___          ___           ___   __        __
_____________|___| /   \ |\  /| |___ \  /\  / /   \ |__) |    |  \_____________
-------------|   | \___/ | \/ | |___  \/  \/  \___/ |  \ |___ |__/-------------
   ____      __   _______   __      ____    _  __     _   ____    _        _
  / __ \    /  \ |__   __| /  \    / __ \  | | \ \   / / / __ \  | \      / |
 | /  \ |  / /\ \   | |   / /\ \  | /  \ | | |  \ \_/ / | /  \_| |  \    /  |
 | |  |_| | |  | |  | |  | |  | | | |  |_| | |   \   /  | \___   | \ \  / / |
 | |   _  | |__| |  | |  | |__| | | |   _  | |    | |    \___ \  | |\ \/ /| |
 | |  | | |  __  |  | |  |  __  | | |  | | | |    | |    _   \ | | | \  / | |
 | \__/ | | |  | |  | |  | |  | | | \__/ | | |__  | |   | \__/ | | |  \/  | |
  \____/  |_|  |_|  |_|  |_|  |_|  \____/  |____| |_|    \____/  |_|      |_|


Version 2.5 - 07/06/2013


FAQ By Seb Haque
Email: sebhaque (at) gmail(dot)com

Author's Note: This FAQ contains major spoilers. Please ensure you only read 
as far as you need to go, as otherwise you might end up spoiling something 
important for yourself.

EMAILING ME

You can email me about
-Spelling Mistakes
-Other Tips
-Praise!
-General help about this game
-Modding advice
-Buying me a beer

You cannot email me about
-Flame, hate mail etc.
-General Spam
-Frivolous commentary and observations (i.e. ion frigates have ion cannons 
- save it for the message board)
-Chain Mail
-ASCII (please ask Osrevad, contact details in the Contributors section)

FAQ (c) Copyright 2003-2013 Seb Haque. Personal usage is accepted - please 
get in contact if you wish to host it on your site or use it commercially.

----------------------------------------------------------------------------
SITES THAT KINDLY ASKED PERMISSION TO HOST THIS FAQ:

GameFAQs (www.gamefaqs.com)
GameNotOver (www.gamenotover.com)
IGN FAQs (http://faqs.ign.com)
JST Online (http://jstonline.thegamingunion.com)
Cheats.de (www.cheats.de)
NeoSeeker (www.neoseeker.com)
Cheat Code Central (www.cheatcc.com)
DLH.net (http://dlh.net)

NOTE TO WEBMASTERS: Updates for this guide will be posted to www.gamefaqs.com. 



----------------------------------------------------------------------------
				cntnt: Contents
----------------------------------------------------------------------------

If you're looking for a particular point in the FAQ, just hit Ctrl+F on your 
computer and type the phrase next to the title. 

 ---------------------------------------- 
| Phrase | Hyperspace to...              |
|-------------------------------------   |
| cntnt  | Contents                      |
| intdx  | Introduction                  |
| nwftr  | New Features                  |
| ovrvw  | Overview                      |
| tactx  | Tactics                       |
| frmts  | Formations                    |
| tnlgy  | Technology                    |
| shrnx  | Ship Ranks                    |
| shpdt  | Ship Data                     |
| mis00  | Mission Walkthrough Start     |
| mis01  | Mission 1                     |
| mis02  | Mission 2                     |
| mis03  | Mission 3                     |
| mis04  | Mission 4                     |
| mis05  | Mission 5                     |
| mis06  | Mission 6                     |
| mis07  | Mission 7                     |
| mis08  | Mission 8                     |
| mis09  | Mission 9                     |
| mis10  | Mission 10                    |
| mis11  | Mission 11                    |
| mis12  | Mission 12                    |
| mis13  | Mission 13                    |
| mis14  | Mission 14                    |
| mis15  | Mission 15                    |
| mis16  | Mission 16                    |
| mis17  | Mission 17                    |
| dialg  | Important Dialogue            |
| eeggs  | Easter Eggs                   |
| thanx  | Contributors                  |
| hslog  | History/Logs                  |
| morme  | Other FAQ's by me, Seb Haque  |
| byeee  | End Credits                   |
 ---------------------------------------- 



----------------------------------------------------------------------------
				intdx: Introduction
----------------------------------------------------------------------------
Homeworld: Cataclysm has always been one of my favourite games. It was the 
first game from the Homeworld series I bought, having got too frustrated 
with the ending of the demo of Homeworld to purchase it for a while! While 
there's no need to repeat a review on here, you're probably playing it 
because you enjoy it. RTS games such as this one typically have steep 
learning curves, and if you're struggling with a mission, you may find it 
helpful to replay the previous one (or turn the difficulty down).

