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Star Wars: Empire at

War

Game Guide
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Table of Contents:
Introduction .......................................................................................................................................3
About the Game................................................................................................................................4
Imperial Training................................................................................................................... 5
Space Combat ..................................................................................................................................5
Land Combat...................................................................................................................................11
Empire campaign................................................................................................................16
Mission 1: Thyffera - prelude...........................................................................................................16
Mission 2: Crush, Kill, Destroy ........................................................................................................18
Mission 3: Pirate manace................................................................................................................20
Mission 4: Subjugating Genosis......................................................................................................22
Mission 5: Attack on Mon Calamari.................................................................................................24
Mission 6: Trouble on Kasyyk .........................................................................................................26
Mission 7: A new weapon of war.....................................................................................................27
Mission 8: The Rebel Fortress ........................................................................................................29
Mission 9: Traitorous Moff...............................................................................................................30
Mission 10: An engagement with the Emperor ...............................................................................32
Mission 11: Capturing a Princess....................................................................................................33
Mission 12: The destruction of Aldeeran.........................................................................................35
Mission 13: End of the rebellion......................................................................................................36
Rebel Training..................................................................................................................... 37
Space Combat ................................................................................................................................37
Land combat ...................................................................................................................................43
Rebel campaign.................................................................................................................. 48
Prelude: Sabotage on Kuat .............................................................................................................48
Mission 1: Interpreting the network .................................................................................................50
Mission 2: Theft of the X-wing.........................................................................................................51
Mission 3: Kessel rescue ................................................................................................................53
Mission 4: Stealing from the rich.....................................................................................................54
Mission 5: Imperial liberation...........................................................................................................56
Mission 6: Highest bidder................................................................................................................57
Mission 7: Rescue the Millenium Falcon.........................................................................................58
Mission 8: Needle in a haystack......................................................................................................59
Mission 9: Borrowed time................................................................................................................60
Mission 10: Carida ..........................................................................................................................61
Mission 11: The defense of Mon Calamari......................................................................................63
Mission 12: The final battle .............................................................................................................64

Star Wars: Empire at War Game Guide 3 / 66


Introduction


Welcome to the Star Wars: Empire at War walkthrough guide. You will learn here how to
command effectively the forces of Empire and Rebellion. It will also help you to finish both
available campaigns. Its important to mention, that this game is not very difficult. You dont
need to be the chosen of the force to finish it in 1 or 2 days. That's why, if you want to have
some fun, you should choose the highest difficulty setting from the very beginning.
Its up to you which campaign to start first, but its easier to take the Empire campaign.
Commanding rebel forces takes more skill and experience its also more difficult to gain
advantage in the galaxy. To be successful rebel commander, you need to know your units
and their abilities very well. Empire on the other hand is all about strength, heavy warships
and robust economy. It's easier to master for those, who are not acknowledged with the
game.
If you choose to start with Rebel campaign, it may turn out that after a very difficult and
frustrating beginning, the second campaign of the game will be too easy for you.
This guide is divided into two parts. The first one is dedicated to Empire, the second to the
rebel forces. Both of them include solutions and tactic guides.

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About the Game
Empire at War is a combination of three RTS games. In a galactic mode, you may control
production, development of planets and plan your attacks. There are two other modes a
space and a land one. They are used to determine outcome of battles and they also push the
plot forward. The planet, which is a destination of a new mission, is usually marked with a
red cross. Detailed description of mission is available in the holocron.


In Empire at War you have to fight both in space and on planets surface.

Between missions, you must build-up your forces on the galaxy map. Last tasks require
strong, advanced army. That's why I've put short chapters called "Conquest" between mission
solutions. They will tell you how to prepare for upcoming battles.
Remember that you may change the game speed during battles and on the galaxy map using
Gameplay menu. I recommend you to leave the first one as it is - it makes battles more
dynamic. The second one however should be decreased by one. If you dont do this, galactic
time will flow very fast and briefings with talking heads will take you a lot of time needed for
other actions. You may also need some extra time to queue production on all your planets,
especially if you have a lot of them.
In this moment I should mention that important events in the galaxy are triggered by
completing your tasks and are not connected with the time. You can use this fact to make
the game easier. If you conquer all available systems (excluding your next mission objective),
you may speed the game up the time and make money as long as you like. After a while the
mission marker may disappear, but you can finish this task anyway. However, remember
that having thousands of credits makes the game not so funny, as it can be.

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Imperial Training
Space Combat
On behalf of the commanding officer, welcome to the training course. You have been chosen
as the best young officers of the imperial army. You will bee trained to carry out most
important tasks and to serve your Emperor well. As you are aware, the Emperor doesnt
tolerate defeats, so better listen to me carefully. Making notes and records is prohibited
everything mentioned from this moment is top secret.
First of all, lets learn something about space battles and our imperial vessels. I see that you
are surprised. I know that you may find those informations in your field manuals. But you
should be aware, that there are some things, which cannot be mentioned in books. Rebel
spies are everywhere.

Probe Droids
A very cheap unit that takes little time to build. A lot of young officers underestimate its
value. Its always good to have some Probe Droids, since you can use them to know, how
many troops are stationed in enemy systems.

TIE Scouts
Scouts are the only TIE unit, that cannot be manufactured in our destroyer hangars. They
arent used very often, because they are extremely specialized. Their abilities let them
uncover distant parts of the battlefield. You may use them to locate targets for Broadside
units.
TIE Scouts are not very helpful in dogfights, so you should keep them out of combat. Just
hide them in the middle of asteroid belt or a nebula.













Star Wars: Empire at War Game Guide 6 / 66


TIE Fighters

These are basic fighters of the Empire. You dont need to be worried about their production.
Cruisers and assault ships have special hangars and assembly lines ready to create TIE
fighters, so your captains replace casualties of their own. In the beginning of a battle, each
destroyer releases contingent of TIE units. Once they are destroyed, ship begins production
of new squadrons.
TIE Fighters are quite proficient at destroying rebel fighters - at least when used in large
groups. Unfortunately, they are very easily destroyed by corellian corvettes and gunships.
This is why youd better keep them away from those ships. Fighter pilots are numerous and
easy to train, but the Emperor doesnt tolerate inconsiderate losses.


TIE Bombers

TIE bombers can destroy rebel frigates or cruisers with ease. Their proton torpedoes ignore
force fields and can damage critical systems directly. The best idea is to concentrate bombers
fire on essential parts of the ship or base. Usually it is a hangar or a shield generator.
Light rebel ships, like corvettes, are the greatest danger for bombers, so you should keep
them behind until they're clear to attack.






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Tartan Patrol Cruisers

This light cruiser is essential unit in the Empire space force. They may seem weak, but
without them enemy bombers will rip your destroyers apart one by one. A couple of Tartan
cruisers can easily shot down any number of small vessels, that's why the commander
should always protect his main forces with these units.
Usually they should be placed near your destroyers. If the enemy has many big ships nearby,
its better to move Tartans behind them though. They can still shoot at fighters and bombers,
but will be protected from the fire of lager warships.
I should mention that Tartan crew can direct additional power to cannons for a short time. It
is very helpful ability when there are lots of enemy vessels nearby.


Acclamator Assault Ship

Older type of the imperial destroyer. In many sectors it is still in use, but we are replacing it
slowly with more modern Victory-class warship. Acclamator is quite resistant, has its own
hangars with fighters and bombers, but is not very fast. Acclamators are best used in
formation, protected by Tartans.
As well as Tartans or Victory destroyers, Acclamators have possibility to boost their canons
for a short time. In such case, they becomes slow and their shields stop regenerating, but
turbo lasers fire stronger and faster. You should use this ability when your Acclamator faces
the enemy and isn't under heavy fire.


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Victory Star Destroyer

Victory star destroyers are very important in the imperial fleet. They are tough, have
considerable firepower and hangars full of TIE units. Similar to Acclamators, they should be
used as a main part of the offensive group. In a battle formation they can break even very
large enemy forces.
Victory star destroyers can defeat rebel frigates quite easily, and they also gun down
corvettes fast. Their biggest enemy is the Y-wing fighter, so your patrol cruisers should
always protect them. Also, They shouldnt be left under fire of Marauder missile ships.
While commanding Victory star destroyer you should remember about their special ability
and take advantage of it as often as it possible.


Broadside Class Cruiser

In your field manuals these units are called the space artillery. Its hard to argue with that.
Broadsides have great range and firepower. Unfortunately, they are almost defenseless in
close quarters. You might loose them very fast in battle chaos, so they should always follow
the main force at safe distance. Also, remember not to leave them too far behind, because
they may be destroyed by rebel sneak attack.
Broadside cruisers fire dangerous missile volleys. Because of the range, they can strike
distant targets while staying stay out of their reach. They only need few scouts or other
vessels, to locate proper targets.
Broadsides are very important, if you plan to attack space station of 4th or 5th level.
Overcoming shields without them would be difficult and would take a lot of casualties.


