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FAQ/Walkthrough

by Tarrun

Homeworld 
FAQ/Walkthrough 

Table of Contents

I - Introduction
Legal Info
Version History

II - The Fleet
001.0 - Fighter Class 
002.0 - Corvette Class
003.0 - Resource Class
004.0 - Frigate Class
005.0 - Super-Capital Ship Class  
006.0 - Non-Combat Class 
007.0 - Mothership Class

III - General Strategies 
001.0 - Offense 
002.0 - Defense 
003.0 - Resource Collecting 

IV - Multiplayer Strategies 
001.0 - Starting Out 
002.0 - Developing Your Fleet 
003.0 - Finishing On Top 
004.0 - Adapting 

V - Single Player Walkthrough 
001.0 - Kharak System 
002.0 - Outskirts of Kharak System 
003.0 - Return to Kharak 
004.0 - Great Wastelands Part 1 
005.0 - Great Wastelands Part 2 
006.0 - Diamond Shoals 
007.0 - The Gardens of Kadesh 
008.0 - The Cathedral of Kadesh 
009.0 - Deep Space - Sea of Lost Souls 
010.0 - Super Nova Research Station 
011.0 - Tenhauser Gate 
012.0 - Galactic Core 
013.0 - The Karos Graveyard - The Shining Hinterlands 
014.0 - Bridge of Sighs 
015.0 - Chapel Perilous 
016.0 - Hiigara  


Welcome to my Homeworld FAQ. 

Any questions, comments, corrections, or contributions are welcome, my email 
is tarrun75(at)gmail(dot)com. Please make sure to add something related to 
Homeworld in the subject line so I don't have to figure out what game you're 
talking about. Also, questions regarding something that's already covered in 
the guide will not be answered. Credit will be given to anything sent to me 
that I add or major corrections. For corrections, please email me only if 
it's something really important, something that will clearly confuse anyone 
reading.

Legal information:
This document is copyrighted Tarrun 2006.
This guide may not be reproduced under any circumstance except for personal 
or private use. It may not be placed on any web site, magazine or otherwise 
distributed publicly without advanced written permission. This guide may not 
be used for profit, and may only be used on the following websites: 

- http://dlh.net
- http://www.gamefaqs.com
- http://www.mogelgott.de 

Use of this work on any other web site or as a part of any public display is 
a violation of copyright and is strictly prohibited.

Version History: 

First Submission: Version 1.0 


II - The Fleet

001.0 - Fighter Class 

001.1 - Defender 
Cost: 65 RUs
Firepower: 10
Maneuverability: High  
Max Velocity: 385 m/s
Coverage: 11% 
Armor: 325 
Mass: 10 tons

Strengths: Heavy armor means that Defenders are best used as a wall to 
protect other ships.

Weaknesses: Defenders don't really excel in anything, and it has a very low 
firepower, so don't plan on destroying anything without a lot of these 
things.


001.2 - Scout 
Cost: 35 RUs 
Firepower: 12
Maneuverability: Very High  
Max Velocity: 1000 m/s 
Coverage: 12% 
Armor: 110 
Mass: 8 tons 

Strengths: Scouts are quick to build and are good for annoying capital ships 
while your Salvage Corvettes slip in and steal the grand prize. And because 
of how inexpensive they are, they're great to kamikaze into your enemy. 

Weaknesses: Weak, both in firepower and armor. They might be able to survive 
because of their speed, but don't expect them to destroy anything by 
themselves. 


001.3 - Interceptor 
Cost: 55 RUs
Firepower: 26
Maneuverability: Very High  
Max Velocity: 875 m/s 
Coverage: 12% 
Armor: 160 
Mass: 10 tons

Strengths: Better than a Scout in almost every way without increasing the 
cost very much. If you actually expect to get anything out of a wing of 
fighters, Interceptors are a great way to go. Just make sure to have them in 
groups of 25 or higher. 

Weaknesses: In terms of the fighter class, none. Its only drawbacks are weak 
armor and firepower, but that's why it's a fighter. Interceptors do become 
fairly obsolete against more powerful opponents, though.


001.4 - Cloaked Fighter (Kushan only) 
Cost: 85 RUs
Firepower: 25
Maneuverability: High  
Max Velocity: 775 m/s
Coverage: 4%
Armor: 150 
Mass: 10 tons

Strengths: Like the name implies, it's a cloaked fighter. You can attack 
enemies without being seen.

Weaknesses: More expensive than the other fighters without getting very much 
in return. It also takes a while to build, and it doesn't score very high in 
the firepower department. 


001.5 - Attack Bomber 
Cost: 85 RUs 
Firepower: 42 
Maneuverability: Very High 
Max Velocity: 750 m/s 
Coverage: 12%
Armor: 100 
Mass: 10 tons

Strengths: The most powerful fighter out there, Attack Bombers are good for 
taking on capital ships and Resource Collectors. They're particularly deadly 
when you have a group of corvettes protecting it.

Weaknesses: Without that escort, your Bombers won't stand a chance against 
the enemy's Strike Craft or Missile Destroyers.  


Defense Fighter (Taiidan only) 
Cost: 85 RUs
Firepower: 0
Maneuverability: High  
Max Velocity: 875 m/s
Coverage: 80%
Armor: 300
Mass: 75 tons

Strengths: It shoots down incoming attacks.

Weaknesses: It doesn't actually attack anything. More often than not it's a 
better idea to have an escort that can fight back guarding your valuable 
ships. 


002.0 - Corvette Class 

002.1 - Light Corvette 
Cost: 135 RUs
Firepower: 9 
Maneuverability: Medium 
Max Velocity: 575 m/s
Coverage: 16%
Armor: 900
Mass: 150 tons

Strengths: Higher armor means that Light Corvettes will last longer than the 
fighters. They're also pretty cheap. 

Weaknesses: Fairly slow and poor firepower. Instead of these, spend the same 
amount of resources on Interceptors. 


002.2 - Heavy Corvette 
Cost: 250 RUs
Firepower: 23 
Maneuverability: Medium  
Max Velocity: 520 m/s
Coverage: 33%
Armor: 1700
Mass: 150 tons

Strengths: Well protected and fairly powerful, Heavy Corvettes are great for 
wiping out Strike Craft. Have five or six of these things guard your Resource 
Collectors against Strike Craft and forget about them (until you can build 
Multi-Gun Corvettes, that is). 

Weaknesses: They're more expensive than most Strike Craft and are still 
pretty slow. 


002.3 - Repair Corvette  
Cost: 150 RUs
Firepower: 5 
Maneuverability: Low  
Max Velocity: 500 m/s
Coverage: 0%
Armor: 1200
Mass: 150 tons

Strengths: It repairs your ships. It's also pretty useful to kamikaze. 

Weaknesses: Very weak. Support Frigates are usually a better choice. 


002.4 - Salvage Corvette  
Cost: 220 RUs
Firepower: 0 
Maneuverability: Low
Max Velocity: 425 m/s
Coverage: 0%
Armor: 1500
Mass: 400 tons

Strengths: They steal enemy ships. Not only does this eliminate one ship that 
you'd have to destroy anyway, but now you can use it against your enemy. 
Salvage Corvettes are the key to winning any game in Homeworld; in the single 
player game, you gain ships that you normally wouldn't be able to until later 
at a bargain. Do the math: four Salvage Corvettes steal an enemy's Missile 
Destroyer (it takes three, but we'll assume one is destroyed). That means you 
score a 1500 RU ship for 880 RUs. And remember, Salvage Corvettes can be 
reused, so that's the low estimate. 

Weaknesses: They're fairly slow, which makes them an easy target to knock out 
if they come at a ship head-on. And any intelligent player will attack your 
group of Salvage Corvettes before you get the chance to steal anything.


002.5 - Minelayer Corvette  
Cost: 295 RUs
Firepower: 183 
Maneuverability: High  
Max Velocity: 425 m/s
Coverage: 100%
Armor: 1800
Mass: 150 tons

Strengths: The mines are small, which makes picking them out if you aren't 
really looking a chore. The mines are also pack a punch, and even a capital 
ship will go down if it gets caught in a field. 

Weaknesses: Space contains a lot of wide, open space, so there's a good 
chance no one will ever stumble upon your group of mines unless they're 
placed in a heavily trafficked area (directly in front of the other 
Mothership or in patches of resources). 


002.6 - Multi-Gun Corvette  
Cost: 225 RUs
Firepower: 19 
Maneuverability: High
Max Velocity: 695 m/s
Coverage: 74%
Armor: 1400
Mass: 150 tons

Strengths: Multiple guns with high armor and coverage. Multi-Gun Corvettes 
will annihilate any Strike Craft. Good for escorts.

Weaknesses: Technology-wise, don't expect to see these for a while. And 
Multigun Corvettes won't make a dent against frigates or capital ships. 


003.0 - Resource Class 

003.1 - Resource Collector 
Cost: 650 RUs
Firepower: 0  
Maneuverability: Low   
Max Velocity: 325 m/s
Coverage: 0%
Armor: 10800
Mass: 400 tons

Strengths: It collects resources for you, isn't that enough? It's also the 
largest ship that you can kamikaze.  

Weaknesses: It can't protect itself and it doesn't automatically repair. 
Collectors also attract enemies looking to interrupt your flow of resources, 
so make sure to send an escort with them or risk having to replace it. 


003.2 - Resource Controller 
Cost: 680 RUs
Firepower: 0 
Maneuverability: Very Low  
Max Velocity: 300 m/s
Coverage: 0%
Armor: 13600
Mass: 600 tons

Strengths: If you order a Controller to guard your Collectors, it'll follow 
them around, drastically decreasing the time it takes for a Collector to drop 
off its resources and begin harvesting again. They can also repair and refuel 
fighters and corvettes, which means they won't have to leave the Collectors 
that they're protecting to refuel.

Weaknesses: Like the Collector, without any weapons, the Controller won't be 
able to defend against the enemies that will surely come after it. 


004.0 - Frigate Class 

004.1 - Assault Frigate 
Cost: 575 RUs
Firepower: 82 
Maneuverability: Low 
Max Velocity: 325 m/s
Coverage: 33%
Armor: 16000
Mass: 400 tons

Strengths: The Frigate's turrets allow it to fire in multiple directions, 
unlike the Ion Cannon Frigate. It's one of the few non-Strike Craft ships 
that can take on Strike Craft. 

Weaknesses: It doesn't really serve any distinct purpose. If there's a 
specific job you need done, there's always a better ship to use than the 
Assault Frigate. 


004.2 - Support Frigate 
Cost: 425 RUs
Firepower: 28 
Maneuverability: Very Low  
Max Velocity: 450 m/s
Coverage: 1%
Armor: 12000
Mass: 400 tons

Strengths: Repairs and refuels Strike Craft, and can repair capital ships at 
200 points per second. Great for using as a secondary base that's closer to 
your target.  

Weaknesses: None, really. Its firepower and coverage are laughable, but you 
aren't building a Support Frigate with the intentions of using it to fight.


004.3 - Drone Frigate (Kushan only)
Cost: 800 RUs
Firepower: 0 
Maneuverability: Very Low  
Max Velocity: 325 m/s
Coverage: 0%
Armor: 16000
Mass: 400 tons

Strengths: Good for protecting other ships. 

Weaknesses: The drones don't provide a lot of firepower; it's useless against 
anything stronger than a corvette. 


004.4 - Defense Field Frigate 
Cost: 800 RUs
Firepower: 0 
Maneuverability: Very Low  
Max Velocity: 325 m/s
Coverage: 100%
Armor: 17600
Mass: 400 tons

Strengths: Same as the Drone Frigate. It has different abilities, but it gets 
the same job done: protecting larger ships that are vulnerable to Strike 
Craft.

Weaknesses: Same as the Drone Frigate. Missiles, ions, and mines aren't 
affected by it.


004.5 - Ion Cannon Frigate 
Cost: 650 RUs
Firepower: 138 
Maneuverability: Low  
Max Velocity: 300 m/s
Coverage: 3%
Armor: 15000
Mass: 400 tons

Strengths: With its highly concentrated ion beam, you'll be able to begin 
considering taking on super capital ships and Motherships. 

Weaknesses: Low maneuverability and coverage; because of the single ion beam, 
the Ion Cannon Frigate has to completely shift its position before aiming and 
shooting. You'll be fine against the slow-moving capital ships, but they 
don't stand a chance against Strike Craft. 


005.0 - Super-Capital Ship Class

005.1 - Destroyer 
Cost: 1350 RUs
Firepower: 347 
Maneuverability: Very Low   
Max Velocity: 315 m/s
Coverage: 41%
Armor: 44000
Mass: 1800 tons

Strengths: The addition of turrets along with ion cannons means that, unlike 
the Ion Cannon Frigate, Destroyers can fend off Strike Craft, just not very 
well. Regardless, Destroyers are the backbone of your Battle Group, and will 
wreck havoc against almost any ship it encounters. Probably the most 
satisfying ship to steal with a group of Salvage Corvettes. 

Weaknesses: Expensive, and they take a while to build. 


005.2 - Missile Destroyer 
Cost: 1500 RUs
Firepower: 450 
Maneuverability: Very Low  
Max Velocity: 295 m/s
Coverage: 100%
Armor: 42000
Mass: 1000 tons

Strengths: It fires powerful homing missiles that will utterly decimate 
Strike Craft. Always have at least two of these with your Battle Group and 
you'll never have to worry about being picked apart by formations of fighters 
ever again.   

Weaknesses: Its missiles aren't as effective against other capital ships. In 
a one-on-one battle, the other ships will usually win. And after the initial 
volley of missiles, Missile Destroyers can only fire one or two missiles at a 
time without recharging.


005.3 - Heavy Cruiser 
Cost: 3700 RUs
Firepower: 921
Maneuverability: Very Low   
Max Velocity: 250 m/s
Coverage: 100%
Armor: 90000
Mass: 10000 tons

Strengths: Incredibly high firepower and armor, the Heavy Cruiser will 
obliterate any capital ship it targets. It has turrets all around it as well, 
which makes salvaging one a real chore.  

