [CW012]
-------

Space: The station is ringed by platforms, so move in quickly. Other than that,
this mission should prove no difficulty. A Victory cannot stand up against
Skiprays much longer than an Acclamator can.

At this point you must decide whether to invade Kamino and Kessel even though
you cannot yet corrupt them. Waiting until they are corrupted not only makes
the battles themselves easier, but the operations themselves can be
prerequisites for later corruptions. Move on to Yavin 4 with Tyber.

==========================
Remnants of the Death Star                   [CW013]
==========================

Mission Objectives:
1. # of 4 data pods collected.
2. Tyber Zann must survive.
3. Scout the area to find and collect 4 data pods with Tyber Zann.

The first pod is just north of the start and clearly marked. North of that is
an Imperial force, but the 4 Tartans will join your fleet. Continue moving
along the edge of the map. The second pod is on the northern edge to the east
of center. The third is near the second to the west-southwest. Now head for
the southwest corner directly. Let your StarVipers deal with the pirate and
Rebel fighters en route. A ship with the last pod appears when you reach the
corner. Order your entire fleet to attack it immediately. A cutscene about an
Imperial fleet interrupts, but when it ends your fleet will be almost done
annihilating the ship. Pick up the pod.

============
Black Market                                 [CW014]
============

Kuat is now available, but Tyber Zann refuses to invade it. Unfortunately, the
Empire can and will invade you from Kuat. Station a 25+ population fleet at Nal
Hutta permanently.

Establish the Black Market and buy disruptors on Kuat as ordered. Mercs are now
much more valuable; replace Grenadiers lost to battles and garrison duty with
them. Buy the other technologies when you can, though there is no hurry.

Sabotage is introduced, which transforms ground invasions for the rest of the
campaign. Sabotage every enemy structure before you invade to make battles
quick and easy. Before that, you must corrupt Saleucami. There are two choices,
but Intimidation will give you the prerequisite you need to set up Racketeering
on Yavin 4.


Intimidation on Saleucami                    [CW015]
-------------------------

Mission Objectives:
1. Urai Fen must survive.
2. Find Governor Koong Eeth.

You have Urai, 2 Defilers, and 3 Merc Assault Squads. You can simply run to the
east, stealth past heavy defenses, and kill the governor before the enemy can
do a thing about it.

Sabotage Saleucami's Shield Generator and corrupt Yavin. Send a fleet and your
army to Saleucami and start the mission.

========================
Communications Breakdown                     [CW016]
========================

Mission Objectives:
1. Urai Fen must survive.
2. Recapture a reinforcement point.

You have Urai, 3 Mercs, and 12 Grenadiers. Immediately pull your infantry west
and start building turrets on all the pads while Urai stealths south to the
landing zone.

3. Destroy all remaining Hutt forces.

While Urai stuns and kills the southern infantry and captures the point, have
your infantry march south and destroy the Hutt buildings. Use a bombing run
on the densest enemy concentration and bring in reinforcements to finish up.

Urai is now unavailable until after the Hypori mission, but that is no reason
to delay conquering Yavin 4 now that sabotage is available.

Yavin 4                                      [CW017]
-------

Space: The Rebel forces spread out aimlessly, leaving their frigates vulnerable
to bombers and their bombers vulnerable to Buzz Droids.

Land: The beginning of this battle can be something of an onslaught. Quickly
capture the three pads to the front of the landing zone and the pad to the back
and build mass drivers. Send Tyber up the eastern path to capture the northern
landing zone. Once you survive the speeder assault, you can sweep the map clean
of Rebels. Note the Rebel Training Facility a short way west of the starting
point, which will churn out units if left alone.

Take a fleet and your army to Hypori.

===================
Visions of the Past                          [CW018]
===================

Mission Objectives:
1. Get Urai to the controls to disable the droids.
2. Tyber Zann must survive.
3. Urai Fen must survive.

You start with Tyber Zann and Urai Fen. Send them to the highlighted droid
controls immediately and start landing infantry and MDUs. Build mass drivers
on the pads your heroes pass and bring up the army behind them. When Urai
reaches the controls, a cutscene brings a new hero and new objectives:

4. Bossk must survive.
5. Get Urai Fen to the Droid Works to gain droid allies.
6. Capture all reinforcement points.

Send Urai to the marked structure. Have Tyber capture more pads. Send Bossk to
unite with your army which can start marching on the landing zones.

7. The Droid Works must survive.

When Urai reaches the Droid Works, start throwing Droidekas at the enemy. They
make capturing the reinforcement points simple. The enemy continues landing
troops at the zones it still controls, so stay alert.

==========
Domination                                   [CW019]
==========

You can now build Droid Works and subsequently Destroyer Droids. Droidekas come
in handy when attacking sabotaged planets, since they can catch aimlessly
scurrying infantry. You can even block off bunkers with them. You can build
Factories, which lead to Repulsorlift Jammers, which you may as well place on
all planets just in case. Factories can churn out transports, pulse tanks, and
M.A.L.s, the latter two of which are useful. MDUs are more or less obsolete in
the face of dedicated artillery when there is little chance of fighting any
hordes of Force sensitives. The Crusader becomes available once Tyber shuts up.
Its point defense systems will be useful later, but Skiprays are still your
main firepower and torpedoes are little threat to them. You also have a new
hero. Bossk is more useful in space than on land in this campaign.

Several new systems become available to be corrupted and conquered. Tatooine
is a good place to set up a Rebel-based Black Market. Felucia, Mustafar,
Muunilinst, and Utapau are all candidates for the Bribery missions you need as
prerequisites for corrupting Kessel and Kamino. You also need two Crusaders.
For conquest, Kamino is a good first target because of its cheap infantry
production. Going up the western lanes to Hoth keeps your borders safe. Buy all
of Tatooine's technology before grabbing the planet. Kessel is next to Kuat, so
taking it necessitates leaving a fleet but opens up Felucia. If you wait until
you can perform Piracy on Kessel to corrupt it, you can corrupt Endor later but
there is little reason to do so unless you really want Ewok Handlers. Finally,
head up towards Dathomir and the next mission.

Kamino                                       [CW020]
------

Space: Nothing here has any chance of stopping you.

Land: The starting population cap is only 2, so send Urai north to the landing
zone quickly. Land a Merc company and start building torpedo turrets on the
pads in your base. When Lancets fly over, manually order the Mercs to fire on
them or they will not bother for some reason. One extra reinforcement point
should be enough. Pulse cannon tanks are a good choice for any remaining light
vehicles and bunkers.

Utapau                                       [CW021]
------

Space: There are several platforms spread in front of the station. Send
fighters to capture them or prevent Rebel capture quickly. One is particularly
close to the station and is a good place for a missile satellite.