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Interdictor Cruiser

This is highly specialized unit used to block hyperspace movement. Interdictors arent a part
of standard imperial combat groups. They are used mostly in special missions. You shouldn't
take them with your fleet all the time, because they have poor firepower and will take
valuable place. In case you have an Interdictor on a battlefield, you should remember about
its second ability it can disturb enemy missiles.


Imperial Star Destroyer

This huge unit is available only for experienced officers. To command the Imperial destroyer
you need to deserve it! Building one of them takes a lot of money, but they are indispensable
in large battles. Thanks to their impressive firepower, they can engage advanced space
stations or Mon Calamari cruisers. It takes them only few seconds to destroy any enemy
frigate.
Destroyers of this class, as well as smaller Victory units, are prone to bomber attacks or
missile cruisers fire. This is why they always need proper backup.
In the middle of the battle, its easy to forget about ships special weapon the tractor beam.
A vessel caught with it cannot move and becomes an easy target!











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Space combat
Now lets talk about typical space battle. Most imperial units move and turn very slow, which
makes them most effective in formations. A destroyer formation, supported by Broadsides
and Tartans, is always the core of your fleet. Such a group can slowly but systematically
move through the map eliminating all opposition. Only Marauder missile cruiser can disturb
their movement, firing out of the cannon range. So when you spot the Marauder, you should
immediately send small group (for example one Tartan and fighter squadron) after him.
If Imperial star destroyers are available, its good to make them main part of your assault
force. Remember though, that they turn very slow, so it's better to have a some smaller units
with them.
If you have some own missile cruisers available, then use them to weaken enemy stations
and capital ships. Very advanced stations should be attacked only from a safe distance. After
taking down all shields, you should fire at most important points of your target hangars
and shield generators for example.
Its enough for today. You can dismiss. The cantina will be opened from 8pm. All interested
in a trip to the one of the moons are asked to report to me. Tomorrow we will talk about the
land combat.
Star Wars: Empire at War Game Guide 11 / 66


Land Combat
Welcome once more. We start the second day of our training. First of all, Id like to say how
sorry I am for those, who took part in unfortunate Yavins moon trip. Let it be a lesson to
remember, that the rebels never sleep - and that we should always be prepared for their
treacherous attacks. Officer responsible for security has been executed at Moff Tarkins
order. Unfortunately, it won't compensate the loss of six excellent officers, who died
yesterday.
Today we will talk about land combat. Rebel forces have a big army and are supported by
local populations of many planets, so you fighting them on planet surface won't be easy. Lets
start with a few words about imperial land units.


Stormtrooper Platoon

In spite of the rebel propaganda, stormtroopers are very good soldiers. They never retreat, are
expert shooters and - thanks to good armor - they are able to survive under fire for a long
time. Of course you must give them order to take cover first. Stormtroopers never crouch
without an direct order.
Stormtroopers are the most important unit in many battles especially when opponent has
no artillery. You should move them in groups of at least three squads and keep some vehicle
backup behind them. Rebel commanders usually don't run them down with their vehicles,
but stormtroopers can be easily killed by artillery or turrets. This is why you should always
take some AT-ST or TIE Maulers with them. Also remember that Stormtroopers dont have
any anti-tank weapons, and are not capable of destroying heavy rebel tanks.
Stormtroopers are very cheap to train and equip, so you should have at least 10 squads of
them in any army. The history proves that many battles were won by the huge stormtroopers
reserve.




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Speederbikes

This is a fast, but not very tough unit. There are only two of them in a squad, so youd rather
not use them in combat. They are much more effective in guerrilla warfare - just get close to
your enemy and throw out some thermodetonators. The explosion may kill whole infantry
squad!
You should also use speeders to locate targets for other units. They can easily find the enemy
generator or get into his base to bring down an orbital attack.


TIE Mauler

This fast, but poorly armored vehicle isnt very good in combat. It can fire at enemy infantry,
but usually the opponent has soldiers with PLEX launchers, which immediately destroy TIE
maulers. Instead of using their cannons, it is better to run down enemies. You may also
detonate damaged mauler if it is surrounded by rebel units.
Due to the lack of shields, TIE maulers shouldn't engage larger groups of enemy vehicles. The
only exception is a rebel artillery. It can be quickly destroyed by group of maulers, because
artillery cant fire at a close target.









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AT-ST

This is quite good unit in many situations. Its tougher than TIE mauler, but unfortunately
doesnt have the shield either. AT-STs are able to concentrate fire on small area and cause a
lot of damage. You can use them to exterminate small enemy vehicles and infantry. They can
also destroy turrets, so you may use them to support stormtroopers in case you have no
heavier vehicles.
Its worth remembering that AT-STs are also able to crush enemy infantry.


2-M Repulsor Tank

A very good unit with a nice firepower. Its quite tough in comparison to others. Moreover, it
has a shield.
Those tanks may be the main part of your strike force. They are also excellent support for the
groups of infantry. They have possibility to boost their cannons, which helps them to destroy
enemy units and buildings very fast. Remember that when you use this ability, their shields
wont regenerate.
If you want to reduce your casualties, you can withdraw tanks that lost their shields. You
also shouldn't engage PLEX lauchner groups.










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SPMA-T Artillery Unit

The mobile SPMA-T artillery in many cases is most important unit on the battlefield. Once
set up, they can almost immediately destroy any incoming infantry or vehicle. They are
perfect in defense, so place them in important parts of the map and surround with some
stormtroopers or tanks. Remember that SPMA-Ts cant attack nearby targets, so its
important to keep distance between your artillery units, so that they may cover each other.
SPMA-T artillery units have great range and can easily exterminate enemy turrets. You can
also use them to attack the base, from the safe distance. You should always have at least two
groups of SPMA-Ts in your army.


AT-AA

The rebels have their T-47 air speeder, but imperial strategists decided, that we dont need
similar unit. Instead we use AT-AA to shoot down enemy planes. Those mobile anti-air units
are not really useful for anything else, although they may also stop disturb enemy rockets
because of their special ability.


AT-AT

A huge and really tough transporter. It can drop some stormtroopers, so it may take over
construction and support points. It has also good firepower. AT-ATs are very expensive, but using
them in battle pays off. A couple of them may cause a real problem for the opponent. They have
one main enemy the air speeder, so better give them support of an anti-air turret or an AT-AA.

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Land Combat
There are two tactics one for cheaper, not so advanced armies and second for more
developed offensive groups. Both of them have something in common. Its always worth to
capture support points as quick as it possible and to have more of them than the opponent.
Also, you should only land on planet if you have destroyer with a group of TIE bombers at
the orbit. Properly placed airstrike may turn tide of the battle in your favor.
Its also good to build turrets and repair stations whenever possible.. Remember to always hit
your unit limit and to drop reinforcements if one of your unit dies. Also, leave 1 or 2 infantry
squads near captured support points.
Lets move to special tactics. First, a few words about less advancer armies - you should
simply attack with a couple of stormtrooper platoons supported by AT-ST or TIE mauler.
Weaken your enemy with mauler suicide missions and/or some airstrikes. In case the
opponent has a lot of PLEX soldiers, its better to avoid the close combat with vehicles.
If you have access to the advanced technologies, main part of your army should be made of
heavy tanks and AT-ATs. To make it cheaper, you can also use some stormtroopers, but
most of them will quickly die under the fire of enemy artillery. SPMA-T should proceed close
behind and prepare to fire very time you meet large group of enemy units.

Heroes of the Empire
Sometimes one of the most important imperial heroes is interested in some particular
mission. Be prepared that Lord Vader or even the Emperor himself may join you at the
battlefield. They have a great power, so they can face many opponents at the same time.
However, you must remember, that even lords of the Dark Side may be defeated if
surrounded by enemies and under the heavy fire. When that happens, they won't be
available for some time the time you might need them.
Star Wars: Empire at War Game Guide 16 / 66


Empire campaign
Mission 1: Thyffera - prelude
Empire prepares another attack against one of the Rebel bases. You land on the planet with
reasonable army composed of stormtroopers and AT-ST walkers. These forces could finish
your task on their own, but apart from them, you can command lord Vader. This powerful
Sith can destroy rebel forces with only minimal support, so head north and crush any
opposition.
Remember, that Vader can eliminate infantry with his force strike, and vehicles with force
crush. Those skills will allow him to defeat all rebel forces along the way. Use captured
construction points to build healing stations, for they will regenerate Vader's health.


Rebel base is open, once you destroy field generator.