----------------------------------------------------------------------------
				nwftr: New Features
----------------------------------------------------------------------------
- Time Compression
- Ships 
- Moveable mothership (that can look after itself in a small firefight)
- Time setting
- Controls (addition of shift +)
- Message Screen
- Detailed Ship Information
- Unique voices for every ship
- New way of researching and harvesting
- More intelligent and active AI

I'm sure there are more that I've missed out, email me if you know any.

----------------------------------------------------------------------------
				ovrvw: Overview
----------------------------------------------------------------------------
Homeworld Cataclysm essentially takes the concept of the original Homeworld 
and improves certain features, while keeping the core gameplay the same. New 
elements include the controls, as now shift and alt commands can be issued. Of 
course, new ships/races are prevalent, and details are listed in the Ship Data 
section. Also, there is a totally new way of scouting/using your sensors. In 
the original Homeworld, the entire map was visible - but now, you have to 
explore to find resources, enemies, crystals and so on. If you have, say 
3000RU's worth of asteroids on the map, and you have only found 2000, the 
other 1000 will not be available to harvest until you find them. This means 
lazy buggers (like my former self) can't just set resourcers to harvest at 
the end of a mission while wandering off for a cigarette - you have to 
physically find the resources first (although sending a Recon ship on a 
waypoint is an easy way around this - until you find enemies/mines). 

HW:C has many new and improved ships, the prime example being the 
Mothership - once a static banana incapable of shooting a housefly, 
now a strike-craft killing mobile base. Cataclysm also throttles back on 
some of the items found in the original Homeworld - cloaking is now few and 
far between, and the only plasma guns you'll get are off captured ships. 
While nowadays this game is able to apply for its pension, the graphics are 
still competent - due to the increased effects (better engine trails and 
background effects), older computers would struggle to run this game at 
full resolution, but no problems should be found these days (apart from 
Windows 7/8 deciding anything developed prior to 2004 not worth running, 
but that's a different story!)


----------------------------------------------------------------------------
				tactx: Tactics
----------------------------------------------------------------------------
F2: Evasive
In evasive, your ships will split out of formation (if they have one) and go 
into pairs. One ship acts as a wingman while the other leads. This is useful 
when you are scouting, since evasive ships have been known to zigzag to avoid 
engaging enemies (more explored land!). Itís best to keep Recons in this 
tactic so they can spy on enemies then retreat to safety automatically, 
without you having to force them to (neutral) or deciding to fire their 
pea shooters at the disgruntled Dreadnoughts they've inadvertently woken up 
(aggressive).


F3: Neutral
A lot of people hate this tactic, but personally, I find it very useful. Ships 
in neutral will only fire at enemies as they go past, and will not engage in 
direct combat. This is useful if you want to send a platoon somewhere and take 
the direct route (i.e. sending a backup fleet or a main fleet past a 
resourcing op). 

F4: Aggressive
Ships in aggressive are out for blood, and will hunt and chase down any enemy 
they see. In this mode, ships will automatically override their preceding 
orders to eliminate whatever ship they come across, and won't re-engage their 
previous orders. Even an Acolyte on aggressive will break out of orders to try 
and attack a Beast mothership - usually with severe consequences for the 
Acolyte. As long as the pilot of the enemy ship is breathing, your aggro ships 
won't rest until he/she/it (Beast) is a pile of scrap and entrails.


----------------------------------------------------------------------------
				frmts: Formations
----------------------------------------------------------------------------
F5: Delta
Delta formation is best used for a group of 3-7 fighters/corvettes. With 
frigates, only 3 MBF's or Hive Frigates work well - for most formations 
below, they're best avoided for anything bigger than a Corvette.

F6: Broad
Broad formation is the default stance when your fighters come out of the 
mothership. I'd only use this for a small group of ships.

F7: X
X formation is my choice for 5 larger ships. The only hindrance with this 
formation is that the ships on the outer edges are vulnerable to flank 
attack since the whole X must turn to attack. Ships with good coverage can 
get around this, but the X is something I'd only use for an overpowered 
frontal attack.

F8: Claw
This is good for a large group of fighters, since the speed and continuous 
assault of a fast-moving Claw is a serious threat to cap ships. Again, a 
flank attack on the rear ship is your best bet for disrupting the claw.

F9: Wall
Similarly to the X, it's good for an overpowered frontal attack. Attacking 
anything faster than a Dreadnaught is asking for trouble, as all the other 
ship has to do is move behind the wall, where it can happily turn around 
and introduce the wall to Kharak, since the entire wall pivots on the 
top-left ship.

