Star wars forces of corruption walkthrough. Passage of the game Star Wars: Empire at War: Forces of Corruption

Insurrection! From scattered pockets of resistance across the galaxy, a group of freedom fighters arose to form the Rebel Alliance and challenge the military might of the Galactic Empire.
The main weapon of the rebels is ingenuity and strategy. The rebels have discovered where the prototypes of the new X-Wing fighter model are stored and are planning a daring raid to capture them.
A motley rebel fleet, led by Captain Rem Antilles on his custom-designed flagship, the Broken Heart, prepares to attack...

Mission 1. Sabotage.

In the first mission for the Alliance, you will have at your disposal four regular corvettes and one modified corvette with the hero Antilles and a unique ability to weaken enemy fire. You need to destroy the six space docks of the Empire. The secret is very simple - shoot at the warehouses and they will explode, followed by the docks. The resistance in this mission is extremely weak, so you can handle it effortlessly.

Mission 2. Applied hacking.

The Alliance has planned to steal new X-wing fighters from the Empire, but the planet Freesia is surrounded by sensor satellites, which do not allow them to carry out their plan unnoticed. To fulfill the plan, you need to make your way to the weakly protected Imperial communications station on Wayland and register the rebel ships as Imperial. Assemble your troops and escort R2D2 and C3PO to the communications station on Wayland, R2D2 will be able to connect and reprogram the Imperial data network. After landing the troops, divide them into three groups: one will guard the landing point, and place the other two to the east and west of the communication station that R2D2 will connect to. We need to hold out for a while while our robot is hacking, and then lead it to the landing point.

Mission 3. Hijackers.

An operation to hijack prototypes of the new X-wing fighters could be launched. The Alliance managed to recruit several experienced pilots who will ferry prototype fighters from the planet Freesia to the rebel base. You need to form a ground strike force, deliver pilots to Freesia and hijack fighters. To complete this task, you need to collect a lot of troops and it is desirable to leave Y-wing bombers in orbit. At least one pilot must survive.
We land on the planet, leaving a few units to guard the landing point and pilots. Most of the same we direct to the north-west of the map. We destroy the base's turbolaser defense generator, return, and take the pilots to the X-wing fighters. After capturing the fighters, we destroy the cannons being built next to them with the help of the main group of troops, and the cannons in the center of the map - with the help of bombers. The path is clear!

Mission 4. Rescue from Kessel.

Many of the Inkom scientists ended up behind bars through the fault of the Empire, after the rebel raid on Freesia. Under escort, the prisoners are transported to Kessel, a planet known for hard labor mines. There are asteroid fields around Kessel, so the shuttles with prisoners will move slowly and without the escort of large ships - this is the opportunity to free the scientists. It is necessary to neutralize the shuttles with the help of Y-wing ion guns and pick up the prisoners on the Broken Heart corvette.
To successfully complete this mission, you need to take at least six flights of Y-wing bombers. Let the fighters and corvettes deal with enemy ships, and let the bombers neutralize the shuttles, which will fly in two groups of three units. After neutralizing the shuttles, we order the Broken Heart corvette to fly up to them and pick up the prisoners.

Mission 5. Technology expropriation.

To test rumors of a new Imperial superweapon, the leaders of the Rebel Alliance decide to send R2D2 and C3PO to investigate. The droids will have to collect information and intercept Imperial communications. We move R2D2 and C3PO to the cell for special operations on the imperial planet. After stealing the technology, the mission will end, but it's better to keep doing this until the technology runs out.

Mission 6. Liberation.

The Empire is concerned about breakouts from the prisons of Kashyyyk. A lone hero frees the Wookiees from captivity and helps them fight the empire's slavers. We have to land a ground group on Kashyyyk and help the loner save as many Wookiees as possible. It is very useful to take artillery for this task, since prisons are very strong structures, and bombers in orbit will not interfere. We destroy prisons and imperial forces, while Solo must survive.

Mission 7. Auction.

Mon Mothma unwittingly put the fate of the Alliance at stake by turning to the underworld for help. One of the pirates was able to obtain data on the location of the rebel bases and their intelligence network. This data must not fall into the hands of the Empire. We need to form a fleet and escort Antilles to Atzerri and save the data. First we destroy the imperial heavy ships, then we fly to the Interdictors, the pirate will be already there. We shoot the pirate ship and send the "Broken Heart" to it, and only after capturing the data we need, we shoot the remaining imperial ships.

Mission 8. Rescue of the Millennium Falcon.

Han Solo seems to be in trouble again. His ship is caught in the tractor beam of an Imperial Destroyer. Most likely the Imperials want to search the ship for contraband. In exchange for saving Solo, he will not refuse to help the Alliance. We need to send a fleet to Corellia and save Han Solo. On the mission, it is enough to take 5-7 squadrons of bombers and several squadrons of fighters, give them the task of attacking the tractor beam generator that holds Han Solo's ship. After destroying this generator, the Millennium Falcon will be free.

Mission 9. Needle in a haystack.

The rebels managed to find out the location of one of Grand Moff Tarkin's secret scientific bases. Now you need to get information about the superweapon of the Empire. This station has a good defense, so Han Solo was assigned to plant an electromagnetic bomb in a container intended for Tarkin's base. Everything must be done without too much noise. It is necessary to deliver Han Solo to the Imperial cargo warehouse in the Vergesso asteroid field, find the right cargo container and plant a bomb in it. We send the Millennium Falcon to the Vergesso system, fly around the containers marked in green on the map, find the right one and plant the bomb. Solo will cope with fighters without difficulty, but you will have to run away from other ships. Don't forget to use the Millennium Falcon's unique ability to temporarily become invulnerable.

Mission 10. Time for loans.

The bomb container has been delivered to its destination. It's time to raid and capture data on the Empire's superweapon. The bomb will explode immediately after the rebel fleet enters the system, which will give us time to search the station. Our mission is to escort the Heartbreak to Corulag and protect the shuttles while boarding parties search for information. The fleet will need a large one. All imperial ships are already in the system, but they gradually come to life and attack the shuttles. Your task is not to let them be destroyed, but it is better to have time to destroy the imperial ships at a distance from the shuttles.

Mission 11. Do not turn over!

Mon Mothma needed the services of Han Solo and Chewbacca again. This time their mission is in a heavily guarded imperial city. It is necessary to find the drawings stolen by the Imperials. With these blueprints, Mon Calamari will openly come out on the side of the Alliance. Han and Chewie must find the blueprints and hijack a ship to escape the planet. Fortify your planets before completing this mission - build stations of the last possible level, leave a few ships in orbits, because the empire will start attacks on your positions.
The main thing is to bring Han and Chewie to a place where you can build a healing station, then capture the equipment using Chewie's ability. After capturing the AT-AT, destroy the generator and go for the blueprints.

Mission 12. Defense of Mon Calamari.

The Empire plans to take over the planet Mon Calamari. There are tough fights ahead. The Empire has assembled a large fleet and we have to defeat it before it reaches its goal. If you defeat the enemy in several battles and prevent the capture of Mon Calamari, then the mission will be completed. It was enough for the author of this walkthrough to win two battles in the orbits of the planets on the way to the goal of the Imperials.

Mission 13. The last battle.

The Death Star, an Imperial weapon capable of destroying an entire planet with a single shot, is functional. Alderaan is destroyed by this terrible weapon. The Rebel fleet is too weak to attack the Death Star head-on, but the well-thought-out strategy of the Alliance leaders and the bravery of the Red Flight pilots and Luke Skywalker is the only chance for the Rebels. We need to attack the Death Star and the support fleet with the participation of the red link. It is enough to defeat all the escort ships of the Death Star, and if the red link survives, then the mission and campaign for the Alliance will be completed.

You are on the page of the Star Wars: Empire at War - Forces of Corruption game created in the Strategy/Addition genre, where you can find a lot of useful information. The game was published by Petroglyph Games. The walkthrough of the game Star Wars: Empire at War - Forces of Corruption found by us will help you quickly solve in-game problems and get tips on difficult moments. Also for the game Star Wars: Empire at War - Forces of Corruption, codes and cheats are simply necessary for everyone who likes to receive free bonuses.

The game Star Wars: Empire at War - Forces of Corruption was localized in Russia by 1C, but this does not negate the need for localization, because sometimes errors appear during the game, and the original version is always better than the remade one. Yes, and the passage in the native language is more pleasant. You will play alone, going through each stage without anyone's help.

Reviews and feedback from readers will help you understand if the game is worth your time. Given that the game was released on 2006-10-24, we can say that it belongs to the category of classics.

In addition to general information, you may need a variety of files. Use add-ons when you are tired of the main plot - they will significantly expand the standard features. Mods and patches will help diversify and fix the gameplay. You can download them in our file storage.

Star Wars: Empire at War has become one of the best games in the Star Wars universe. But the addition surpassed her by a head. It not only added a new race, its style of warfare is fundamentally different from that practiced by rivals already familiar to us from the troops of the Empire and the rebels. And while they butt each other for control of the planets, a third force buys and intimidates, kidnaps and piracy. Are you ready for fair fights? Tiber Zann's criminal empire is waiting for you!

Let's start with the fact that nothing was left without attention. Almost all parts of the game were somehow redrawn, changed. No, the basic rules have remained exactly the same - combat in space, combat on the surface, capture planets and extract money. But after numerous additions, much is now extremely difficult to learn. Although we will start with a new faction in the game - the Syndicate - and tell you who they are, as well as who and how they eat.

Syndicate

The Syndicate, of course, is also not averse to capturing the entire Galaxy, taking it under their control. But he prefers to rule the "shadow" life of the planets, corrupting their authorities. Moreover, the enemy sees that there is a shadow business on the planets, but sometimes it is more expensive to stop this activity. Indeed, in order to corrupt the planet, the Syndicate needs to invest 1000 coins in the “vulture” (and do something else, depending on the types of corruption), and to return the planet to legality, it takes already one and a half thousand money, and not every hero is able to do this is. For example, for the rebels, Yoda is engaged in restoring the law on the planet, and for the Imperials, Palpatine (although they are not alone in this matter). However, it is not always possible to tear the hero away from business and send to restore order. So you have to watch the yellow clouds of lawlessness around the planets with a sense of hopelessness. True, when the planet changes hands, some types of corruption (those that depend on officials, such as intimidation, kidnapping, bribery) disappear on their own.

It is interesting: although the campaign to take over the galaxy assumes that everyone is at war against everyone, however, the main enemy of the Syndicate is the Empire. Therefore, it is more difficult to fight the Empire than anyone else - two opponents will conduct military operations against it at once.

The syndicate doesn't do such nonsense as researching technology. He buys the necessary technologies on the black market. That is, another element has been added to the cycle of technological development: the Empire explores, the rebels steal from it, and the “shadow companies” buy what they need on the black market from both. The main thing is to carry out an appropriate corruption action against both sides, after which Tiber Zan, Urai Fen or Silri can go to the "suppliers" for technology. By the way, this trick gives the Syndicate some advantage in the early stages: its factories can immediately build any equipment. Only using the abilities that should be attached to this very technique will not work.