Soon, you will get to the comm station. When it is destroyed, you will be notified about
nearby base. It is protected by field generator, so you have to take it out before assaulting the
base. Generator is on south-east. Remember to keep your stormtroopers near Vader, because
Rebels can have considerable forces here. After destroying generator, take over nearby
support point - some reinforcements will arrive. Now you can destroy Rebel buildings. Simply
attack with all your forces, but be sure to eliminate all enemy turrets in the first place. They
kill infantry very fast and their concentrated fire can be deadly even to Darth Vader.



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Conquest
For the first time you see map of the "galaxy far far away". Once Vader is done talking with
the officer, stop the time and take careful look at the planets. On every one, that has at least
four construction points (right now it should be Anaxes, Corruscant, Thyferra), build a mine.
Mines are crucial for raising your daily income, so you will have to build them on every new
planet. Also, build larger space station on Anaxes - it is good to have multiple stations
capable of constructing heavy warships. Finally, begin production of 3-4 Acclamators. You
should also leave small garrisons of stormtroopers on Thyfera and Abregado, and build
officer academy on Corruscant.
When you feel ready, and Acclamators will fly out of dock, send your fleet and strong land
force to the Fonfor orbit. There is one main issue concerning your armies: never leave border
planets without any defense. It is almost sure, that Rebels will seize opportunity and attack
unguarded system. Even orbital fleet won't stop them, since smaller Rebel rides can get past
your spaceships.
Don't attack Fondor right now. Instead send your fleet (with Vader!) to Taris. There are
several pirate frigates, some smaller ships and poorly armed station. It will be perfect training
battle - line your Acclamators and Tartans, and then clear whole orbit. Then you can capture
Taris (same strategy as in first mission: Vader goes first, covered from behind by your
stormtroopers). Build a mine, barracks and space station. After that, take a while to check all
your planets. If all important things are already built, then go on with the storyline and
attack Fondor.

Star Wars: Empire at War Game Guide 18 / 66


Mission 2: Crush, Kill, Destroy
Just after landing, take over two nearby construction points. You should build anti-infantry
turret on the first one, and healing station on the second. In first wave drop Vader,
stormtroopers and one TIE Mauler platoon.


To minimize casualties it is good to have Vader in front of your army. Rebels are no match for
him.

There are few tall, metallic buildings scattered across the battlefield. They spawn groups of
local infantry at fast rate. There is also Rebel base behind the wall north of your starting
position. This mission is not very tough, but it requires aggressive gameplay. Steel
"skyscrapers" and Rebel base will continue to produce enemy units util you destroy them. If
you get stuck somewhere and go into defense, they will slowly overwhelm you.
Be quick. Just after landing send Vader and stormtroopers west (keep AT-ST walkers behind
- many rebels are armed with PLEX Launchers). If you haven't done that during first mission,
assign "take cover" order of your stormtroopers to one accessible key. Turn this ability on
every time your men take fire - it will reduce casualties. Also, remember about few important
rules:
1) Always have all available forces on battlefield - when one unit dies, immediately drop new
one from the orbit.
2) Never leave support points without defense or enemy will recapture them almost instantly.

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One or two infantry groups are usually enough - at least they will buy you time to send some
reinforcements.
3) Use airstrikes! Every time large enemy group appears, request bomber support. You will
save a lot of time and units. If enemy is moving, be sure to place airstrike marker ahead of
him. It will take few seconds, before bombing fly in.
4) When airstrikes are not available, use your TIE Maulers to crush infantry. Badly damaged
tanks can be self-destructed near enemy groups.
5) Capture and utilize every construction point. If you leave them behind, some rebel scouts
may appear out of nowhere, just to build handful of turrets behind your back.
Remember those rules and advance fast to disable all enemy buildings. After capturing
second support point, attack enemy base. It isn't heavily defended, but buildings can spawn
troops fast, so use airstrikes to bring them down.

Conquest
Build important structures on Fondor and then, according to the orders, send spybot to
Illum system. Build up your army in the meantime. Be sure to buy fleet and field
commanders, as they will make battles easier and will give your units considerable health
bonus. Other planets are still unavailable, so after a while you can send Boba with your fleet
to start another task.

Star Wars: Empire at War Game Guide 20 / 66


Mission 3: Pirate manace
At first, mission is quite simple - you have to destroy sensors with Boba's ship. Fortunately,
sensors are shown on your map, and Slave I is a very fast ship. Tactic is simple here: get
near the sensors and drop thermal detonator ignoring enemy fighters. After that, shot down
any rebels, that survived explosion.
When last sensor is gone, you get access to the reinforcements menu. Bring your Acclamators and
some Tartans from hyperspace, and attack the station with concentrated fire. After a while you will
be notified about pirate boss, who is trying to get away in small ship. Attack this ship with every
available unit, and when you deal enough damage, mission will be over.

Conquest
You're going to have a lot of work right now! Most important thing is taking over Endor-
Bestine-Corulag line. This trade route will generate good income, and will allow you to
quickly move troops from one side of the empire to another. Then you can conquer planets in
lower part of the galaxy. Remember to leave garrisons on your border worlds!


Endor-Bestine-Corulag-Corruscant route is main axis of the Empire. Take it over, and it will
earn you a lot of credits.


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After that, build large number of Probots in one of your stations. They are very cheap, and
thanks to them you will know which planets are poorly defended (Sulust for example can
have only few fighters and station at the beginning). Weak planets should be your first target.
They will provide financial and military support needed to conquer more guarded systems.
Because you are going to fight many battles now, remember about auto-resolve options. Use
it, if you outnumber enemy, but remember to save your game first. Auto-resolving sometimes
doesn't work as you would predict.
Remember to place buildings on every new planet. Level 1 station, mine, barracks and light
factory are must. Factories don't only produce units. They are also important in your
defense, because at the beginning of every land battle, they provide small, but renewable
group of troops.
Don't get to far with building up your space force. Ten Acclamators is completely enough,
because soon you will have access to superior Victory class destroyers.

Star Wars: Empire at War Game Guide 22 / 66


Mission 4: Subjugating Genosis
When you conquer almost every (or every) active planet, you may go on with the plot. There is
quite large Rebel fleet at the Genosis orbit, unless you have already defeated it - on Eriadu
for example. Build strong space force with Vader and fleet commander. Do not take any land
units in first attack. Their transports could be easily destroyed during orbital battle.
First phase of this mission shouldn't be hard if you were prepared. Send tight formation of
Acclamators protected by light cruisers right into enemy station. On the way, destroy all
rebel ships. When near the station, pump some torpedoes into hangar. It's better to destroy it
first, as you won't have to deal with reinforcements. Be sure to spot any bright-blue rocket
explosions, 'cause there could be some Marauder cruisers nearby. If you see any, sand Vader
or one Acclamator right away to destroy it.


If there are to many Genosians around, airstrike should help.

When you'll finish space battle, second phase of operation begins. Drop your troops from the orbit
and scourge rebels from the planet surface. This part is very similar to battle of Fondor. You're
fighting one rebel base and many local buildings, that spawn hostile Genosians. Your first wave
should compose of Vader, field commander and as many stormtroopers as it is possible. Destroy
hive near the landing zone, and then attack in western direction, destroying other "hives" on sight.
If you spot large group of Rebels, remember about airstrikes and Vader's special power.

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After capturing second point, you can drop some reinforcements and attack the base in
north-eastern corner of the map. If you would like do have greater forces, you can also take
over third support point. It will allow you to literally flood enemy base with your troops.

Conquest
Now you're going to get some fun! Not only new planets become active, but you also receive
access to the Victory class ships. Don't hesitate and order them in all shipyards. By the way -
you should have at least three or four planets with largest available station. It will allow you
to quickly build many heavy vessels. You should also add some Broadside cruisers to your
force. They are invaluable when fighting enemy space stations - and you are going to fight a
lot of them now.
Your land forces also receive several upgrades. You can build heavy vehicle factories now,
which allow construction of 2-M repulsor tanks and SPMA-T artillery. These are expensive
units, but they greatly enhance your strength, so get them as fast as you can and then
conquer all new Rebel systems.
Your main task is to open road to Mon Calamari - objective of your next mission. You have to
control Kuat and further systems, but it is also very wise to take over lower planers - Ryloth
and Nal Hutta. They will earn you many credits.