Weaknesses: Very slow, very expensive, and it takes forever to build one. 
Anyone with half a brain will send their entire Battle Group after the Heavy 
Cruiser first, so without an escort of other capital ships it's a sitting 
duck. Unless you know how to use it, don't waste the resources building a 
Heavy Cruiser - you can get three Destroyers for almost the same price. 


005.4 - Carrier 
Cost: 2000 RUs
Firepower: 109
Maneuverability: Very Low   
Max Velocity: 300 m/s
Coverage: 100%
Armor: 72000
Mass: 10000 tons

Strengths: It's a miniature version of your Mothership that can build Strike 
Craft and Frigates. A great strategy in multiplayer is to build one of these 
with a heavy escort and send it to hide in a dust cloud, leaving your 
Mothership defenseless. When the other player destroys it, hyperspace your 
Carrier to their own Mothership and take them out. 

Weaknesses: Without the ability to build capital ships, using one as a last 
resort to survive won't get you very far. It also won't be able to defend 
itself. 


006.0 - Non-Combat Class 

006.1 - Probe 
Cost: 30 RUs
Firepower: 0 
Maneuverability: Very High  
Max Velocity: 4000 m/s
Coverage: 0%
Armor: 800
Mass: 25 tons

Strengths: Four times as fast as a Scout, and it's cheap. It's a good tool to 
use when you want to get an idea of what your fleet is getting into. But be 
ready to survey the area, because people hate being spied on and will 
immediately go after a probe if they find it.

Weaknesses: Its engine can only be used once, so make sure you're on target 
when you send it off.  


006.2 - Proximity Sensor 
Cost: 50 RUs
Firepower: 0   
Maneuverability: Very High 
Max Velocity: 1000 m/s
Coverage: 0%
Armor: 800
Mass: 25 tons

Strengths: Let's you know when cloaked enemies are in the area. They're also 
fast, cheap, and quick to build. Keep them around your Mothership and main 
Battle Groups to avoid be caught by surprise.  

Weaknesses: They have almost no defenses, so you'll have to build a few of 
them if you plan on attacking groups of cloaked ships, particularly fighters. 


006.3 - Sensors Array 
Cost: 800 RUs
Firepower: 0 
Maneuverability: Very Low   
Max Velocity: 280 m/s
Coverage: 0%
Armor: 4500
Mass: 300 tons

Strengths: It let's you see every ship on the map, and Heavy Cruisers, 
Carriers, and Motherships actually appear on the sensors manager. Everything 
else is still a red dot, but now there's a red dot for every ship instead of 
one dot representing an entire group. It's good to have one to get an idea of 
what's going on.

Weaknesses: It takes a lot of researching to get one, it's slow, and it 
doesn't have any defenses. 


006.4 - Research Ship 
Cost: 700 RUs
Firepower: 0 
Maneuverability: Low 
Max Velocity: 280 m/s
Coverage: 0%
Armor: 7500
Mass: 300 tons

Strengths: Probably the most important ship in your fleet, next to the 
Mothership. Without one, you can't research new technology and build newer, 
better ships.  

Weaknesses: Defenseless. 


006.5 - Gravity Well Generator 
Cost: 800 RUs
Firepower: 0  
Maneuverability: Very Low  
Max Velocity: 325 m/s
Coverage: 0%
Armor: 8000
Mass: 400 tons

Strengths: Immobilizes Strike Craft and prevents anyone from hyperspacing 
into your area. 

Weaknesses: Strike Craft can still attack it even if they can't move. And 
since capital ships aren't affected by it, you know the first thing they'll 
do is target your Gravity Well Generator to rescue their Strike Craft. 


006.6 - Cloak Generator 
Cost: 500 RUs
Firepower: 0 
Maneuverability: Very Low  
Max Velocity: 325 m/s
Coverage: 0%
Armor: 6000
Mass: 400 tons

Strengths: Can cloak small groups of ships for a limited amount of time. If 
you combine a few Cloak Generators working at different times (while one is 
cloaking, the others are recharging), you can keep ships cloaked 
indefinitely.   

Weaknesses: Slow, and far down the technology tree. The only time I've ever 
used Cloak Generators was in the Bridge of Sighs level. 


007.0 - Mothership Class

007.1 - Mothership 
Cost: N/A
Firepower: 7500 
Maneuverability: N/A  
Max Velocity: 50 m/s
Coverage: 60%
Armor: 160000
Mass: 5000000 tons

Strengths: It stores your ships, builds new ones, and can take a beating. 
Without it, you can't play the game. 

Weaknesses: Motherships can't defend themselves, and they can only move by 
making hyperspace jumps. 


III - General Strategies 


001.0 - Offense 

001.1 - Strike Craft

- Strength in numbers 

This one's a no-brainer. With a few exceptions, Strike Craft are similar 
enough that in an even match, you're bound to lose as many fighters as the 
enemy will. Besides sending a Scout to spy on someone, always keep multiple 
wings on hand. 


- Different Strike Craft are better in different situations 

Again, this should be obvious. As a blanket statement, it's always good to 
have about twenty Interceptors, twenty Defenders, and fifteen Scouts as your 
Strike Craft's foundation. An extra group of fifteen Heavy Corvettes can 
knock out any escorts the enemy capital ships, and later on a group of twenty 
Multi-Gun Corvettes will plow through any formation of fighters like it's 
nothing. On the other hand, Attack Bombers are pretty much the only Strike 
worth using against capital ships, along with Heavy Corvettes.


- Sphere formation is the best way to attack lone capital ships. 

Strike Craft suffer from a lack of firepower, so you'll want your attacks to 
be highly concentrated. In Sphere, all of your shots become a constant stream 
of fire, quickly knocking down the ship's armor. This only works if the 
capital ship is left unguarded, though, because having your ships that close 
together makes them easy to target and destroy by other Strike Craft.


- Claw formation is the best formation to use against opposing Strike Craft 

When fighting groups of Strike Craft or Missile Destroyers, Sphere formation 
is suicide. With Claw, your ships remain mobile while only sacrificing a 
small part of that constant stream of fire. 


- Attack enemy Resource Collectors 

If they can't harvest resources, then they can't build more ships, right? 
Early on, if you see a Collector far enough from the main Battle Group, send 
your Strike Craft to pick away at them while your own Battle Group deals with 
the enemy's. Besides, Collectors are quick enough and take irregular paths 
that they'll be able to escape from your slower Battle Group. 

Obviously, Attack Bombers will work the best, but make sure to have a group 
of Multi-Gun Corvettes with them to take care of the Collector's own escort. 
Of course, if you're looking to do this early on, Heavy Corvettes and 
Interceptors will get the job done as well. 

Likewise, this strategy can also be applied to Research Ships in multiplayer 
games. 


- Use Salvage Corvettes to capture enemy ships

I don't think I can say this enough: Salvage Corvettes are the key to being 
successful in Homeworld. It's the easiest and most cost-efficient way to 
build your fleet, and at the same time it takes a ship from your enemy to use 
against you. 

One of the better ways to capture ships is by having a small group of Ion 
Cannon Frigates coax a Destroyer or two to chase after it. While your 
Frigates return to the Mothership, send in your group of Salvage Corvettes at 
an angle to capture as many ships as you want. By the time they realize 
what's going on, it'll be too late to shift around and attack. 

Another great strategy to use involves Cloak Generators. By keeping a small 
group of Salvage Corvettes, along with an escort of Multi-Gun Corvettes or 
Interceptors, invisible until the last moment, you can sneak out with a nice 
prize without even being noticed. 

Here's a list of how many Salvage Corvettes you need to capture a particular 
ship: 

Strike Craft - 1 Salvage Corvette 
Frigates - 2 Salvage Corvettes 
Destroyers - 3 Salvage Corvettes 
Heavy Cruisers - 5 Salvage Corvettes 
Carriers - 5 Salvage Corvettes 

Keep in mind that Strike Craft can only be salvaged if they're immobile, 
either from a Gravity Well Generator or a lack of fuel. It's also a good idea 
to send one extra Salvage Corvette than needed, just in case one is 
destroyed. This way, you can still capture it, instead of leaving it swinging 
in circles until another ship comes by and targets the other Corvettes. And 
if you don't need it, simply send it to steal something else or follow after 
the others back to the Mothership.


- Missile Destroyers spell disaster for Strike Craft 

For the most part, capital ships aren't able to seriously defend against 
Strike Craft, but Missile Destroyers almost make using them obsolete. The 
best strategy to use is to distract it with a small group of Scouts flying in 
evasive tactics at first to draw the initial volley of missiles. Afterwards, 
send your Attack Bombers in on evasive and simply continue pounding it. 

On the other hand, not having a Missile Destroyer in your own fleet is an 
entirely new level of foolishness. 


- When all else fails, kamikaze 

Sure, it's a cheap shot, but it's actually pretty effective, particularly 
late in the game when your enemy has multiple Missile Destroyers protecting 
its fleet. It's always worth keeping Attack Bombers and Heavy Corvettes, but 
your weaker ships like Interceptors and Scouts will do more damage this way 
than trying to survive and attack. This also applies to Resource Collectors, 
which are the biggest ship you can kamikaze. Once you reach the point where 
you've built your fleet, consider sending them headlong into your enemy's 
Mothership.  


001.2 - Capital Ships and your Battle Group

- Keep your Battle Group in Wall formation 

Wall formation isn't just the best, but probably the only formation worth 
using with your big, lumbering capital ships. It prevents your ships from 
getting tangled together, and it allows you to align them and attack a single 
target. 


- Have at least two Missile Destroyers in your Battle Group 

It was mentioned before, but it's worth repeating. With a pair of Missile 
Destroyers around, Strike Craft have almost no chance of making a dent in 
your powerful capital ships' armor before being shot down.  


- Concentrate your attacks on one ship at a time 

Sure, it's easier to simply drag a box around the enemy fleet and let your 
Battle Group take care of them, but unless you have an incredibly stronger 
fleet you won't be as successful. Think of it this way, you each have five 
ships that do the same amount of damage, and you order you ships to attack 
one at a time while they attack all five at once. Yeah, more of your ships 
are taking damage, but you're destroying theirs five times faster. And as 
each ship goes down, you decrease their overall firepower while yours remains 
the same. By the end of the battle, you'll have a few damaged ships, but 
their ships are now space junk.


- Always make sure to have enough firepower - and then some

Never go into a battle without at least having an idea of what you're up 
against. Before deciding to attack, send a probe out to see how many ships 
are waiting for you. You should have enough firepower to wipe out an enemy's 
Battle Group, with a large escort of Multi-Gun Corvettes and Attack Bombers 
to keep smaller capital ships and Strike Craft at bay. In multiplayer games, 
you also have to worry about Salvage Corvettes stealing your ships and being 
able to do enough damage to drain 160,000 points from the opposition's 
Mothership.


002.0 - Defense 

002.1 - Escorts 

- Strike Craft are the best ships for escorts 

This is important for several reasons. For one, if you have capital ships 
guard other capital ships, it means you're dividing your fleet. And as I 
mentioned above, you really don't want to unnecessarily divide your fleet. 
Second, Strike are quick enough to move from one place to another in case 
they get separated from what they're protecting. And just to top it off, 
Strike Craft are quick and cheap to build, so you don't have to worry about 
losing and replacing them. 


- Sphere formation is the only formation to use with an escort 

The idea behind surrounding a ship in a large sphere is that any incoming 
fire will hit the escort, not the ship that they're protecting. Of course, 
Sphere isn't the best offensive formation, so you'll want to make sure you 
have enough firepower to at least hold off anything that's going to attack 
you. If you need that extra punch, stick with Claw. 


- They're called "Defenders" for a reason 

Early on when your fleet consists mainly of Strike Craft, you'll want to 
protect any capital ships you already have. While some of the more expensive 
ships like the Heavy Corvette are great to use, the Defender - as the name 
implies - is designed to defend stuff. For its price, the Defender has good 
coverage and armor. 


- Mutli-Gun Corvettes are the best anti-Strike Craft ship 

Once you finish researching the technology, Multi-Gun Corvettes are the best 
ships to use for escorts. A strong Battle Group to attack enemy capital ships 
with an escort of Multi-Gun Corvettes to deal with other Strike is almost 
unstoppable. 


002.2 - Defending the Mothership 

- Have a diverse fleet defending your Mothership 

Don't try to guess what the enemy will throw at you. With a strong fleet of 
quite a few different types of ships, you'll be prepared for anything. For 
example, you can have as many Destroyers and Ion Cannon Frigates as you want, 
but without a Missile Destroyer or Strike Craft to defend against enemy 
Strike, you're in trouble. 

That being said, don't build ships for the sake of wasting resources. To 
effectively defend the Mothership, you should have a strong group of frigates 
and maybe a spare Destroyer or two as your main defensive Battle Group with a 
large wing of Multi-Gun Corvettes, Attack Bombers, and Heavy Corvettes. You 
may want to include a few Gravity Well Generators to immobilize Strike Craft 
and Proximity Sensors to reveal any cloaked ships. If you have the spare 
resources, consider building an extra Missile Destroyer to keep at home. 


- Make sure your Battle Group is prepared for an attack 

This means setting them up in a formation and positioning them correctly. 
Frequently check the sensors manager for any red dots moving towards your 
position, and have your Battle Group facing in that direction. There's 
nothing worse than watching the enemy blast away at your Destroyers while 
your capital ships slowly spin around to counter-attack. 


003.0 - Resource Collecting

003.1 - Using and defending Resource Collectors

- Your Collectors should always be harvesting 

This is common sense. If you don't use them, your Collectors end up being a 
waste of resources. For best results, send them to the largest pack of 
resources first and then order them to harvest. That way, you'll be getting 
more resources in a shorter amount of time. 