Land: Destroyer Droids are ideal for eliminating infantry running around this
huge ring.

Mustafar                                     [CW022]
--------

Space: Be sure to sabotage the Hypervelocity Gun before attacking. There is a
platform next to the station the Empire is almost certain to capture. Rush in
and destroy it, then mop up the rest.

Land: Send Urai to the southern landing zone while landing infantry. Send a
squad to the northeast reinforcement point while the other two capture the
nearby pads and build turrets. Bring in pulse tanks to clear out bunkers and
droidekas to chase down infantry when your population cap goes up.

Hoth                                         [CW023]
----

Space: This battle should present no difficulties.

Land: Send Urai to one landing zone and Droidekas to the other. Have infantry
capture the pads by the base entrance and the point the Destroyers secured.

Tatooine                                     [CW024]
--------

Space: Sabotage the Ion Cannon first. Charging through the nebula is not very
deleterious to a Skipray-heavy Consortium fleet.

Land: The Rebel garrison can be quite powerful. Keep landing tanks and M.A.L.s
while Urai captures reinforcement points. Try to take out the Rebel artillery
quickly, even if you have to sacrifice units to do it. If you are having
trouble, try not sabotaging the Mining Facility beforehand so the Rebels try
to defend it rather than throwing their entire army against you.

Kessel                                       [CW025]
------

Space: This is as routine as a space battle can be.

Land: Move north with Urai and Droidekas. Try to kill infantry before it enters
the bunker. Land artillery or tanks to take out the bunker if it is garrisoned.

Felucia                                      [CW026]
-------

Space: Unlike the Empire and Alliance, pirates do not tech up. This is a comic
relief battle.

Land: The starting population cap is 10. This, too, is a comic relief battle.

Bonadan                                      [CW027]
-------

Space: This field has no distinguishing features, and neither does the enemy.

Fleet: Bring in tanks and Destroyer Droids and prepare to charge whichever
direction the enemy lies. After Urai captures the neutral reinforcement point,
he can take the nearby Mercenary Outfitter as well.

Muunilinst                                   [CW028]
----------

Space: This is easy even for a space battle.

Land: There are abandoned factories to the far east and west of the starting
landing zone. It is a long walk for infantry, so use a transport if you wish
to capture them quickly. It is not necessary to do so, of course. Pulse tanks
backed by M.A.L.s can dominate the narrow internal streets.

Most of the galaxy belongs to the Consortium. Sabotage the Dathomir scanner
(and everything else) and send Tyber Zann and Urai Fen to begin the mission.

===========
A Dark Ally                                  [CW029]
===========

Mission Objectives:
1. Liberate the Singing Mountain Prison.
2. Tyber Zann and Urai Fen must survive.

You have Tyber and Urai. The Prison is directly east. First, destroy the nearby
Uplink Station. It is guarded by AT-STs and a Dark Trooper, but the heroes will
have no trouble. Now head for the narrow path starting slightly northwest of
the prison. Bribe or kill the Imperials you meet and avoid Rancors.

3. Destroy the Singing Mountain prison's power generator.

Head through the narrow path and destroy the Volatile Fuel Containers behind
the generator, then finish off whatever health it has left. Move to the prison
building itself. Have Urai fend off the Stormtroopers while Tyber and his
bribed troops destroy the prison.

4. Liberate the Frenzied River Prison.
5. Lead the Nightsisters to Rancor to mount them.

You now have a horde of barely useful prisoners, 3 Ewok Handlers, and 3
unmounted Nightsisters. Get the latter in the vicinity of Rancors and they will
get themselves mounted automatically. Rancors do not attack Nightsisters. When
they are mounted, send them to the wall blocking the northwest path and destroy
the turrets and gate.

6. Destroy the three Imperial Uplink Stations.

Send Tyber and Urai stealthed past the Stormtroopers and AT-AT on the bridge to
the next Uplink Station. Destroy the SPMA-T there, then the Dark Troopers. Take
down the turret and put up your own to destroy the station while you are there.
Now send in the Nightsisters and Ewok bombers to attack the AT-AT. The other
prisoners can destroy the bacta station in front of the bridge and put up their
own; it will help keep the Nightsisters alive. If Phase III Dark Troopers
approach, send everything you have at them, but watch Tyber and Urai's health
carefully and be ready to stealth them. The Troopers can end this mission in a
heartbeat. Recuperate at the bacta station.

Send the Nightsisters to the small western field. They can pass through the
Rancors unmolested to the Power Generator. Destroy it, then march on Frenzied
River Prison. Roll over the Stormtroopers and level the prison.

7. Tyber Zann, Urai Fen, and Silri must survive.
8. Destroy the Governor's Quarters.

Summon Silri's Rancor. You have 3 more Nightsisters, so get them mounted. You
have another load of prisoners as well. March east with your massive army. More
Phase IIIs are out there, so deal with them cautiously. Turn the next pad into
a bacta station. Advance across the river with the Nightsisters in front into
2 AT-ATs. Behind them are SPMA-Ts. Destroy them all, micromanaging the Rancors.
Send your heroes north to destroy the AT-STs and the Uplink Station they are
guarding. Stop short of the next prison. Maneuver Tyber and Urai to its south
side and take out the fuel containers and the generator, then march in your
army and flatten the prison building.

March south and clear out the mining facility defenses. Send your mounted
Nightsisters to the far south past the Rancors to take out the AT-STs and the
Power Generator. Get your new Nightsisters mounted there. Roll into the HQ
area and crush everything. Imperial Guardsmen are tough, but Drain Life stuns
them.

Back on the map, invade Dathomir when Tyber and Thrawn shut up.

Dathomir                                     [CW023]
--------

Space: The Empire starts showing its true power at this stage in the game with
ISDs and TIE Interceptors. Meanwhile, you have the same ships as ever. This
battle should not be too taxing even with those considerations as long as you
spread Buzz Droids around the Interceptors diligently and torpedo the ISD
hangars.

Land: The local Rancors are on your side, which makes taking down bunkers and
the Imperial transport easy.

Wait for the next mission. Build up your forces in the meantime, including a
couple Nightsisters if you wish. When Bespin becomes available, move a fleet
and your army there.

===================
Cloud City Conflict                          [CW031]
===================

Mission Objectives:
1. Collect eight gas containers with the Gas Cargo Droids.
2. After filling your droids at the refineries, return them to the shuttle to
unload the gas.
3. Use Tyber to locate and plant evidence at the four security outposts.
4. Tyber, Urai, and IG-88 must survive.