F10: Sphere
A good bet for large groups, since the victims are swarmed and turned 
into target practice. Just remember that the bottom of the sphere is 
the most commonly unguarded, and strike craft typically become 
geostationary around the target ship. Not ideal for anything with heavy 
weaponry.

F11: Custom
Whatever shape the formation is, ships will hold until given other 
orders. Handy for protecting damaged ships that are running slow, or 
running a makeshift sphere around a significant ship (e.g. a group of 
frigates around a worker).

F12: Parade/Command
The formation of hyperspace. Not particularly recommended unless you're 
expecting an emergency hyperspace.


----------------------------------------------------------------------------
				tnlgy: Technology
----------------------------------------------------------------------------
This section hosts different types of tech: weapon systems and ship techs.

-=WEAPON TYPES=-

Mass Drivers: Projectile weapons, they have a fast-fire rate but are 
relatively weak compared to the other weapon types.

Energy Cannon: Twice as strong as projectiles, they are slower than 
projectiles and have a slower rate of fire. Upgrading ships like the 
Kuun-Lan to energy weapons is a double-edged sword, as while it can 
now cause Frigates some bother, it also loses its ability to accurately 
track Fighters. Energy cannons home in slightly on their target, which 
can make them a little better at destroying slower-moving Corvettes.

Missiles: Missiles are slow, but deadly. They can be easily seen because 
of their engine trails. Unfortunately, missiles are not unlimited, and 
most smaller vessels have only been able to carry a few. Larger vessels 
are able to carry an onboard manufacturing supply, which doesn't run out. 
For some reason the Turanics have combatted this and their Missile 
Corvettes seem to have a never-ending supply of missiles.

Plasma Bombs: So far, only the Beast/Taiidani Attack Bomber and the 
Taiidani Assault Frigate have plasma bombs. They are slow but devastating 
to anything that gets in its way - think of them as a fast-moving missile.

Fields: Fields are means of defence. They come in the form of Sentinel 
Force Fields and Defence Field Frigates. Sentinels shield all weapon (fully 
upgraded) blows while the Defence Field Frigate deflects half of all 
projectile weapons (annoyingly, including friendly weapons). The Gravity 
Well Generator also provides a field, although this simply traps any 
strike craft (friendly or not) in its grasp.

Siege Cannon Shot: The most powerful shot in the game, this projectile 
travels extremely slowly. It'll vapourise ships smaller than a Destroyer, 
and what it doesn't destroy, it'll cause immense grief with its massive 
inertia.

Infection Beam: The Beast's main, and ultimate weapon. It converts pretty 
much any ship to the dar-er, Beast side, unless it's immune (most larger 
cap ships), in which case it causes heavy damage. Avoid!


-=RESEARCH=-
You'll notice in the research manager that the technologies are outlined 
in either green or blue. Blues are the essentials and greens are upgrades.

Somtaaw

To research new technologies, Somtaaw fleets build Modules, which are 
specialised in certain areas. For example, if you want to upgrade your 
armour level from 1 to 3, you would build an armour module, not a weapons 
module.

Hangar Bay Module
FIGHTER DRIVE
ADVANCED FIGHTER DRIVE
LINKING TECHNOLOGY
FRIGATE DRIVE
ADVANCED FRIGATE DRIVE
DESTROYER DRIVE
ADVANCED DESTROYER DRIVE

Armour Module
ARMOUR LEVEL 2
ARMOUR LEVEL 3
FORCE FIELD LEVEL 1
FORCE FIELD LEVEL 2
FORCE FIELD LEVEL 3

Engineering Module
HOLOGRAPHIC EMITTER
SUPPORT SYSTEMS
AFTERBURNER
REPAIR SYSTEMS
SALVAGING ABILITY

Advanced Engineering Module
MICRO SHIP CONSTRUCTION
REPAIR BOTS
PHASED TELEMETRY
ADVANCED SENSORS
INFECTION VACCINE (Only multiplayer)
CRYSTAL HARVEST ABILITY
INERTIALESS DRIVE (Only single player)

Weapons Module
ADVANCED ION CANNON
MISSILE LAUNCHER
SIEGE CANNON
ENERGY CANNON
E.M.P. WEAPON
QUANTUM EXPLOSIVE CHARGE
REPULSE WEAPON

Beast
Notice that the Beast only has 2 unique ships: The Command Ship and the 
Cruise Missile (actually 1: the Command Ship was originally the lower 
deck of the Kuun-Lan). When you open up the research manager, every ship 
is listed individually, with the requirements for each noted underneath 
(naturally, several upgrades are repeated). Some further upgrades need to 
be stolen off Somtaaw ships, by simply infecting then retiring. An example 
of this is the ENERGY CANNON, which the Beast does not have itself. Like 
Somtaaw, essential upgrades (or traits needed to construct the ship) are 
in Blue, and the upgrades in Green.