Star Wars: Empire at War Game Guide 24 / 66


Mission 5: Attack on Mon Calamari
Next task appears to be simple - you need to control Mon Calamari orbit. After recent battles
you should know how to utilize Victory destroyers and Broadside cruisers. At least I hope so,
because this mission will be hard, especially if you play it for the first time.
When fleet appears on the screen, stop the game and divide your forces into groups. It is
especially important to put all the bombers in one squad and to get them to safest possible
position - you won't be able to finish this missions without LOTS of Tie-bombers. After that,
begin to move your fleet to the lower-right corner of the map. Some rebel ships and Marauder
cruisers will strike you on the way, so deal with them fast, but do not get to close to the
enemy base.
When in lower-right corner, assemble your battle-lines and then assault the base. All
bombers should stay in asteroid field with 1-2 Tartans for protection. Let Broadsides bomb
enemy station from maximal range. Battle near the station will be hard. Rebels have a lot of
sips, and base itself is very tough. Protect your Tartans and immediately bring
reinforcements if one of your ships is destroyed. When new destroyer joins the battle,
remember to send away his bombers. Try not to lose fleet commanders - if your flagship gets
badly damaged, get him behind your lines.


Mon Calamari cruisers are even tougher than Imperial-class destroyers.

In the midst of this battle, two Mon Calamari cruisers will jump in to the system. These
powerful ships can blow up star destroyer in a matter of seconds. Don't worry though.
Continue your battle near the base and send all your bombers to deal with enemy
dreadnoughts. Shoot them with Broadsides too, if you have any left. One cruiser should be

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destroyed, before getting to your positions. Other one will probably survive long enough to
scrap few of your ships, but you probably have still some destroyers in reinforcement queue,
so that won't matter much.

Conquest
This time there is little do be done. Take over any remaining planets, and build most
important structures on Mon Calamari. Remember to upgrade stations near Calamari and
Kuat. You will need them to construct largest Imperial ships, when they become available.

Star Wars: Empire at War Game Guide 26 / 66


Mission 6: Trouble on Kasyyk
This is a land-based mission, and you can start it right after conquering Mon Calamari. It
may be very hard, or quite easy - it depends on your approach. Main task is to defend
imperial prisons against Han Solo. Time is very precious - Solo takes buildings down quite
fast. To make matter worse, you will be under constant attack of Wookies and rebels.


Positions defended by artillery are impossible to capture with infantry.

Fortunately, you have SPMA-T artillery now and you know how to handle it. Drop your
artillery, lord Vader, some tanks and stormtroopers. Then move fast in the direction of
nearby support point. It is located near the river, that cuts map in two halves. Do not go to
the other side - it is to late. Instead set up your defense, prepare artillery, and drop
reinforcements to capture second point as well. Then block both fords with stormtroopers.
With artillery behind them, they will be able to stop any attack. If things start to look bad,
remember about airstrikes.
Soon, Solo himself will show up. Send Vader after him - rebel will escape, once badly
wounded. Soon after that, mission will be over.

Conquest
Once more there is nothing to do. Emperor wants you to move Vader and Veers to Carida. There
are no new planets to conquer, so after filling your production queues, go for the next mission.


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Mission 7: A new weapon of war
This one is very simple and short. You control only one unit - AT-AT walker. At first, listen to
the officer who is managing this presentation and do exactly what he asks. Soon unexpected
rebel attack will occur. Send your machine to the north-western island. One of the bunkers
is there, as well as construction point. While fighting waves of rebel infantry, drop squad of
stormtroopers, capture this point, and build repair station. Having this station around, you
will only have to stand there and fight any incoming hostiles.


AT-AT can drop stormtrooper squadron - they aren't strong fighting force, but they allow
walker to capture construction and support points.

Conquest
Finally, something is starting to change. New planets become active in the vicinity of Carrida.
One of them is Jabim - objective of your next mission. Before you start it, defeat all new rebel
planets and strengthen your border garrisons, for Jabim defenders will most certainly try to
raid your planets.
You can build advanced factories now, so have at least two. They will allow you to build
regular AT-AT walkers, which (although weaker than Veers prototype) are still excellent unit.
Resistance will be firm on some of new planets, but powerful fleet and good economy will

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most certainly let you win. In land battles use Veers and other AT-AT, but remember that
while tough, they are not invincible. Support them with artillery, Vader and heavy tank
squadrons. Before you go on with Jabim mission, be sure to have at least half of your unit
cap used. Big battles are coming, so it is best time to raise considerable army!

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Mission 8: The Rebel Fortress
Defeating Jabiim won't be easy, as planet has large garrison and fleet. You should use really
large fleet with lots of destroyers and Broadside cruisers in reserve. At the beginning, don't be
hasty. Stick around your starting position, and let some gunships and corvettes come after
you. Blow them apart, and then begin to move in direction of the base. You're going to have
hard time now. Base is very strong and there's lot of enemy frigates nearby. To make matter
worse, ion cannon is shooting from the planet - it will soon immobilize some of your ships. Be
ready to use a lot of reinforcements. When you take down station shields, concentrate all fire
on it. You should take the base down after a while, and then just hunt down any rebel
remnants.
Now you can commence land attack. Remember, that you can't use scouts or repulsor tanks
here, so be sure to have enough other units. This battle won't be very hard, but it will be
long. Enemy has lots of infantry (yeah, once again locals have turned against you) and plenty
of vehicles. Drop AT-AT's, artillery and move around the map slowly, destroying all structures
and building turrets in every available place. After destroying all neutral buildings, you can
deal with the rebel base. First, destroy generator powering its shields. It can be found in
north-eastern corner of the map. When it is destroyed, you only have to weaken enemy
defenses with your airstrikes, and then bring in AT-AT's and artillery to finish the task.

Conquest
If there are any Rebel planets left, capture them now. No new systems will appear, but before
going to the next mission it is good to build up army a little bit. Most probably, you have
suffered some casualties during previous battles. If you want to hang around on galactic map
for some time, build defensive garrisons around Atzeri - enemy will start to attack you, if you
give him enough time.

Star Wars: Empire at War Game Guide 30 / 66


Mission 9: Traitorous Moff
Moff Calast has betrayed his emperor and deserves to die! There is one problem though -
Calast commands powerful Imperial class destroyer, which outguns every single ship in your
fleet. Since you don't have any other options, build up large fleet and go after him to Atzeri.


Traitor is surrounded

When battle begins, Calast's ship will be near your fleet. It will jump away though before you
can deal some serious damage. You have two options now - terminate mission or fight on
with rebel forces. I strongly recommend second choice, as you will have to defeat Atzeri
anyway.
This battle won't be very different from those you fought before, although between you and
enemy base there is a broad asteroid belt. Enemy Marauders fire from behind it. You can go
around asteroids, but it is going to take some time. So I suggest you to charge through the
rocks and attack enemy cruisers and base right on. Some ships will be damaged, but that
shouldn't be very troubling. Soon you'll blow apart the base and Atzeri is almost yours.
That doesn't solve main problem though, as Calast is still free. Fortunately, emperor will
send Interdictor cruiser to help you in next ambush. It prevents enemy ships from jumping
into hyperspace, so immediately join it with your army, and then wait. Soon Calast will show
himself around one of the planets. Go there immediately.
It is hard to say something about this battle, because Calast shows at random planets.
However, you should stop the time at very beginning, and then divide your fleet into several
groups. Order Interdictor to fly behind your forces. After turning on gravitation field, it will be
totally immobile, so it should be as far from the enemy, as it is possible.

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Unfortunately, you have only few seconds to move your cruiser, because soon after spotting
your ships, Calast will jump out of the system. If that happens, reload your game and try to
turn on the field a little faster. When the field is on, traitor will go after Interdictor. Leave
small escort near your cruiser, and then send rest of the fleet to intercept enemy ship before
it gets close enough to shoot. Target engines first, and then take out shield generator. Ignore
other rebel Ships. When you manage to deal enough damage and keep Interdictor alive,
mission will be over.

Conquest
If you have lost any planet due to Calast mutiny, time to take it back. Also, be sure to have
largest stations on Sulust, Fondor, Kuat, and Mon Calamari. Soon you will be able to build
Imperial class ships there.... But first, emperor wants to punish treacherous Bothans.

Star Wars: Empire at War Game Guide 32 / 66


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Mission 10: An engagement with the Emperor
Mission 10: An engagement with the Emperor
This mission has to be the most simple mission in whole campaign. Direct your fleet and
Palpatine to Bothawui orbit, and then land on the planet. Emperor wants to give Bothans
lesson himself, so you only got him and two guardsmen (they will probably die fast anyway).
If you won't do something very stupid, this mission is impossible to lose. Just destroy all
Bothan colonies using airstrikes and Palpatine powers. Emperor can replenish his health
during fight, but it is good to build some healing stations anyway - whenever it is possible.
Remember, that you can strike larger groups of Bothans with lightning or (a lot funnier)
convert them to your side.

Conquest
Finally, Imperial-class star destroyers become available! Build as many, as you can, because
they will form core of your fleet in following skirmishes. By this time, all rebel planets should
be defeated, so you don't have to be afraid of sneak attacks. There is only Tatooine garrison
left, but it will rather stay idle, so you can build up your forces as long, as you want to.