You have Tyber, Urai, IG-88, and 5 Gas Cargo Droids. Move the droids back, land
a M.A.L. company and deploy quickly, and destroy the enemy bacta station to
put up a Mass Driver Turret in its place. Fight off the initial Stormtroopers
and AT-STs, then sieze the nearby reinforcement point. Station a M.A.L. at the
juncture of the two landing zones. Deploy the other M.A.L.s with Droideka
escorts to guard the right and left curves. Land 2 pulse tank companies and
dispatch them to the refinery areas to clear out AT-STs; send the gas droids
when the way is clear. There is a security station right in front of the
landing zone, so let Tyber use it. March your heroes, backed by some vehicles,
to take the northwest and northeast reinforcement points and have Tyber use the
security stations there. Spread M.A.L.s around the main ring. Build turrets
at all the pads except the refinery areas', which can be bacta and repair
stations if your heroes need healing. When your position is settled and the
droids are done, push into the northern ring with your MZ-8s, heroes, and
Droidekas.

5. Use IG-88 to hack the central server cluster.
6. Tyber, Urai, and IG-88 must survive.

Clear out the ring with the tanks and Destroyer Droids, stationing artillery
around it as you go. The enemy is mostly Stormtroopers and AT-STs, but there
are Phase IIIs at the far northern security station. Once the ring is secure,
send Tyber to the station and IG-88 to the highlighted server cluster. Return
each hero to the shuttle as soon as his job is completed.

7. Get Tyber Zann, Urai Fen, and IG-88 back to the shuttle.

Relax and watch Vader and his Force Adepts try to get through your rocket
gauntlet. And fail.

Back on the map, wait for the conversations to finish. You may now build the
Vengeance-class Frigate. The Interceptor IV is obsolete; replace it with
Vengeances. It is possible to move away from a fighter/bomber-centric fleet now
by concentrating on large numbers of Vengeances escorted by Crusaders, but such
a fleet is not truly superior yet. However, the defensive fleets at Nal Hutta
and Kessel are good candidates for this composition and the lacking elements
will be available soon. In any case, take Bespin.

Bespin                                       [CW032]
------

Space: There is no space battle.

Land: The only real obstacle is Darth Vader. Put up turrets and artillery. Do
not count on blaster troops such as Droidekas. Let Vader come to you so you can
overwhelm him while Urai captures points. M.A.L.s stationed in the landing
zones can fire on the inner ring.

It is time to move on Carida, but corrupt it first. Any option works, but just
in case you pick the one that gives you a fight:

Kidnapping on Carida                         [CW033]
--------------------

Mission Objectives:
1. Bossk Must Survive.
2. Locate and secure Admiral Dalken Hol.


You have Bossk, 2 MDUs, 3 Destroyer Droids, 3 Grenadiers, and 3 Mercs. Move
east and set up an MDU's turret at the intersection of the three islands. March
onto the southeast island and clear your way to the pad; build a torpedo turret
there. Set up the other MDU nearby. Creep forward with Bossk until you can see
Dark Troopers. Let the turrets fire on them as much as possible before engaging
with the rest of your army. When Lancets fly over, be sure to have your Mercs
fire on them. Reposition the second MDU near the first and have Bossk catch the
Admiral.

3. Escort Dalken Hol back to the transport.

Return Bossk to the transport while your forces hold off Imperials coming from
the northeast.

Put Tyber in a powerful fleet and head for Carida.

================
Baiting the Hook                             [CW034]
================

Mission Objectives:
1. Destroy all the Empire forces.
2. Tyber Zann must survive.

In addition to the fleet you brought, you have the Merciless. This is your
first acquaintance with Aggressors. They can be finicky. Move them into attack
range manually rather than clicking and letting them find their own way,
because there is a good chance they will not. Target hardpoints for each
Aggressor individually to avoid wasting damage. Try to line them up on the
target before ordering them to attack, especially when using the Blast ability
of the Merciless.

As to the battle itself, it is a slugfest, and you have the biggest slugs. The
Skiprays should target the engines on the Star Destroyers after their hangars
to give Tyber a better chance of hitting them. Drop Buzz Droids everywhere.

You can now build Aggressors. It is time for a strategic defense review.
Skiprays are no longer needed for destroying stations or the heaviest ships,
though they can still be helpful if you do not wish to sell them. Therefore,
StarVipers and their ability to keep up with Skiprays are no longer required
and should be sold so they do not clog up population at the start of a battle.
An Aggressor or two backed by Vengeances and escorted by Crusaders is the way
to go. IG-88 is a pretty good space hero to bring along, and of course the
Merciless is fantastic.

You can build Canderous Assault Tanks. While the ground forces you have should
be sufficient to conquer everything left, this is an excellent unit and can
help in some of the upcoming battles.

The rest of the galaxy opens up. Corrupt everything while the Consortium
heroes discuss things. Following this walkthrough means you cannot corrupt
Endor, but doing so is useless since Tyber forbids attacks on both Endor and
Sullust (he is a big Return of the Jedi fan). If you choose Intimidation on
Alzoc 3 and Taris:

Intimidation on Alzoc 3                      [CW035]
-----------------------

Mission Objectives:
1. Tyber Zann must survive.
2. Collect ten Prize Shaak heads.

You have Tyber, a M.A.L., and 3 Mercs. Move the Mercs northeast and garrison
the bunker. Deploy the artillery south of the bunker; carbonite can be helpful
here. Have Tyber kill Shaaks, Bribe infantry, and construct a bacta station
for himself if necessary. You may have to stealth into the base to get a Shaak
depending on how they wander.

3. Use Tyber to deliver the Shaak heads to the food Commissioner.

Stealth through the base and finish the job.

Intimidation on Taris                        [CW036]
---------------------

Mission Objectives:
1. Intimidate Twitch
2. Silri must survive.

You have Silri, 6 Destroyer Droids, 2 Defilers, 3 Grenadiers, and 3 Mercs. The
target is due west, but you have to circle around. To the north are some
Stormtroopers and AT-STs, which should be no trouble. Nearer Twitch are an
AT-AT, a turret, and a Phase III, but between Silri's pet and the Defilers'
explosives they will go down quickly. Attack Twitch to end it.

Soon the Keldabe will become available and the next mission will be assigned.
The Keldabe is what you need to make your fleets truly formidable, but it
will take time to build up a good supply because it only certain systems can
construct them. Mandalore is unable to build them in the campaign for some
reason, so all you have is Hypori (and soon Fondor). You should only need a
few, but better safe than sorry.

Meanwhile, conquer the rest of the galaxy and raise that population cap to fit
in Keldabes. The Empire will start attacking Dathomir even if there are Rebels
between it and them, so leave a small fleet there. Get Myrkr quickly and
proceed from Dathomir through the north of the galaxy. The Rebel fleet at
Sullust and the Death Star at Endor will not attack you.