Genetics Module
SUPPORT SYSTEMS
BEAST INFECT WEAPON (upgrade)
CRYSTAL HARVEST ABILITY 

Recon (captured)
ADVANCED SENSORS (upgrade)
ADVANCED FIGHTER DRIVE 
ARMOUR LEVEL 2/3 

Acolyte (captured)
FIGHTER DRIVE
LINKING TECHNOLOGY 
ADVANCED FIGHTER DRIVE 
ARMOUR LEVEL 2/3 

Interceptor
FIGHTER DRIVE
ADVANCED FIGHTER DRIVE 
ENERGY CANNONS 
ARMOUR LEVEL 2/3 

Cloaked Fighter
FIGHTER DRIVE
CLOAKING ABILITY
ADVANCED FIGHTER DRIVE 
ENERGY CANNONS 
ARMOUR LEVEL 2/3 

Attack Bomber
FIGHTER DRIVE
PLASMA BOMB LAUNCHER
ADVANCED FIGHTER DRIVE 
ARMOUR LEVEL 2/3 

ACV (captured)
FIGHTER DRIVE
LINKING TECHNOLOGY (captured)
E.M.P. WEAPON 
ADVANCED FIGHTER DRIVE 
ARMOUR LEVEL 2/3 

Multi-Gun Corvette
FIGHTER DRIVE
FAST TRACKING TURRETS
ADVANCED FIGHTER DRIVE 
ENERGY CANNONS 
ARMOUR LEVEL 2/3 

Heavy Corvette
FIGHTER DRIVE
HEAVY CORVETTE UPGRADE
ADVANCED FIGHTER DRIVE 
ENERGY CANNONS 
ARMOUR LEVEL 2/3 

Multibeam Frigate (captured)
FRIGATE DRIVE
ADVANCED ION CANNON
ADVANCED FRIGATE DRIVE 
ARMOUR LEVEL 2/3 

Hive Frigate (captured)
FRIGATE DRIVE
MICRO SHIP CONSTRUCTION (captured)
ADVANCED FRIGATE DRIVE 
ARMOUR LEVEL 2/3 

Ion Array Frigate
FRIGATE DRIVE
ADVANCED ION CANNON
CLOAKING ABILITY (upgrade)
ADVANCED FRIGATE DRIVE 
ARMOUR LEVEL 2/3 

Defence Field Frigate
FRIGATE DRIVE
DEFENSE FIELD
ADVANCED FRIGATE DRIVE 
ARMOUR LEVEL 2/3 

Heavy Cruiser
DESTROYER DRIVE
HEAVY GUNS
ADVANCED ION CANNON
ENERGY CANNONS 
ADVANCED DESTROYER DRIVE 
BEAST INFECT WEAPON (upgrade)
ARMOUR LEVEL 2/3 

Carrier
DESTROYER DRIVE
CRYSTAL HARVESTING ABILITY (upgrade)
ADVANCED DESTROYER DRIVE 
ENERGY CANNONS 
BEAST INFECT WEAPON (upgrade)
ARMOUR LEVEL 2/3 

Ramming Frigate (captured)
REPAIR BOTS 
AFTERBURNER 
ARMOUR LEVEL 2/3 

Worker (captured)
REPAIR SYSTEMS 
SALVAGING ABILITY 
ARMOUR LEVEL 2/3 

Processor (captured)
CRYSTAL HARVESTING ABILITY (upgrade)
REPAIR SYSTEMS 
ARMOUR LEVEL 2/3 

Sentinel (captured)
MICRO SHIP CONSTRUCTION (captured)
FORCE FIELD LEVEL 1 
FORCE FIELD LEVEL 2 
FORCE FIELD LEVEL 3 
ADVANCED SENSORS (upgrade)
ARMOUR LEVEL 2/3 

Mothership
BEAST INFECT WEAPON (upgrade)
CRYSTAL HARVESTING ABILITY (upgrade)
SUPPORT SYSTEMS (upgrade)
ARMOUR LEVEL 2/3 

Cruise Missile
FIGHTER DRIVE
MISSILE LAUNCHER
BIO-WARHEAD
ADVANCED FIGHTER DRIVE 
BEAST INFECT WEAPON (upgrade)
ARMOUR LEVEL 2/3 

Missile Corvette
FIGHTER DRIVE
MISSILE LAUNCHER
ADVANCED FIGHTER DRIVE 
ARMOUR LEVEL 2/3 

----------------------------------------------------------------------------
				shrnx: Ship Ranks
----------------------------------------------------------------------------
When your ships kill/salvage enough enemies, they gain purple stars below 
their health bar.