- Send Resource Controllers to guard your Collectors 

Perhaps the most annoying part of collecting resources is when you need RUs 
immediately and have to wait for your Collector on the other side of the map 
to reach a Controller or the Mothership. Ordering your Controller to guard 
the Collectors ensures that the Controller will be as close as possible to 
your harvesters at all times. Ideally, you'd want the Controller/Collector 
ratio to be 1:1, but this is probably unrealistic. Still, two or three 
Collectors to a Controller is fine. 


- Never send out an unprotected Collector 

Unless you have the entire map to yourself (after one of the single-player 
levels, for example), an unprotected Resource Collector is a dead Resource 
Collector. An escort of Heavy Corvettes, Attack Bombers, and Multi-Gun 
Corvettes will keep them safe. 

Likewise, make sure your Controllers are protected even more, since they'll 
be the main targets for your opponent. Another positive is that Controllers 
can refuel Strike Craft, and you can send the extra ships out to one of your 
Collectors if it's attacked. 

Later in the game when you have the extra resources, send out a small group 
of Ion Cannon Frigates near the main resource areas in case your Collectors 
come across anything bigger than an Assault Frigate. 


003.2 - Attacking enemy Resource Collectors 

- Attack enemy resource teams early and continuously 

In multiplayer games, the first thing you should do is create a wing of 
Interceptors to go out and hunt the enemy Collectors. As the game progresses, 
add Attack Bombers and Multi-Gun Corvettes to deal with the Collectors and 
Strike Craft escorts, respectively. 


- Don't attack Collectors unless you can win 

The one time you shouldn't be aggressive against enemy Resource Collectors is 
when they stay close to their Motherships. In this case, it's better to leave 
them alone rather than risk losing your ships. In multiplayer games, more 
often than not you'll find that you and the other player set unspoken 
boundaries where it's safe to harvest without having to worry about being 
attacked. Of course, if they cross into your territory, feel free to let them 
know. 


- Destroy the Controllers first, and then the Collectors 

Just like you want to attack the ship with the most firepower in a major 
battle, it's a good idea your ships on the most important part of the 
resource team - the Controller. Once it's destroyed, the Collectors will have 
to retreat all the way back to the Mothership, giving you enough time to 
chase them down and destroy (or salvage) them. 


IV - Multiplayer Strategies 

001.0 - Starting Out 

Your first goal is to build a few Resource Collectors and Research Ships: 
three or four of each is good. You'll want to build the Collectors first, 
though, since technology is useless without the resources to put them to use. 
As each ship is built, immediately begin using it. The multiplayer games 
start out as a race to see who can harvest and research the fastest and most 
effectively, so an idle Collector or Research Ship is a waste. 

Early on, one question that you'll probably be asking is, "What should I be 
researching?" You have so much technology available to you and you'll 
eventually want all of it, but where to start? While it may seem logical to 
start with fighters and work your way up to capital ships, it's actually 
better to research Capital Ship Drive first. For one, you'll be able to build 
a Resource Controller, which means you'll be getting resources more 
frequently. After you have Capital Ship Drive, begin researching Capital Ship 
Chassis and Ion Cannons, it'll allow you to build Ion Cannon Frigates and 
it's a step towards Destroyers. Also consider building a few Assault Frigates 
in the meantime.  

But you do still need Strike. Decide at the beginning which Strike class 
you'll be using more and use them exclusively, at least in the beginning. On 
one hand, Defenders are good for protecting your frigates early on, but 
Multi-Gun Corvettes wipe out any Strike Craft foolish enough to attack you. 
Whichever you decide doesn't really matter, but the fact that you only 
advance one class at the moment gives you an advantage over someone who tries 
to get both at the same time. 

But besides building ships, is there anything in terms of offense you should 
be doing? Well, nothing much, but there's always ways to harass the other 
player regardless of how far along you are. In the very beginning, send out a 
group of Scouts to attack the enemy's Research Ships. Remember that they're 
trying to research as quickly as possible, and if you manage to destroy their 
Research Ship before they can add a second one to it (which double its armor) 
they'll just have to spend that much more time building a replacement. If 
it's burning up and about to explode, you can always kamikaze into it to 
finish it off. 

But if a suicide mission isn't your thing, there's always the option to go 
after Resource Collectors. At this point, it's unlikely that they're very 
well protected, which is the perfect opportunity to attack. Max out your 
Scouts and hunt them down. Like destroying a Research Ship, it hurts to 
replace it. 


002.0 - Developing Your Fleet 

Alright, so you have a large harvesting operation going on and enough new 
technology to play with - it's time to get serious about building a fleet. 

The first step towards this is to build a group of Ion Cannon Frigates. 
They're the best ship you have at the moment, and they'll more or less hold 
their ground for the rest of the game. From here, it depends on how your 
opponent is playing. If you find that they're attacking you and your Resource 
Collectors, focus on researching and building more advanced Strike Craft, 
either Attack Bombers and Interceptors or Heavy Corvettes and Multi-Gun 
Corvettes. If you've been relatively left alone, it probably means they're 
planning an attack, so you'll want the extra firepower to survive it. 

Super-Capital Ship Drive is the important one, since it'll allow you to build 
Destroyers. Don't jump at Heavy Guns just yet, it takes forever to research 
and there are better technologies to have right now - Guided Missiles, for 
example. A Missile Destroyer would be a significant addition to your fleet, 
but I'm getting ahead of myself. After Super Capital Ship Drive, return to 
researching Strike Craft technology. If you using fighters, you want to go at 
least as far Plasma Bomb Launcher tech for Attack Bombers. For corvettes, 
Fast-Tracking Turrets, and the Multi-Gun Corvettes that result, are a must.  
You'll want to make sure you have enough protection around you Collectors and 
Controllers so that you won't have to worry about them while you build up 
your fleet. A group of Heavy Corvettes and Multi-Gun Corvettes or Defenders 
and Interceptors for each ship is enough, although you may want to consider 
adding a few Assault or Ion Cannon Frigates later on. 

Attacking enemy Resource Collectors becomes extremely important at this 
point, because the resources that are gained now are probably going to be 
used to build the capital ships that will be attacking your Mothership. A 
group of Ion Cannon Frigates, along with Multi-Gun Corvettes or Defenders 
will be powerful enough to quickly wipe it out, along with its escort. 

But the most important part of this stage of the game is building your Battle 
Group. The Ion Cannon Frigates you hopefully have are a good start, but 
you'll need more - a dozen if possible. Besides that, three or four 
Destroyers and a pair of Missile Destroyers will serve as the extra firepower 
you'll need to take out the Mothership and its capital ship escort. 

Note: Heavy Cruisers are nice to have, but more than likely you won't have 
time to build one. They take forever to build, and it's probably not worth 
sitting around while it's being built. 


003.0 - Finishing On Top 

Before heading out to your opponent's Mothership, take the time to build a 
Probe and send it out to spy on the other player. There's a good chance it'll 
be spotted pretty quickly, but you'll still have enough time to get a glance 
at where they stand. Obviously, if you don't think you have enough firepower 
to eliminate their own fleet and then the Mothership, start building more Ion 
Cannon Frigates and Destroyers immediately. Conversely, make sure you aren't 
being probed either; they're relatively easy to spot if you're looking for 
them, and the less your opponent knows about you the better off you are.   

That being said, when you think you're ready, send you Battle Group out to 
attack, but make sure to leave a group of capital ships back at the 
Mothership in case she's attacked. After all, by this point in the game, 
it'll be the most vulnerable with the majority of your Battle Group out, and 
the last thing you need is to get to the Mothership just to have the other 
player's Battle Group hyperspace in and find your Mothership defenseless. A 
good defense for the Mothership is a large wing of Ion Cannon Frigates with 
plenty of Attack Bombers. Besides that, any Strike Craft that are good 
against other Strike (Multi-Gun Corvettes, Heavy Corvettes, Defenders) should 
hang around as well to deal with enemy Strike. 

Also, consider building a Heavy Cruiser for an added boost of firepower. It's 
a tough choice whether to leave it at home or send it out with the rest of 
your Battle Group, and both have their pros and cons. 

Keep in mind that your Battle Group, even with Missile Destroyers, still need 
Strike Craft to protect it. Build a large wing of fighters or corvettes to 
tag along and attack those pesky Attack Bombers that are thrown your way. 

As for actual capital ship combat, do only as much fighting as you need to. 
Concentrate your attacks on the more powerful ships (Heavy Cruisers and 
Destroyers) first. Getting the big guns out of the way early makes it easier 
to plow through the rest of their fleet and reach the Mothership relatively 
intact. 

And once you do reach the Mothership, hit it with everything you have. Even 
if there are a few straggling Ion Cannon Frigates, you should have more than 
enough firepower to destroy their Mothership before the remaining fleet can 
wipe out your Battle Group. Of course, if you're playing with multiple 
players you obviously can't do this, but hopefully that's a given. 


004.0 - Adapting

004.1 - Specific Game Options 

004.11 - Carrier-Only or Low Resource Games 

In both situations, the games move much quicker that the standard one. 
Because of this, you may have to rely solely on fighters or frigates. While 
your opponent is busy researching Heavy Guns for that Heavy Cruiser, you'll 
have a strong fleet of Assault Frigates and Ion Cannon Frigates that can take 
out their Mothership. The key here is to only build ships that are quick and 
cheap, the limited resources make the more advanced ships a waste of RUs.    

As for Carrier-Only games, you might even want to forget about capital ships 
all together. If you've played the single player missions then you know how 
well Strike Craft can be against a Carrier. Again, the key here is speed. If 
you can throw together a powerful fleet of Strike Craft while the other 
player is wasting time building Ion Cannon Frigates, nine times out of ten 
you'll come out on top. 


004.12 - High Resource Games 

On the other hand, those long, high resource games are just about the 
opposite to the previous style of gameplay. With enough extra resources, by 
all means invest in that Heavy Cruiser and extra Destroyer. Another 
interesting note is that the extra time you have gives you the option to 
bring Salvage Corvettes into play. It's a little more difficult to pull off 
than it is against the game's AI, but the rewards are that much more 
beneficial. 

Cloak Generators are also used more often, since you now have the time to 
research for them. In fact, combining Cloak Generators with Salvage Corvettes 
can be a great way to increase your fleet or gain an extra Resource 
Collector. Of course, your opponent might be thinking the same thing, so make 
sure to have a handful of Proximity Sensors on hand. 


004.2 - Multiple Opponents 

Multiple players are unique for the obvious reasons. You now face the 
possibility of fighting on multiple fronts, as well as having to quickly 
regroup after eliminating a player. 

For the most, the first two parts are the same, since you'll need to get to 
the point where you're powerful enough to fend off and hunt down enemy Battle 
Groups. However, beyond that point things get tricky. The most important rule 
to keep in mind is that you can't get into all-out wars with a single player. 
Anyone with a brain will stand on the sidelines while you and your target 
duke it out, and then attack you both with a full fleet when you're at your 
most vulnerable. 

So how do you prevent this from happening? The best answer is alliances. If 
you can team up with another player, you not only gain their firepower for 
the time being, but that also eliminates them as a threat. Sure, you'll have 
to fight later, but worry about that when it comes up. 

With or without an alliance, always go for the weakest players first. It 
might seem a bit dirty, but it means one less enemy that'll eventually attack 
you. If you see some action on your sensors manager, send a Probe out to see 
what's going on and who's winning. Players who have been weakened by recent 
battles are perfect targets, as are the ones who have lost their Resource 
Collectors. 

Conversely, it might be better to team up with the weakest players and go 
after the strongest player first. If you notice one player is particularly 
powerful, it probably means that the other players have noticed it as well, 
in which case forming an alliance to get rid of the greater threat is the 
only way to stay alive long enough to make it to the end of the game. After 
all, even an incredibly strong fleet will have trouble fighting up to three 
different opponents at the same time. 


V - Single Player Walkthrough 

001.0 - Kharak System 

Primary Objectives: 
- Harvest asteroids
- Construct a Research Ship 
- Destroy the target drones using a formation
- Destroy the target drones using tactics 
- Capture a drone using a Salvage Corvette 

Secondary Objectives: 
- Research Fighter Chassis 

New Technology: 
- Fighter Chassis 
- Corvette Drive 

Overview: It's taken many years and a lot of work, but the Mothership is 
finally ready. Before making your first hyperspace jump, though, a few trials 
need to be completed.

Fleet Construction: You begin with a small group of Scouts and a Resource 
Collector, but you'll need to build a Research Ship and a Salvage Corvette.


This is basically an introduction level for anyone who skipped over the 
training session, so don't expect much out of this level. 

You can knock out the first two objectives almost immediately. Begin 
constructing a research ship with the RUs you have already and send your 
Resource Collector out to harvest the area. When the Research Ship is 
completed, don't forget to research Fighter Chassis technology and Corvette 
Drive after that.

When Fleet Intelligence prompts you, assign your Scouts to a group and set 
them up in a formation - any formation - and attack the drones. When they've 
been destroyed, head over to the second group of drones and attack them in 
either aggressive or evasive tactics. When they're finished, send the group 
back to the Mothership for refueling and repairs. 

Afterwards, Fleet Intelligence announces, "The next trial will test the 
performance of the Salvage Corvette. Build one and capture the Target 
Drone here." 

Do exactly that. Your Research Ship should have already researched 
Corvette Drive technology, so you'll be able to build a Salvage Corvette 
right away. Capture the drone and bring it back to your Mothership. 

Well, that was exciting. Before making the hyperspace jump, let your 
Collector finish harvesting the area and build a group of six 
Interceptors. 