Myrkr                                        [CW037]
-----

Space: Pirates are immaterial at this stage.

Land: Do not send Urai to the west point right away as Vornskrs will kill him.
Send some vehicles such as pulse tanks to clear the lair along the way first.
Capture the pads and bunker north of the starting position. The Vornskrs are
more dangerous than the pirates, but you can avoid them except for the lair
between the southern landing zones.

Alzoc 3                                      [CW038]
-------

Space: None

Land: Run down infantry and level bunkers.

Carida                                       [CW039]
------

Space: The Empire can no longer challenge the Consortium navy.

Land: There is a human camp right behind your landing zone, so take it out
quickly. The other dwellings are north. The other reinforcement point is well
defended, so do not count on Urai alone to capture it.

Ilum                                         [CW040]
----

Space: M30cs are tough. Focus on one at a time.

Land: This battle presents no obstacles.

Fondor                                       [CW041]
------

Space: There are many structures which do nothing but which your forces regard
as hostile and attack automatically. Direct the fleet's firepower manually.

Land: None

Taris                                        [CW042]
-----

Space: An ISD or two has no hope.

Land: The Empire has AT-ATs and a transport, so bring Canderous Tanks if you
have them or a Nightsister if you do not. Bring artillery either way.

Polus                                        [CW043]
-----

Space: The Rebels can still be vicious in space. Destroy the station's hangar
quickly with Aggressors while your Keldabes Leech Shields from the Calamari
Cruisers and destroy their engines so Aggressors can hit them.

Land: None

Nothing is left but to continue renovating the fleet and get on with the
Coruscant mission. Do not bother sabotaging Coruscant.

======================
Following the Artifact                       [CW044]
======================

Mission Objectives:
1. Tyber, Urai, and Silri must survive.
2. Destroy the monitoring controls.

You have Tyber. Head east and bribe the Stormtroopers across the wall so they
can destroy the door controls. Kill the remaining Stormtroopers and have your
bribed squad garrison the bunker. Head north.

3. Defeat the Force Adepts.

Destroy the bacta station and stealth to get Tyber into the bunker. Ideally
Tyber will gun the Adepts down from there; if not, pop him out of the bunker,
stealth, and go construct a bacta station on the pad. With that behind him, he
can take out the Adepts. Wait for Stormtroopers to head through the northern
door and Bribe them. Use your troopers to clear out the next hall and all the
controls.

4. Find the location of the artifact.

You have Silri and her Rancor. Head east through the Imperial Guards. Silri's
Drain Life deals with them easily; when that is on cooldown, have Cuddles get
their attention and bring in Silri after. Build a bacta tank on the first pad
you find and a turret on the second. Clear the room and bust the controls. Go
into the Dark Trooper room and drain the Guards while the Rancor takes out the
turret. Build bacta there and heal, then head north and clear out the next
room. Build a turret in that room and heal up by the bacta. Break the controls
and take the artifact.

5. Defeat the Force Adepts.
6. Destroy the power nodes.

You have Urai. The Force Adepts should be no trouble unless you somehow attack
three at once. If you are in trouble, simply stealth and regenerate.

7. Escape with the artifact.

You have Silri and her Rancor. Send Cuddles back to the Dark Trooper room, then
have Silri approach. But save first.

8. Defeat the Dark Troopers.

Have the Rancor attack the Dark Troopers as they activate. He can deal with
them easily unless he decides not to attack.

9. Gain access to the vault.
10. Defeat the Force Adepts.

You have Tyber, Urai, Silri, and her Rancor. You are immediately assaulted by
Imperial Guards and Force Adepts. Try to have Cuddles and Urai engage first,
but watch Urai's health. Head west to find a pad if you need to build bacta.
Head south then west through more Guards. You receive 3 MDUs. Go into the north
room. Build a Mass Driver Turret and enter the vault.

After the cutscene. quickly space and deploy your MDUs. Give one a Sensor
Scrambler and the others turrets. Destroy the Dark Troopers as they jump down.
Enter the vault for real.

11. Escape with the passkey.
12. Use Ysalamiri Cages to defeat the Master Force Adept.

Replacement MDUs come in if you lost any. Build one Ysalamiri Cage and two
turrets, then wait for the Adept to die. Watch Urai since he can get himself
killed in an instant. Move south and enter the HAVt. Drive along the narrow
path and activate Point Defense Laser System when you near turrets.

Once the Death Star is destroyed, the final mission is assigned. There is no
point in conquering Endor, but here it is for completeness.

Endor                                        [CW045]
-----

Space: None

Land: None

Now assemble your entire fleet in one staging system. Be careful when moving
there; Tyber's fleet may move through Kuat as if it could bribe its way past
only to start the battle. When your fleet is gathered and looks appropriately
ridiculous, attack.

========================
The Emperor's New Weapon                     [CW046]
========================

Mission Objectives:

1. Capture the Eclipse using your shuttle.
2. Protect your shuttle.
3. The Merciless must survive.
4. Help the Rebel Alliance eliminate the three Imperial space stations.

You have your fleet (always including the Merciless) and a shuttle. The fourth
objective is not a priority. Concentrate on the first. Make your way around
the edge of the map to the Eclipse. Going north then west reduces the chance
you will be caught up in the central conflict. Damaged Imperial ships warp in
frequently, and you can get bogged down there. You can destroy the northeastern
station as you pass by, though. When your shuttle nears the Eclipse, it
disappears and you have to wait a short time for the boarding to complete.

5. Defend the Eclipse.
6. Eliminate the Imperial space stations.
7. Destroy the Millennium Falcon and drive the remaining Rebels away from this
sector.

Position your fleet around the Eclipse and start blasting everything with the
superlaser, starting with the nearest enemies. Keep Crusaders along the length
of the Eclipse. When objectives 6 and 7 are completed, the superlaser
malfunctions. The Millennium Falcon may take a long time destroy if it decides
to play around.

8. Destroy the Super Star Destroyer.

Keep on the Eclipse and eliminate the Imperial ships as they come in. Take out
the SSD's forward hardpoints, but do not leave the Eclipse to take down the
whole ship. The superlaser will be repaired eventually. Let it finish off the
SSD.

9. Destroy the remaining Imperial forces.

This should be easy enough. Your fleet can wade away from the Eclipse now, but
leave some Crusaders there. Clean up to win the game.

--------------------
New Faction Material                         [NF000]
--------------------

Forces of Corruption adds units and heroes to the existing Empire at War
factions as well as adding a new faction with its own set of units, heroes, and
structures. Each faction has been given a ground transport which can carry up
to ten units or squads. Each faction has been given an MDU, which can have one
of three structures (depending on the faction) built on it when deployed for a
credit fee. An MDU cannot be undeployed unless the structure is destroyed or
sold. The structure's health is separate from the MDU's.