Corruption

What are the actions to involve the planet in a criminal network? We simply send a Syndicate-made "vulture" in the palace, and it performs some action on the planet, after which it disappears forever. In total, no more than three different actions can be produced on each planet, and, once having put the planet on one or another path of crime, it is possible to change direction only after the law is restored there again. Note that we do not select stocks from the entire list, the set for each planet is rigidly fixed. But if a hero or troops are required to introduce corruption on a planet, then they are unique for each planet. So, on one, only Tiber Zan can perform some action, and on the other, Urai Fen must perform it.

It is important: only the "vulture" flies to the action. The hero is “pulled out” for his mission from absolutely any planet and returns to it as soon as everything is over. At the same time, the hero will not die if he is killed during the mission - he will return to his home planet as if nothing had happened. But the troops required for the task remain on the planet where it took place.

Intimidation. This is a combat action that involves ground combat, so money and a Syndicate hero are required. You just need to get to the bully, and then the planet will have its special features blocked for the rest of the game. Although this is the initial mission, without at least one effective intimidation, it is impossible to carry out a single racket.

It is interesting: although "second level" missions require at least one "first level" action, some missions require more active actions, although not more than three.

Piracy. Also combat action, but already in space. And that means - again money and a hero. We are unlikely to get battleships for this task, but cruisers are easy. It is necessary to destroy something, and then the goal will be achieved. At the same time, we will be able to build a new type of ship (the model is borrowed, of course, from the enemy ship). If the enemy drives his squadrons through this planet, then we will receive money for the passage. Yes, and there will be some gain from trade. Piracy gives rise to such missions as "black market" and "slavery".

Abduction. According to its characteristics, it looks like intimidation, only you need to break through to the kidnapped person, and there the shuttle will take him away. At the same time, we receive a certain amount of money (usually we simply return the money spent). However, without kidnapping, there is no bribery.

Racket. If you have at least one intimidation somewhere, then you can start using racketeering. He also needs assault squads of mercenaries and money for the operation. At the same time, the flow of money to the Syndicate increases, regardless of whether it is their own planet or someone else's. In addition, when you destroy enemy troops on these planets, you will receive "percentage for destruction."

Bribe. Requires an active kidnapping and money to carry out the mission, sometimes troops. As a result, we get information about the state of affairs on the planet (the movement of fleets around it), and also during the attack of the planet by the Syndicate forces, it will not have garrison troops (and in a space battle against the Empire, the Imperials will not have fighters either). Also, the presence of at least one bribe makes it possible to create a "fifth column" somewhere.

Black market. If piracy is thriving somewhere and you have money for an operation, then you can hold this action. After the opening of the black market, the hero can fly to the planet with the intention of purchasing new technology (five each from the Empire and the rebels). Different markets may have different prices for the same technology. At the same time, there are no other benefits from it, and this is the form of corruption that should then be changed to another.

Slavery. You need at least one active piracy, troops and money for the operation. But after that, during conflicts on the planet, the local population will choose your side (or beat both combatants, if both sides are your opponents). In addition, in all your barracks it will be possible to produce militia from the population of these planets. I will immediately note that slaves, for whom only one piracy is enough, are useless helpers. But those that require at least three active piracy often have very interesting special abilities.

"Fifth column". Requires at least one successful bribery, money and troops. The local population in all conflicts will fight for us. But if someone guesses to remove this form of corruption, then there will be an uprising, after which the planet will become neutral, and all buildings on the planet will be destroyed.

Another benefit of corruption is that the Syndicate fleets can slip through these planets without a fight, only by paying local officials. So it is possible to slowly go into some deep rear of the enemy. The main thing is to have money to pass. Also, with any form of corruption, you can observe the plan of the base on the planet and learn about all the troops on earth and in space.

Syndicate buildings

In the main game, we weren't given much fun building. The main buildings were pre-installed and were not subject to revision. However, the Syndicate managed to excel here as well, having received several original buildings. Firstly, the syndicates are clearly from that breed of anti-aircraft gunners that they themselves do not fly and do not give to others. Therefore, they like to build an anti-grav silencer, and then enemy fast ships can barely crawl across the battlefield.

The second difference was two types of guns. The first shoot at everything, while completely ignoring the shields. The latter fire torpedoes, and very far away, but do not shoot at flying targets. But for this, all additional buildings are extremely expensive for the Syndicate.

Space also has its own gadgets - a plasma gun is not built on the ground, like everyone else, but at a space station of the third level. Which dramatically increases the possibility of survival of this station.

Space

Space is the place where the least number of changes have taken place. The first of these is that the rebels and the Empire can build repair stations on defense satellites and restore their ships. The Syndicate can instead deploy long-range jammers to interfere with enemy missile fire.

The second is the introduction of the avant-garde (there is one on the ground, too, but the effect is much less there). The point is that only one pre-assigned ship appears in space, and all the others are called according to the list. The main benefit of this is that previously shuttles with landing troops were easily thrown into battle, which took the place of more useful ships, but there was no sense from them. An additional use case is to put a nimble hero in the vanguard, who will dash to the enemy base and call battleships on the spot, which would fly from the starting point for several more minutes. Surprise!

Empire

Updates from the Imperials was not so little. The main infusions have taken place in the lists of fighters and heroes, there is not a single new ship of the middle class. Here is their complete list.

TIE interceptor. An upgraded version of the TIE Fighter that outperforms it in every way. It is considered to be superior to standard Rebel fighters in every way. In the detachment, like its predecessors, there are 7 units. In fact, they replace TIE fighters on all ships except the Peacekeeper.

TIE phantom. An improved version of the TIE Scout. They have a hyperdrive (they can travel between systems), and are also equipped with shield and camouflage generators. Only one of the generators can be turned on at a time, but the main purpose of the "phantoms" is that they travel unnoticed between enemy systems and conduct reconnaissance. There are only three phantoms in the link. On the "Hammer" of General Rom Mohk, "phantoms" are replaced by bombers.

TIE defenders. These are previously unknown fighter-bombers. That is, they can also solve the tasks of fighters (although three are not enough for such purposes), but they mainly deal with solving problems with the help of bombing. In addition to conventional weapons, "defenders" can transfer the protective field into weapons replenishment, increasing power. Another weapon is the ion cannon, which blasts shields or temporarily disables enemy ships. An excellent tool against enemy battleships and space stations.

Death Star II. According to the characteristics - the same as the first. It's just that the first one has already been destroyed and cannot be restored. Of course, it only works in campaign mode.

"Executioner". The only representative of the class of superlinkors. Naturally, it is only available in the campaign. This ship has as many as three points of force shields, that is, destroying one of them, you still will not deprive this battleship of the force field. Its main ability (apart from the quite familiar capture of enemy ships with a power beam) is the constant production of new fighters (you just need to constantly press the button to call them), in total - 4 fighters, 4 bombers, 6 interceptors and 1 defender. All are forced to be called, unlike other battleships, on which new ones replace the dead. Although on it and without this weapon - countless. Among other things, Darth Vader himself flies on this ship.

"Hammer". Another ship just from the campaign. Flagship battleship Roma Mohka. On it, this admiral produces dark jedi. Usually he does not fight with anyone, although in terms of a set of weapons he corresponds to the “Peacemaker”, and in terms of armor - to the “Destroyer”. Such is the auxiliary ship.

"Administrator". Grand Admiral Thrawn's flagship, the only ship available outside of the campaign. In terms of armor and weapons, it does not differ from the Destroyer. However, ships closest to the Admonitor deal more damage to the enemy. And the Grand Admiral himself can briefly use an ability in which his battleship fires at a single target, while its rate of fire and damage from hits are doubled.

rebels

The rebels received even less than the Empire. But there is still something.

V-wing. Improved bombers. There are only three in the link, but each one has as many as three torpedoes (and on ordinary ones - one each). Another advantage over simple bombers is that B-wings can fold their wings and accelerate sharply, due to which they can slip through the zone of anti-aircraft fire and are guaranteed to hit the enemy station or battleships.

MS-30s. A fast hunter for enemy battleships of the cruiser class. He has two batteries of proton torpedoes on his nose, which he fires in one gulp. It is worse with small ships, since the shooting is carried out in a fan and not all torpedoes hit the target. To protect against fighters, there is a battery of light lasers and the ability to "release cluster bombs" (a ring of bombs is thrown around, which explode, destroying everything that they hit). Extremely useful and functional thing, especially in the second row.

Rogue Squadron. Luke retired from the fleet, and this unit was formed from new pilots. 6 powerful fighters that can fold their wings and fly faster. They can also temporarily increase the rate of fire and damage inflicted in battle. The best (and only) remedy against the Death Star II. Of course, heroes.

Syndicate

These fighters are new to the arena of interstellar battles today, so they have the biggest addition to the family. Although the total number of ships they have is clearly less than that of other parties. But let's not forget about piracy, in which the Syndicate can borrow other people's models. So...

"Star Viper". A good maneuverable fighter for which you can learn technologies that reduce damage from enemy laser beams (which will further increase its survivability). With any old fighters copes very easily. With new - on an equal footing. As an additional ability, it throws out mine droids that only work against fighters or destroyers. But on the other hand, if you successfully release them during a space battle, the enemy’s losses can be very high. In the link - 5 fighters.

"Skiprey". Standard bomber. It differs from the very initial ones in that it has two torpedoes at once. Armament is located in a separate rotating turret, which slightly increases the chances against fighters. Able to put radar interference, while it is difficult for the enemy to detect your troops on the radar. In the link - three bombers.

"Crusader". At first glance - a typical destroyer, designed to fight enemy fighters. It does, however, have an excellent permanent missile defense capability. This ship independently shoots all the missiles flying personally at it and just past it. Therefore, it is even more difficult for fighters to cope with it than with ships of a similar class - they can only be taken by cruisers.

"Interceptor IV". This ship came from the main game, having been upgraded. It is an auxiliary ship to fight insolent enemy destroyers. It’s better not to let him go to the front line, because with a good shield, the armor is still rather weak. In a word - not at all a mandatory fighter in the squadron. From armament there are two batteries of turbolasers and a missile silo on the nose. "Branded" difference - for some time, the rocket battery goes into continuous firing mode and the rockets are pouring in a stream.

"Revenge". A heavy cruiser that is considered a hunter of ships of the same class. However, due to the presence of 2 batteries of automatic cannons, it also resists fighters with destroyers quite well (there are also 2 batteries of turbolasers against the latter), because the cannons ignore all shields. However, with excellent armor, he has no power shields at all, so it’s better for him not to mess with battleships - they will get hurt and not noticed. Of the abilities, there is camouflage, when using which the cruiser is invisible until it fires (very useful when battleships crawled out onto the battlefield), and self-destruction (when it dies completely, it turns on camouflage, flies closer and arranges self-detonation). A very useful ship that should be in any fleet.

"Aggressor". A battleship that prefers to destroy enemy battleships. In addition to 2 batteries of turbolasers, he is also armed with two special weapons. The first knocks out shields and damages electronics. The second deals massive damage, killing missile ships on the spot and knocking out cruiser turrets in one hit. It has a "volumetric" effect, therefore it kills all fighters and bombers that are in the place of impact. It is recommended to shoot at the hangars from it, because someone is always spinning around them. It is completely defenseless against fighters with bombers, there must be a cover. Special ability - self-destruction, like "Revenge". It can support ground operations with its fire.

"Kedalbe". A kind of auxiliary battleship, which, due to its armament (2 automatic cannons, 4 turbolaser batteries and 2 ion cannons), is universal, but at the same time it has no strong points. It is most organically combined with the "Aggressors", which are covered from any annoying little thing, dispersing it with powerful volleys. He can steal the energy of enemy force shields, strengthening his weapon systems. Rebels have their shield recharge ability disabled.