002.0 - Outskirts of Kharak System 

Primary Objectives: 
- Send a probe to the Khar-Selim
- Defend the Mothership 
- Salvage the Khar-Selim 
- Defend the salvage team
- Destroy the attacking fleet

Secondary Objectives: 
-  Investigate the power source 

New Technology: 
- Corvette Chassis 
- Heavy Corvette Upgrade 

Overview: You're first hyperspace jump is successful. Well, almost. You've 
mis-jumped, but at least you're still in one piece. After failing to make 
contact with the Khar-Selim, Fleet Intelligence pinpoints the support ship's 
beacon and orders you to send a Probe to investigate. 

Fleet Construction: Add about six or seven Interceptors and four Heavy 
Corvettes to your Scouts. The enemy isn't very strong, so that should be more 
than enough firepower. 


Don't go near the Khar-Selim just yet. Instead, have your Collector harvest 
the area and begin researching Corvette Chassis technology. When that 
finishes, research the Heavy Corvette Upgrade, which will allow you to build 
Heavy Corvettes. In fact, it would be a good idea to build four of them as 
soon as you can, if you run out of resources your Collector should be 
dropping off another batch any time. 

Divide your Strike Craft into three groups: one of your Scouts, one of 
Interceptors, and another of Heavy Corvettes, and send a probe to the Khar-
Selim. The ship has been destroyed, and the enemies that did the deed appear 
and head towards your Mothership. Order your Scouts to attack the two 
Fighters that are ahead of the group, and have your Interceptors and Heavy 
Corvettes take on the main pack of six Fighters and three Corvettes before 
they reach the Mothership. 

Your Strike Craft should pass this test with flying colors, so have them 
regroup as Fleet Intelligence tells you to retrieve the Khar-Selim's data 
recorder. Send a Salvage Corvette out to do so, but make sure to have your 
group of Heavy Corvettes guarding it (preferably in a sphere formation). As 
the salvage team is returning, more Fighters appear, but they don't stand a 
chance against the escort of Heavy Corvettes. After the Salvage Corvette is 
safely aboard your Mothership, focus your Interceptors and Corvettes on the 
three waves of Fighters thrown at you. Again, thanks to the group of 
Corvettes, this shouldn't be a problem. After watching the final recording of 
the Khar-Selim, another wing of Fighters and Corvettes will stage a final 
strike against you. With your Heavy Corvettes initially focused on their 
Corvettes and the Interceptors battling the Fighters, this should be a one-
sided match. 

With only a few enemy units left, Fleet Intelligence locates the source of 
the fighters - a Carrier. It's tempting to properly punish them for what they 
did to the Khar-Selim, but resist the urge to follow after it. Clean up any 
remaining crafts that haven't docked with the Carrier, and then return to 
your Mothership for repairs. 

Like before, don't immediately hyperspace away. Finish harvesting around the 
Khar-Selim and build as many Salvage Corvettes as you can for the next 
mission. A total of eight would be ideal, but you may only have the RUs for 
an additional six to go along with the one you already have. As long as most 
of your Strike Craft is still intact, don't worry about building anything 
else. 

Before making the hyperspace jump, group your Salvage Corvettes into groups 
of two. 


003.0 - Return to Kharak 

Primary Objectives: 
- Defend the Cryo trays
- Capture an enemy ship using two Salvage Corvettes
- Salvage the Cryo trays 

New Technology: 
- Capital Ship Drive 
- Capital Ship Chassis


Overview: There's a surprise waiting for you when you return to Kharak. The 
entire planet is engulfed in flames, and the Scaffold has been destroyed. And 
it just so happens that there's an attack squad arriving to wipe out the Cryo 
trays that contain the last of your population.  

Fleet Construction: Your Strike Craft should still be intact from the 
previous mission, so don't worry about adding anything. However, build as 
many Salvage Corvettes as you can before hyperspacing from Level 2. Eight 
would be ideal, but seven will still work.


You have almost no time to prepare for this, as the group of Assault Frigates 
will be in range of the first Cryo trays within a few seconds. Send your 
entire Strike Craft out to intercept them, but keep them on evasive tactics 
and don't focus them on a single one. With the Frigates distracted, send your 
Salvage Corvettes in to capture all four of them. 

Now here's where it becomes tricky, because the Assault Frigates will attempt 
to pick off the Salvage Corvettes latching onto the other Frigates. If you 
have eight, this shouldn't be a problem as long as you keep them out of the 
Frigates' lines of fire for as long as possible. If you have less than that, 
you'll have to adapt to how they spread out. They seem to fall into a pattern 
of three staying together with one drifting over to the far right, which 
works out perfectly. 

With seven (or any odd number, really) Salvage Corvettes, order your 
Interceptors to harass the three Frigates that are together as cover for the 
six Salvage Corvettes. Send the Scouts and Heavy Corvettes to distract the 
fourth Assault Frigate until the seventh Salvage Corvette can latch on. He 
won't be able to drag it in, but the Frigate will be stuck swinging around in 
circles while its partners are hauled into the Mothership. After the first 
Frigate is captured, send a second Corvette to bring the final Frigate in. 

With an even six Salvage Corvettes, follow the same pattern, except after the 
three Assault Frigates are captured, focus all of your energy on the final 
Frigate. This is actually a little more difficult to do than capturing all 
four of them, because the other Frigate has a tendency to attack your salvage 
teams. Just make sure to keep your Heavy Corvettes on it from the beginning 
to ensure its destruction as quick as possible.  

Either way, when the threat is eliminated, order your Salvage Corvettes to 
bring in the Cryo trays. Don't worry if one or two of them were destroyed, 
the only reward for protecting all of them is personal satisfaction. And 
don't forget to begin researching Capital Ship Chassis technology; you 
automatically gain Capital Ship Drive for capturing the enemy Assault 
Frigate.

As always, harvest every last dust ball in the area before hyperspacing. You 
should add enough Interceptors and Heavy Corvettes to have fifteen of the 
former and eight of the latter, as well as at least two Assault Frigates. 
Spend the rest of your RUs on Salvage Corvettes. You need a total of sixteen 
for the next level, but you'll have time to build more early on. If you 
aren't interested in capturing enemy ships, either save those resources for 
later or build a Resource Controller. 


004.0 - Great Wastelands Part 1 

Primary Objectives: 
- Begin collecting resources
- Protect the fleet from Turanic Raiders 
- Destroy the retreating Turanic Raider Carrier

Secondary Objectives: 
- Build and deploy a Resource Controller 

New Technology: 
- Ion Cannons

Overview: The previous two missions have made your trip home much more 
complicated. Interrogation of the captured captain has revealed that a 
powerful empire ordered the destruction of Kharak because you broke a four-
thousand year old treaty preventing you from developing hyperspace 
technology. So instead of simply returning to Hiigara, you're going to have 
to fight your way through. But first thing's first: Revenge against the fleet 
that destroyed Kharak and the Khar-Selim.

Fleet Construction: You'll want to build a Resource Controller early on in 
this level, as well as fifteen Interceptors and eight Heavy Corvettes. If you 
have at least two Assault Frigates from the previous mission, you'll be set. 
Like before, invest the rest of your resources into Salvage Corvettes; by the 
middle of the level you'll want sixteen. 


Follow Fleet Intelligence's advice and begin harvesting the resources. If you 
have a Controller already, order it to guard the Collector. This way, it'll 
follow the Collector around, making it easier and quicker for resources to be 
dropped off. 

If not, don't worry about it. But after one batch of resources, begin 
building one. Around this time, Fleet Intelligence reports that another 
Mothership is closing in, one with power readings that are off the chart. But 
luckily, it's just the Bentusi, and they're more interested in trading than 
fighting. They offer you Ion Cannon technology for 300-500 RUs, but don't 
accept it just yet. In the time that it took for the cinematic to play out, 
your Collector should be full and your Controller - if you began building it 
this level - should be just about completed. 

If you want to capture a lot of ships, hold off accepting the Bentusi's offer 
for now. If not, accept right away and build three or four Ion Cannon 
Frigates to make up for the ones you would've captured. Otherwise, wait until 
the Bentusi are prepared to leave before accepting; it'll give you Collector 
enough time to gather more resources. 

Either way, as they leave, they warn you that Turanic Raiders are about to 
ambush you; or more specifically, your Resource Collector and Controller. 
Send your Strike Craft and Frigates out to protect your resource team and 
begin building as many Salvage Corvettes as possible until you reach the 
magic number of sixteen. I know it's frustrating to continue pouring 
resources into Salvage Corvettes, but this is the last time you'll have to 
for a while, and it'll really pay off in the long run. 

With your team of Salvage Corvettes, position them around your Mothership in 
this fashion: one group of two on each side about seven and a half kilometers 
away and four groups of two behind it twelve kilometers away. The remaining 
four should be sent out to where your Strike Craft is, except well off to one 
side to keep them out of the action. 

By now, a dozen Turanic Fighters should be tangling with your Strike Craft, 
but with a more powerful fleet than before you should finish them off easily. 
A second wave of Fighters and Corvettes will appear afterwards, but they too 
will fall to your fleet. 

But the Turanic Raiders wise up, and decide to send a group of five Missile 
Corvettes into the battle. These things will obliterate your Interceptors if 
you let them, but Heavy Corvettes are able to withstand their attacks long 
enough to destroy them. After the majority of the units are destroyed, 
another wing of Missile Corvettes appear, along with the host Carrier and a 
pair of Ion Array Frigates. 

Send your Heavy Corvettes to wipe out the new group of Missile Corvettes; and 
after your Interceptors finish off the last of the Turanic Strike Craft, send 
them to annoy the Carrier and Ion Array Frigates. At the same time, order 
your Frigates to go after the Carrier and the four Salvage Corvettes to steal 
the two Ion Array Frigates. If you don't eliminate the Carrier's escort, 
they'll attack your Frigates, making it impossible to destroy the Carrier in 
time. That's right, there's a time limit here; if you let the Carrier escape, 
the game is over. To prevent that from happening, switch all of your ships' 
tactics to aggressive and hit the Carrier as hard as you can.

A few minutes after the Carrier appears, six Ion Array Frigates hyperspace 
directly around your Mothership. But if you positioned your Salvage Corvettes 
beforehand, they'll appear directly above your salvage team. Quickly capture 
all six of them (remember, you can select ships and move the camera while the 
game is paused) and return to the battle with the Carrier. 

There really isn't much more you can do at this point. If you gain control of 
an Ion Array Frigate before the Carrier is destroyed, send it out to aid your 
fleet. As long as you attacked it early, though, they should be able to 
handle it by themselves. 

With the Carrier destroyed, send your fleet back to the Mothership and wait 
for the salvage team to "officially" capture all of the Ion Array Frigates. 
Your resource team is probably done harvesting by now, so use the extra 
resources to build up your Strike Craft. If you didn't capture at least four 
or five Ion Array Frigates, consider building enough Ion Cannon Frigates to 
have a total of eight Frigates, regardless of whether they're of the Ion, Ion 
Array, or Assault variation.

Besides that, though, have at least twelve Heavy Corvettes and twenty 
Interceptors. If you captured all of the Ion Array Frigates, then you have 
more than enough Salvage Corvettes already. If not, you'll want at least ten 
going into the next level. 


005.0 - Great Wastelands Part 2 

Primary Objectives: 
- Investigate the asteroid belt
- Eradicate all enemy ships

Secondary Objectives: 
- Destroy enemy Resource Collectors   
- Research Defender Subsystems 

New Technology: 
- Plasma Bomb Launcher 
- Defender Subsystems

Overview: The Turanic Raiders have been wiped out, but the fleet that 
destroyed Kharak is still around. But now you've tracked them down, and it's 
time to make them suffer. 

Fleet Construction: With the spare resources from the previous level and the 
ones on your side of this map, add enough Heavy Corvettes for a group of 
twelve, fifteen Interceptors, and at least eight Salvage Corvettes. You 
should also have about ten ships in your Battle Group as well, which you'd 
have if you've been capturing enemy ships. Otherwise, build a few Ion Cannon 
Frigates. 


First of all, ignore Fleet Intelligence's advice of sending a Probe to 
investigate the dust clouds. Instead, send a Probe forty-nine kilometers away 
from your Mothership in between the V-shaped dust cloud. This will act as 
your marker for triggering the Taiidan attack. Before getting into that, 
however, send out your resource team to harvest the area on your side of the 
Probe. When they get too close, send them over to the other side of the "V" 
and let them work from there. While you're waiting for them to finish, begin 
researching Plasma Bomb Launcher technology. 

With the extra RUs, finish building up your fleet if you haven't already. The 
six to eight Ion Array Frigates and three Assault Frigates you've captured 
already will serve as enough firepower in your Battle Group, and a Strike 
Craft composed of a dozen Heavy Corvettes and twenty Interceptors will get 
the job done. 

When you're ready, send your Strike Craft and Battle Group out to the forty-
nine kilometer mark. Position your Salvage Corvettes about twenty kilometers 
behind your fleet and slightly off to the right. Have one Interceptor cross 
the line to trigger the battle, but wait for them there. 

The Taiidan fleet is formidable, and consists of two wings of ten 
Interceptors, two groups of four Assault Frigates, three Ion Cannon Frigates, 
and two Destroyers. On top of that, two Resource Collectors begin harvesting 
the right end of the "V". 

Because the Destroyers hang back initially, you might be thinking of 
capturing an Assault Frigate or two. Don't bother, keep your eyes on the big 
prize. 

The Taiidan Interceptors attack first, with the Assault Frigates lumbering 
behind. Your Strike Craft can deal with the weak Interceptors, and your 
Battle Group outnumbers the Frigates three-to-one; for the highest possible 
efficiency, have them attack a single Frigate at a time. When two of the 
three have been reduced to space junk, the other group makes its appearance. 
Repeat the same strategy until they're gone as well. 

Around the time the fifth Assault Frigate is destroyed, have four of your 
Salvage Corvettes sneak over to the Resource Collectors (they're the yellow 
blip on the sensors manager) and snag them. If you attempt this too early, 
the Frigates will try to protect their harvesters, and you'll probably lose a 
Corvette or two. 