Costs are in credits. Costs in parentheses refer to skirmish mode costs. Times
are in seconds. Health, shield, and speed numbers are in arbitrary game units.

===============
Galactic Empire                              [NF010]
===============

Most additions to the Empire's arsenal come from the addition of the Dark
Trooper project. There is also a little more variety in the TIE area. The most
impressive new unit is of course the Executor.

Land Units                                   [NF011]
----------

Dark Trooper Phase I
Phase Is are essentially anti-infantry light vehicles that look like infantry
and use melee. They can be built at planets orbited by the Arc Hammer.
Cost: 500 (750)
Health: 200
Shield: 0
Speed: 1.2
Can Capture: No
Tech Level: 4
Number per Company: 3
Ability: Sprint
Effect: Increases movement speed.
Recharge: 35
Duration: 8

Dark Trooper Phase II
Phase IIs are anti-light vehicle light vehicles. They can be built at planets
orbited by the Arc Hammer.
Cost: 750 (1,000)
Health: 300
Shield: 0
Speed: 1.0
Can Capture: No
Tech Level: 4
Number per Company: 2
Ability: Jet Pack
Effect: Flies to target location.
Recharge: 60

Dark Trooper Phase III
Phase IIIs have heavy weaponry when they are not deployed and artillery
weaponry when they are. With their Jet Pack ability, they are able to set up
killing fields anywhere on the map unlike slow, fragile artillery such as the
SPMA-T. They can be built at planets orbited by the Arc Hammer.
Cost: 900 (1,400)
Health: 400
Shield: 0
Speed: 0.7
Can Capture: No
Tech Level: 5
Number per Company: 1
Ability: Jet Pack
Effect: Flies to target location.
Recharge: 60
Ability: Deploy
Effect: Enables artillery fire and disables movement.

HAVt B5 Juggernaut
The Empire's transport distinguishes itself with its point defense ability,
making it useful for assaulting positions defended by rocket-using units and
structures.
Cost: 650 (1,350)
Health: 850
Shield: 0
Speed: 1.5
Can Capture: No
Produced from: Advanced Factory
Tech Level: 3
Number per Company: 1
Ability: Point Defense Laser System
Effect: Shoots down nearby enemy missiles and rockets.
Recharge: 35
Duration: 28

Lancet
The Lancet is mobile and does not need to deploy to fire. It is therefore an
excellent alternative to ground-based artillery in battles with avoidable
anti-aircraft fire. However, the Lancet only fires when ordered, making it
troublesome to use against weak but numerous infantry.
Cost: 750 (1,100)
Health: 190
Shield: 0
Speed: 3.2
Can Capture: No
Produced from: Advanced Factory
Tech Level: 4
Number per Company: 3

MDU
The Empire's MDU can build an EM Field Generator that causes projectiles to
miss for 20; a Concussion Grenade Mortar turret for 120; and an Offensive
Sensor Node which has vision over a large radius and is a turret for 80.
Cost: 800 (1,100)
Cost: 1,000
Health: 100
Shield: 150
Speed: 2.3
Can Capture: No
Produced from: Light Factory
Tech Level: 1
Number per Company: 2
Ability: Deploy
Effect: Disables movement and allows a structure to be built.

Noghri Assassin
Noghri are standard infantry except for their stealth ability. Noghri stealth
lacks in duration and cooldown compared to most similar abilities, but is still
the best available to the Empire. They can only be trained on Honoghr.
Cost: 300 (N/A)
Health: 70
Shield: 0
Speed: 1.2
Can Capture: Yes
Produced from: Barracks
Tech Level: 1
Number per Squad: 3
Squads per Company: 1
Ability: Stealth
Effect: Hides from enemy sensors, preventing attacks.
Recharge: 60
Duration: 30

Space Units                                  [NF012]
-----------

TIE Defender
This absurd TIE variant is a fighter-bomber with near-corvette health. It
enables bombing runs during ground assaults.
Class: Fighter
Cost: 650 (850)
Health: 100
Shield: 70
Speed: 3.0-4.5
Produced from: Space Station Level 3
Tech Level: 5
Population: 1
Number per Squadron: 3
Ability: Ion Cannon Shot
Effect: Fires a powerful ion shot.
Recharge: 25
Ability: Power to Weapons
Effect: Reduces speed and drains shields to increase firing rate.
Recharge: 50
Duration: 6

TIE Interceptor
This squadron replaces the TIE Fighter as the Empire's space superiority
fighter.
Class: Fighter
Cost:  N/A (550)
Health: 65
Shield: 0
Speed: 3.5-5.5
Produced from: Space Station, Victory Cruisers, and capitals
Population: 0
Tech Level: 2
Number per Squadron: 7
Ability: Hunt for Enemies
Effect: The squadron roams the map looking for targets.

TIE Phantom
This TIE variant specializes in scouting, but is much harder to build than a
Probe Droid. TIE Phantoms can only be built at The Maw.
Class: Fighter
Cost: 375 (425)
Health: 65
Shield: 40
Speed: 3.5-6.5
Produced from: Space Station Level 3
Population: 1
Tech Level: 4
Number per Squadron: 3
Ability: Stealth
Effect: Hides the squadron from enemy sensors, preventing attacks.
Recharge: 10
Duration: 80

Space Heroes                                 [NF013]
------------

Admonitor
Thrawn's flagship is an Imperial Star Destroyer with Assault. Thrawn increases
the stats of nearby friendly ships. It enables orbital bombardments during land
battles, being an ISD.
Type: Capital
Cost: N/A (6,200)
Health: 7,500
Shield: 2,000
Speed: 1.4
Produced from: Space Station Level 4
Population: 4
Ability: Assault
Effect: Increases firing rate.
Recharge: 50
Duration: 7
Ability: Tractor Beam
Effect: Reduces target's speed.
Recharge: 25

Arc Hammer
The Arc Hammer is required to produce Dark Troopers. Though it is a space hero
unit, combat is a distinctly secondary function. It carries TIE Interceptor and
Phantom squadrons.
Type: Capital
Cost: N/A (N/A)
Health: 3,800
Shield: 1,000
Speed: 1.6
Population: 2
Ability: Missile Jamming Field
Effect: Reduces accuracy of incoming projectiles.
Recharge: 45
Duration: 20

Executor (Darth Vader)
The Executor is the largest, most powerful ship in Forces of Corruption. It is
large enough to cause problems, as it begins any space battle already engaged
with the enemy. It launches TIE Fighters, Interceptors, Bombers, and Defenders.
It enables orbital bombardment during ground assault.
Class: Super
Cost: 15,000 (N/A)
Health: 9,000
Shield: 7,000
Speed: 0.5
Produced from: Space Station Level 5
Population: 3
Tech Level: 5
Ability: Tractor Beam
Effect: Slows target ship.
Recharge: 20
Ability: Deploy Squadron
Effect: Launches a TIE squadron.
Recharge: 5

==============
Rebel Alliance                               [NF020]
==============

The Rebels gain three powerful ground heroes and some extra space-based brute
force.