"Merciless". Flagship of Tyber Zann. This is a reinforced version of the Aggressor, its shields and armor are more powerful. It is distinguished by the following abilities: it can disguise itself and enhances the first special weapon, which can even pierce several enemy ships with one shot. Otherwise, it is still the same "Aggressor", that is, it is not recommended to leave him alone.

"Fang of the hound." This is Bossk's personal ship. She loves to hunt light cruisers and bombers, things are worse with destroyers and fighters, but this ship will easily get away from them due to its excellent speed and maneuverability. As a special ability, it puts radar interference that hides our troops from the eyes of the enemy.

"IG-2000". A robot named IG-88 flies on this ship. A very fast heavy fighter that is excellent at taking down enemy fighters. Valuable for the special ability "interference in systems", when it reduces the accuracy of the fire of surrounding ships, drains the energy of their shields and blocks special abilities.

Earth at your feet

But on earth, in contrast to space, a number of fairly significant changes have appeared. The first of these is mobile defensive platforms. They are created by each of the parties in their main building, after which they are sent to the desired point. There they turn around and then stand in this place until they are destroyed or the mission ends (but you can also sell the contents of the platform). Each side has its own set of platforms.

Bunkers have appeared, in each of which you can put 5 infantrymen. True, it must first be built.

Each side received troop transports. I can’t say that they are definitely always useful, but sometimes they can also be used with their ability to transport infantry in the holds. By the way, they can also carry non-deployed MOPs.

Some abilities are now used in automatic mode. That is, they do not need to be used.

Parts of the landscape with characteristic features appeared. So, only infantry can often pass through the forest, and lava reduces the amount of life of those who make their way through it. Water slows down movement. From the heights, the defenders can shoot further at the attackers.

There was an orbital bombardment. If a faction has a battleship in orbit (the Syndicate has only Aggressor), then the enemy on the ground can be fired from its guns.

The campaign has such a useful thing as a base map, where you can move buildings, forming a more successful battle formation. But in some missions, outposts appeared - platforms for the construction of factories. Two of them, the Mining Plant (increases income) and the Hatta Palace (produces swamp gliders, light walkers, and skiffs), can be built by either side. Another building is unique for each "builder". The Syndicate is building an anti-grav silencer, the Alliance is building a satellite communications terminal (allows you to open sections of the map for a short time), the Empire is building a magnetic pulse gun (a gun that fires at a certain distance and disables enemy equipment). I can’t say that at least some of this is indispensable, but sometimes it is useful.

Empire

The Empire has received many heroes in space, so on earth it will have to make do with oldies only. But on the other hand, interesting instances of other troops appeared.

Dark Warrior, Project I. In the campaign, like all other dark warriors, it is produced only on the Hammer. There are three in the squad. These fighters are melee only, but can deflect blaster shots aimed at them with the shields on their arms. They do not move very fast, which is compensated by the “sprint” ability, which allows them to run one and a half times faster. However, especially nimble opponents will still be faster. As fighters, they are rather mediocre, so I do not recommend them for use.

It is important: dark warriors are droids, not humans. Therefore, they are repaired, not treated.

Dark Warrior Project II. The two fighters of this unit are armed with light cannons and are excellent at both infantry and light vehicles. If you do not throw them on the front line, then they justify their money. Special ability - a rocket pack that transports these warriors to a given position. When they fly, they don't shoot. Often used as scouts.

Dark Warrior Project III. There is only one warrior in the squad. It can just shoot powerfully, or it can strengthen itself and open fire with seismic missiles that cause damage over an area (infantry will not be in trouble). Like the previous version, it can fly. Not very useful due to the small amount.

Noghri assassins. For some reason, building assassins and smugglers of the Empire is now not allowed (bug), but in the campaign when capturing the planet Honoghr they will have such fighters. At the same time, their effectiveness has increased so much that the assassins can kill not only minor heroes, but also ordinary ones (except for faction leaders, such as Yoda or Tiber Zann). In ground combat, this is three people who kill one infantryman with each shot (and shoot very far). When they start to beat them, they turn on the disguise. Heroes are also excellent at killing (especially if they are at least a little distracted).

"Juggernaut". An infantry transport that has several machine guns and a missile defense system that destroys missiles aimed at it. Often useful in a defensive war, when it covers troops from missiles flying at them.

"Lancet". Now the Empire can fly. To do this, she has a detachment of aircraft on anti-gravitators. They hook and slow down targets with their beams, they turn off the electronics on the tanks, and they do not move anywhere. At the same time, the lives of the sufferers are reduced. Lasers are also used against enemy gliders. Works great against nimble enemy heroes. There are three in the squad, and this is an extremely powerful weapon.

For the Imperials, they can generate EM fields (deflect enemy missiles), fire a seismic grenade launcher, and deploy a sensor node that can also shoot back with energy weapons.

rebels

But the rebels are just the opposite - some solid heroes.

"Gallofrey". Transport for the infantry from the rebels. His advantage over others is that he can fly. That is, he does not care about the folds of the relief, he will jump over any obstacles. There is a light laser on board - it can cause a little trouble to the enemy.

Mobile defensive platforms. The rebels have learned how to make a mobile shield generator (all troops are covered with a force shield at a short distance), a repair station or a fast-firing laser cannon.

Luke Skywalker. After destroying the Death Star, Luke finally moved from the pilots to the Jedi and now uses the Force in order to heal from the fire of the enemy's blasters. So - against him it is necessary to launch some kind of melee or shooters with rockets. Able to throw his sword like a boomerang. Finally, the Cloak of Strength ability makes Luke invisible. Average fighter wagon.

Yoda. And this master loves to use the "attack of the Force", while he jumps like a ball and cuts the enemy to shreds at breakneck speed. During the action of the “attack”, you can easily chop up a couple of infantry units, and the heroes will not be in trouble. With the help of the ability "eye of Power" enters a trance and temporarily opens the map. This is followed by the bombardment of the enemy with long-range weapons. A very strong hero, in the presence of which many problems are solved on the map.

Garm Bel Iblis. He rides around on a huge tank called "Gargantua". If the enemy does not have anti-tank weapons while he is called, you can surrender. For this is a terrible lover of pressure. And not only some kind of infantry, but also light equipment, for example, the same AT-STs. It is not possible to destroy only what is above it or flies. By transferring the power from the shields, it can produce a powerful explosion around itself. However, the range of this ability is short, and at this time the enemy often deals damage to the Gargantua itself. Therefore, I do not recommend using it. It's better to just fire all of his six guns and roll on the enemy, rather than mess around with explosions. It can also carry infantry. If you put it into action in a timely manner, it brings victory. If the enemy manages to gather strength, they will destroy this hero themselves.

Syndicate

The syndicate is again in the role of newcomers, so this time they have the largest set of troops. By the way, the peculiarity of the Syndicate troops is that they have a lot of weapons that ignore force shields.

Assault squad of mercenaries. Includes three teams of three people. They are armed with blasters, which can later be upgraded to disintegrators. In this case, they become a great threat to everything living and mechanical. They can use stimulants that will speed them up and increase damage, but will greatly damage the health of these soldiers.

Mercenary Platoon. Also 3 squads, but already 4 fighters each. They shoot from grenade launchers, that is, they can shoot with a canopy and through obstacles. In addition, they are able to lay non-contact mines, which greatly reduce the life of enemy infantry. Well, and all the same stimulation. Excellent fighters in defense against enemy infantry.

Destroyer droid. A cunning machine that moves quickly, but at the same time rolls up shields. When the droid gets to the right point, the shields deploy again, and then it is difficult to destroy it. He is armed with two types of weapons - a blaster (deals great damage) and an ion cannon (destroys shields), which must be changed manually. Very advantageous in terms of long-term protective structures. And it is better to drive them separately, so as not to move at the speed of the crowd. There are three cars in the squad.

Stealth transport F9-TZ. Stealth transport on anti-gravitators (can pass over water or a swamp). This ability is not permanent, but connected. Can't shoot.

Mobile missile system MAL. Heavy artillery, three pieces in the detachment. It can shoot without “turning around”, but it is better to install it in position, then it will shoot further and more powerfully. Can change weapons to carbonite rockets, which also slow down the enemy a little. Carbonite shoots one at a time, and ordinary ones shoot whole packs at a time.

Self-propelled pulse gun MZ-8. Detachment of four self-propelled guns. Slow and weakly protected, but excellent at destroying enemy buildings and equipment from somewhere in the second line. Well suited for breaking into enemy defenses, if there is someone to cover. Special ability - self-destruction with a large explosion radius. Are you just going to be able to use it?

Assault tank "Kanderos". Powerful tank wagon. The main unit of the Syndicate. Fast and with powerful weapons. He has some problems with the infantry, as he knocks them out one by one, but he deals with the technique perfectly well. Remarkably shoots at air targets. Special ability - causes fire on yourself, diverting it from some more important targets (only affects armored vehicles, turrets and droids), while the shooters smear terribly. The department has three cars.

"Night Sisters" Fighters from the planet Dathomir. They come to battle on rancor monsters and die with them. Very effective against buildings and large vehicles (a small thing will most likely just run away). Animals under the control of "sisters" break everything that falls under a heavy paw. Against infantry, there is the “small outflow of life” ability, while up to two units of infantry or equipment are “captured”, from which life is drained (and life is restored in the rancor). There is only one “sister” in the unit, but several “sisters” on rancors are an absolutely terrible force.

"Wornskr". A squad of three Predators who have excellent Force sense and track and maul Jedi and Sith. Plus, they see the invisible. Therefore, if the enemy is carried away by the heroes, remind him that everything can very much change.

Ewok trainer. In the campaign, we only get it if we enslave an Ewok planet. There is one trainer in the squad, who drags with him a bag of Ewoks. As soon as the trainer sees the enemy, he releases the Ewok with dynamite tied to him, and he wanders towards the enemy. The consequences of an explosion are usually terrifying. Several trainers produce a strong effect. Just remember to cover them up.

"Vulture". A minor hero who usually spreads corruption. On the ground, this is a regular shooter with a high rate of fire. In addition, he knows how to throw explosives at the enemy, after which we press the explosion button (the “vulture” itself does not like to press the button). So heavy equipment is very afraid of them, and the infantry is very respectful. In the Galaxy, it can also destroy enemy structures.

Mobile defensive platforms. Includes a mobile jammer (deflects missiles), a missile turret (can also fire at aircraft), and a yalasamiri cage (they create a radius in which the Force is completely blocked).

Tyber Zann. The leader and most powerful of the heroes. His most characteristic ability is bribery. To everyone he sees, he immediately offers money, and they go over to his side. At the same time, he can easily exceed the limit of troops. Only droids and heroes do not succumb to such influence. The second skill is invisibility, so you won’t find it so easily on the battlefield. The weapon is a shotgun, from which he easily mows down entire units with one shot. As a hero, he is very strong. The main thing is to turn off automatic bribery, so as not to buy any nonsense, and buy strong fighters manually.

Urai Fen. Just like Zann, he knows how to disguise himself. Fights hand-to-hand and knows how to regenerate life. A characteristic special ability is the ability to temporarily paralyze infantry units in a certain radius from oneself. Quite a nice hero, outperforming most melee (due to the fact that he is being treated).