The next wing of fighters is a new type of ship: the Defender. While you're 
scuffling with them, Fleet Intelligence reports that they can copy this 
technology, so begin researching Defender Subsystems. 

After the Defenders are gone, begin retreating back to your Mothership while 
your Battle Group attacks the Ion Cannon Frigates below you. When the 
Destroyers come into view, divide your Strike Craft into two groups, with the 
Heavy Corvettes focusing on any remaining fighters and the Interceptors 
harassing the Destroyers. At this point, order your remaining Salvage 
Corvettes to capture the Destroyers; they should be coming in from the side, 
so the Destroyers won't have time to turn around and defend themselves. Make 
sure to do this before the Carrier catches up or it'll knock your Salvage 
Corvettes off. If you have any spare Salvage Corvettes, consider stealing the 
Support Frigate as well; it doesn't have any weapons, so it's a joke to 
snatch and comes in handy a few missions down the road.

That leaves the Carrier, which is following the helpless Destroyers to the 
Mothership. This one doesn't try to escape and its weapons are limited, so 
you shouldn't have a problem taking it out. When it goes down and all of you 
new toys are under your control, Fleet Intelligence reports victory and 
prepares to hyperspace. As always, let your new and improved collection team 
suck the area dry of resources and begin building your fleet for the next 
level. 

You won't need any new ships for your Battle Group, but you will need a large 
Strike Craft. If the majority of your Interceptors are still intact (at least 
fifteen), build a dozen new Attack Bombers and the same number of Defenders - 
you should have a total of forty fighters and corvettes ready for the next 
level. 

Once your harvesters have finished, have everyone regroup back at the 
Mothership. Assign your entire Strike Craft to a single group, and everything 
else to a second one. This will make things a lot easier to manage, believe 
me. 


006.0 - Diamond Shoals 

Primary Objectives: 
- Protect the Mothership

New Technology: 
- Super-Capital Ship Drive 
- Drone Technology 

Overview: Fleet Intelligence has decrypted a message from the Assault Frigate 
you captured at Kharak that describe powerful Taiidan outposts that are 
capable of destroying your still relatively weak fleet. To avoid running into 
these, you have to take the road less traveled through an asteroid field and 
a nebula. 

Fleet Construction: Before hyperspacing from the Great Wastelands, you should 
have added a group of twelve Defenders and twelve Attack Bombers to your 
fleet of Interceptors. If you didn't, it might be too late now. Heavy 
Corvettes will manage fine, but expect to lose a few.


Immediately when the level begins, order your capital ships, frigates, and 
miscellaneous ships (Research Ship, Salvage Corvettes, et cetera) about fifty 
kilometers to the right of your Mothership. This will keep them out of harm's 
way while your Strike Craft destroys the asteroids coming at the Mothership. 
Despite being heavily armored, it can only take so many hunks of rock 
bombarding it before going up in flames. 

However, your Resource Collectors will manage through the asteroid field just 
fine, so don't pass up the chance to gain a few thousand more RUs. 

With your one large group of fighters and corvettes in Wall formation, begin 
attacking any asteroid that's on target to colloid with the Mothership. 
You'll notice that most of them fly right by, and if you position the camera 
directly behind or in front of it, you'll be able to see which ones are 
threats. 

In the midst of all of this, Fleet Intelligence reports that Super-Capital 
Ship Drive technology is available for research, so do so right away. 

The one problem you may face is when your Strike Crafts begin to run out of 
fuel. Obviously, you can't have your entire fleet dock all at once and leave 
the Mothership unprotected, so take ten to fifteen ships at a time and order 
them to dock. About halfway through the asteroid field is a break in the 
action, which is the perfect time to refuel the majority of your fleet. Don't 
worry if they aren't in dire need of it, the extra juice will hold them over 
for the rest of the level. 

Once you make it out in one piece, the Bentusi arrive and offer you Drone 
Technology. Accept it, of course. When Fleet Command asks the traders about 
the nebula, the Bentusi respond with "No one returns." 

Want to find out why? 


007.0 - The Gardens of Kadesh 

Primary Objectives: 
- Harvest the nebula 
- Defend the fleet  

Secondary Objectives: 
- Protect your resourcers

New Technology: 
- Fast-Tracking Turrets 

Overview: After coming out of hyperspace, Fleet Intelligence reports that the 
nebula is extremely rich in resources. But your attempts to harvest them gain 
the attention of the Kadeshi, the protectors of the Garden. And they aren't 
very happy about you defiling this sacred place...

Fleet Construction: The next two levels, like the one before it, are all 
about Strike Craft. As long as you have a few Ion Cannon or Array Frigates, 
forget about building any more, unless you want to build a Support Frigate. 
You'll want enough Heavy Corvettes that you can divide them up between your 
Resource Collectors and Controller in groups of six, as well as forty 
Defenders and fifteen to twenty Interceptors. Retire all of your Attack 
Bombers, as they'll only serve as target practice for the Kadeshi Swarmers. 


Before taking up Fleet Intelligence's advice on harvesting, assign your Heavy 
Corvettes to guard your Resource Collectors and Controller in sphere 
formation - six to each ship will work. As they begin collecting resources, 
put your Battle Group and Strike Craft in formations, it's a good idea to 
keep your Defenders and Interceptors in two individual groups. 

After about a half a minute of harvesting, an unidentified Mothership 
appears. They tell you that you've violated the Garden, and that the only 
punishment is death. 

The Kadeshi fleet is composed of three (for now) ships: Swarmers, Fuel Pods, 
and the needle-shaped Mothership. The Swarmers are the main threat, as 
they're extremely fast and attack in massive groups. However, because of 
their size they also have a limited amount of fuel, enough for about four 
passes; afterwards they have to return to a Fuel Pod. 

This makes the strategy pretty simple: destroy the Fuel Pods. While your 
Strike Craft are occupying the Swarmers, send your Battle Group over to a 
group of Fuel Pods and blast them. Without a source of fuel, the Swarmers 
become immobile, making them easy prey for your Strike Craft. Just be sure to 
keep your precious capital ships away from the Kadeshi Mothership; not only 
is it equipped with a pair of ion cannons, but it also has a tendency to ram 
any ship that gets in its way. 

It takes your Mothership ten minutes to recharge the hyperdrive module, so 
that's the amount of time you'll be spending fighting off these monsters. The 
Swarmers usually make a few general passes before targeting a single ship, 
whether its one of your frigates or a Resource Collector. Because of this, 
you'll want to keep an eye on where your resource team is at all times; if 
you see a wing of Swarmers headed their way, immediately send your Strike 
Craft after them. If you have a Support Frigate, have it repair the unlucky 
ship after, or even while, it's attacked. As long as you take out as many of 
them as possible before they reach their target, they should run out of fuel 
before they manage to destroy anything. 

Likewise, you don't want to run out of gas either. Most of your Strike Craft 
will survive, but after seven or eight minutes of flying some of your smaller 
ships like the Interceptors will be calling for a chance to dock. I find that 
when Fleet Command announces that there's only one minute of charging 
remaining, there's a slightly longer lull between the groups of Swarmers. It 
may not be the best time, but it's probably the only one you'll get to 
refuel.

Since there really aren't any breaks in the action, though, you might get 
caught up and forget about saving your progress. Don't. If you happen to miss 
a step and end up losing a ship or two, you're stuck with either restarting 
the level or going on without it. Otherwise, you can simply replay from a few 
minutes ago and prepare yourself better.

Two minutes into the battle, Fleet Intelligence reports that it can develop a 
ship to specifically combat these things, so start researching Fast-Tracking 
Turrets as soon as you get a break. If you begin researching immediately, 
you'll finish around the eight-minute mark, which gives you two minutes to 
build as many Multi-Gun Corvettes as you can and deploy them. In reality, you 
might not get the chance to use them this mission, but they come in handy in 
the next one as well. 

When the hyperspace module is charged, Fleet Intelligence advises you to make 
the jump. It sounds like a good idea, but don't. Unbeknownst to you, the 
Kadeshi Mothership also acts as a hyperspace inhibitor, which will keep you 
in the nebula while it's still in the area. The only thing that results from 
trying to hyperspace is that your Mothership and capital ships are left 
unguarded while your Strike Craft re-launch. 

Instead, continue fighting the Swarmers, but make your way over to the 
Mothership when it floats by. Hit it with your Battle Group and spare Strike 
Craft, and it'll eventually leave. 

Now, was that really so bad? 

As Fleet Intelligence reported in the beginning, the nebula is loaded with 
resources, and you'd be a fool not to harvest them. It might take a while, 
but this level and the following one are the last two missions that are so 
rich in resources. In fact, if you play your cards right, these resources 
might very well last you for the rest of the game. 

Before hyperspacing, make sure to rebuild any ships you've lost. You can 
retire all but ten of your Heavy Corvettes and replace them with Multi-Gun 
Corvettes. All in all, you should have twenty Interceptors, forty to forty-
five Defenders, and twenty to twenty-five Multi-Gun Corvettes, along with 
your Battle Group of ten Ion Cannon Frigates or the equivalent. You should 
also have sixteen to eighteen Salvage Corvettes. 

When you attempt to hyperspace, you'll get the message you were supposed to 
have gotten when the Kadeshi Mothership was still in the area. It only takes 
a few seconds for the game to catch up and realize that the hyperspace 
inhibitor is gone, and you can re-dock and hyperspace away.


008.0 - The Cathedral of Kadesh 

Primary Objectives: 
- Destroy the attackers
- Destroy the hyperspace inhibitors

Overview: It's a trap! Three Kadeshi Motherships surround the Mothership and 
send Swarmers at you from all directions, as well as the powerful new Multi-
Beam Frigates. Even one hyperspace inhibitor will keep you from leaving the 
nebula, so all of them have to be destroyed.

Fleet Construction: The Kadeshi attack you almost immediately after coming 
out of hyperspace, so if you didn't build anything before leaving the Garden 
you won't have the time to now. As mentioned above, you should have twenty 
Interceptors, forty to forty-five Defenders, twenty to twenty-five Multi-Gun 
Corvettes, sixteen to eighteen Salvage Corvettes, and ten ships in your 
Battle Group. 


The Kadeshi ambassador appears almost immediately and gives you one final 
chance to join them before attacking. You can still give commands while this 
dialogue is going on, though, so set up a strong defense before it ends. Move 
your Resource Controller and Salvage Corvettes closer to your Mothership and 
send your Multi-Gun Corvettes in their place. Then move your Defenders behind 
your Battle Group, and leave the Interceptors to guard the front. When they 
finally launch, have your remaining Heavy Corvettes to guard your resource 
team, but don't send them out to harvest. If you forget about them and they 
reach the other end of the map, they'll encounter a substantial group of 
Multi-Beam Frigates that the Heavy Corvettes won't be able to fend off. And 
besides, you should have more than enough RUs on hand to get you through this 
level. 

After defending your fleet from the initial attack, this level is pretty much 
the same as the one before it. Swarmers and their Fuel Pods will attack from 
every direction, but never at the same time. However, there are bound to be 
multiple Fuel Pods that you missed on a given run hanging around, which the 
Swarmers will eventually find if their main Pod is destroyed. Since it's 
difficult to move your entire Battle Group across the screen, send Salvage 
Corvettes with a small escort to capture a few Fuel Pods. You can't use them, 
but you score 300 RUs for each one you retire. 

However, you'll want to keep most of your salvage team free, because shortly 
after the first few waves are destroyed, small groups of Multi-Beam Frigates 
attempt to sneak in and catch you off guard, which is actually surprisingly 
easy. At first glance, they look a lot like Fuel Pods, but their four ion 
cannons pack an extremely powerful punch. Luckily, they're also pretty easy 
to steal, and you'll definitely want them in your fleet. The first group of 
three appears directly in front of the Mothership, so send three groups of 
two to capture them.

About a minute after the first group of Multi-Beam Frigates come into view, a 
wing of Swarmers attack you from the left. But they're only meant to be a 
distraction, because at the same time a pair of Multi-Beam Frigates drop down 
from the right. Don't be fooled, send four Salvage Corvettes to haul them in. 

With your salvage team holding down the fort, most of your attention will 
probably be on the group of Swarmers that your Strike Craft have been dealing 
with. But once again, another group of three Multi-Beam Frigates appear from 
the front. Capture them, and send any group of Strike Craft back to the 
Mothership. Occasionally a small wing of Swarmers will attack your Salvage 
Corvettes, Research Ship, and Collectors while you're occupied, but even a 
small wing will be able to hold them off until help arrives. 

In the mean time, hit the Kadeshi Mothership nearest you, and hit it hard. 
Send any of the Multi-Beam Frigates you've already captured to blast it away 
as well, it shouldn't take too much work to destroy it. Clean up any 
remaining Swarmers and return to your Mothership, another Kadeshi Mothership 
is taking up the fight and the final two Multi-Beam Frigates are coming in 
from the left - almost directly above your arriving Battle Group. Capture the 
Frigates and head over to the other Mothership. Repeat the same strategy 
until it's destroyed as well. 

When the second Needle Mothership goes down, the third and final one retreats 
to the far end of the map, near an unusual friendly beacon. Don't follow it 
just yet, it isn't going anywhere and no one else will attack you. Refuel and 
repair your ships and organize yourself, and don't forget to add your new 
Multi-Beam Frigates to your Battle Group. When you're ready, send your Battle 
Group, along with an escort of Multi-Gun Corvettes, Defenders, and at least 
fourteen Salvage Corvettes to the green beacon. 

About three-quarters of the way there you'll encounter two groups of Advanced 
Swarmers, followed by seven Multi-Beam Frigates. Pause your Battle Group's 
advance while your Strike Craft deal with the Swarmers and your salvage team 
captures the Frigates. After the coast is clear again, continue on to third 
Mothership, where Fleet Intelligence makes a remarkable discovery: it's one 
of the Khar-Toba's sister ships. So it's true that the Kushan are related to 
these people. It's a shame you have to annihilate them. 