Land Units                                   [NF021]
----------

Gallofree HTT
This is the Rebel ground transport.
Cost: 700 (1,200)
Health: 275
Shield: 200
Speed: 2.5
Can Capture: No
Produced from: Heavy Factory
Tech Level: 4
Number per Company: 1

MDU
The Rebel MDU can build a Mobile Shield Generator which creates a small shield
for 100, a Rebel Repair Station to repair damaged vehicles for 50, and a
Rapid-Fire Laser Turret for 90.
Cost: 850 (1,200)
Cost: 1,000
Health: 100
Shield: 150
Speed: 2.3
Can Capture: No
Produced from: Light Factory
Tech Level: 1
Number per Company: 2
Ability: Deploy
Effect: Disables movement and allows a structure to be built.

Land Heroes                                  [NF022]
-----------

Gargantuan (Garm Bel Iblis)
This battle platform is unusual for a land unit in that it has hardpoints. It
can transport up to 4 squads or units.
Cost: N/A (5,600)
Health: 800
Shield: 900
Speed: 1.1
Can Capture: No
Number per Company: 1
Ability: Shield Flare
Effect: Damages nearby enemies but loses shield.
Recharge: 45

Luke Skywalker
Like all Jedi, Luke is difficult to kill with blasters. His Force Cloak makes
him a good choice for capturing reinforcement points and platforms.
Cost: N/A (2,300)
Health: 500
Shield: 0
Speed: 1.0
Can Capture: Yes
Ability: Saber Throw
Effect: Throws lightsaber for high damage.
Recharge: 30
Ability: Force Cloak
Effect: Hides from enemy sensors, preventing attacks.
Recharge: 10
Duration: 60

Yoda
Like all Jedi, Yoda is difficult to kill with blasters. Force Sight is superb
for targeting bombing runs and orbital bombardments.
Cost: N/A (5,800)
Health: 500
Shield: 0
Speed: 1.0
Can Capture: Yes
Number per Company: 1
Ability: Force Attack
Effect: Deals large damage to target.
Recharge: 70
Ability: Force Sight
Effect: Reveals entire map briefly.
Recharge: 50

Space Units                                  [NF023]
-----------

B-Wing
The B-Wing is a fighter-bomber. It enables bombing runs during ground assaults.
Class: Bomber
Cost: 300 (700)
Health: 60
Shield: 45
Speed: 2.5-3.8
Produced from: Space Station Level 2
Tech Level: 5
Population: 1
Number per Squadron: 3
Ability: Lock S-Foils
Effect: Increases speed but reduces firing rate.


MC30c Frigate
The MC30c is an powerful frigate with fast-firing torpedo launchers that is
difficult to destroy without the right weaponry, such as torpedoes and mass
drivers.
Class: Frigate
Cost: 2,700 (4,000)
Health: 900
Shield: 3,000
Speed: 4.0
Produced from: Space Station Level 3
Tech Level: 5
Population: 3
Ability: Cluster Bomb
Effect: Launchers bombs in all directions.
Recharge: 50

Space Heroes                                 [NF024]
------------

Rogue Squadron
This elite Rebel squadron is improved over regular X-Wings. It can destroy the
Death Star if left alive after a space battle against it.
Class: Fighter
Cost: N/A (2,500)
Health: 200
Shield: 100
Speed: 1.5-5.0
Population: 1
Number per Squadron: 6
Ability: Lock S-Foils
Effect: Increases speed but reduces firing rate.
Ability: Strike
Effect: Increases speed and firepower.
Recharge: 60
Duration: 10

===============
Zann Consortium                              [NF030]
===============

As the expansion's new faction, the Zann Consortium has a complete set of new
units. Unlike the other factions, the Consortium must purchase the abilities of
non-hero units at Black Markets set up by Defilers.

Land Units                                   [NF031]
----------

Grenadier
The Consortium's most basic infantry is effective against other infantry and
buildings. It also does reasonable damage against light vehicles, but has
difficulty hitting them due to inferior range and speed.
Cost: 320 (450)
Health: 35
Shield: 0
Speed: 1.0
Can Capture: Yes
Produced from: Mercenary Barracks
Number per Squad: 4
Squads per Company: 3
Ability: Proximity Mines
Effect: Plants proximity mines.
Recharge: 80
Ability: Stim Pack
Effect: Sacrifices 35% of max health to increase speed and firing rate.
Recharge: 45
Duration: 10

Canderous Assault Tank
This heavy vehicle has a combination of firepower, durability, and speed that
makes it a reliable choice in any battle.
Cost: 2,000 (1,800)
Health: 425
Shield: 300
Speed: 1.25
Can Capture: No
Produced from: Factory
Number per Company: 3
Ability: Lure
Effect: Forces enemy units to attack tank.
Recharge: 50
Duration: 6

Defiler
The Defiler can enter the Spread Corruption slots to perform system corruption
missions, making it an indispensable part of the Consortium. It also fights as
a minor hero in ground battles, where its explosives and surprising durability
are helpful in destroying turrets and bunkers before true artillery becomes
available.
Cost: 1,000 (1,100)
Health: 300
Shield: 0
Speed: 0.8
Can Capture: Yes
Produced from: Palace
Number per Company: 1
Ability: Remote Explosive
Effect: Throws a charge which may be detonated at any time.
Recharge: 18
Ability: Detonate Remote Explosive
Effect: Detonates remote explosive.

Destroyer Droid
This light vehicle's speed and shields help it excel at hunting and killing
infantry. The shield does not function when the droideka is rolling. It can
switch to ion weaponry for shielded targets.
Cost: 1,200 (1,200)
Health: 95
Shield: 160
Speed: 3.6
Can Capture: No
Produced from: Droid Works
Number per Company: 3
Ability: Swap
Effect: Switches between blasters and ion weapons.