Star Wars: Empire at War Game Guide 33 / 66


Mission 11: Capturing a Princess
Lord Vader is ordered to capture princess Leia Organa. Her ship, Tantive IV, must be caught
in tractor beam of your star destroyer. This task is going to be more complicated, than it
looked like in original Star Wars movie.
Right after jumping into system, you find out that your Interdictors are under heavy fire.
Stop the game and direct them to rest of your fleet, and then begin offensive. Old pirate
frigates shouldn't be a match for Imperial destroyers. Pirate base, on the other hand, can be
a problem, since it is located in the very midst of an asteroid field. You should use
Broadsides and leave your bigger ships near the belt. During a fight, you can begin to hide
spare ships and Interdictors in nebulas.


Ships hidden in a nebula are invisible to enemy. They can't use any special abilities though.

As soon as pirates are defeated, you will hear about incoming rebel scouts. You must hide
your fleet fast - Interdictors should be placed near the border of your nebula. Now you must
wait. Soon some X-wings will drop in, and then Tantive IV itself. Don't get out of nebula
before Tantive confirms transmission!
When that happens, move your Interdictors out of nebula and turn on their gravitation fields.
You have only few seconds, because Tantive will try to jump out of the system if alerted. If
you stop the ship, it will roam the battlefield and some rebel forces will come to destroy your
cruisers. Concentrate on the battle, leaving Leia's ship on its own. Defend your interdictors
(Mon Calamari cruisers are greatest threat to them).


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Once the rebels are defeated, just wait for Tantive IV to fly in the open, and then drag one
Imperial destroyer from your reserve, placing it behind Leia's ship. Then you have only to
turn on your tractor beam.

Conquest
What conquest? Whole galaxy must be yours by now. If you want to, you can add even more
destroyers to your fleet or strengthen garrisons near inactive planets. But that is not very
important, since you can fly around in your brand new Death Star! Yes, Death Star is finally
at your disposal, and with it - you can destroy rebellion once and for all.

Star Wars: Empire at War Game Guide 35 / 66


Mission 12: The destruction of Aldeeran
Very easy, but enjoyable mission. Gather your fleet around Death Star and attack Aldeeran.
You have very large forces at your disposal. Starting units do not count towards your limit,
so just after beginning of the battle bring in even more ships. This great army has only one
task: to survive 75 seconds needed for Death Star to reach firing position. It is almost
impossible to lose, although rebels have many heavy ships. When Death Star's valve (located
on your panel) becomes active, pull it to annihilate Aldeeran and to win the battle. But I
recommend to destroy at least some rebel cruisers and Ackbar's Base One flagship first.


Battle for Aldeeran

Conquest
After destruction of Leia's homeworld, it is time to finish the Empire campaign. Last five
planets become active - remnants of rebel forces are located there. You have to destroy them
and then Palpatine will rule galaxy for few next millennia. There is nothing to improve or to
conquer. Although there could be some rebel sneak attacks, you can ignore them. It won't
matter if you lose planet or two, because you are about to win the game.


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Mission 13: End of the rebellion
Last five battles will be fought in space. You have enormous fleet by now, but rebels have 5-
level stations, large fleets and ion cannons on every planet you are about to destroy.
Casualties will be inevitable, so remember to provide reinforcements for your fleet between
the battles.


Death star at the orbit of yet another rebel planet.

I won't talk about tactics, because after conquering whole galaxy you must know principles of
space battle. Rules are as always: watch out for missile cruisers, destroy hangars of the
station first, move your units in proper formation, use Broadsides for long range work. Also,
activate Death Star as soon as it is possible, because this way you will get rid of this
annoying ion cannon.
When last target system falls, you are winner. You have restored peace and order in the
galaxy. Emperor is proud of you.


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Rebel Training
Space Combat
Welcome to the rebel officers' training course. Now, I know that there is little room in your
cabins, but this old frigate turned out to be the only possible place for our training. We are in
orbit of the space station owned by a businessman, who is reliable man of Mon Mothma. In
case of imperial control, you are told to pretend to be common crew of this ship.
Lets get to the point. Soon you will be sent to all parts of the galaxy, so you should learn
about the advanced tactics, which helped the Rebellion to survive to the present days. First
of all, we will talk about using units. I know that you are acknowledged with brochures and
other provided materials. You must understand though, that some thing couldn't be
mentioned there. The spies of the Emperor are everywhere.
There is one more thing! You were given copies of the imperial officers manual. Our men
exposed themselves to great danger in order to get them, so you should use them. There are
many things there, that I wont repeat during this training.
Lets look at the screen now. I will tell you something about the rebel the space units


Z-95Headhunter

This is an old type of space fighter. It performs well in skirmishes with TIE-class vessels. Due
to weak armor, Z-95 units die very quickly when under fire of AA laser cannons, mounted on
Tartan cruiser. Right now this type of fighter is slowly replaced by more modern designs, so
you won't have many opportunities to command them.





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X-wing Fighter

Our new machine, that will soon take place of older fighters - or at least we hope so. X-Wings
are very good against enemy bombers and TIE-fighter. They can even hurt larger ships if
attacking in several groups. Unfortunately, Tartan and Broadside units are deadly to them,
so send your X-wings into the fray only after eliminating those threats.
If X-wings need to retreat or to reposition fast, you can order them to lock their wings. It will
enhance fighters speed, but will reduce their firepower.


A-wing Fighter

Fast unit that can engage numerous TIE fighters and even survive Tartan's fire for very
limited time. They can be used as a part of the X-wing fighters group or as you basic fighters.
A-wings can lure enemy ships, which can be very useful for protecting your vital vessels or
for bringing enemy groups in firing range of your corvettes.


Y-wing Fighter

Arguably most important rebel unit. As you know, we don't have many big warships so our
fleets can hardly fight destroyer-heavy empire groups. Y-wings protect us from being
outgunned and even the odds. Their photon torpedoes can fly through the shields and strike
vital components of enemy ship. If you target generator, then 1-2 groups of Y bombers can
take down all enemy shields and leave his ship almost defenseless. They can even handle
Imperial-class destroyers that are deadly to our other vessels.

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Y-wing bombers are invaluable on the battlefield. Because rebel commander can't expect,
that lost squadrons will be rebuild during battle, you have to locate them in safe positions
and send into fight only after destroying enemy fighters and Tartan cruisers. Remember! One
Tartan can destroy several Y-wing squadrons, ruining your chances to defeat heavy imperial
warships. Even if Tartans are not around, it is wise to send some X-wings as an escort for
bombers. They will defend them from unexpected fighter attacks.
Every Y-wing can fire one, hi-energy ion cannon round. It disturbs enemy systems,
temporary lowering speed and firing rate. You should always remember about ion cannons,
and use them in first strike.
Bombers can also provide air support for land operations. At least one squadron should be in
orbit before attempting to capture enemy base.


Corellian Corvette

This ship is equipped with several light laser cannons and is designed for fighting small
enemy units. It destroys them as fast, as imperial Tartans. That's why Corellian Corvettes are
very important to any fleet. Empire can field many squadrons of fighters and bombers, which
can be replaced during battle. TIE units can overwhelm and defeat rebel fleet, unless you
have few Corvettes to blow them to bits.
Corvettes are not very durable ships. They can fight Tartans or Broadsides, but enemy fire
will destroy them quite fast. Fortunately, Corvettes can also power-up their engines, which
can be used to retreat them from dangerous are.


Corellian Gunship

Gunships are similar to Corvettes in size, speed and toughness. There is one big difference: some
of the laser batteries were replaced by rocket launchers. It makes gunship far better at fighting
light cruisers, while reducing its capability to quickly qun down squadrons of TIE vessels.
Gunship is very good at hunting Tartans or Broadsides, and therefore can be very useful. But
remember, that if you decide to replace corvettes with gunships, you will need some
additional fighter squadrons to get rid of bombers and TIE-fighters.


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Marauder Missile Cruiser

Because rebel spies couldn't provide Broadside blueprints, we use our own missile cruiser
design instead. It looks different, but feels same, so look into empire field manual for basic
information.
I will say only, that Marauders give you opportunity to destroy very tough enemy stations or
capital ships from safe distance. Remember: Rebel forces can provide only limited number of
ships, so frontal attacks on heavy imperial installations are not the way to go. That's why
Marauders fit our combat style perfectly.