Silry. Leader of the Night Sisters clan. Like other night sisters, she enjoys the outflow of life. But she does not ride a rancor herself, but calls him, and he runs separately. The rancor turns out to be smaller in size, and its health is worse, but it deals with infantry better and copes with turrets no worse than other rancors. This ability only recharges after the rancor is killed. Cilri herself fights with an energy whip.

IG-88. An assassin droid that fires blasts of poison gas from a sniper rifle, more like a contagion that poisons all units that come into contact with the affected. It also works on their own. Special ability - radioactive contamination, when an enemy enters this area, he quickly loses his life. Due to these abilities, it is extremely effective in defense. On a galactic scale, he can break the Death Star, however, after that he also leaves the game.

Bossk. Another hired killer who, in a ground battle, pours fire on enemies with a flamethrower (and even equipment gets it). Shoots from a distance either from a blaster or plasma grenades (deal damage in an area and work for a while). As a hero - so-so. But on a galactic scale, he knows how to kill enemy heroes.

Walkthrough

The goals of the Syndicate are very simple - to corrupt all the planets and make the entire Galaxy into one giant Syndicate. Cool? And who here is exchanged for trifles? True, missions are often so simple and short that you simply wonder...

1. Prison

In fact, this is not the first mission. For truly the first task takes place in the training campaign. There, during several missions, we work for Jabba the Hutt, then we steal an artifact from him and give it to Urai Fen, and we ourselves end up in prison (therefore, I highly recommend going through the training campaign).

As a result, Jabba the Hutt sends assassins, and Zann has to organize a riot in the prison. It is necessary to destroy the guards and cut down the control panels, getting other prisoners to help. As a result, we get to the Millennium Falcon, on which Urai Fen flew for us, and leave the prison.

2. Vultures are needed

After getting out of prison, we received the task of recruiting the "vulture". We have a palace, so we just buy this minor hero.

3. Vulture problem

It's like we didn't go through the tutorial! It is necessary to send a freshly hired "vulture" to Khonogr and intimidate the local government.

4. The second task of the "vulture"

Since one intimidation has already succeeded, we must pull off the task of racketeering on Sholet, which will also bring us some money.

5. Piracy on Mandalore

Corruption is spreading across the galaxy. Now we have to piracy on Mandalore, for which we will receive "Tartan" from the imperial forces.

6. On the wreckage of the Death Star

A battle took place on Yavin 4 in which the Death Star was destroyed. However, before her death, Imperial officers had to discard the data capsules. Therefore, Zann goes there with the fleet to search for the capsules. Unfortunately, this planet is located quite far from us, so you will either have to clean up the planets on the way to it, or corrupt them. We do not skimp on the fleet, because there we will have a big battle right away with the rebels, the imperials and the faction of the Syndicate hostile to us. To simplify life in one place (if you go through the map clockwise), you can bribe 4 "Tartans", which will get involved in the battle with the rebels, and we will only have to finish off the survivors. On the other side of the map, hostile syndicates attack us, but you can not accept the fight and leave, let them fight the rebels. As soon as we find all 4 capsules, the mission will end.

7. The black market works

After the previous mission, Jabba the Hutt will bombard our home planet, and in order to take revenge, more powerful troops are required. Therefore, we need to carry out a mission to organize a black market in Kuat.

8 Taiber Intelligence

And now, on the same Kuat, you need to purchase at least one technology by Tiber Zann (but all three are better). You can at the same time arrange a black market from the rebels and buy their technology. At the same time, the Crusader will appear in our fleet.

9. Corruption in Salekami

It's time for revenge on Jabba. To do this, it is necessary to corrupt his home planet. It is best to hold a racket on it. Not only will we get money, but we will also receive it for the destruction of enemy equipment.

10. Sabotage on Salekami

It is still too early to land on this planet, so we first send the “vulture” there. He must carry out sabotage by destroying the force field.

11. Communication failure

And now it's finally time for revenge. We assemble a detachment led by Urai Fen and send it to Saleikami. Destroying the defenders is quite simple, but the leader himself is not there yet. But we learn that Jabba left for Hypori.

12. Ghosts of the past

A robot factory from the Clone Wars has been found on Hypori. So now we are gathering an army under the command of Tiber Zann (however, do not forget about Urai Fen) and land him there. The plant operates in an auto-defense system, and robots are constantly being restored in some places. Sometimes we come across remotes. If they are blown up, then the gates will close behind us, and the robots will remain behind them, reducing the army of those fighting with us. We must get to the main console, where Urai Fen will disable the protection that breeds robots. After that, Bossk will appear, which can be repurchased. However, it turns out that it was a setup and now Jabba will take over the defenseless plant. So Fehn should run over to the spare console and set up the robots for us. We beat off the first attack, Fen runs to the control panel, and we move to the platform on which Jabba landed. And then we capture control points (so that Jabba cannot land his troops) and leave them under the protection of robots. After that, we get the opportunity to build robot factories on each planet.

13. Clearing the track

The Empire is using the scanner too well on Dathomir, and we must stop it. We arrange corruption there, after which we destroy the scanner itself.

14. Dark ally

And now the continuation on the same Dathomir. We should drop off Tiber Zann and Urai Fen there. There are "sisters" on the planet who can tell something about the artifact we stole from Jabba. But the "sisters" are still in prison, and first we must get to them.

We go east, without touching the rancors along the way. In the end we get to the defensive complex. However, if you turn north there, you can bypass this complex and go to where there are fewer defenders and there are a lot of vehicles. There are a bunch of barrels of fuel on the map, undermining which, you can burn enemy infantry. As a result, we open a prison, from where we get three "sisters" and a bunch of other useful people.

However, the freed "sisters" are weak and say that we need to free Silri, who alone is capable of studying the artifact. If you put the "sisters" on the rancors, then the destruction of enemy fortifications will be very simple. You can go south and destroy the mines, each of which will pay 6000. Now you can break open the gate. True, after that the ruler of the planet will begin to call for reinforcements from space, but to stop this, you need to undermine three communication stations. One of them will be on the way to the gate, the second one right behind them, and it will be guarded by one AT-AT (we bribe), and nearby there will be three more such cars, completely unowned. There are a bunch of guns guarding the path to the prison, but you can drive the AT-AT to the generator and destroy it by de-energizing the guns, after which it will be extremely easy to get to the prison.

Silri agrees to help us, but in exchange for the death of the ruler of the planet. On the way to it, we neutralize another pair of AT-ATs and destroy the third communication station, as well as another generator. It will be easy to remove the ruler himself.

But after this mission, expect a couple of visits of the imperial fleets to Mau and Honoghr. Only then should you move on to the next steps.

15. Skirmish in Cloud City

Cilri deciphered the artifact and said that there was nothing good in it. Therefore, it was decided to sell it to the Empire. However, for help, we are asked to fly to Bespin and bring a portion of tibanna gas from there. The problem is that this is Darth Vader's favorite planet and there is no need for problems with him. But Tyber Zann decides to blame the kidnapping on the customer of the gas.

To download gas, we have 5 robots that go to the compressors in one direction. At this time, our fighters guard the robots, not allowing them to be destroyed. Then we need to hack 4 checkpoints, where we perform data spoofing. We need to bring Urai Feng there, and he will reprogram the computers at the points. Before visiting the last point, Darth Vader himself will arrive. Here it is worth capturing the AT-ST and letting it run in circles, and let the Sith Lord chase them, and the "vultures" at this time will destroy the rest of the Sith. It remains only for IG-88 to hack the server, and after that, everyone can be taken to the retreat point. We will get several new classes of ships for this mission. And at the same time - a few more vengeance fleets from the Empire.

16. Bait on the hook

We are still brought together with the Imperials and offer to give them an artifact in orbit of the planet Karida. Before the mission, it is best to carry out the third piracy. We build a fleet of cruisers and go there. Naturally, this is a trap, and a large army of the Empire is already waiting for us there. In a series of surprises on both sides, Tiber Zann receives his flagship. However, this is not the last surprise - Bossk steals the artifact and escapes to the flagship of the Empire, which soon hides in hyperspace. We can only destroy the entire remaining fleet of the Empire and leave. Again we are waiting for the guests of the Imperials.

17. Artifact Chase

Zann remembers everything about the bunker, in which there are a lot of treasures. However, this requires the Emperor's private key. Fortunately, the emperor himself is gathering forces to fight the rebels elsewhere, so we land almost safely on Coruscant.

This is where the characters separate. Zann must destroy the monitors from which the guards are watching everything that happens. He goes from one monitor to another, destroying or poaching stormtroopers. In the end, he will meet with the adepts of the Force. Here it is important to first destroy the container with bacta, where they run to be treated. And then it will be easy to kill the adherents and cut off the security systems.

Now it's time for Sylri, who sensed the artifact and goes after it. Killing the Imperials along the way, she still steals the artifact, but on the way back she will have to fight off the adherents of the Force. Therefore, on the way to the artifact, it will not be out of place to build your own in place of enemy cannons. In the end, she will reach the closed door, and then Urai Fen will come into play.

Feng needs to destroy the power cables, in which the adherents interfere with him. We just try not to gather a crowd around us, and then Fen will easily get to the right point.

Finally, all the heroes gather together and begin to make their way towards the transporter. But then the defense system is activated, and we are attacked by the dark warriors of the third project. MOPs can be deployed not far from the security room (anti-missile will be especially useful). Having repelled the attack of the dark warriors, we turn off the security system and go back to the transporter, near which we meet the Sith. Here we are allocated three more MOPs, and we can put a couple of missile and one “against the Force”. Then the Sith will not be able to teleport, and we easily destroy it. We get to the exit and fly away.

18. Emperor's New Weapon

After the battle of the Empire with the Alliance, the emperor died. Tyber Zann decides to fly to Kuatt and stealthily capture the Imperial ship Eclipse. We form a fleet and send it there.

However, there is already a war going on on Kuatta between the Imperials and the rebels. We are entering into a temporary alliance with the Alliance, while we ourselves are trying to lead a landing shuttle to the Eclipse. But first, it is worth destroying all the repair bases of the Empire so that they cannot be repaired, and then disable one of the bases. The rebels themselves will cope with the other two.

However, after the capture of the Eclipse, the rebels begin to consider us as enemies. The main thing here is to destroy the Millennium Falcon, which was the leader of the rebels. However, as soon as the rebels surrender, the laser on the Eclipse breaks down and Darth Vader approaches with his super battleship. It is necessary to hold out for some time, then the laser will still be repaired and we will destroy the remaining opponents.

However, the story does not end. Considering what Silri got by studying the artifact, we are in for an inevitable continuation. Is the dark side of the Force coming?

Star Wars: Empire at War has become one of the best games in the Star Wars universe. But the addition surpassed her by a head. It not only added a new race, its style of warfare is fundamentally different from that practiced by rivals already familiar to us from the troops of the Empire and the rebels. And while they butt each other for control of the planets, a third force buys and intimidates, kidnaps and piracy. Are you ready for fair fights? Tiber Zann's criminal empire is waiting for you!

Let's start with the fact that nothing was left without attention. Almost all parts of the game were somehow redrawn, changed. No, the basic rules have remained exactly the same - combat in space, combat on the surface, capture planets and extract money. But after numerous additions, much is now extremely difficult to learn. Although we will start with a new faction in the game - the Syndicate - and tell you who they are, as well as who and how they eat.