+0: Flight Sergeant: Default stance, no increase in speed/attack.
+1: Lieutenant: After killing a few ships, you receive this award. Speed 
and attack are slightly boosted.
+2: Flight Leader: After a couple more ships have been slaughtered, you 
receive this. Slight more attack/speed.
+3: Squadron Leader: After lots of ships have been killed, you get a 
moderate increase in speed/attack.
+4: Wing Commander: The highest stance, after many battles your attack 
and speed will be greatly increased.

NOTE: When making ships attack out of formation, make sure that you keep 
an eye on your higher-rated ships, since they go into battle first and are 
more likely to be slaughtered. Since they're also faster than other ships, 
they can also retreat quicker. A good tactic if you're fighting a losing 
battle is to send your experienced ships to dock/retreat first, to get them 
out of the battle, then send the inexperienced fodder back. Alternatively, 
if the odds aren't that bad or resources are low, you can order your 
inexperienced ships to retreat first, while your W.Cmdr ships cover their 
arses, then send them to catch up.

----------------------------------------------------------------------------
				shpdt: Ship Data
----------------------------------------------------------------------------

This data is taken from game sources.

-=SOMTAAW=-

"Mimic" Class 
Infiltration ship
Mass: 55 tons
Firepower: -
Armour: 20
Coverage: -
Manoeuvrability: very high
Max. Velocity: 750 m/s
Special Action: Mimic
Required Tech - FIGHTER DRIVE, MIMIC TECH
Upgrade Tech - ENERGY CANNON, LINKING TECHNOLOGY, QUANTUM EXPLOSIVE CHARGE, 
ADVANCED FIGHTER DRIVE, ARMOUR LEVEL 2/3

"Martyr" Class (MCV) 
Infiltration Corvette
Mass: 110 tons
Firepower: -
Armour: 40
Coverage: -
Manoeuvrability: high
Max. Velocity: 550 m/s
Special Action: Mimic
Required Tech - FIGHTER DRIVE, HOLOGRAPHIC EMITTER, LINKING TECHNOLOGY
Upgrade Tech - ENERGY CANNON, QUANTUM EXPLOSIVE CHARGE, 
ADVANCED FIGHTER DRIVE, ARMOUR LEVEL 2/3

"Avenger" Class (ACV) 
Corvette
Mass: 180 tons
Firepower: 170
Armour: 140
Coverage: 6%
Manoeuvrability: high
Max. Velocity: 600 m/s
Special Action: Unlink, EMP
Required Tech - FIGHTER DRIVE, LINKING TECHNOLOGY
Upgrade Tech - ENERGY CANNON, E.M.P. WEAPON, ADVANCED FIGHTER DRIVE, 
ARMOUR LEVEL 2/3

"Dervish" Class 
Multi-Beam Frigate
Mass: 10200 tons
Firepower: 3900
Armour: 4000
Coverage: 90%
Manoeuvrability: medium
Max. Velocity: 370 m/s
Special Action: None
Required Tech - FRIGATE DRIVE, ADVANCED ION CANNON
Upgrade Tech - ENERGY CANNON, REPAIR BOTS, ADVANCED FRIGATE DRIVE, 
ARMOUR LEVEL 2/3

"Hive" Class 
Advanced Drone Frigate
HIVE FRIGATE
FIREPOWER: 1400
COVERAGE: 12%
MANEUVERABILITY: MEDIUM
ARMOR: 3800
MAX VELOCITY: 390 m/s
MASS: 9900 TONS
Special Action: Swarm
Required Tech - FRIGATE DRIVE, MICRO SHIP CONSTRUCTION
Upgrade Tech - ENERGY CANNON, REPAIR BOTS, ADVANCED FRIGATE DRIVE, 
ARMOUR LEVEL 2/3

"Sentinel" Class 
Defence Pod
Mass: 21 tons
Firepower: 290
Armour: 350
Coverage: 15%
Manoeuvrability: high
Max. Velocity: 250 m/s
Special Action: Shield
Required Tech - MICRO SHIP CONSTRUCTION
Upgrade Tech - ENERGY CANNONS, FORCE FIELD LEVEL 1/2/3, ADVANCED SENSORS, 
ARMOUR LEVEL 2/3

"Leech" Class 
Breaching Pod
Mass: 26 tons
Firepower: -
Armour: 30
Coverage: -
Manoeuvrability: very high
Max. Velocity: 1250 m/s
Special Action: Leech
Required Tech - PHASED TELEMETRY
Upgrade Tech - ARMOUR LEVEL 2/3