Nebulon B-frigate

Basic capital ship of rebel forces. Unfortunately, Nebulon frigates are quite old and don't
provide impressive firepower or speed. Those balanced, quite tough ships are best in groups,
forming core of your fleet. They can fight enemy destroyers, but such fight will be long and
hard. Because of that, it is better to target Tartan cruisers instead and let your bombers take
out enemy capital ships. You should also be aware, that Nebulon frigates can be quickly
damaged by TIE-bombers. Providing some AA or fighter cover for them is necessary.
Nebulon units can direct all energy to their shields. This option immediately recharges shield
and makes ship almost immune to enemy fire for short period of time. Unfortunately,
cannons become very weak at the same time and speed is severely reduced. Anyway, you
should use this option when one of your frigates takes heavy fire - and they will do so a lot of
times, because in most battles few large rebel ships must withstand concentrated barrage of
numerous empire destroyers.
Boosting your shields is only possible when there is at least a little bit of energy left. That's
why careful commander should monitor his frigates to know, when their shield level becomes
critical. If you are late and the shield are gone, you can always retreat this ship and wait for
it to recharge.


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Star Wars: Empire at War Game Guide 41 / 66


Alliance Assault Frigate

These well armed and armored ships slowly replace our good old Nebulons. Assault frigates
can form excellent core of your force. They can boost their shields like Nebulon frigates, but
are also better armed. Rebel commander can field them against imperial destroyers or space
stations - and they will perform well. Only Imperial-class ships or numerous bombers can
quickly destroy assault frigates.


Mon Calamari Cruiser

A the moment we have only few ships of this class in rebel fleet, but maybe you will be lucky
enough to command them. Mon Calamari ships are heavy dreadnoughts of enormous
firepower. Their fire can destroy enemy cruisers and destroyers in few moments. They can
even engage Imperial class ships. As you can see, Mon Calamari ships are very versatile. If
you could use them as a front line of your fleet, they would most certainly give imperial
commanders terrible headache.
Remember though, that bombers are worst threat to Mon Calamari cruisers. Every ship of
this class should always be escorted by some X-Wings or corvette.












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Typical space battle
Most rebel fleets are very limited in numbers. Because we don't have economical backup like
Empire does, all casualties are very painful. That's why we choose more subtle tactics - rebel
commanders often set up ambushes, retreat to better positions and always utilize any special
power or advantage their ships may have. Because we benefit greatly from good intelligence,
it is advisable to bring in fleet commanders and build sensor posts whenever it is possible.
Less advanced rebel fleets must rely on Nebulon frigates, corvettes and - of course - fighters
and bombers. Smaller ships take positions in asteroid belts or nebulas, while larger ones
engage enemy forces and destroy light cruisers. Then bombers come in to bring down
hangars, generators and engines of large imperial vessels. Hangars are especially important,
a we can't afford to fight endless waves of new bombers and fighters...


Rebel fleet must use small vessels more often, than imperial army.

More advanced fleets should make good use of Marauder rocket cruisers. Those ships should
be kept in safe place - preferably with proper escort. Other part of the fleet can lure enemies
into rocket range. If cruisers are in danger, all units should retreat to safe positions and
repeat everything from the beginning. Space stations also should be destroyed by Marauders
standing outside their firing range, though it may be wise to destroy hangar first in quick
assault, because trashing stations with missile cruisers can take some time.
Very numerous and strong rebel fleets can also use straightforward, imperial-style tactics.
Just form line of assault frigates or Mon Calamari Cruisers, and then move them in escort of
Corvettes and smaller ships. Be aware, that such tactic will require large reserves and strong
economy to replace possible casualties.


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Land combat
I see, that some of you are tired, but this lecture must go on. We have very little time, so be
careful please.
In space our forces often loose - it's hard to fight strong and advanced empire fleet. On
ground however things look different. Out combat vehicles are not worst than imperial
designs - in some aspects they are even superior! We have also earned support of many local
populations. Of course, clever tactics are still required.

Land units
First I will tell about all land units common to rebel forces, and - of course - about best way
of using them.


Rebel Soldiers

Those brave volunteers from whole galaxy are sacrificing their lives every day fighting
Empire. They may appear less armed and armored than stromtroopers, but thanks to
enormous determination they are good match for imperial infantry.
Rebel soldiers operate in small groups and can survive a lot of fire - especially when under
cover. Unfortunately, ruthless imperial officers often use their tanks to crush our soldiers, so
even large infantry groups can easily die when fighting some vehicles without proper support.
However soldiers mixed with PLEX launchers offer strong, versatile force that will win many
battles.
Every rebel commander should remember, that soldiers can be ordered to take cover. When
this order is active, infantry moves slower, but is far more resistant to enemy fire.





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PLEX Soldiers

This anti-tank infantry can do heavy damage to buildings and vehicles. PLX-2M launchers
offer our infantry possibility to engage and destroy groups of enemy tanks. It also makes our
footsoldiers more effective and versatile than stormtroopers.
Note that fighting enemy machines with your PLEX launchers is very economical. Training
few groups of those soldiers costs about sixty credits, while vehicles usually cost several
hundred! That's why mixed infantry force forms very good core of rebel army. Launchers
minimize threat of begin crushed under enemy wheels, because their focused fire can bring
down tanks before they reach target.


Infiltrators
Useful, fast unit that can sabotage enemy structures. Unfortunately, it is almost certain, that
you won't be able to use infiltrators during most of the incoming campaign. They require
advanced technology to train, so they will join probably your last battles and will not affect
outcome of a war.











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T2-B Repulsor Tank

Very good, light vehicle without similar design in imperial army. T2-B tank are equipped in
force shield, which gives them advantage over enemy vehicles. Those tanks are also excellent
for providing support to your infantry. They can be moved in front of rebel soldiers, to
prevent them from being crushed. With support of PLEX soldiers firing from behind, T2-B
tanks can take down almost any enemy vehicle.
Force field allows able commander to minimize casualties. Just hide weakened machines
behind rest of your forces - enemy will switch fire to new targets allowing damaged units to
regenerate. In the battles with very advanced empire armies T2-B tanks are also useful for
disrupting and destroying enemy artillery batteries. SPMA-T units can destroy any number of
infantry, but are prone to quick raids of light vehicles. T2-B tanks can also be used to find
targets for airstrike operations.


T4-B Heavy Tank

Very good, heavily armed and armored vehicles. When they become available, you should
build many of them. T4-B tanks are excellent front line unit, that can engage almost any
kind of enemy force. Moreover, they can bring down imperial installations in few seconds,
thanks to built-in missile launchers. When supported by PLEX infantry, those tanks become
almost unstoppable.




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T-47 Air Speeder

This low altitude fighter is a weapon specific to rebel forces. Empire doesn't have similar unit,
so if there is no AA installations around, speeders cannot be destroyed. Their special ability
is very helpful when fighting AT-AT walkers. One rope shot can bring those powerful
machines down. A squadron of T-47 is welcome addition to any army. Bring in at least two if
you expect enemy to field numerous AT-AT.


MPTL-2A Artillery

Those mobile artillery units are very different from SPMA-T in design, but very similar in use.
Their firepower is impressive and allows you to immediately destroy groups of infantry,
vehicles and buildings. Unfortunately, MPTL-2A are defenseless at close range, and you must
set them up before using.
Consult imperial field manual for more information about artillery. There is one difference
though - our vehicles use droids to find targets. Those small, fast units feature long range
sensors and their special ability allows you to uncover distant parts of the map. Droids are
therefore useful also for placing airstrike markers.












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Typical land battle
How our typical land battles look like? They require speed and good planing. Just after
landing it is crucial to take over all surrounding support and construction points. On every
new point drop all possible units.
From now everything depends on technological advancement of your army. If you have basic
units only, form assault force from infantry and PLEX soldiers and protect it with some light
tanks. You should use airstrikes to destroy larger enemy groups. Build turrets and other
helpful structures whenever it is possible. Always leave at least one group of infantry
defending your support point.
More advanced army should use tanks as main assault force and support them with PLEX
launchers. Artillery units should proceed behind. Set them up every time enemy comes in
range. It is good to move every artillery vehicle on its own and to keep some distance between
them. This way, enemy won't block all your artillery with one unit.

Using allies
Because our forces often fight alongside friendly natives, I will now tell something about
them. If there are any allies available, you will see them scattered on the map from the
mission beginning. Send them right away to capture support and construction points. Also,
defend their structures whenever it is possible, because they will spawn reinforcements when
group of allies dies.
If you find yourself in a draw, when both you and your enemy suffered heavy casualties, you
can use this infinite contingent of troops to swing balance to your side. Simply flood imperial
forces with recurring waves of allied infantry.