Syndicate

The Syndicate, of course, is also not averse to capturing the entire Galaxy, taking it under their control. But he prefers to rule the "shadow" life of the planets, corrupting their authorities. Moreover, the enemy sees that there is a shadow business on the planets, but sometimes it is more expensive to stop this activity. Indeed, in order to corrupt the planet, the Syndicate needs to invest 1000 coins in the “vulture” (and do something else, depending on the types of corruption), and to return the planet to legality, it takes already one and a half thousand money, and not every hero is able to do this is. For example, for the rebels, Yoda is engaged in restoring the law on the planet, and for the Imperials, Palpatine (although they are not alone in this matter). However, it is not always possible to tear the hero away from business and send to restore order. So you have to watch the yellow clouds of lawlessness around the planets with a sense of hopelessness. True, when the planet changes hands, some types of corruption (those that depend on officials, such as intimidation, kidnapping, bribery) disappear on their own.

It is interesting: although the campaign to take over the galaxy assumes that everyone is at war against everyone, however, the main enemy of the Syndicate is the Empire. Therefore, it is more difficult to fight the Empire than anyone else - two opponents will conduct military operations against it at once.

The syndicate doesn't do such nonsense as researching technology. He buys the necessary technologies on the black market. That is, another element has been added to the cycle of technological development: the Empire explores, the rebels steal from it, and the “shadow companies” buy what they need on the black market from both. The main thing is to carry out an appropriate corruption action against both sides, after which Tiber Zan, Urai Fen or Silri can go to the "suppliers" for technology. By the way, this trick gives the Syndicate some advantage in the early stages: its factories can immediately build any equipment. Only using the abilities that should be attached to this very technique will not work.

Corruption

What are the actions to involve the planet in a criminal network? We simply send a Syndicate-made "vulture" in the palace, and it performs some action on the planet, after which it disappears forever. In total, no more than three different actions can be produced on each planet, and, once having put the planet on one or another path of crime, it is possible to change direction only after the law is restored there again. Note that we do not select stocks from the entire list, the set for each planet is rigidly fixed. But if a hero or troops are required to introduce corruption on a planet, then they are unique for each planet. So, on one, only Tiber Zan can perform some action, and on the other, Urai Fen must perform it.

It is important: only the "vulture" flies to the action. The hero is “pulled out” for his mission from absolutely any planet and returns to it as soon as everything is over. At the same time, the hero will not die if he is killed during the mission - he will return to his home planet as if nothing had happened. But the troops required for the task remain on the planet where it took place.

Intimidation. This is a combat action that involves ground combat, so money and a Syndicate hero are required. You just need to get to the bully, and then the planet will have its special features blocked for the rest of the game. Although this is the initial mission, without at least one effective intimidation, it is impossible to carry out a single racket.

It is interesting: although "second level" missions require at least one "first level" action, some missions require more active actions, although not more than three.

Piracy. Also combat action, but already in space. And that means - again money and a hero. We are unlikely to get battleships for this task, but cruisers are easy. It is necessary to destroy something, and then the goal will be achieved. At the same time, we will be able to build a new type of ship (the model is borrowed, of course, from the enemy ship). If the enemy drives his squadrons through this planet, then we will receive money for the passage. Yes, and there will be some gain from trade. Piracy gives rise to such missions as "black market" and "slavery".

Abduction. According to its characteristics, it looks like intimidation, only you need to break through to the kidnapped person, and there the shuttle will take him away. At the same time, we receive a certain amount of money (usually we simply return the money spent). However, without kidnapping, there is no bribery.

Racket. If you have at least one intimidation somewhere, then you can start using racketeering. He also needs assault squads of mercenaries and money for the operation. At the same time, the flow of money to the Syndicate increases, regardless of whether it is their own planet or someone else's. In addition, when you destroy enemy troops on these planets, you will receive "percentage for destruction."

Bribe. Requires an active kidnapping and money to carry out the mission, sometimes troops. As a result, we get information about the state of affairs on the planet (the movement of fleets around it), and also during the attack of the planet by the Syndicate forces, it will not have garrison troops (and in a space battle against the Empire, the Imperials will not have fighters either). Also, the presence of at least one bribe makes it possible to create a "fifth column" somewhere.

Black market. If piracy is thriving somewhere and you have money for an operation, then you can hold this action. After the opening of the black market, the hero can fly to the planet with the intention of purchasing new technology (five each from the Empire and the rebels). Different markets may have different prices for the same technology. At the same time, there are no other benefits from it, and this is the form of corruption that should then be changed to another.

Slavery. You need at least one active piracy, troops and money for the operation. But after that, during conflicts on the planet, the local population will choose your side (or beat both combatants, if both sides are your opponents). In addition, in all your barracks it will be possible to produce militia from the population of these planets. I will immediately note that slaves, for whom only one piracy is enough, are useless helpers. But those that require at least three active piracy often have very interesting special abilities.

"Fifth column". Requires at least one successful bribery, money and troops. The local population in all conflicts will fight for us. But if someone guesses to remove this form of corruption, then there will be an uprising, after which the planet will become neutral, and all buildings on the planet will be destroyed.

Another benefit of corruption is that the Syndicate fleets can slip through these planets without a fight, only by paying local officials. So it is possible to slowly go into some deep rear of the enemy. The main thing is to have money to pass. Also, with any form of corruption, you can observe the plan of the base on the planet and learn about all the troops on earth and in space.

Syndicate buildings

In the main game, we weren't given much fun building. The main buildings were pre-installed and were not subject to revision. However, the Syndicate managed to excel here as well, having received several original buildings. Firstly, the syndicates are clearly from that breed of anti-aircraft gunners that they themselves do not fly and do not give to others. Therefore, they like to build an anti-grav silencer, and then enemy fast ships can barely crawl across the battlefield.

The second difference was two types of guns. The first shoot at everything, while completely ignoring the shields. The latter fire torpedoes, and very far away, but do not shoot at flying targets. But for this, all additional buildings are extremely expensive for the Syndicate.

Space also has its own gadgets - a plasma gun is not built on the ground, like everyone else, but at a space station of the third level. Which dramatically increases the possibility of survival of this station.

Space

Space is the place where the least number of changes have taken place. The first of these is that the rebels and the Empire can build repair stations on defense satellites and restore their ships. The Syndicate can instead deploy long-range jammers to interfere with enemy missile fire.

The second is the introduction of the avant-garde (there is one on the ground, too, but the effect is much less there). The point is that only one pre-assigned ship appears in space, and all the others are called according to the list. The main benefit of this is that previously shuttles with landing troops were easily thrown into battle, which took the place of more useful ships, but there was no sense from them. An additional use case is to put a nimble hero in the vanguard, who will dash to the enemy base and call battleships on the spot, which would fly from the starting point for several more minutes. Surprise!

Empire

Updates from the Imperials was not so little. The main infusions have taken place in the lists of fighters and heroes, there is not a single new ship of the middle class. Here is their complete list.

TIE interceptor. An upgraded version of the TIE Fighter that outperforms it in every way. It is considered to be superior to standard Rebel fighters in every way. In the detachment, like its predecessors, there are 7 units. In fact, they replace TIE fighters on all ships except the Peacekeeper.

TIE phantom. An improved version of the TIE Scout. They have a hyperdrive (they can travel between systems), and are also equipped with shield and camouflage generators. Only one of the generators can be turned on at a time, but the main purpose of the "phantoms" is that they travel unnoticed between enemy systems and conduct reconnaissance. There are only three phantoms in the link. On the "Hammer" of General Rom Mohk, "phantoms" are replaced by bombers.

TIE defenders. These are previously unknown fighter-bombers. That is, they can also solve the tasks of fighters (although three are not enough for such purposes), but they mainly deal with solving problems with the help of bombing. In addition to conventional weapons, "defenders" can transfer the protective field into weapons replenishment, increasing power. Another weapon is the ion cannon, which blasts shields or temporarily disables enemy ships. An excellent tool against enemy battleships and space stations.

Death Star II. According to the characteristics - the same as the first. It's just that the first one has already been destroyed and cannot be restored. Of course, it only works in campaign mode.

"Executioner". The only representative of the class of superlinkors. Naturally, it is only available in the campaign. This ship has as many as three points of force shields, that is, destroying one of them, you still will not deprive this battleship of the force field. Its main ability (apart from the quite familiar capture of enemy ships with a power beam) is the constant production of new fighters (you just need to constantly press the button to call them), in total - 4 fighters, 4 bombers, 6 interceptors and 1 defender. All are forced to be called, unlike other battleships, on which new ones replace the dead. Although on it and without this weapon - countless. Among other things, Darth Vader himself flies on this ship.

"Hammer". Another ship just from the campaign. Flagship battleship Roma Mohka. On it, this admiral produces dark jedi. Usually he does not fight with anyone, although in terms of a set of weapons he corresponds to the “Peacemaker”, and in terms of armor - to the “Destroyer”. Such is the auxiliary ship.

"Administrator". Grand Admiral Thrawn's flagship, the only ship available outside of the campaign. In terms of armor and weapons, it does not differ from the Destroyer. However, ships closest to the Admonitor deal more damage to the enemy. And the Grand Admiral himself can briefly use an ability in which his battleship fires at a single target, while its rate of fire and damage from hits are doubled.

Star Wars: Empire at War has become one of the best games in the Star Wars universe. But the addition surpassed her by a head. It not only added a new race, its style of warfare is fundamentally different from that practiced by rivals already familiar to us from the troops of the Empire and the rebels. And while they butt each other for control of the planets, a third force buys and intimidates, kidnaps and piracy. Are you ready for fair fights? Tiber Zann's criminal empire is waiting for you!

Let's start with the fact that nothing was left without attention. Almost all parts of the game were somehow redrawn, changed. No, the basic rules remain exactly the same - combat in space, combat on the surface, capture planets and extract money. But after numerous additions, much is now extremely difficult to learn. Although we will start with a new faction in the game - the Syndicate - and tell you who they are, as well as who and how they eat.

Syndicate

The Syndicate, of course, is also not averse to capturing the entire Galaxy, taking it under their control. But he prefers to rule the "shadow" life of the planets, corrupting their authorities. Moreover, the enemy sees that there is a shadow business on the planets, but sometimes it is more expensive to stop this activity. Indeed, in order to corrupt the planet, the Syndicate needs to invest 1000 coins in the “vulture” (and do something else, depending on the types of corruption), and to return the planet to legality, it takes already one and a half thousand money, and not every hero is able to do this is. For example, for the rebels, Yoda is engaged in restoring the law on the planet, and for the Imperials, Palpatine (although they are not alone in this matter). However, it is not always possible to tear the hero away from business and send to restore order. So you have to watch the yellow clouds of lawlessness around the planets with a sense of hopelessness. True, when the planet changes hands, some types of corruption (those that depend on officials, such as intimidation, kidnapping, bribery) disappear on their own.

It is interesting: although the campaign to take over the galaxy assumes that everyone is at war against everyone, the main enemy of the Syndicate is the Empire. Therefore, it is more difficult to fight the Empire than anyone else - two opponents will conduct military operations against it at once.