"Deacon" Class 
Destroyer
Mass: 28,000 tons
Firepower: 8500
Armour: 16,000
Coverage: 30%
Manoeuvrability: low
Max. Velocity: 325 m/s
Special Action: None
Required Tech - DESTROYER DRIVE, MISSILE LAUNCHER, ADVANCED ION CANNON
Upgrade Tech - ENERGY CANNONS, ADVANCED DESTROYER DRIVE, REPAIR BOTS, 
ARMOUR LEVEL 2/3

"Shaman" Class 
Carrier
Mass: 129,000 tons
Firepower: 4200
Armour: 65,000
Coverage: 80%
Manoeuvrability: very low
Max. Velocity: 300 m/s
Special Action: None
Required Tech - DESTROYER DRIVE, SUPPORT SYSTEMS
Upgrade Tech - ENERGY CANNONS, CRYSTAL HARVESTING ABILITY, REPAIR BOTS, 
ADVANCED DESTROYER DRIVE, ARMOUR LEVEL 2/3

"Archangel" Class 
Dreadnought
Mass: 152,000 tons
Firepower: 24,000
Armour: 85,000
Coverage: 80%
Manoeuvrability: very low
Max. Velocity: 280 m/s
Special Action: Repulse
Required Tech - ADVANCED DESTROYER DRIVE, MISSILE LAUNCHER, ENERGY CANNONS, 
ADVANCED ION CANNON
Upgrade Tech - REPULSOR WEAPON, REPAIR BOTS, ARMOUR LEVEL 2/3

"Chieftain Mk3" Class 
Ore Processor
Mass: 89,000 tons
Firepower: 2500
Armour: 45,000
Coverage: 80%
Manoeuvrability: low
Max. Velocity: 250 m/s
Special Action: None
Required Tech - HANGAR MODULE
Upgrade Tech - CRYSTAL HARVESTING ABILITY, ENERGY CANNONS, REPAIR SYSTEMS, 
REPAIR BOTS, ARMOUR LEVEL 2/3

"Explorer" Class 
Deep Space Mining Vessel
[Kuun-Lan]
Mass: 613,000 tons
Firepower: 5400
Armour: 98,000
Coverage: 70%
Manoeuvrability: very low
Max. Velocity: 110 m/s
Special Action: Siege Cannon
Required Tech - N/A
Upgrade Tech - ENERGY CANNONS, CRYSTAL HARVESTING ABILITY, REPAIR BOTS, 
SIEGE CANNON WEAPON, SUPPORT SYSTEMS, ARMOUR LEVEL 2/3

"Seeker" Class 
Reconnaissance Fighter
Mass: 41 tons
Firepower: 40
Armour: 25
Coverage: 4%
Manoeuvrability: very high
Max. Velocity: 1050 m/s
Special Action: None
Required Tech - NONE
Upgrade Tech - ADVANCED SENSORS, ADVANCED FIGHTER DRIVE, ENERGY CANNON, 
ARMOUR LEVEL 2/3

"Acolyte" Class 
Heavy Fighter
Mass: 90 tons
Firepower: 85
Armour: 70
Coverage: 6%
Manoeuvrability: very high
Max. Velocity: 825 m/s
Special Action: Link
Required Tech - FIGHTER DRIVE
Upgrade Tech - ENERGY CANNON, MISSILE TECH, LINKING TECH, ADVANCED FIGHTER 
DRIVE, ARMOUR LEVEL 2/3

"Worker" Class
Resource Collector
Mass: 5200 tons
Firepower: -
Armour: 1500
Coverage: -
Manoeuvrability: medium
Max. Velocity: 425 m/s
Special Action: Harvest, Repair, Salvage
Required Tech - NONE
Upgrade Tech - INFECTION VACCINE, REPAIR SYSTEMS, SALVAGING ABILITY, 
REPAIR BOTS, ARMOUR LEVEL 2/3

"Minion" Class 
Heavy Tug
[Ramming Frigate]
Mass: 12900 tons
Firepower: 2500
Armour: 4700
Coverage: 6%
Manoeuvrability: medium
Max. Velocity: 398 m/s
Special Action: Ram
Required Tech - AFTERBURNER
Upgrade Tech - ADVANCED ION CANNON, REPAIR BOTS, INFECTION VACCINE, 
ARMOUR LEVEL 2/3


-=BEAST=-

Beast Mothership
Mass: 565,000 tons
Firepower: 4600
Armour: 94,000
Coverage: 80%
Manoeuvrability: very low
Max. Velocity: 110 m/s
Special Action: Infect
Required Tech - N/A
Upgrade Tech - BEAST INFECT WEAPON, CRYSTAL HARVESTING ABILITY, SUPPORT 
SYSTEMS, ARMOUR LEVEL 2/3 