Ewok Handler
Exploding Ewoks do good damage against structures and heavy vehicles. The
Consortium must corrupt Endor with Slavery to build these, but unlike other
Slavery-based units it is more than cannon fodder.
Cost: 950 (1,250)
Health: 100
Shield: 0
Speed: 1.0
Can Capture: Yes
Produced from: Mercenary Barracks
Number per Company: 1

F9-TZ Transport
The Consortium's transport distinguishes itself with its stealth ability.
Cost: 1,200 (1,400)
Health: 325
Shield: 300
Speed: 2.0
Can Capture: No
Produced from: Factory
Number per Company: 1
Ability: Cloak
Effect: Hides the transport from enemy sensors, preventing attacks.
Recharge: 10
Duration: 120

M.A.L.
The Consortium's artillery fires rockets which can be blocked by terrain,
necessitating careful deployment.
Cost: 1,400 (1,400)
Health: 150
Shield: 0
Speed: 1.5
Can Capture: No
Produced from: Factory
Number per Company: 3
Ability: Deploy
Effect: Enables rocket launchers and disables movement.
Ability: Weapon Swap: Missiles
Effect: Switches between rockets and troop-slowing carbonite missiles.

MDU
The Consortium's MDU can make a Sensor Scrambler which causes rockets and
missiles to miss for 130; an Ysalamiri Cage which disables Force abilities for
100; and a Missile Pod Turret for 150.
Cost: 1,000 (1,200)
Health: 100
Shield: 150
Speed: 2.3
Can Capture: No
Produced from: Palace
Number per Company: 2
Ability: Deploy
Effect: Disables movement and allows a structure to be built.

Merc Assault Squad
This basic infantry is initially armed with blaster rifles of questionable
value. After disruptors are purchased, Mercs pack a punch against infantry and
light vehicles.
Cost: 450 (600)
Health: 55
Shield: 0
Speed: 1.0
Can Capture: Yes
Produced from: Mercenary Barracks
Number per Squad: 3
Squads per Company: 3
Ability: Stim Pack
Effect: Sacrifices 35% of max health to increase speed and firing rate.
Recharge: 35
Duration: 8

MZ-8 Pulse Cannon Tank
This somewhat fragile tank's pulse cannon has a slow firing rate but is quite
powerful. This tank will defeat most other vehicles and turrets as long as it
attacks first.
Cost: 1,800 (1,350)
Health: 200
Shield: 300
Speed: 1.0
Can Capture: No
Produced from: Factory
Number per Company: 4
Ability: Self-Destruct
Effect: Explodes, damaging nearby units and structures.

Nightsister
Tame Rancors can absorb and deal huge amounts of damage, destroying turrets in
a single swipe and AT-ATs in a few. Their pathfinding is sketchy and they will
often fail to attack, meaning they require micromanagement. Nightsisters can
only be trained on Dathomir.
Cost:  2,000 (2,000)
Health: 900
Shield: 0
Speed: 0.9
Can Capture: Yes
Produced from: Palace
Number per Company: 1
Ability: Drain Life
Effect: Stuns and steals health from up to 4 nearby enemies.
Recharge: 40
Duration: 5

Vornskr
This specialty unit is fast and detects stealth units. It is savage against
infantry, especially Force users. It can only be trained on Myrkr.
Cost: 500 (650)
Health: 100
Shield: 0
Speed: 1.8
Can Capture: No
Produced from: Palace
Number per Company: 3
Ability: Prowl
Effect: Roams the map in search of enemies, especially Force sensitives.

Land Heroes                                  [NF032]
-----------

Urai Fen
Urai excels at capturing reinforcement points and platforms thanks to his
stealth and health regeneration. He kills infantry handily and can take out
turrets. His cortosis blades have a chance to block lightsabers. He can make
Black Market purchases.
Cost: N/A (2,000)
Health: 300
Shield: 0
Speed: 1.0
Can Capture: Yes
Number per Company: 1
Ability: Sonic Stunner
Effect: Stuns nearby enemy infantry.
Recharge: 30
Ability: Personal Cloaking Field
Effect: Hides from enemy sensors, preventing attacks.
Recharge: 10
Duration: 35

Tyber Zann
Zann's stealth helps him capture reinforcement points and platforms, though
he lacks Urai's health regeneration. Bribe helps him amass capture units. He
kills clumps of infantry easily. He can make Black Market purchases.
Cost: N/A (3,500)
Health: 600
Shield: 0
Speed: 1.0
Can Capture: Yes
Number per Company: 1
Ability: Bribe Enemies
Effect: Expends credits to convert target to Tyber's side.
Recharge: 50
Ability: Personal Cloaking Field
Effect: Hides from enemy sensors, preventing attacks.
Recharge: 10
Duration: 35

Silri
The Nightsister chief is reasonably effective against all enemies between her
lightwhip and pet Rancor. Her Drain Life kills even the toughest non-hero
infantry. She can make Black Market purchases.
Cost: N/A (3,800)
Health: 700
Shield: 0
Speed: 1.1
Can Capture: Yes
Number per Company: 1
Ability: Summon Rancor
Effect: Summons a rancor.
Recharge: 80
Ability: Drain Life
Effect: Stuns and steals health from nearby enemies.
Recharge: 50
Duration: 5

IG-88
This droid is notable for its two reasonably strong offensive abilities. It can
also destroy the Death Star by hacking it.
Cost: N/A (1,800)
Health: 500
Shield: 0
Speed: 1.0
Can Capture: No
Number per Company: 1
Ability: Infection
Effect: Attacks target with a virus that spreads to nearby units.
Recharge: 30
Ability: Radioactive Contamination
Effect: Spreads harmful radiation over a small area.
Recharge: 45

Bossk
Bossk is yet another Consortium infantry hero, but with less interesting
abilities.
Cost: N/A (1,250)
Health: 400
Shield: 0
Speed: 1.0
Can Capture: Yes
Number per Company: 1
Ability: Flamethrower
Effect: Deals high damage to target and other enemies in the arc.
Recharge: 30
Ability: Swap Weapons
Effect: Switches between blaster and grenades.

Land Structures                              [NF033]
---------------

Droid Works
The Droid Works produces Destroyer Droids.
Cost: 1,300

Factory
The Factory produces F9-TZs, M.A.L.s, MZ-8s, and Canderouses. It is also a
prerequisite for the Repulsorlift Jammer.
Cost: 2,400

Mercenary Barracks
The Barracks produces Grenadiers and Merc Assault Squads. It may produce
civilians if Slavery corruption missions have been performed.
Cost: 1,000

Palace
The Palace generates credits and produces Defilers and MDUs. A Palace may
produce other units on certain planets (Nighsisters on Dathomir, Vornskrs on
Myrkr). Only one Palace may be built on a planet.
Cost: 2,000

Repulsorlift Jammer
This defensive structure slows enemy repulsorlift units to a crawl during
ground assaults. Only one may be built on a planet and a Factory must be built
first.
Cost: 2,200

Land Platform Structures                     [NF034]
------------------------

Consortium Bacta Healing Station
This placement heals nearby friendly infantry.
Cost: 300 (850)