The syndicate doesn't do such nonsense as researching technology. He buys the necessary technologies on the black market. That is, another element has been added to the cycle of technological development: the Empire explores, the rebels steal from it, and the “shadow companies” buy what they need on the black market from both. The main thing is to carry out an appropriate corruption action against both sides, after which Tiber Zan, Urai Fen or Silri can go to the “suppliers” for technology. By the way, this trick gives the Syndicate some advantage in the early stages: its factories can immediately build any equipment. Only using the abilities that should be attached to this very technique will not work.

Corruption

What are the actions to involve the planet in a criminal network? We simply send a Syndicate-made "vulture" in the palace, and it performs some action on the planet, after which it disappears forever. In total, no more than three different actions can be produced on each planet, and, once having put the planet on one or another path of crime, it is possible to change direction only after the law is restored there again. Note that we do not select stocks from the entire list, the set for each planet is rigidly fixed. But if a hero or troops are required to introduce corruption on a planet, then they are unique for each planet. So, on one, only Tiber Zan can perform some action, and on the other, Urai Fen must perform it.

It is important: only the "vulture" flies to the action. The hero is “pulled out” for his mission from absolutely any planet and returns to it as soon as everything is over. At the same time, the hero will not die if he is killed during the mission - he will return to his home planet as if nothing had happened. But the troops required for the task remain on the planet where it took place.

Intimidation. This is a combat action that involves ground combat, so money and a Syndicate hero are required. You just need to get to the bully, and then the planet will have its special features blocked for the rest of the game. Although this is the initial mission, without at least one effective intimidation, it is impossible to carry out a single racket.

It is interesting: although "second level" missions require at least one "first level" action, some missions require more active actions, although not more than three.

Piracy. Also combat action, but already in space. And that means - again money and a hero. We are unlikely to get battleships for this task, but cruisers are easy. It is necessary to destroy something, and then the goal will be achieved. At the same time, we will be able to build a new type of ship (the model is borrowed, of course, from the enemy ship). If the enemy drives his squadrons through this planet, then we will receive money for the passage. Yes, and there will be some gain from trade. Piracy gives rise to such missions as "black market" and "slavery".

Abduction. According to its characteristics, it looks like intimidation, only you need to break through to the kidnapped person, and there the shuttle will take him away. At the same time, we receive a certain amount of money (usually we simply return the money spent). However, without kidnapping, there is no bribery.

Racket. If you have at least one intimidation somewhere, then you can start using racketeering. He also needs assault squads of mercenaries and money for the operation. At the same time, the flow of money to the Syndicate increases, regardless of whether it is their own planet or someone else's. In addition, when you destroy enemy troops on these planets, you will receive "percentage for destruction."

Bribe. Requires an active kidnapping and money to carry out the mission, sometimes troops. As a result, we get information about the state of affairs on the planet (the movement of fleets around it), and also during the attack of the planet by the Syndicate forces, it will not have garrison troops (and in a space battle against the Empire, the Imperials will not have fighters either). Also, the presence of at least one bribe makes it possible to create a "fifth column" somewhere.

Black market. If piracy is thriving somewhere and you have money for an operation, then you can hold this action. After the opening of the black market, the hero can fly to the planet with the intention of purchasing new technology (five each from the Empire and the rebels). Different markets may have different prices for the same technology. At the same time, there are no other benefits from it, and this is the form of corruption that should then be changed to another.

Slavery. You need at least one active piracy, troops and money for the operation. But after that, during conflicts on the planet, the local population will choose your side (or beat both combatants, if both sides are your opponents). In addition, in all your barracks it will be possible to produce militia from the population of these planets. I will immediately note that slaves, for whom only one piracy is enough, are useless helpers. But those that require at least three active piracy often have very interesting special abilities.

"Fifth column". Requires at least one successful bribery, money and troops. The local population in all conflicts will fight for us. But if someone guesses to remove this form of corruption, then there will be an uprising, after which the planet will become neutral, and all buildings on the planet will be destroyed.

Another benefit of corruption is that the Syndicate fleets can slip through these planets without a fight, only by paying local officials. So it is possible to slowly go into some deep rear of the enemy. The main thing is to have money to pass. Also, with any form of corruption, you can observe the plan of the base on the planet and learn about all the troops on earth and in space.

Syndicate buildings

In the main game, we weren't given much fun building. The main buildings were pre-installed and were not subject to revision. However, the Syndicate managed to excel here as well, having received several original buildings. Firstly, the syndicates are clearly from that breed of anti-aircraft gunners that they themselves do not fly and do not give to others. Therefore, they like to build an anti-grav silencer, and then enemy fast ships can barely crawl across the battlefield.

The second difference was two types of guns. The first shoot at everything, while completely ignoring the shields. The latter fire torpedoes, and very far away, but do not shoot at flying targets. But for this, all additional buildings are extremely expensive for the Syndicate.

With space, too, their gadgets - a plasma gun is not built on the ground, like everyone else, but at a space station of the third level. Which dramatically increases the possibility of survival of this station.

Space

Space is the place where the least number of changes have taken place. The first of these is that the Rebels and the Empire can build repair stations on defense satellites and restore their ships. The Syndicate can instead deploy long-range jammers to interfere with enemy missile fire.

The second is the introduction of the avant-garde (there is one on earth, but the effect is much less there). The point is that only one pre-assigned ship appears in space, and all the others are called according to the list. The main benefit of this is that previously shuttles with landing troops were easily thrown into battle, which took the place of more useful ships, but there was no sense from them. An additional use case is to put a nimble hero in the vanguard, who will dash to the enemy base and call in battleships on the spot, which would fly from the starting point for several more minutes. Surprise!

Empire

Updates from the Imperials was not so little. The main infusions have taken place in the lists of fighters and heroes, there is not a single new ship of the middle class. Here is their complete list.

TIE interceptor. An upgraded version of the TIE Fighter that outperforms it in every way. It is considered to be superior to standard Rebel fighters in every way. In the detachment, like its predecessors, there are 7 units. In fact, they replace TIE fighters on all ships except the Peacekeeper.

TIE phantom. An improved version of the TIE Scout. They have a hyperdrive (they can travel between systems), and are also equipped with shield and camouflage generators. Only one of the generators can be turned on at a time, but the main purpose of the "phantoms" is that they travel unnoticed between enemy systems and conduct reconnaissance. There are only three phantoms in the link. On the "Hammer" of General Rom Mohk, "phantoms" are replaced by bombers.

TIE defenders. These are previously unknown fighter-bombers. That is, they can also solve the tasks of fighters (although three are not enough for such purposes), but they mainly deal with solving problems with the help of bombing. In addition to conventional weapons, "defenders" can transfer the protective field into weapons replenishment, increasing power. Another weapon is the ion cannon, which shoots down shields or temporarily disables enemy ships. An excellent tool against enemy battleships and space stations.

Death Star II. According to the characteristics - the same as the first. It's just that the first one has already been destroyed and cannot be restored. Of course, it only works in campaign mode.

"Executioner". The only representative of the class of superlinkors. Naturally, it is only available in the campaign. This ship has as many as three points of force shields, that is, destroying one of them, you still will not deprive this battleship of the force field. Its main ability (apart from the quite familiar capture of enemy ships with a force beam) is the constant production of new fighters (you just need to constantly press the button to call them), in total - 4 fighters, 4 bombers, 6 interceptors and 1 defender. All are forced to be called, unlike other battleships, on which new ones replace the dead. Although on it and without this weapon - countless. Among other things, Darth Vader himself flies on this ship.

"Hammer". Another ship just from the campaign. Flagship battleship Roma Mohka. On it, this admiral produces dark jedi. Usually he does not fight with anyone, although in terms of a set of weapons he corresponds to the “Peacemaker”, and in terms of armor - to the “Destroyer”. Such is the auxiliary ship.

"Administrator". Grand Admiral Thrawn's flagship, the only ship available outside of the campaign. In terms of armor and weapons, it does not differ from the Destroyer. However, ships closest to the Admonitor deal more damage to the enemy. And the Grand Admiral himself can briefly use an ability in which his battleship fires at a single target, while its rate of fire and damage from hits are doubled.

rebels

The rebels received even less than the Empire. But there is still something.

V-wing. Improved bombers. There are only three in a flight, but each one has as many as three torpedoes (and on ordinary ones, one each). Another advantage over simple bombers is that B-wings can fold their wings and accelerate sharply, due to which they can slip through the zone of anti-aircraft fire and are guaranteed to hit the enemy station or battleships.

MS-30s. A fast hunter for enemy battleships of the cruiser class. He has two batteries of proton torpedoes on his nose, which he fires in one gulp. It is worse with small ships, since the shooting is carried out in a fan and not all torpedoes hit the target. To protect against fighters, there is a battery of light lasers and the ability to "release cluster bombs" (a ring of bombs is thrown around, which explode, destroying everything that they hit). Extremely useful and functional thing, especially in the second row.

Rogue Squadron. Luke retired from the fleet, and this unit was formed from new pilots. 6 powerful fighters that can fold their wings and fly faster. They can also temporarily increase the rate of fire and damage inflicted in battle. The best (and only) remedy against the Death Star II. Of course, heroes.

Syndicate

These fighters are new to the arena of interstellar battles today, so they have the biggest addition to the family. Although the total number of ships they have is clearly less than that of other parties. But let's not forget about piracy, in which the Syndicate can borrow other people's models. So...

"Star Viper". A good maneuverable fighter for which you can learn technologies that reduce damage from enemy laser beams (which will further increase its survivability). With any old fighters copes very easily. With the new - on an equal footing. As an additional ability, it throws out mine droids that only work against fighters or destroyers. But on the other hand, if you successfully release them during a space battle, the enemy’s losses can be very high. In the link - 5 fighters.

"Skiprey". Standard bomber. It differs from the very initial ones in that it has two torpedoes at once. Armament is located in a separate rotating turret, which slightly increases the chances against fighters. Able to put radar interference, while it is difficult for the enemy to detect your troops on the radar. In the link - three bombers.

"Crusader". At first glance, it looks like a typical destroyer designed to fight enemy fighters. It does, however, have an excellent permanent missile defense capability. This ship independently shoots all the missiles flying personally at it and just past it. Therefore, it is even more difficult for fighters to cope with it than with ships of a similar class - they can only be taken by cruisers.

"Interceptor IV". This ship came from the main game, having been upgraded. It is an auxiliary ship to fight insolent enemy destroyers. It’s better not to let him go to the front line, because with a good shield, the armor is still rather weak. In a word - not at all a mandatory fighter in the squadron. From armament there are two batteries of turbolasers and a missile silo on the nose. The “branded” difference is that for some time the rocket battery goes into continuous firing mode and the rockets are pouring in a stream.

"Revenge". A heavy cruiser that is considered a hunter of ships of the same class. However, due to the presence of 2 batteries of automatic cannons, it also resists fighters with destroyers quite well (there are also 2 batteries of turbolasers against the latter), because the cannons ignore all shields. However, with excellent armor, he has no power shields at all, so it’s better for him not to mess with battleships - they will get hurt and not noticed. Of the abilities, there is camouflage, when using which the cruiser is invisible until it fires (very useful when battleships crawled out onto the battlefield), and self-destruction (when it dies completely, it turns on camouflage, flies closer and arranges self-detonation). A very useful ship that should be in any fleet.