Beast Cruise Missile
Firepower:-
Coverage: -
Manoeuvrability: HIGH
Armour: 68
Max. Velocity: 650 m/s
Mass: 490 TONS
Special Action: None
Required Tech - FIGHTER DRIVE, MISSILE LAUNCHER, BIO-WARHEAD, BEAST INFECT 
WEAPON
Upgrade Tech - ADVANCED FIGHTER DRIVE , ARMOUR LEVEL 2/3 

Beast Interceptor
FIREPOWER: 65
COVERAGE: 5%
MANEUVERABILITY: VERY HIGH
ARMOR: 85
MAX VELOCITY: 810 m/s
MASS: 90 TONS
Special Action: None
Required Tech - FIGHTER DRIVE
Upgrade Tech - LINKING TECHNOLOGY , ADVANCED FIGHTER DRIVE , ARMOUR LEVEL 2/3 

Beast Cloaked Fighter
FIREPOWER: 75
COVERAGE: 5%
MANEUVERABILITY: VERY HIGH
ARMOR: 80
MAX VELOCITY: 750 m/s
MASS: 90 TONS
Special Action: Cloak
Required Tech - FIGHTER DRIVE, CLOAKING ABILITY
Upgrade Tech - ADVANCED FIGHTER DRIVE , ENERGY CANNONS , ARMOUR LEVEL 2/3 

Beast Attack Bomber
FIREPOWER: 86
COVERAGE: 5%
MANEUVERABILITY: MEDIUM
ARMOR: 90
MAX VELOCITY: 640 m/s
MASS: 60 TONS
Special Action: None
Required Tech - FIGHTER DRIVE, PLASMA BOMB LAUNCHER
Upgrade Tech - ADVANCED FIGHTER DRIVE , ARMOUR LEVEL 2/3 

Beast Multigun Corvette
FIREPOWER: 380
COVERAGE: 78%
MANEUVERABILITY: MEDIUM
ARMOR: 730
MAX VELOCITY: 570 m/s
MASS: 750 TONS
Special Action: None
Required Tech - FIGHTER DRIVE, FAST TRACKING TURRETS
Upgrade Tech - ADVANCED FIGHTER DRIVE , ENERGY CANNONS , ARMOUR LEVEL 2/3 

Beast Heavy Corvette
Mass: 750 tons
Firepower: 200
Armour: 1700
Coverage: 50%
Manoeuvrability: Medium
Max. Velocity: 550m/s
Special Action: None
Required Tech - FIGHTER DRIVE, HEAVY CORVETTE UPGRADE
Upgrade Tech - ADVANCED FIGHTER DRIVE , ENERGY CANNONS , ARMOUR LEVEL 2/3 

Beast Ion Array Frigate
FIREPOWER: 3,500
COVERAGE: 6%
MANEUVERABILITY: LOW
ARMOR: 5,100
MAX VELOCITY: 230 m/s
MASS: 13,550 TONS
Special Action: Cloak
Required Tech - FRIGATE DRIVE, ADVANCED ION CANNON
Upgrade Tech - CLOAKING ABILITY, ADVANCED FRIGATE DRIVE , ARMOUR LEVEL 2/3 

Beast Defence Field Frigate
FIREPOWER: -
COVERAGE: 100%
MANEUVERABILITY: LOW
ARMOR: 4650
MAX VELOCITY: 310 m/s
MASS: 13,000 TONS
Special Action: None
Required Tech - FRIGATE DRIVE, DEFENSE FIELD
Upgrade Tech - ADVANCED FRIGATE DRIVE , ARMOUR LEVEL 2/3 

Beast Heavy Cruiser
FIREPOWER: 20,000
COVERAGE: 30%
MANEUVERABILITY: VERY LOW
ARMOR: 77,000
MAX VELOCITY: 245 m/s
MASS: 131,000 TONS
Special Action: Infect
Required Tech - DESTROYER DRIVE, HEAVY GUNS, ADVANCED ION CANNON
Upgrade Tech - ENERGY CANNONS, ADVANCED DESTROYER DRIVE, BEAST INFECT 
WEAPON, ARMOUR LEVEL 2/3 

Beast Carrier
FIREPOWER: 4,000
COVERAGE: 75%
MANEUVERABILITY: low
ARMOR: 65,000
MAX VELOCITY: 290 m/s
MASS: 121,000 TONS
Special Action: Infect
Required Tech - DESTROYER DRIVE
Upgrade Tech - CRYSTAL HARVESTING ABILITY, ADVANCED DESTROYER DRIVE , 
ENERGY CANNONS , BEAST INFECT WEAPON, ARMOUR LEVEL 2/3 