With the last of the Swarmers and Frigates out of the way, the final Kadeshi 
Mothership doesn't have anything left to throw at you. Focus all of your 
ships on it, and it too will be destroyed. 

Send your ships back to your Mothership and begin harvesting. While that's 
going on, figure out how much damage was done - if any - to your fleet; the 
addition of over a dozen Multi-Beam Frigates should make up for any Ion 
Cannon Frigates you may have lost.

You won't need too many new ships for the next mission except for Strike 
Craft, which you should have more than enough of from the nebula missions. 
Twenty Defenders, twenty Interceptors, and twenty Attack Bombers is more than 
enough firepower; but consider adding a small group of fifteen or so Scouts 
to be used as bait, you should be able to afford the 525 RUs. 

So much for, "No one returns." 


009.0 - Deep Space - Sea of Lost Souls 

Primary Objectives: 
- Investigate the anomaly 
- Destroy the unknown vessel
- Salvage the unknown vessel 

New Technology: 
- Guided Missile 
- Gravity Generator 
- Super-Heavy Chassis

Overview: An unknown ship is detected, and Fleet Intelligence would like to 
know what it is and what it's doing. 

Fleet Construction: It's all about Strike Craft here. As long as you still 
have most of them from the nebula missions (at least fifty, not counting 
Heavy Corvettes) you'll be fine. Build about fifteen Scouts to use as a 
distraction, though.


First of all, send your resource team out to harvest. Resources aren't as 
plentiful and are much more spread out, but they're there. At the same time, 
send your Scouts (who should be set to evasive tactics) to the beacon, with 
the rest of your Strike Craft following well behind. When you get within 
range of the unknown vessel, you'll see a strange, black ship (labeled the 
"Ghost Ship") surrounded by an escort of two Taiidan Assault Frigates, a 
Turanic Ion Array Frigate, a pair of Kadeshi Multi-Beam Frigates, and a new 
ship - a Taiidan Missile Destroyer. Its homing missiles will wreck havoc 
against your Strike Craft, but don't bother sending any of your Capital Ships 
near the Ghost Ship. If any capital ships come within ten kilometers of the 
Ghost Ship, it takes control of it and uses it against you. 

Now, you can send your Battle Group just out of range and lure its escort 
away and then destroy it, but you'll miss out on multiple rewards. Not only 
do you gain control of any ships that survive when the Ghost Ship is 
disabled, but if the Missile Destroyer is included, you automatically gain 
Guided Missile technology, which comes in handy in the next mission. 
Otherwise, you'll have to wait until Level 12 before you get it. 

Anyway, send your Scouts to harass the Missile Destroyer when they come into 
range. As they make their first pass, the Destroyer pulls away to follow 
after them, leaving the rest of your Strike Craft to hammer the Ghost Ship. 
The rest of the escort won't cause you too much trouble, but your attacks 
don't seem to be affecting the Ghost Ship's armor. However, they are causing 
the control field around it to fluctuate, so keep at it. 

Eventually, Fleet Intelligence reports that the vessel has been neutralized. 
Send your Strike Craft and new capital ships back to the Mothership, and send 
a Salvage Corvette to explore the Ghost Ship. When it returns, you find out 
that the ship is over a million years old, but its purpose it still unknown. 
As a bonus, the ship's control field was used to develop Gravity Generator 
technology, which you should begin researching immediately. 

And if that wasn't enough, the Bentusi arrive and ask for the data you 
collected from the Ghost Ship. In exchange they'll trade you Super-Heavy 
Chassis technology - what a bargain!

Before hyperspacing, build a second Missile Destroyer and have at least three 
regular Destroyers. You should also have fifteen or more frigates of any 
type, but that shouldn't be a problem. 


010.0 - Super Nova Research Station 

Primary Objectives: 
- Destroy all enemy forces 
- Destroy the enemy Carrier 
- Destroy the research outpost

New Technology: 
- Minelaying Tech
- Proximity Sensor 

Overview: As your fleet pushes forward to the Inner Rim of the galaxy, 
Taiidan resistance is expected to become much heavier. But there are 
weak points in their defenses that you must exploit. As Fleet 
Intelligence puts it, "It is time to hunt the enemy as they have hunted 
us." The first example of these weaknesses appears in the form of a 
Research Station near an active supernova. However, getting close enough 
to attack will be difficult due to the intense radiation being emitted. 

Fleet Construction: Forget about your Strike Craft, they won't be able to 
withstand the radiation, even in the protected dust clouds. Ideally, you'll 
want two Missile Destroyers, three normal Destroyers, and at least fifteen 
frigates. If you can't meet those requirements - particularly the Missile 
Destroyer - go back and replay the previous levels. 


The first thing to do is put your Battle Group into wall formation and 
separate them into groups. To make things easier to manage, have one group 
composed of just your Missile Destroyers, one with the rest of your Battle 
Group, and then the two of them combined. 

Now go to your Sensors Manager and look at it from a 3D view. See those dust 
clouds that run above and below the Research Station? If you send your fleet 
through those clouds instead of straight to the ping you'll be protected from 
the radiation. Of course, you can be sure that the Taiidan know this as well, 
so expect to be some resistance along the way. 

The path that runs above the Research Station is more heavily protected, but 
it's more straightforward, whereas the lower path requires you to jump 
between dust veins but isn't as well-guarded. As long as you have a Missile 
Destroyer, though, you'll be able to get through the high route without too 
much trouble. 

But why are the Missile Destroyers so important, you ask? Well, as your 
preparing to leave, Fleet Intelligence reports that the Taiidan have set up 
minefields. The mines are too small to be targeted by your capital ships, but 
will still do some serious damage to your fleet. However, the Missile 
Destroyer's homing missiles will be able to clear a path for you. 

Before leaving, begin researching Proximity Sensor technology and Minelaying 
Tech when the other finishes. Send your Battle Group up to the first red dot, 
but aim about three or four kilometers higher than the dot to keep the lower 
half of your Battle Group from being fried. Likewise, if you see one of your 
ships taking damage, adjust the direction of your Battle Group accordingly (a 
frigate on the right is out of the dust cloud, so move your group more to the 
left, for example). 

The first red dot turns out to be two wings of Strike Craft: fifteen 
Interceptors and eight Heavy Corvettes to be more descriptive. Pause your 
Battle Group's ascent and order your Missile Destroyer to attack them; the 
fighters and corvettes should be wiped out pretty quickly to the Destroyers' 
devastating homing missiles.

When they've been eliminated, regroup and continue to the next red dot. But 
as you go, begin "sweeping" for mines. You can't target them normally, you 
need to use the Force Attack (Ctrl + Shift) when dragging a box to attack the 
mines; but be warned, you can attack your own ships this way as well. 

Once you find a minefield, stop your Battle Group and send the Missile 
Destroyers out to clear the area. Continue forward and destroy the other two 
walls of mines along with the Minelayer Corvette as well, and then have your 
Battle Group catch up. Eventually you'll stumble upon another Minelayer 
Corvette surrounded by a sphere of mines, but even with that many mines, your 
Missile Destroyers should make short work of them. 

The next red dot is more of the same: three walls of mines and a third 
Minelayer Corvette. When the last of the mines are cleared, regroup and save 
your game. The final red dot is a group of two Destroyers and your first 
Heavy Cruiser, so be prepared before heading into battle. 

Normally you'd want to target the Heavy Cruiser first, but it seems that the 
pair of Destroyers move forward to attack you while the Cruiser hangs back. 
Because of this, attack one of the Destroyers first, but keep an eye on the 
Heavy Cruiser; if it gets too close, focus all of your attention and 
firepower on it. Remember, the Cruiser has almost three times as much 
firepower as a Destroyer, so it poses a much greater threat. It's almost 
impossible to keep all of your ships intact here; whichever capital ship the 
Heavy Cruiser targets will most likely be destroyed, so try sending your 
Frigates out first as bait instead of the more-valuable Destroyers. 

When the Cruiser and its Destroyer escort are gone, continue heading straight 
through the dust veins. You'll begin to see flickers of the Research Station, 
but don't jump out at it just yet; the area between the dust veins and the 
Research Station are unprotected, and the last thing you need is a damaged 
fleet before attacking the Station's garrison, which includes a pair of 
Assault Frigates, four Ion Cannon Frigates, a Carrier that releases Multi-Gun 
Corvettes, and forty-five Defenders. 

When you're perpendicular with the Research Station, make the cut to the side 
and target an enemy to attack. Your Missile Destroyers should obviously 
target the Defenders and Multi-Gun Corvettes, and the rest of the Battle 
Group can focus on the other capital ships. You'll probably want to target 
the Assault Frigates on your left first just to avoid being surrounded. 

But wait, there's a problem with the enemy Carrier. Like the Great Wastelands 
level, the Carrier begins retreating, and you can't let it escape. But unlike 
your last encounter with an escaping Carrier, you have a little more 
firepower this time around. As it begins to fly away, it'll pass right next 
to your Battle Group, so hit it with everything you have. You should be able 
to destroy it before taking too much damage from the remaining Ion Cannon 
Frigates. 

When the Carrier and Ion Cannon Frigates are space junk, turn around to where 
the Assault Frigates were; five more appear, but they won't stand up to your 
Battle Group. Finish off any remaining Defenders or Multi-Gun Corvettes, and 
then finally hit the Research Station. It doesn't have any weapons and there 
aren't any more surprises, so destroying it is simple enough. 

Before hyperspacing away, you'll notice that there are two small clusters of 
resources on either side of your Mothership. You can send your Collectors and 
Controller out to harvest them, but make sure you keep a Support Frigate to 
repair them once they reach the safety of the resources. You'll score about 
six thousand RUs between the two patches, so it's definitely worth the 
effort. 

The next level won't give you any time to prepare, so make sure you build 
your fleet before making the jump. If most of your Battle Group is intact, 
you should be alright. A strong wing of fighters is a must, though; about 
twenty Interceptors and ten Scouts will do the trick. You'll also want a 
minimum of fourteen Salvage Corvettes, but the more you have the more ships 
you'll be able to capture. 


011.0 - Tenhauser Gate 

Primary Objectives: 
- Destroy the Taiidan fleet

Overview: In a coded Taiidan transmission, you find that the Emperor isn't 
very pleased about his fleet's inability to prevent you from returning. He 
also knows that the Bentusi are helping you, and demands that they be 
silenced before contacting the Galactic Council. You can't let that happen. 

Fleet Construction: There's no time to build anything once the level begins, 
so whatever you have at the moment will have to do. As long as you have a 
competent Battle Group, some Interceptors and Attack Bombers, and plenty of 
Salvage Corvettes, you won't have to worry about a thing. 


The Taiidan attack squad consists of an Assault Frigate, four Ion Cannon 
Frigates, three Destroyers, and another Heavy Cruiser. This is a golden 
opportunity to increase the size of your fleet, and at the very least you'll 
want to salvage the Destroyers and Cruiser. It takes five Corvettes to steal 
the Cruiser, and three for each Destroyer; which means the minimum number of 
Corvettes you'll need is fourteen. Add another two Salvage Corvettes for each 
Ion Cannon or Assault Frigate you'd like to have, and have a couple of spares 
just in case. 

When the mission begins, Fleet Command reports that the Bentusi are nearby 
and in distress. Immediately put your Battle Group in Wall and send them 
fifteen kilometers in front of the Mothership (there's no ping yet, but 
that's where the Bentusi are). A short cinematic will play in a few seconds 
that shows the defenseless traders being pummeled by the Taiidan forces.

The first thing you need to do is distract the Taiidan from attacking the 
already damaged Bentusi. However, this proves to be pretty simple, as any 
attack against them will draw their attention away from their target. Send a 
small group of Interceptors to harass the Destroyers and Frigates, but send a 
separate group of Scouts to pick at the Heavy Cruiser. At the same time, 
divide your Salvage Corvettes into two groups and send them to either side of 
the Bentusi Mothership, but don't order them to capture anything. 

Your Battle Group should be in range by now, so order them to attack anything 
you don't want, and have your wing of Attack Bombers target the lone Assault 
Frigate. As the level progresses, the enemy ships will slowly separate into 
smaller groups, and that's your signal to send the Salvage Corvettes in. Move 
them as close as possible before issuing the order, though, because as soon 
as you target something, the rest of the ships will go after your salvage 
team. However, the idea is that because you actually issue the order at the 
last minute, there won't be any time to defend against them. 

With the Taiidan fleet destroyed and captured, send your fleet back to 
the Mothership and wait for your new playthings to fall under your 
control. When they do, the Bentusi thank you for helping them and reward 
you with a gift greater than any technology: the gift of knowledge. In 
the "First Time" the Taiidan empire exiled your ancestors from Hiigara, 
with the Guidestone being the only link that survived the journey. The 
Bentusi's final words are, "Reach your Homeworld. Establish your claim." 

Now you know the whole story, and why the Taiidan are so intent on 
exterminating you. 

Before making the hyperspace jump, make sure you have at least two Missile 
Destroyers and six or seven Proximity Sensors in your fleet. Also, enter the 
Launch Manager and select the "Remain Docked" option. You'll be glad you did. 


012.0 - Galactic Core 

Primary Objectives: 
- Protect the fleet 
- Destroy the source of the gravity field 
- Protect the defector 

New Technology: 
- Cloaked Fighter 

Overview: Things are finally going your way; the Bentusi have told you the 
history of your people, and you're heading into the inner rim of the Hiigara 
system. But the Taiidan haven't given up just yet, and they have quite a few 
more traps ready for you.  

Fleet Construction: You'll be fighting a bunch of Taiidan capital ships in 
this level, but never more than three or four at a time. As long as most of 
your Battle Group is intact, you'll have more than enough firepower to defend 
the Mothership. You'll want about six Proximity Sensors to alert you of the 
cloaked ships that attack later on, too. And because of the Gravity Well 
Generators in the beginning you won't be able to launch your Strike Craft, so 
have a pair of Missile Destroyers on hand. After the Gravity Wells are 
destroyed, you can use a wing of Multi-Gun Corvettes to help clear away the 
enemy's Strike. 