"Aggressor". A battleship that prefers to destroy enemy battleships. In addition to 2 batteries of turbolasers, he is also armed with two special weapons. The first knocks out shields and damages electronics. The second deals massive damage, killing missile ships on the spot and knocking out cruiser turrets in one hit. It has a "volumetric" effect, therefore it kills all fighters and bombers that are in the place of impact. It is recommended to shoot at the hangars from it, because someone is always spinning around them. It is completely defenseless against fighters with bombers, there must be a cover. Special ability - self-destruction, like "Revenge". It can support ground operations with its fire.

"Kedalbe". A kind of auxiliary battleship, which, due to its armament (2 automatic cannons, 4 turbolaser batteries and 2 ion cannons), is universal, but at the same time it has no strong points. It is most organically combined with the "Aggressors", which are covered from any annoying little thing, dispersing it with powerful volleys. He can steal the energy of enemy force shields, strengthening his weapon systems. Rebels have their shield recharge ability disabled.

"Merciless". Flagship of Tyber Zann. This is a reinforced version of the Aggressor, its shields and armor are more powerful. It is distinguished by the following abilities: it can disguise itself and enhances the first special weapon, which can even pierce several enemy ships with one shot. Otherwise, it is still the same "Aggressor", that is, it is not recommended to leave him alone.

"Fang of the hound." This is Bossk's personal ship. She loves to hunt light cruisers and bombers, things are worse with destroyers and fighters, but this ship will easily get away from them due to its excellent speed and maneuverability. As a special ability, it puts radar interference that hides our troops from the eyes of the enemy.

"IG-2000". A robot named IG-88 flies on this ship. A very fast heavy fighter that is excellent at taking down enemy fighters. Valuable for the special ability "interference in systems", when it reduces the accuracy of the fire of surrounding ships, drains the energy of their shields and blocks special abilities.

Earth at your feet

But on earth, in contrast to space, a number of fairly significant changes have appeared. The first of these is mobile defensive platforms. They are created by each of the parties in their main building, after which they are sent to the desired point. There they turn around and then stand in this place until they are destroyed or the mission ends (but you can also sell the contents of the platform). Each side has its own set of platforms.

Bunkers have appeared, in each of which you can put 5 infantrymen. True, it must first be built.

Each side received troop transports. I can’t say that they are definitely always useful, but sometimes they can also be used with their ability to transport infantry in the holds. By the way, they can also carry non-deployed MOPs.

Some abilities are now used in automatic mode. That is, they do not need to be used.

Parts of the landscape with characteristic features appeared. So, only infantry can often pass through the forest, and lava reduces the amount of life of those who make their way through it. Water slows down movement. From the heights, the defenders can shoot further at the attackers.

There was an orbital bombardment. If a faction has a battleship in orbit (the Syndicate has only Aggressor), then the enemy on the ground can be fired from its guns.

The campaign has such a useful thing as a base map, where you can move buildings, forming a more successful battle formation. But in some missions, outposts appeared - platforms for the construction of factories. Two of them, the Mining Plant (increases income) and the Hatta Palace (produces swamp gliders, light walkers, and skiffs), can be built by either side. Another building is unique for each "builder". The Syndicate is building an anti-grav silencer, the Alliance is building a satellite communication terminal (allows you to open sections of the map for a short time), the Empire is building a magnetic pulse gun (a gun that shoots at a certain distance and disables enemy equipment). I can’t say that at least some of this is indispensable, but sometimes it is useful.

Empire

The Empire has received many heroes in space, so on earth it will have to make do with oldies only. But on the other hand, interesting instances of other troops appeared.

Dark Warrior, Project I. In the campaign, like all other dark warriors, it is produced only on the Hammer. There are three in the squad. These fighters are melee only, but can deflect blaster shots aimed at them with the shields on their arms. They do not move very fast, which is compensated by the “sprint” ability, which allows them to run one and a half times faster. However, especially nimble opponents will still be faster. As fighters, they are rather mediocre, so I don’t recommend them for use.

It is important: dark warriors are droids, not humans. Therefore, they are repaired, not treated.

Dark Warrior Project II. The two fighters of this unit are armed with light cannons and are excellent at both infantry and light vehicles. If you do not throw them on the front line, then they justify their money. The special ability is a rocket pack that transports these warriors to a given position. When they fly, they don't shoot. Often used as scouts.

Dark Warrior Project III. There is only one warrior in the squad. It can just shoot powerfully, or it can strengthen itself and open fire with seismic missiles that cause damage over an area (infantry will not be in trouble). Like the previous version, it can fly. Not very useful due to the small amount.

Noghri assassins. For some reason, building assassins and smugglers of the Empire is now not allowed (bug), but in the campaign when capturing the planet Honoghr they will have such fighters. At the same time, their effectiveness has increased so much that the assassins can kill not only minor heroes, but also ordinary ones (except for faction leaders, such as Yoda or Tiber Zann). In ground combat, this is three people who kill one infantryman with each shot (and shoot very far). When they start to beat them, they turn on the disguise. Heroes are also excellent at killing (especially if they are at least a little distracted).

"Juggernaut". An infantry transport that has several machine guns and a missile defense system that destroys missiles aimed at it. Often useful in a defensive war, when it covers troops from missiles flying at them.

"Lancet". Now the Empire can fly. To do this, she has a detachment of aircraft on anti-gravitators. They hook and slow down targets with their beams, they turn off the electronics on the tanks, and they do not move anywhere. At the same time, the lives of the sufferers are reduced. Lasers are also used against enemy gliders. Works great against nimble enemy heroes. There are three in the squad, and this is an extremely powerful weapon.

For the Imperials, they can generate EM fields (deflect enemy missiles), fire a seismic grenade launcher, and deploy a sensor node that can also shoot back with energy weapons.

rebels

But the rebels are just the opposite - some solid heroes.

"Gallofrey". Transport for the infantry from the rebels. His advantage over others is that he can fly. That is, he does not care about the folds of the relief, he will jump over any obstacles. There is a light laser on board - it can cause a little trouble to the enemy.

Mobile defensive platforms. The rebels have learned how to make a mobile shield generator (all troops are covered with a force shield at a short distance), a repair station or a fast-firing laser cannon.

Luke Skywalker. After destroying the Death Star, Luke finally moved from the pilots to the Jedi and now uses the Force in order to heal from the fire of the enemy's blasters. So - against him it is necessary to launch some kind of melee or shooters with rockets. Able to throw his sword like a boomerang. Finally, the Cloak of Strength ability makes Luke invisible. Average fighter wagon.

Yoda. And this master loves to use the "attack of the Force", while he jumps like a ball and cuts the enemy to shreds at breakneck speed. During the action of the “attack”, you can easily chop up a couple of infantry units, and the heroes will not be in trouble. With the help of the ability "eye of Power" enters a trance and temporarily opens the map. This is followed by the bombardment of the enemy with long-range weapons. A very strong hero, in the presence of which many problems are solved on the map.

Garm Bel Iblis. He rides around on a huge tank called "Gargantua". If the enemy does not have anti-tank weapons while he is called, you can surrender. For this is a terrible lover of pressure. And not only some kind of infantry, but also light equipment, for example, the same AT-STs. It is not possible to destroy only what is above it or flies. By transferring the power from the shields, it can produce a powerful explosion around itself. However, the range of this ability is short, and at this time the enemy often deals damage to the Gargantua itself. Therefore, I do not recommend using it. It's better to just fire all of his six guns and roll on the enemy, rather than mess around with explosions. It can also carry infantry. If you put it into action in a timely manner, it brings victory. If the enemy manages to gather strength, they will destroy this hero themselves.

Syndicate

The syndicate is again in the role of newcomers, so this time they have the largest set of troops. By the way, the peculiarity of the Syndicate troops is that they have a lot of weapons that ignore force shields.

Assault squad of mercenaries. Includes three teams of three people. They are armed with blasters, which can later be upgraded to disintegrators. In this case, they become a great threat to everything living and mechanical. They can use stimulants that will speed them up and increase damage, but will greatly damage the health of these soldiers.

Mercenary Platoon. Also 3 squads, but already 4 fighters each. They shoot from grenade launchers, that is, they can shoot with a canopy and through obstacles. In addition, they are able to lay non-contact mines, which greatly reduce the life of enemy infantry. Well, and all the same stimulation. Excellent fighters in defense against enemy infantry.

Destroyer droid. A cunning machine that moves quickly, but at the same time rolls up shields. When the droid gets to the right point, the shields deploy again, and then it is difficult to destroy it. He is armed with two types of weapons - a blaster (deals great damage) and an ion cannon (destroys shields), which must be changed manually. Very advantageous in terms of long-term protective structures. And it is better to drive them separately, so as not to move at the speed of the crowd. There are three cars in the squad.

Stealth transport F9-TZ. Stealth transport on anti-gravitators (can pass over water or a swamp). This ability is not permanent, but connected. Can't shoot.

Mobile missile system MAL. Heavy artillery, three pieces in the detachment. It can shoot without “turning around”, but it is better to install it in position, then it will shoot further and more powerfully. Can change weapons to carbonite rockets, which also slow down the enemy a little. Carbonite shoots one at a time, and ordinary ones shoot whole packs at a time.

Self-propelled pulse gun MZ-8. Detachment of four self-propelled guns. Slow and weakly protected, but excellent at destroying enemy buildings and equipment from somewhere in the second line. Well suited for breaking into enemy defenses, if there is someone to cover. Special ability - self-destruction with a large explosion radius. Are you just going to be able to use it?

Assault tank "Kanderos". Powerful tank wagon. The main unit of the Syndicate. Fast and with powerful weapons. He has some problems with the infantry, as he knocks them out one by one, but he deals with the technique perfectly well. Remarkably shoots at air targets. Special ability - causes fire on yourself, diverting it from some more important targets (only affects armored vehicles, turrets and droids), while the shooters smear terribly. The department has three cars.

"Night Sisters" Fighters from the planet Dathomir. They come to battle on rancor monsters and die with them. Very effective against buildings and large vehicles (a small thing will most likely just run away). Animals under the control of "sisters" break everything that falls under a heavy paw. Against infantry, there is the “small outflow of life” ability, while up to two units of infantry or equipment are “captured”, from which life is drained (and life is restored in the rancor). There is only one “sister” in the unit, but several “sisters” on rancors are an absolutely terrible force.

"Wornskr". A squad of three Predators who have excellent Force sense and track and maul Jedi and Sith. Plus, they see the invisible. Therefore, if the enemy is carried away by the heroes, remind him that everything can very much change.

Ewok trainer. In the campaign, we only get it if we enslave an Ewok planet. There is one trainer in the squad, who drags with him a bag of Ewoks. As soon as the trainer sees the enemy, he releases the Ewok with dynamite tied to him, and he wanders towards the enemy. The consequences of an explosion are usually terrifying. Several trainers produce a strong effect. Just remember to cover them up.

"Vulture". A minor hero who usually spreads corruption. On the ground, this is a regular shooter with a high rate of fire. In addition, he knows how to throw explosives at the enemy, after which we press the explosion button (the “vulture” itself does not like to press the button). So heavy equipment is very afraid of them, and the infantry is very respectful. In the Galaxy, it can also destroy enemy structures.

Mobile defensive platforms. Includes a mobile jammer (deflects missiles), a missile turret (can also fire at aircraft), and a yalasamiri cage (they create a radius in which the Force is completely blocked).