Raids
Rebels, contrary to the empire, not only can plan big all-out attacks, but also depends on
small raiding parties. Our pilots are skilled enough to smuggle groups of up to three units
behind orbital fleet. You may ask: what can a group of three units do without reinforcements
or air support? Well, it can do many things.
First of all, if the planet has only small garrison, there is no shield covering the base, no
turbolaser cannons or numerous factories - you can usually capture it with only two
platoons of heavy tanks and some infantry. Just move slowly, use turrets and repair stations.
And if enemy has got strong defenses, you should always scrap at least one building -
preferably power generator or a factory. It's one building less to destroy in your main attack!
And remember - you don't have to sacrifice all raiding troops. As soon as things get too hot,
retreat them. In this way, you can slowly destroy bases protected by enemy fleet. Remember
though, that time between attacks should be as short as possible or enemy will rebuild some
structures.
Star Wars: Empire at War Game Guide 48 / 66


Rebel campaign
Prelude: Sabotage on Kuat
If you know all about units and tactics, feel free to start Rebel campaign. It may be hard
sometimes, so I strongly advise to finish more simple empire missions first. You should also
consult both empire and rebel training sections.
Rebels are trying to steal X-wing blueprints, but they must first get rid of large imperial
warships. Your mission is to sabotage shipyard in nearby Kuat system, so that warship will
leave its position.
This first mission is very, very simple. You have some light ships at your disposal as well as
captain Antilles and his Sundered Heart. To finish your task you have to blow up six almost
unguarded constructions. Shoot in tanks near your targets, for they will start chain reaction.
Shipyard security has only few Tartans and fighters - destroy them whenever they get in
range with concentrated fire of all your ships.


Space tanks start very nice chain reaction when hit.


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Conquest
After finishing your starting mission, you will go to a galaxy map. As you can see, rebels
control only small area right now. You will have to expand it fast, or else empire will crush
you like a fly.
Although it may seem strange, Kuat system (that you just left) is almost defenseless. Send
your fleet there right away and gather land army taking units from Alderaan and Yavin. In
the meantime build up your space station on Dantooine and fill production queue with both
ordinary soldiers and PLEX launchers - they are very cheap and you will need a lot of them
in upcoming battles. Also build a mine on every planet. You will have to do this in every new
system, because rebels can have really big problems with money in later game.
When heroes finish their chat, attack Kuat. Enemy has got only some stormtroopers and
light vehicles here, so you should beat them without any problems. Just don't let enemy
tanks to crush your troops and build turrets whenever possible.
After capturing Kuat you can upgrade all rebel planets - build level one space station,
barracks and light factory in every system. Order your factories to train additional troops and
vehicles as well as 1-2 Y-wing squadrons. Because C3PO and his little friend are invisible to
enemy, send them to Corriban for some intelligence. As you can see, planet is very poorly
defended: only one old frigate and some fighters in orbit. Once you have at least 6 platoons of
soldiers and 6 platoons of PLEX launchers, attack. Space battle should be very simple. In
land battle you must quickly capture crossroads at the center of the map, and then nearby
support points. After that, crushing enemy base will be easy.

Star Wars: Empire at War Game Guide 50 / 66


Mission 1: Interpreting the network
You have to lead R2D2 and C3PO to the imperial terminal. Unfortunately, terminal is located in
the midst of enemy base, so you will also have to capture it. Bring in at least 10 platoons of mixed
infantry and some vehicles. Drop one tank squadron and all possible infantry units in your
starting point. Divide your army into three groups: vehicles, one group of soldiers and PLEX,
second group of soldiers and PLEX. Leave also 2-3 units to defend your starting position.


This mission can be won with only infantry units - you have to capture enemy base and then
hold it for a while.

Move your main forces to the base. Infantry should proceed first. Destroy some turrets and
enemy troops - remember to take cover when under fire! Once you reach the base, clear it
out of hostiles, and then put your own turrets on both sides. Now you can bring your robots
to the terminal and position your infantry near the turrets. Empire counterattack comes
soon. Enemy will strike from two support points, but repelling him won't be hard. After that,
you only need to get your robots back to starting position.

Conquest
Everything is ready for the X-wing blueprints theft. New planet becomes active - it is objective
of your next mission. Enque new units first and build many Y-wing ships - you're going to
need a lot of them soon. Remember to keep small defensive garrison on every planet. If you
haven't conquered Corriban yet, you can do it now.


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Mission 2: Theft of the X-wing
Enemy base is located in the upper area of the map and X-wing prototypes are stationed
nearby. Two roads lead to the base - eastern one is defended by turbolaser batteries and
western is almost unguarded. This road goes through second support point and right into
enemy generators. Send some infantry and PLEX soldiers there, while leaving vehicle platoon
with some support to defend your starting position. Pilots should proceed in safe distance
behind the attacking group - this way you can keep an eye on them o.
There is some enemy infantry on the way - attack them (ordering your man to take cover
first). You will also meet some AT-ST walkers near northern support point, but missiles
should take them down easily. After capturing support point, drop in the rest of your force
and then prepare to storm the base. First send a scout team to the gate. When they locate
enemy turrets, and some units, drop your airstrike right between them. When smoke clears,
there will be no turrets, no wall and generators should be damaged badly. Now you can go in
and demolish rest of the base. Remember to capture third support point as well. Once you
clear whole map, bring pilots to the X-wing fighters.


Once you capture second support point, you will outnumber enemy.

Unfortunately, mission is not won yet. Enemy begins to build AA turrets and some imperial
tanks drop from the orbit. You should handle them though, if you have all available troops
set on the battlefield. After combat, destroy any remaining turrets, so that X-wings may start.

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Conquest
Just after mission capture Fresia and take a while to build up. Only one planet becomes
active, but soon you will have half of the galaxy against you so prepare well. It is good time to
raise large fleet and to build some more X fighters. When you'll have enough troops, go for
the next mission.

Star Wars: Empire at War Game Guide 53 / 66


Mission 3: Kessel rescue
Emperor wants to send valuable personnel as a slaves to the Kessel mines. You are to
capture this transport. Your starting point is a perfect place for trap. Enemy convoy is
incoming from north-eastern corner of the map. It seems large, but don't worry - mission is
more simple than you may think.
At the very beginning, stop the time and divide your fleet. Group your corvettes in one unit,
fighters in second, and then make some groups consisting of 1-2 Y-wing squadrons. Now
take a look at the convoy. You will see that some TIE-fighters are first, then goes one
Acclamator, then three shuttles, another fighters, another Acclamator and the last shuttles.


Imperial ship flies right into rebel trap.

Your plan is simple - set your corvettes and fighters right in front of enemy. TIE fighters will
be destroyed almost immediately after flying into your range. Now strike enemy cruiser with
all your forces, using ion cannon shot of one of your Y-wing squadrons and blasting his
engines with other bombers. When shuttles come close, send one squadron of bombers after
each transport. Stop them with ion cannons and then pick up with Sundered Heart. Repeat
the same with another wave and don't be afraid of numerous imperial destroyers - you'll be
done before they reach your positions.


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Mission 4: Stealing from the rich
Go for this mission just after finishing the last one. It is very simple. You have only to drag
your robots to the "steal data" field on an enemy planet, then select technology you want to
acquire. I recommend heavy factories or Marauder cruisers.

Conquest
Now build your new structures - at least two Officer Accademies and (when you'll have them)
some heavy vehicle factories. Upgrade your stations on Aleraan and Dantooine. Now you can
build some Nebulon frigates. Remember to move Mon Mothma to the system in which you
are planning to build expensive units. She cuts the costs significantly.
Soon you should have at least one officer and one field commander in your army. Robots are
probably done by now, so send them to snatch another technology. From now on it will be
your main (and only) way to advance, so steal enemy information whenever it is possible.
Now look at newly activated planets in lover part of the map. Capture them as soon, as you'll
have Nebulons, Marauders, artillery and commanders. Be sure to control all available
systems before going for next mission, because soon you will get even more planets to
conquer.


"To conquer" list gets longer and longer...

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It is best to capture Bothawui first. Leave small garrison there and head for pirate Nal Hutta
system. Then you should take over Ryloth (you will finish trade route this way and receive
additional credits), Shola and Mon Calamari. Build important structures on every of these
planets. Be sure to have largest available stations in orbits of Kuat and Mon Calamari - you
will need them to build heavy rebel cruisers. Build a cantina on Ryloth - smugglers will help
your economy.
By now you should have many credits and large army. Conquering Genosis and Tatooine
should be easy, and once you finish - go for Kashyyk mission.

Star Wars: Empire at War Game Guide 56 / 66


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Mission 5: Imperial liberation
Mission 5: Imperial liberation
Han Solo is going to blow up some prisons and you are to help him. Mission shouldn't be
hard, because you have artillery units and you know how you use them.
Drop in your field commander, light tanks and MPTL. Move your forces east to capture first
prisons. Destroy them with Han Solo (you need to move him near prison gate), defeat any
imperial soldiers spotted, build some turrets and then quickly set up your artillery near the
river. Block the ford with your vehicles, because very strong counterattack will come soon.
Use your artillery and airstrikes to defeat it, and then go through the river to destroy another
prison. Take over northern support point, and once again set up defenses. All remaining
prisons are nearby, so destroy them one by one and mission will be completed.