Consortium Repair Facility
This structure heals nearby friendly vehicles and droids.
Cost: 200 (900)

Mass Driver Turret
This turret attacks ground and air targets and ignores shields.
Cost: 675 (975)

Proton Torpedo Turret
This is a kind of artillery turret. It sometimes attacks targets it cannot hit
because of obstructions. It does not attack structures unless ordered, but can
destroy them quickly.
Cost: 550 (850)

Sensor Node
This structure grants sight of a large radius, for what that's worth.
Cost: 275 (550)

Space Units                                  [NF035]
-----------

Aggressor-class Destroyer
The Aggressor carries two megaweapons with a low firing rate and slow-moving
projectiles. These megaweapons are ideal against stations and stationary
capitals, as well as fighters caught in the blast radius. The Aggressor can
conduct orbital bombardments during ground assaults.
Class: Capital
Cost: 4,500 (4,800)
Health: 7,000
Shield: 1,800
Speed: 1.5
Produced from: Space Station Level 4
Population: 4
Ability: Self-Destruct
Effect: Explodes, damaging nearby units and structures.

Crusader-class Gunship
The Crusader is an anti-fighter corvette. It is unexceptional before gaining
its Point Defense ability, which makes it well suited for escort duty.
Class: Corvette
Cost: 1,400 (1,900)
Health: 800
Shield: 700
Speed: 3.8
Produced from: Space Station Level 2
Population: 2
Ability: Point Defense Laser System
Effect: Shoots down nearby torpedoes.
Recharge: 60
Duration: 35

Interceptor IV Frigate
The Interceptor is a corvette hunter. It covers Starvipers and Skiprays
adequately early on but is never impressive.
Class: Frigate
Cost: 2,400 (2,400)
Health: 2,500
Shield: 750
Speed: 2.9
Produced from: Space Station Level 3
Population: 3
Ability: Full Salvo
Effect: Greatly increases missile launch rate for a short time.
Recharge: 45
Duration: 7

Keldabe-class Battleship
The Keldabe is a battleship heavily armed with turbolasers and mass drivers,
making it effective against frigates and other capitals (even if they are
moving). Leech Shields does a surprising amount of damage. It can only be built
at Fondor, Hypori, Kuat, Mandalore, Mon Calamari, and Sullust.
Class: Capital
Cost: 6,000 (5,300)
Health: 7,500
Shield: 2,200
Speed: 1.8
Produced from: Space Station Level 5
Population: 4
Ability: Leech Shields
Effect: Drains shields from the target to restore the Keldabe's.
Recharge: 55
Duration: 25

Skipray Blastboat
The Skipray is the Consortium's bomber, essential both for destroying stations
and larger ships in the early game as well as enabling bombing runs for ground
assaults. Sensor Jamming is worthless against the computer.
Class: Bomber
Cost: 500 (700)
Health: 50
Shield: 55
Speed: 2.3-3.6
Produced from: Space Station Level 2
Population: 1
Number per Squadron: 3
Ability: Sensor Jamming
Effect: Takes nearby friendly ships off enemy radar.
Recharge: 35
Duration: 30

StarViper Fighter
The StarViper is the Consortium's space superiority fighter. Its strength is
its Buzz Droids ability, which shreds enemy fighters and bombers.
Class: Fighter
Cost: 250 (675)
Health: 60
Shield: 40
Speed: 3.5-5.8
Produced from: Space Station Level 1
Population: 1
Number per Squadron: 5
Ability: Buzz Droids
Effect: Creates a swarm of buzz droids which attack nearby ships.
Recharge: 60

Tartan Patrol Cruiser
The Tartan is an anti-fighter corvette used by both the Empire and the Zann
Consortium.
Class: Corvette
Cost: 1,500 (N/A)
Health: 500
Shield: 800
Speed: 3.45
Produced from: Space Station Level 2
Population: 2
Ability: Power to Weapons
Effect: Reduces speed and drains shields to increase firing rate.
Recharge: 60
Duration: 7

Vengeance-class Frigate
The Vengeance is armed with mass drivers which are reasonably useful against
everything from corvettes up. Unlike most ships larger than fighters, it has no
shields, limiting the benefit it can gain from its Cloak ability.
Class: Frigate
Cost: 2,800 (3,300)
Health: 4,000
Shield: 0
Speed: 2.5
Produced from: Space Station Level 4
Population: 3
Ability: Self Destruct
Effect: Explodes, damaging nearby units and structures.
Ability: Cloak
Effect: Hides the ship from enemy sensors, preventing attacks.
Recharge: 15
Duration: 60

Space Heroes                                 [NF036]
------------

IG-2000 (IG-88)
The IG-2000 is a fighter, but with much better weaponry. Corrupt Systems is a
helpful ability. IG-88 can destroy the Death Star by hacking it.
Class: Fighter
Cost: N/A (1,700)
Health: 500
Shield: 750
Speed: 3.5-5.5
Population: 1
Number per Squadron: 1
Ability: Corrupt Systems
Effect: Causes enemies in target area to lose accuracy, shields, and abilities.
Recharge: 60
Duration: 12

Hound's Tooth (Bossk)
The Hound's Tooth behaves like a fighter, but has much better weaponry. It can
down corvettes quickly, though watch its health. Sensor Jamming is worthless
against the computer.
Class: Fighter
Cost: N/A (1,200)
Health: 500
Shield: 650
Speed: 3.5-6.5
Population: 1
Number per Squadron: 1
Ability: Sensor Jamming
Effect: Takes nearby friendly ships off enemy radar.
Recharge: 75
Duration: 30


Merciless (Tyber Zann)
The Zann Consortium's flagship is an improved Aggressor. Very improved, thanks
to Cloak; it can retreat and regenerate its shields anytime.
Class: Capital
Cost: N/A (5,800)
Health: 9.000
Shield: 2,400
Speed: 2.0
Population: 4
Ability: Cloak
Effect: Hides the ship from enemy sensors, preventing attacks.
Recharge:10
Duration: 180
Ability: Blast
Effect: Fires the Merciless's custom megaweapons.
Recharge: 90

Space Platform Structures                    [NF037]
-------------------------

Diamond Boron Missile Satellite
This turret fires missiles designed to attack larger ships.
Cost: 1,000 (1,200)

Plasma Burst Satellite
This turret fires plasma flak better suited for smaller ships.
Cost: 750 (1,000)

Sensor Scrambler
This satellite reduces enemy sight range and causes projectiles to miss.
Cost: 700 (875)

===============
Version History                              [VH000]
===============

1.0 - 08/07/09 - Initial Version

Email all questions and concerns to Baruraga@gmail.com

Copyright 2009 Andrew Moore
 

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