Tyber Zann. The leader and most powerful of the heroes. His most characteristic ability is bribery. To everyone he sees, he immediately offers money, and they go over to his side. At the same time, he can easily exceed the limit of troops. Only droids and heroes do not succumb to such influence. The second skill is invisibility, so you won’t find it so easily on the battlefield. The weapon is a shotgun, from which he easily mows down entire units with one shot. As a hero, he is very strong. The main thing is to turn off automatic bribery, so as not to buy any nonsense, and buy strong fighters manually.

Urai Fen. Just like Zann, he knows how to disguise himself. Fights hand-to-hand and knows how to regenerate life. A characteristic special ability is the ability to temporarily paralyze infantry units in a certain radius from oneself. Quite a nice hero, outperforming most melee (due to the fact that he is being treated).

Silry. Leader of the Night Sisters clan. Like other night sisters, she enjoys the outflow of life. But she does not ride a rancor herself, but calls him, and he runs separately. The rancor turns out to be smaller in size, and its health is worse, but it deals with infantry better and copes with turrets no worse than other rancors. This ability only recharges after the rancor is killed. Cilri herself fights with an energy whip.

IG-88. An assassin droid that fires blasts of poison gas from a sniper rifle, more like a contagion that poisons all units that come into contact with the affected. It also works on their own. Special ability - radioactive contamination, when an enemy enters this area, he quickly loses his life. Due to these abilities, it is extremely effective in defense. On a galactic scale, he can break the Death Star, however, after that he also leaves the game.

Bossk. Another hired killer who, in a ground battle, pours fire on enemies with a flamethrower (and even equipment gets it). Shoots from a distance either from a blaster or plasma grenades (deal damage in an area and work for a while). Like a hero, so-so. But on a galactic scale, he knows how to kill enemy heroes.

Walkthrough

The goals of the Syndicate are very simple - to corrupt all the planets and make the entire galaxy one giant Syndicate. Cool? And who here is exchanged for trifles? True, missions are often so simple and short that you simply wonder...

1. Prison

In fact, this is not the first mission. For truly the first task takes place in the training campaign. There, during several missions, we work for Jabba the Hutt, then we steal an artifact from him and give it to Urai Fen, and we ourselves end up in prison (therefore, I highly recommend going through the training campaign).

As a result, Jabba the Hutt sends assassins, and Zann has to organize a riot in the prison. It is necessary to destroy the guards and cut down the control panels, getting other prisoners to help. As a result, we get to the Millennium Falcon, on which Urai Fen flew for us, and leave the prison.

2. Vultures are needed

After getting out of prison, we received the task of recruiting the "vulture". We have a palace, so we just buy this minor hero.

3. Vulture problem

It's like we didn't go through the tutorial! It is necessary to send a freshly hired "vulture" to Khonogr and intimidate the local government.

4. The second task of the "vulture"

Since one intimidation has already succeeded, we must pull off the task of racketeering on Sholet, which will also bring us some money.

5. Piracy on Mandalore

Corruption is spreading across the galaxy. Now we have to piracy on Mandalore, for which we will receive "Tartan" from the imperial forces.

6. On the wreckage of the Death Star

A battle took place on Yavin 4 in which the Death Star was destroyed. However, before her death, Imperial officers had to discard the data capsules. Therefore, Zann goes there with the fleet to search for the capsules. Unfortunately, this planet is located quite far from us, so you will either have to clean up the planets on the way to it, or corrupt them. We do not skimp on the fleet, because there we will have a big battle right away with the rebels, the imperials and the faction of the Syndicate hostile to us. To simplify life in one place (if you go through the map clockwise), you can bribe 4 "Tartans", which will get involved in the battle with the rebels, and we will only have to finish off the survivors. On the other side of the map, hostile syndicates attack us, but you can not accept the fight and leave, let them fight the rebels. As soon as we find all 4 capsules, the mission will end.

7. The black market works

After the previous mission, Jabba the Hutt will bombard our home planet, and in order to take revenge, more powerful troops are required. Therefore, we need to carry out a mission to organize a black market in Kuat.

8 Taiber Intelligence

And now, on the same Kuat, you need to purchase at least one technology by Tiber Zann (but all three are better). You can at the same time arrange a black market from the rebels and buy their technology. At the same time, the Crusader will appear in our fleet.

9. Corruption in Salekami

It's time for revenge on Jabba. To do this, it is necessary to corrupt his home planet. It is best to hold a racket on it. Not only will we get money, but we will also receive it for the destruction of enemy equipment.

10. Sabotage on Salekami

It is still too early to land on this planet, so we first send the “vulture” there. He must carry out sabotage by destroying the force field.

11. Communication failure

And now it's finally time for revenge. We assemble a detachment led by Urai Fen and send it to Saleikami. Destroying the defenders is quite simple, but the leader himself is not there yet. But we learn that Jabba left for Hypori.

12. Ghosts of the past

A robot factory from the Clone Wars has been found on Hypori. So now we are gathering an army under the command of Tiber Zann (however, do not forget about Urai Fen) and land him there. The plant operates in an auto-defense system, and robots are constantly being restored in some places. Sometimes we come across remotes. If they are blown up, then the gates will close behind us, and the robots will remain behind them, reducing the army of those fighting with us. We must get to the main console, where Urai Fen will disable the protection that breeds robots. After that, Bossk will appear, which can be repurchased. However, it turns out that it was a setup and now Jabba will take over the defenseless plant. So Fehn should run over to the spare console and set up the robots for us. We beat off the first attack, Fen runs to the control panel, and we move to the platform on which Jabba landed. And then we capture control points (so that Jabba cannot land his troops) and leave them under the protection of robots. After that, we get the opportunity to build robot factories on each planet.

13. Clearing the track

The Empire is using the scanner too well on Dathomir, and we must stop it. We arrange corruption there, after which we destroy the scanner itself.

14. Dark ally

And now the continuation on the same Dathomir. We should drop off Tiber Zann and Urai Fen there. There are "sisters" on the planet who can tell something about the artifact we stole from Jabba. But the "sisters" are still in prison, and first we must get to them.

We go east, without touching the rancors along the way. In the end we get to the defensive complex. However, if you turn north there, you can bypass this complex and go to where there are fewer defenders and there are a lot of vehicles. There are a bunch of barrels of fuel on the map, undermining which, you can burn enemy infantry. As a result, we open a prison, from where we get three "sisters" and a bunch of other useful people.

However, the freed "sisters" are weak and say that we need to free Silri, who alone is capable of studying the artifact. If you put the "sisters" on the rancors, then the destruction of enemy fortifications will be very simple. You can go south and destroy the mines, each of which will pay 6000. Now you can break open the gate. True, after that the ruler of the planet will begin to call for reinforcements from space, but to stop this, you need to undermine three communication stations. One of them will be on the way to the gate, the second one right behind them, and it will be guarded by one AT-AT (we bribe), and nearby there will be three more such cars, completely unowned. There are a bunch of guns guarding the path to the prison, but you can drive the AT-AT to the generator and destroy it by de-energizing the guns, after which it will be extremely easy to get to the prison.

Silri agrees to help us, but in exchange for the death of the ruler of the planet. On the way to it, we neutralize another pair of AT-ATs and destroy the third communication station, as well as another generator. It will be easy to remove the ruler himself.

But after this mission, expect a couple of visits of the imperial fleets to Mau and Honoghr. Only then should you move on to the next steps.

15. Skirmish in Cloud City

Cilri deciphered the artifact and said that there was nothing good in it. Therefore, it was decided to sell it to the Empire. However, for help, we are asked to fly to Bespin and bring a portion of tibanna gas from there. The problem is that this is Darth Vader's favorite planet and there is no need for problems with him. But Tyber Zann decides to blame the kidnapping on the customer of the gas.

To download gas, we have 5 robots that go to the compressors in one direction. At this time, our fighters guard the robots, not allowing them to be destroyed. Then we need to hack 4 checkpoints, where we perform data spoofing. We need to bring Urai Feng there, and he will reprogram the computers at the points. Before visiting the last point, Darth Vader himself will arrive. Here it is worth capturing the AT-ST and letting it run in circles, and let the Sith Lord chase them, and the "vultures" at this time will destroy the rest of the Sith. It remains only for IG-88 to hack the server, and after that, everyone can be taken to the retreat point. We will get several new classes of ships for this mission. And at the same time - a few more vengeance fleets from the Empire.

16. Bait on the hook

We are still brought together with the Imperials and offer to give them an artifact in orbit of the planet Karida. Before the mission, it is best to carry out the third piracy. We build a fleet of cruisers and go there. Naturally, this is a trap, and a large army of the Empire is already waiting for us there. In a series of surprises on both sides, Tiber Zann receives his flagship. However, this is not the last surprise - Bossk steals the artifact and escapes to the flagship of the Empire, which soon disappears into hyperspace. We can only destroy the entire remaining fleet of the Empire and leave. Again we are waiting for the guests of the Imperials.

17. Artifact Chase

Zann remembers everything about the bunker, in which there are a lot of treasures. However, this requires the Emperor's private key. Fortunately, the emperor himself is gathering forces to fight the rebels elsewhere, so we land almost safely on Coruscant.

This is where the characters separate. Zann must destroy the monitors from which the guards are watching everything that happens. He goes from one monitor to another, destroying or poaching stormtroopers. In the end, he will meet with the adepts of the Force. Here it is important to first destroy the container with bacta, where they run to be treated. And then it will be easy to kill the adherents and cut off the security systems.

Now it's time for Sylri, who sensed the artifact and goes after it. Killing the Imperials along the way, she still steals the artifact, but on the way back she will have to fight off the adherents of the Force. Therefore, on the way to the artifact, it will not be out of place to build your own in place of enemy cannons. In the end, she will reach the closed door, and then Urai Fen will come into play.

Feng needs to destroy the power cables, in which the adherents interfere with him. We just try not to gather a crowd around us, and then Fen will easily get to the right point.

Finally, all the heroes gather together and begin to make their way towards the transporter. But then the defense system is activated, and we are attacked by the dark warriors of the third project. MOPs can be deployed not far from the security room (anti-missile will be especially useful). Having repelled the attack of the dark warriors, we turn off the security system and go back to the transporter, near which we meet the Sith. Here we are allocated three more MOPs, and we can put a couple of missile and one “against the Force”. Then the Sith will not be able to teleport, and we easily destroy it. We get to the exit and fly away.

18. Emperor's New Weapon

After the battle of the Empire with the Alliance, the emperor died. Tyber Zann decides to fly to Kuatt and stealthily capture the Imperial ship Eclipse. We form a fleet and send it there.

However, there is already a war going on on Kuatta between the Imperials and the rebels. We are entering into a temporary alliance with the Alliance, while we ourselves are trying to lead a landing shuttle to the Eclipse. But first, it is worth destroying all the repair bases of the Empire so that they cannot be repaired, and then disable one of the bases. The rebels themselves will cope with the other two.

However, after the capture of the Eclipse, the rebels begin to consider us as enemies. The main thing here is to destroy the Millennium Falcon, which was the leader of the rebels. However, as soon as the rebels surrender, the laser on the Eclipse breaks down and Darth Vader approaches with his super battleship. It is necessary to hold out for some time, then the laser will still be repaired and we will destroy the remaining opponents.

However, the story does not end. Given what Silri got by studying the artifact, we are in for an inevitable continuation. Is the dark side of the Force coming?

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