When you drop out of hyperspace, you find yourself surrounded by three 
Gravity Well Generators with a pair of Support Frigates each. Divide your 
Battle Group into three groups and have them attack the Generators; your 
fleet should be strong enough to destroy them even with the Support Frigates 
healing them, but if not go after them first. Shortly after you attack the 
Generators, an Assault Frigate and a Missile Destroyer appear to wipe out any 
Strike Craft that are immobilized by the Gravity Wells. Since your Strike are 
safely docked in the Mothership, forget about the other Generators and take 
them out. 

When the Gravity Wells and the small attack group have been destroyed, 
regroup and begin launching your Strike Craft. The Support Frigates will 
retreat back to the other side of the map, and it might be tempting to 
destroy or capture them. Don't, the key to surviving this level is staying 
close to the Mothership; the Taiidan only attack in small groups, but if you 
go out and look for trouble there are plenty of minefields and capital ships 
ready for you. 

There's a fairly long lull between the initial attack and the next one, so 
you should have plenty of time to prepare your Strike Craft and Salvage 
Corvettes, you'll also want to assign your Proximity Sensors to your main 
Battle Group. Eventually, two formations of Interceptors and Scouts will 
appear, followed by an Assault Frigate. Capture the Frigate, and let your 
Missile Destroyers and Multi-Gun Corvettes take out the rest. 

The Interceptors and Scouts are succeeded by a wing of Attack Bombers and a 
half-dozen Heavy Corvettes. Around this time, your Proximity Sensors will 
begin alerting you of incoming enemy units, and three wire-frame Ion Cannon 
Frigates will appear. Destroy the Cloak Generator to make them fully visible, 
but don't attack them. Instead, put those idle Salvage Corvettes to use and 
steal them. 

Another weak attack follows the cloaked Ion Cannon Frigates in the form of 
Scouts and Interceptors. Destroy them, but try stealing the Support Frigates 
if you can. It may seem like a waste of time, but they come in handy during 
the final mission. 

Some Attack Bombers and Heavy Corvettes make one final attempt at an attack, 
but they're more of a diversion than anything. Below you, a Heavy Cruiser, 
six Ion Cannon Frigates, ten Heavy Corvettes, and about twenty Defenders are 
trying to catch you off-guard. Don't let them, let your Missile Destroyers 
finish cleaning up the Strike, and send your Multi-Gun Corvettes and Battle 
Group to fight the Heavy Cruiser's escorts. Have all of your Strike Craft go 
after the Defenders and other Strike, with your Battle Group focusing on the 
Frigates. At the same time, order your Salvage Corvettes to capture the 
Cruiser; by the time they get close, the Cruiser will already have picked one 
of your capital ships as a target, which makes stealing it much easier than 
it could be otherwise. 

With the Cruiser and its escort dead or captured, send your fleet back up to 
the Mothership and wait there for a moment. Take all of your Salvage 
Corvettes that aren't tied up, along with a small group of capital ships and 
Multi-Gun Corvettes, and send them about five kilometers to the northeast. 

Eventually, a cinematic will play that shows a Taiidan Destroyer hyperspacing 
in. The ship, known as the Kapella, is led by Captain Elson, a member of the 
Taiidan rebellions who support your cause. He's being followed by a pair of 
Ion Cannon Frigates and Assault Frigates, as well as two Support Frigates 
with docked Strike Craft. 

If you look at your Sensors Manager, Elson's Destroyer is speeding towards 
the Mothership from the northeast. Send your Strike and Battle Group to 
distract the ships attacking him, and use your Salvage Corvettes to capture 
them. Any spare Corvettes should be used to steal the Support Frigates. 

With the attackers destroyed, follow Elson back to the Mothership and finish 
salvaging any ships you still have. Small wings of Attack Bombers and Scouts 
may fly by occasionally, so keep your Missile Destroyers and Multi-Gun 
Corvettes on hand. If you wait around long enough, another three cloaked Ion 
Cannon Frigates may decide to attack as well. 

When Elson is aboard the Mothership, Fleet Intelligence tells you to 
hyperspace away. For once, doing so isn't a bad idea. There are plenty of 
resources being harvested by Taiidan Collectors, but the amount of work it'll 
take to fight for them isn't worth it. 


013.0 - The Karos Graveyard - The Shining Hinterlands 

Primary Objectives: 
- Dock Strike Craft with the Communications Relay

New Technology: 
- Heavy Guns
- Cloak Generator 

Overview: While you've mainly been on your own throughout the game (with a 
little help from the Bentusi), the Kushan aren't the only people fighting the 
Taiidan Empire. The destruction of Kharak has incited a rebellion against the 
corrupt empire, and they're waiting for Elson's signal to move into the next 
phase. Hidden in the Karos ship graveyard is a relay station that Elson can 
use to make contact with them; and in exchange, he can guide you through the 
Taiidan's defenses surrounding Hiigara. 

Fleet Construction: For Method One, you'll need a strong Battle Group that 
can quickly destroy the Junkyard Dog, but after that a small group of Missile 
Destroyers can clear a path through the graveyard. 

For Method Two, a group of twenty Multi-Gun Corvettes and five to ten 
Interceptors will be more than enough. 


013.1 - Method One - Destroying the Junkyard Dog 

The graveyard and relay station are relatively unguarded, in the sense that 
the only resistances you'll encounter are some Autoguns and a single ship: 
the Junkyard Dog, which can be described as basically the ultimate Salvage 
Corvette. The Junkyard Dog is small, fast, and can capture any ship by 
itself. 

However, it does have one weakness: it's vulnerable to Gravity Well 
Generators. So as soon as you drop out of hyperspace, set up your Battle 
Group and begin construction of a Gravity Well. Have it guard a ship in the 
middle of the group and send them about five to ten kilometers out in front. 

Now enter the Sensors Manager. You'll see a single red dot flying around the 
graveyard, that's the Dog. When it eventually comes to your end of the map, 
it goes after one of your capital ships. Don't let it get close enough, 
activate the Gravity Well Generator and order your entire Battle Group to 
attack it. The Dog's armor is tough, but without the ability to move it's as 
good as dead. 

Without having to worry about the Junkyard Dog, send your Missile Destroyers 
out to clear the graveyard of Autoguns. You might want to send a Support 
Frigate with them just in case they take some damage, but the Autoguns aren't 
terribly powerful. Use this time to check out the ships floating around the 
graveyard, you'll see some rejected ship designs for Heavy Cruisers and 
Support Frigates, among others. 

When the Destroyers reach the relay station, send a small group of 
Interceptors or Scouts (in case you missed an Autogun) in evasive tactics out 
to dock with it. After it does, Elson thanks you and transmits new hyperspace 
coordinates to your Mothership before hyperspacing away. 


013.2 - Method Two - You Take The High Road...

I actually prefer this strategy over the other one, simply because it doesn't 
take as long. You need about twenty-five Multi-Gun Corvettes and a handful of 
Interceptors. Send the two groups above or below the graveyard until they're 
over or under the relay station. Send the Multi-Gun Corvettes in first and 
have them target any Autoguns in the area. About fifteen seconds after the 
Corvettes reach the relay station, send your Interceptors in and have them 
enter the relay station. The Multi-Gun Corvettes will be able to knock out 
most of the graveyard's defenses, but remember to order your Interceptors to 
do something when one of them goes to dock - they just sit around otherwise. 

When one of your ships makes contact, immediately hyperspace away. After all, 
there's really nothing else to do here but sit around and take damage.  


014.0 - Bridge of Sighs 

Primary Objectives: 
- Destroy the field generator 

Secondary Objectives: 
- Destroy the hyperspace gates 

New Technology: 
- Sensors Array 

Overview: Captain Elson gives you some useful information about what's 
waiting for you around Hiigara. Most importantly, there are a series of 
hyperspace inhibitors that will prevent the Mothership from hyperspacing into 
the Homeworld system. Elson has given you the coordinates of the most 
vulnerable inhibitor; if you can destroy it, you'll create an access point 
for a hyperspace jump. 

Fleet Construction: Like the Karos Graveyard level, there are two different 
strategies that you can use. For Method One, you'll need fourteen to sixteen 
Salvage Corvettes, twenty Multi-Gun Corvettes, five Scouts, and a small 
Battle Group that has at least two Missile Destroyers in it.

For Method Two, you'll want six Cloak Generators, a pair of Heavy Cruisers, 
four or five Destroyers, twenty Multi-Gun Corvettes, and twenty Attack 
Bombers. 

Also, in both strategies, research Sensors Array technology. You may want to 
consider building one if you have the extra RUs.


014.1 - Method One - Thou Shalt Not Steal

Being the least protected field generator surrounding Hiigara, the only 
resistance you'll come up against is a very small fleet of over a hundred Ion 
Cannon Frigates and even more Strike Craft surrounding the inhibitor in a 
gigantic sphere. The plan here is to bait small groups of Frigates out and 
capture them with a team of Salvage Corvettes. 

Why use this method? Well, for one, the size of your fleet will at least 
double. In fact, you can begin the next level with anywhere from twenty to 
one hundred and twenty Ion Cannon Frigates, six Destroyers, and three Missile 
Destroyers, all for the price of a group of Salvage Corvettes. 

Second, this is actually pretty easy to do. Luring the Frigates away from the 
main sphere in groups of seven or eight isn't as difficult as it might seem, 
and they're just as easy to capture. 

The drawback: It's extremely time consuming. Having to go back and forth with 
the slow-moving Salvage Corvettes and waiting for the Mothership to receive 
the enemy ships becomes tedious and boring quickly. 


Anyway, before stealing anything, you'll want to prepare your fleet. Take any 
Ion Cannon and Assault Frigates (Ion Array and Multi-Beam Frigates will also 
work if you don't have at least ten of the others combined) and any Missile 
Destroyers you have and set them up in Wall formation. Position them about 
halfway in between the Mothership and the edge of the Ion Cannon sphere. 
Next, take the rest of your Battle Group and have them sit just in front of 
the Mothership. Finally, take a group of fourteen or more Salvage Corvettes 
and send them to where your Frigates are, except about twenty kilometers off 
to the left or right. 

Now send a small group of Scouts, set to evasive tactics, into the Ion Cannon 
sphere. Don't go too far or you'll attract too many at once; but as soon as 
an enemy ship comes into view, immediately send them back to the Mothership. 
Anywhere from seven to twelve Ion Cannon Frigates will follow after them, so 
be prepared to destroy anything you can't capture. Send your Frigate/Missile 
Destroyer Battle Group to intercept them on their way to the Mothership, and 
then slip your Salvage Corvettes in from the side. It's a good idea to steal 
the Frigates that are closest together and near the back, since the remaining 
Frigates may try to knock off any Salvage Corvettes that are latched onto one 
of their comrades. If you steal a Frigate up front or leave one next to 
another being salvaged, it might have enough time to catch up or turn and 
attack. 

With your Salvage Corvettes tied up, target any remaining Ion Cannon Frigates 
with the Battle Group you have waiting. Occasionally, a wing of Strike Craft 
will tag along, which is why you have a few Missile Destroyers on hand. You 
should have the Frigates outnumbered, but if a few manage to slip by while 
you're dealing with another one, the rest of your Battle Group is waiting by 
the Mothership to defend her and your Salvage Corvettes. 

Now repeat about a dozen times. You can pick away at the sphere by sending 
your Scouts to different sides of the map, and you don't have to worry about 
eliminating the Frigates behind the field generator. Just remember to save 
after every successful capture, because there's nothing more annoying then 
having to replay something that's already unbelievably repetitive. 


When you get too close to the field generator, Fleet Intelligence reports 
that there are several (three) hyperspace gates in the area, and they should 
be destroyed to prevent reinforcements from aiding their defenses. At each 
hyperspace gate, you'll encounter a pair of Support Frigates with a swarm of 
Attack Bombers, Heavy Corvettes, and Interceptors, followed by two Destroyers 
and a Missile Destroyer. 

However, if you ignore the Strike Craft and focus solely on the hyperspace 
gate, you can destroy it before the three Destroyers appear (since they 
arrive after the Strike Craft are eliminated). On the other hand, these are 
the only Destroyer-class ship you'll come across this mission, and it'd be a 
waste not to capture them. Likewise, it's a good idea to steal the Support 
Frigates, since you'll max out your Frigates and won't be able to build any 
of your own for the final mission.

If you want them, send your Frigate and Missile Destroyer Battle Group to a 
hyperspace gate, along with at least nine Salvage Corvettes (thirteen if you 
want the Support Frigates) and a strong wing of Strike Craft that includes a 
small group of Scouts. Keep your Salvage Corvettes well away from the gate, 
since the enemy Strike will target them. When the Support Frigates appear, 
have your Strike and Missile Destroyers attack them, but leave the Support 
Frigates alone. When they realize what's going on, they'll move about twenty 
kilometers away, but won't actually try to escape. 

With most of the first wave dead, the three Destroyers appear. Send your 
Scouts to harass the Missile Destroyer, and the rest of the Strike Craft to 
attack the entire group. The two Destroyers will more than likely target one 
of your capital ships, so order them to retreat and send your salvage team in 
at the same time. The Destroyers will be preoccupied with attacking your 
Battle Group that they won't have time to defend themselves, and the Missile 
Destroyer shouldn't be too much trouble either with your Strike Craft keeping 
them busy. When the threat is gone, send the rest of your Salvage Corvettes 
to capture the two remaining Support Frigates, and return to the Mothership 
for refueling and repairs. Afterwards, head over to another hyperspace gate.