Conquest
Now you're going to have a hard time. Almost half of the galaxy becomes active. Most systems
are already in Emperor hands, and rest of them will be soon, before you can get to them.
Enemy has greater fleet, more shipyards, and credits. But who told you, that fighting empire
will be easy?
You should have access to heavy tanks, speeders and gunships by now, so build them. Then
move slowly to the west, capturing all systems on your way to Atzeri. Remember to leave
strong garrisons on border worlds, for Emperor will surely try to take them back. And don't
be surprised if you'll have to fight very numerous enemy fleets!
It is good to conquer everything at least to Eriadu, but I recommend that you should also go
for Sullust and Dagobah. Of course, if you feel very strong, you can take over all enemy
systems, but this is going to be very, very hard.

Star Wars: Empire at War Game Guide 57 / 66


Mission 6: Highest bidder
If road to Atzeri is open and you have large fleet, you can start next mission. Main task is to
capture smuggler who has some very important information. His ship is being chased by
strong imperial force. Don't be afraid though - enemy will concentrate on capturing the
smuggler, and won't come after you.


Pirate's worst nightmare

Attack enemy ships as fast, as you can. Help yourself with Marauder barrage. Remember to
blow up shields, engines and hangars first. If you win, go after the pirate. Shot him until he
stops moving, then use Sundered Heart to retrieve the data. Now you will only have to
destroy group of Interdictor cruisers and leave the system.

Conquest
Corellia becomes active now and you are notified about troubles of Han Solo. You should be
able to build assault frigates by now, so add them to your fleet and head for next task.


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Mission 7: Rescue the Millenium Falcon
This mission is really simple. You actually need only few Y-wing squadrons to win. Once you
arrive, target tractor beam of enemy destroyer with your bombers. Ignore all remaining ships.
They will be surprisingly idle. When your Y-wings destroy tractor beam, Han Solo will jump
out of the system. Congratulations, mission is over.


Y-wings are going after enemy destroyer. Few well placed torpedoes will do the job.

Conquest
Now finish your work in Corelia and capture the planet surface. Another system becomes
active, and since you have nothing serious to do, send Han Solo there to begin next mission.


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Mission 8: Needle in a haystack
Interesting, but quite hard mission. You have to scan several containers scattered around the
map - Millenium Falcon is your only ship here, while enemy has got strong fleet.. It doesn't
matter which container you scan first - proper one will always be last.
Try to be stealthy right from the beginning. Zoom out your screen to see what's going around.
Try to work out enemy movement schemes and get after containers when there's none
around. Regardless of your skill, you will be finally detected. When that happens, begin to
run like hell, using asteroid belts to get rid of larger enemy vessels. Destroy faster ones and
scan containers while there's none around. If you get caught under heavy fire, use Falcon's
special ability that makes you invurnable for short period of time.
After scanning about half of the containers, Boba Fett will jump in. His ship is very fast and
can spoil your plans, so when Boba gets close, lure him into asteroid belt and then defeat
using your special ability. After that, there will be only few containers left, so you should be
able to finish your task.


Last one!

Conquest
Corulag system becomes active - that's main objective of your next mission. Build a lot of
assault frigates and Y-fighters first. Serious battles are going to happen now, so you need to
be prepared.

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Mission 9: Borrowed time
Quite short mission. When you jump into system, whole enemy fleet is paralyzed by a
powerful EMP blast. Unfortunately, some ships begin to move very soon. Destroy them and
then move all your fleet into positions around target station. Now you need to defend docked
transports until boarding parties come back. There is no clever tactic, just stay near the base
and destroy waves of incoming enemy vessels. If you loose any ship, immediately bring
reinforcements from hyperspace. Once rebel troops come back, your task is complete.

Conquest
Right after this mission Mon Mothma asks you to bring Han Solo to her. Don't do that yet,
because next mission will start automatically. After that all remaining systems will become
active and the empire will counterattack.
You should take some time to prepare now. Planets close to inactive systems (like Corelia,
Fresia, Corulag, Alderaan, Dantooine) should be reinforced. Build defensive structures on
their surface and keep some troops there. Check if Sulust, Kuat and Mon Calamari have best
available space station. Once everything is set up, send Solo to Mon Mothma.
Star Wars: Empire at War Game Guide 61 / 66


Mission 10: Carida
Introduction explains almost everything. You must get to the depot in south-eastern corner
of the map, but first you must destroy generator in north-eastern part.
There are some stormtroopers patrolling square near your starting position. You can kill or
avoid them. Now you need to get past two turrets located west from landing zone. Turn on
Solo's sprint ability, get close to them and then activate EMP blast. Now quickly destroy
turrets with both your heroes, since they will be disabled only for a short time.
You can go down the street right now untie you reach some TIE Maulers and construction point.
Let Han Solo capture this point, and in the meantime steal one of the vehicles with Chewie's
special ability. A lot of troops will go after you, so immediately build healing station and begin to
crush enemies with your stolen vehicle. If it becomes badly damaged, self-destruct and bring
Chewbacka near your station. You can defeat remaining stormtroopers there.


Fortunately, there are some construction points on the map. You will be able to regain your
health or repair your machines there.

Once you're done with enemy infantry, wait for Chewie's skill to regenerate. Then send him to
steal... an AT-AT. This mighty machine stands in north-western corner of the map. With it's
help you will be able to defeat all nearby troops and vehicles. Remember, that walker can
crush infantry under its feet. After clearing this area, come back to bactra tank, sell it and
build repair station instead. Go to the northern part of main street (the one that cuts whole
map in half). Destroy any incoming patrols healing your AT-AT between the battles. After
that, blast three enemy turrets too, starting from anti-vehicle one. You might need to use
Solo's EMP blast if you want to keep AT-AT alive.

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When main street is clear, go after power generator. Once you blow it up, you can abandon
your walker. It won't be necessary from now on. Go to the depot, destroying any imperial
remnants on the way. When you'll reach your target, large contingent of enemy troops will
land on the map. Position yourself on the main street. Wait for enemy, lure him into square
adjacent to the depot, and then flee through the northern exit. Now run to the landing
platforms and you'll win.
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Mission 11: The defense of Mon Calamari
Just as I said before: empire takes initiative now. All planets become active and you are
notified about large enemy fleet planing to take over Mon Calamari. Ruining this attempt is
your next objective.
Just after returning to the galaxy map, go to Mon Calamari. Admiral Ackbar is here, as well
as four powerful cruisers. Send them all to join your main force and order shipyard to build
some more.
I can't tell you where empire will strike, because it is quite random. Most often, however,
enemy heads for Corelia first, so gather all your forces there. If enemy takes any other route,
be ready to immediately reposition.
If things go well, you will fight Emperor's fleet on your own terms - near your space station
and with help of planetary ion gun. In that case just use your Mon Calamari cruisers to build
solid defensive line near the station. Position corvettes, bombers and Marauders behind them
and then defeat incoming waves of enemy ships. Remember to use ion cannon - it can
immobilize largest enemy vessels.
If you're unlucky, you may need to fight Emperor's fleet in his system - without support of
your station. Mission is harder then, but Base One and Mon Calamari ships should help you
win. Mission is over, once main enemy fleet retreats or is defeated.
Star Wars: Empire at War Game Guide 64 / 66


Mission 12: The final battle

Death star strikes once more, and Rebels are gathering their forces for the final battle.

Soon rebels will suffer terrible blow. Enemy makes use of his new weapon - Death Star - to
destroy Aldeeran. After that, he wants to annihilate all rebel planets! Unfortunately, you have
no means to stop the Death Star right now. Of course, that doesn't mean you should give up
your systems without a fight! You can still win tactical battles, although attacked planet will
be destroyed regardless of battle outcome. However, if you manage to destroy Star's escort, it
will be easier to take it down later.
After a while Mon Mothma will inform you, that she has some pilots capable of destroying the
star. Luke Skywalker with Red Squadron and Millenium Falcon appear on Yavin. Quickly
send them to your main force and attack the star. To defeat it, you only have to win tactical
battle while not loosing Reds. If they survive the battle, they will blow up Death Star soon
after.
It's hard to tell what forces you are going to face here. Imperial fleet can be very numerous, if
you haven't fought it yet - and even if Death Star appears to be alone, it will spawn defensive
fleet and space station when attacked.
If you win, then just after battle you will see the final cutscene. Congratulations, you have led
Rebel forces to victory! Emperor, however, is still alive and some people say, that he is preparing to
strike back. But this is a story for another game and another walkthrough guide...

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Victory! Rebel heroes receive well-deserved medals, while Emperor is preparing to strike
back.


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