Eventually, the majority of the sphere will be eliminated. You'll want at 
least the front half gone, but getting rid of any more wouldn't be a bad 
idea. When you think you're ready, send everything you have at the field 
generator: both Battle Groups, a strong wing of Multi-Gun Corvettes, Attack 
Bombers, and Heavy Corvettes, and at least six Proximity Sensors. Order all 
of your ships to guard the slower group of Destroyers and Heavy Cruisers to 
make sure you'll all arrive there at the same time, and then evenly spread 
your Proximity Sensors around. 

As you inch closer to the generator, a proximity warning will go off and 
three cloaked Destroyers will attack. Order the majority of your fleet to 
attack the Destroyers, and set aside a small group to knock out the Cloak 
Generators. Soon after, another cloaked Destroyer will appear from above, so 
repeat the same strategy you used before. The generator's last major defense 
is a cloaked Heavy Cruiser, but the combined force of your Battle Group will 
be able to overpower it without a problem. 

From here, hit the generator, and hit it hard. There's a Carrier hanging 
around, but it doesn't attack too aggressively. Send your Multi-Gun Corvettes 
and Heavy Corvettes to wipe out any Strike Craft it decides to launch. A few 
Ion Cannon Frigates may also wander over, but there shouldn't be too many if 
you did a good job of clearing away the sphere. Allocate a small group of Ion 
Cannon Frigates (ten is more than enough) and your Attack Bombers to deal 
with these nuisances. 

The field generator itself has no defenses whatsoever, but you do have to 
worry about one of your ships being destroyed by one of the individual 
sections as it rotates. It's not a major problem, but definitely set your 
fleet to evasive tactics and keep an eye on where they are. 

Once all eight sections are destroyed, Fleet Intelligence reports that the 
hyperspace inhibitor field surrounding Hiigara has been shut down. There's 
really nothing left for you here, so hyperspace away (unless you plan on 
salvaging the Carrier and Resource Collectors). 


014.2 - Method Two - Can't Hit What You Can't See 

This method is just as simple as the other one, but it also leaves you with a 
relatively small fleet (relative to what it could be using the strategy 
described above). But the positive here is that it won't take as long to 
complete. Instead of getting rid of the sphere of Frigates, you'll be 
bypassing it entirely. Using Cloak Generators, a small but extremely powerful 
fleet will sneak past all of the Ion Cannon Frigates and destroy the field 
generator before the Taiidan can close in and retaliate. 

To prepare for this, put your Heavy Cruisers and Destroyers into Wall 
formation. Order your Attack Bombers into Broad formation and have them guard 
the top of the Battle Group, while the Multi-Gun Corvettes do the same but 
with the bottom of it. 

Now put your Cloak Generators into five groups. Group 1 will be any three 
Generators, and Group 2 will be the other three. Now choose one Cloak 
Generator from each group and assign them to Group 3. Groups 4 and 5 will be 
identical to Group 3, but with the other Cloak Generators. 

It may sound confusing, but it's really not. The idea behind this is that you 
can quickly activate any Cloak Generator from each group, so while one is 
cloaking, the others can be recharging. And when the active one is about to 
run out, you can easily switch to another Generator. With Groups 1 and 2 on 
either side of the main Battle Group, you'll be able to keep your ships 
cloaked indefinitely. 

Before heading over to the field generator, run a few tests. Make sure all of 
your ships are cloaked, but while moving and standing still. If anything is 
visible and you aren't able to squeeze them into the Cloak Generator's field, 
get rid of them (this applies to Strike Craft, not your capital ships). 

When everything's working and you're sure the cloaking field will hold up, 
send your Battle Group to the field generator. When you get close to the 
sphere of Frigates, activate one pair of Cloak Generators (remember to do 
this before the ships will spot you). When the first pair's power is running 
low, switch to the next two and let the others recharge. 

Once you reach the field generator, order your Battle Group and Attack 
Bombers to destroy it. If the cloaked Destroyers and Heavy Cruiser figure out 
what's going on and lumber over to attack you, ignore them; you should be 
just about done destroying the last few sections of the generator anyway. Use 
your Multi-Gun Corvettes to attack any Strike Craft that get in your way. 

When the hyperspace inhibitor field is gone, immediately hyperspace away - 
there's no reason to stick around and you have quite a few angry Taiidan 
ships surrounding you. 


014.3 - Method Three - The Best of Both Worlds 

This isn't really a separate strategy per se, but it's still worth 
mentioning. If you have a weak fleet but don't have the patience to knock out 
the entire sphere of Ion Cannon Frigates, steal as many as you want and then 
send your cloaked ships in to destroy the field generator. 


015.0 - Chapel Perilous 

Primary Objectives: 
- Destroy the object 


Overview: The Taiidan are becoming desperate, they've strapped an engine to a 
very large asteroid and set it on a collision course with the Mothership. But 
as they say, necessity is the mother of invention, and this is a surprisingly 
effective strategy considering how bizarre it is. 

Fleet Construction: There's no time to build anything new, so you're going to 
have to deal with whatever you have on hand. 


Send your entire Battle Group and all of your Strike Craft out to intercept 
the asteroid; like with the field generator, use evasive tactics to avoid 
colliding into it and losing one of your ships. As you get closer and closer, 
the asteroids escorts will begin attacking you; first with a group of twenty 
Interceptors, followed by twenty Heavy Corvettes, thirty-six Defenders, and 
twenty Multi-Gun Corvettes. Order all of your Strike (minus the Attack 
Bombers) and Missile Destroyers to go after them. 

As for the meat of the asteroids escort, you're going to go up against two 
groups of sixteen Assault Frigates and four Destroyers. You might want to 
consider sending your Salvage Corvettes in to capture the Destroyers - or at 
the very least hold them at bay while you attack the asteroid. 

If you have a strong group of Ion Cannon Frigates (at least forty or more), 
order them to attack the asteroid, along with your Heavy Cruisers and 
Destroyers; any Ion Array or Multi-Beam Frigates you have should distract the 
asteroids escorts. If you have a weak alternate Battle Group, ignore the 
escorts and just attack the asteroid. 

When the asteroid is destroyed, finish off (or capture) any remaining Taiidan 
ships and harvest the area. At the same time, prepare your fleet for the 
final level by maxing out all of your capital ships. If you've been using 
Salvage Corvettes a lot, you probably won't even be able to build very many 
ships, which is a good thing. If your Battle Group is maxed out and you still 
have some spare RUs, build about twenty-five Multi-Gun Corvettes, twenty 
Attack Bombers, and fifteen Interceptors. If you need RUs, retire any non-
combat ships you don't need: Research Ships, Proximity Sensors, and Sensors 
Arrays. Don't get rid of your Collectors and Controllers, though.

Also - and this is important - build as many Support Frigates as you can. The 
final mission throws a very large fleet at your Mothership, and without at 
least one Support Frigate to repair her there's a slim chance you'll be able 
to get through in one piece. Four is a good number, but more is better.  


016.0 - Hiigara  

Primary Objectives: 
- Eradicate enemy forces

Overview: The asteroid, while not destroying you, served its purpose as a 
delay tactic. When you arrive at Hiigara, a very large Taiidan fleet is 
waiting for you, including the Emperor's flagship. This level is divided into 
five fairly large battles, and you're going to have to fight some of them 
simultaneously in different areas. If you really want your Homeworld back, 
you're going to have to earn it. 

Fleet Construction: Like the previous mission, there's almost no time to 
build anything before being attacked; any fleet building should've been done 
before hyperspacing. But feel free to build any new ships to replace the ones 
you lose throughout the course of the level. 


Quickly put all of your Capital Ships in front of your Mothership. You'll 
want to have two relatively-equal Battle Groups for later, but at the moment 
you're attacking one target. Move your Support Frigates behind the 
Mothership, but close enough that they won't have to shift around to heal 
her. Third, send your Missile Destroyers and any Strike Craft that do well 
against other Strike Craft (Multi-Gun Corvettes, Heavy Corvettes, 
Interceptors, et cetera) about twenty kilometers directly above the 
Mothership. Finally, send your Collectors out to harvest and have your 
Controller guard them; they'll be well away from the action, and they'll drop 
off plenty of valuable resources. 

After letting you wait around for a minute, the first wave of Taiidan appears 
from all directions. Above you, a Carrier launches a few waves of Strike 
Craft; none of which should really be too much trouble for your own Strike 
and Missile Destroyers. Below you is a small group of seven Ion Cannon 
Frigates that should be ignored for the most part, because the main threat is 
much more destructive: six Ion Cannon Frigates, two Destroyers, two Missile 
Destroyers, six Assault Frigates, and a Heavy Cruiser. 

Luckily, most of these ships only go after your Mothership, which should keep 
your losses at a minimum. Of course, this also means that the Mothership's 
hit points are going to dramatically drop unless you have Support Frigates 
repairing her and enough firepower to take out the wave of Taiidan ships. 

With your Strike Craft dealing with the Carrier's escorts and your Attack 
Bombers picking away at the Ion Cannon Frigates below you, focus all of your 
attention on the main Battle Group. Destroy the Heavy Cruiser first, followed 
by the Destroyers, Ion Cannon Frigates, Assault Frigates, and finally the 
Missile Destroyers. As soon as your Mothership takes damage, order your 
Support Frigates to begin repairing it. As long as you get Cruiser and 
Destroyers out of the way quickly, you should be able to get through without 
the Mothership going down in flames. 

If you survive, save and prepare for the next battle. Your Support Frigates 
should have enough time to repair your Mothership and any capital ships that 
took damage. Don't forget about your Strike Craft hanging around out of sight 
above you; the Carrier doesn't do anything afterwards, so don't bother 
attacking it. 

Now, divide your Battle Group into two parts. Order one to remain in front of 
your Mothership (which will henceforth be called Battle Group 2), and send 
the other one (Battle Group 1) twenty kilometers up and twenty kilometers 
behind the Mothership. Eventually, Fleet Intelligence reports that 
reinforcements are coming out of hyperspace behind and above you. Battle 
Group 1 should already be heading in that direction, but adjust their 
positions to intercept them. 

The second battle puts you against a fleet similar to the main Taiidan threat 
from the first battle: six Assault Frigates, six Ion Cannon Frigates, three 
Destroyers, and another Heavy Cruiser. Attack them the same way you did 
previously - concentrate fire on the bigger ships first. This is a little 
more difficult because you only have half of your Battle Group, but you 
should still be able to win if you get rid of the deadly Heavy Cruiser as 
soon as possible. 

With only a few enemy ships remaining, Fleet Intelligence announces that yet 
another wave of Taiidan capital ships are coming out of hyperspace. This 
time, they're below your Mothership and off to the right. Immediately after 
Battle Group 1 takes care of the last of the second battle, send them down to 
meet them. You have to do this quickly to prevent them from reaching the 
Mothership, so forget about putting your ships into formations - it'll only 
waste time. 

While your first Battle Group is en route to the third battle, the rest of 
your ships will be waiting by your Mothership. Don't send them down to help 
the others, a fourth group of ships are coming at your Mothership. 

Battle Group 1 will meet up with their target before the other Taiidan ships 
reach the Mothership, so pay more attention to them at the moment. This wave 
of Taiidan destruction is composed of a third Heavy Cruiser with an escort of 
ten Ion Cannon Frigates and ten Assault Frigates. Despite their numbers, the 
lack of any Destroyers makes this battle a bit easier than the others. After 
the Cruiser is out of the picture, begin hunting the Frigates, but begin 
switching back and forth between the two Battle Groups. 

The final attack against your Mothership is similar to the first one: six 
Assault Frigates, six Ion Cannon Frigates, two Missile Destroyers, a pair of 
Destroyers, and a Heavy Cruiser. Like before, take them out in order of 
firepower and have the Support Frigates repair the Mothership as it takes 
damage. This time around, though, the Taiidan ships attack both the 
Mothership and your Battle Group, which makes surviving a bit easier. 

But right in the middle of this frenzy, Fleet Intelligence reports of another 
fleet emerging from hyperspace. The usually calm voice is showing signs of 
fear as he announces, "We're being overwhelmed!" 

Thankfully, it's Captain Elson, and he's brought reinforcements for you 
- certainly a change from the norm. He gives you command of six Assault 
Frigates and a pair of Missile Destroyers, which you should throw into 
the battle to finish off the rest of the Taiidan. 

With both of your Battle Groups victorious, Elson and his Ion Cannon 
Frigates head across the map to attack the Emperor's Mothership. If 
Battle Group 2 is still intact for the most part, follow after him. 
Otherwise, wait for Battle Group 1 to make it back and then send your 
entire fleet after Elson. Remember, there aren't any more attacks 
against your Mothership, so don't worry about leaving it defenseless. 

Before attacking the Taiidan Mothership, Elson and his fleet stop at a 
lone Carrier, which launches twelve Multi-Gun Corvettes and twelve 
Attack Bombers. Your Battle Groups probably won't be able to catch up, 
but your Strike Craft can. Order them to fight the Carrier's escort 
while Elson destroys the Carrier itself. When your Battle Group finally 
arrives, have it attack the Carrier as well. 

Once the Carrier is space junk, follow Elson to the Taiidan Mothership. 
The Emperor is guarded by three Heavy Cruisers, each with a pair of 
Support Frigates. Elson ignores them, but you shouldn't; make sure to 
get rid of the Support Frigates first, and then destroy the Cruisers. 
When you reach the Mothership, you'll see the Emperor launching Strike 
Craft that immediately kamikaze into Elson and his Frigates, along with 
a pair of Missile Destroyers and a Gravity Well Generator. The Missile 
Destroyers really won't put up much of a fight, so focus exclusively on 
the Mothership. Elson's fleet has probably done most of the work for 
you, so you probably won't have to wait very long before the Emperor's 
flagship goes down. When it does, the Bentusi arrive with the Council 
and declare and end to the war between your species and the Taiidan. 


It's been a difficult journey, but you're finally home. Congratulations. 
Sit back, watch the credits, and enjoy the song "Homeworld" by Yes.