Beast Missile Corvette
FIREPOWER: 320
COVERAGE: 60%
MANEUVERABILITY: HIGH
ARMOR: 1400
MAX VELOCITY: 490 m/s
MASS: 775 TONS
Special Action: None
Required Tech - FIGHTER DRIVE, MISSILE LAUNCHER
Upgrade Tech - ADVANCED FIGHTER DRIVE, ARMOUR LEVEL 2/3 

Beast Recon
FIREPOWER: 40
COVERAGE: 4%
MANEUVERABILITY: VERY HIGH
ARMOR: 30
MAX VELOCITY: 1000 m/s
MASS: 41 TONS
Required Tech - NONE
Upgrade Tech - ADVANCED SENSORS, ADVANCED FIGHTER DRIVE, ARMOUR LEVEL 2/3 

Beast Acolyte
FIREPOWER: 85
COVERAGE: 6%
MANEUVERABILITY: VERY HIGH
ARMOR: 80
MAX VELOCITY: 800 m/s
MASS: 90 TONS
Required Tech - FIGHTER DRIVE
Upgrade Tech - LINKING TECHNOLOGY, ADVANCED FIGHTER DRIVE, ARMOUR LEVEL 2/3 

Beast ACV
FIREPOWER: 170
COVERAGE: 6%
MANEUVERABILITY: HIGH
ARMOR: 160
MAX VELOCITY: 580 m/s
MASS: 180 TONS
Required Tech - FIGHTER DRIVE, LINKING TECHNOLOGY 
Upgrade Tech - E.M.P. WEAPON, ADVANCED FIGHTER DRIVE, ARMOUR LEVEL 2/3 

Beast Multi-Beam Frigate
FIREPOWER: 3900
COVERAGE: 90%
MANEUVERABILITY: MEDIUM
ARMOR: 4200
MAX VELOCITY: 330 m/s
MASS: 10200 TONS
Required Tech - FRIGATE DRIVE, ADVANCED ION CANNON
Upgrade Tech - ADVANCED FRIGATE DRIVE, ARMOUR LEVEL 2/3 

Beast Hive Frigate
FIREPOWER: 1400
COVERAGE: 12%
MANEUVERABILITY: MEDIUM
ARMOR: 4000
MAX VELOCITY: 345 m/s
MASS: 9900 TONS
Required Tech - FRIGATE DRIVE
Upgrade Tech - MICRO SHIP CONSTRUCTION, ADVANCED FRIGATE DRIVE, ARMOUR 
LEVEL 2/3 

Beast Heavy Tug [Ramming Frigate]
FIREPOWER: 2500
COVERAGE: 6%
MANEUVERABILITY: MEDIUM
ARMOR: 5,100
MAX VELOCITY: 378 m/s
MASS: 12900 TONS
Required Tech - AFTERBURNER 
Upgrade Tech - ARMOUR LEVEL 2/3, REPAIR BOTS 

Beast Worker
FIREPOWER: -
COVERAGE: -
MANEUVERABILITY: MEDIUM
ARMOR: 1,800
MAX VELOCITY: 365 m/s
MASS: 5,200 TONS
Required Tech - NONE
Upgrade Tech - REPAIR SYSTEMS, SALVAGING ABILITY, ARMOUR LEVEL 2/3 

Beast Processor
MASS: 89,000 TONS
FIREPOWER: 2500
ARMOR: 45,100
COVERAGE: 80%
MANEUVERABILITY: LOW
MAX VELOCITY: 235 m/s
Required Tech - NONE
Upgrade Tech - CRYSTAL HARVESTING ABILITY, REPAIR SYSTEMS, ARMOUR LEVEL 2/3 

Beast Sentinel
FIREPOWER: 290
COVERAGE: 15%
MANEUVERABILITY: HIGH
ARMOR: 400
MAX VELOCITY: 225 m/s
MASS: 21 TONS
Required Tech - MICRO SHIP CONSTRUCTION
Upgrade Tech - FORCE FIELD LEVEL 1/2/3, ADVANCED SENSORS, ARMOUR LEVEL 2/3 

----------------------------------------------------------------------------
			mis00: Mission Walkthrough Start
----------------------------------------------------------------------------
Disclaimer: I completed this guide on a number of difficulties, I've tried 
to make the strategies here the same throughout the difficulties although 
you'll have to micromanage a bit more to ensure you don't lose any ships 
on the higher difficulties. Furthermore, the ships I'm using are just what 
I'm happy with. You are free to make your own ship choices as the purpose 
of this guide is to explain what's going on, not provide an instruction 
manual on how to beat the game. I have also assumed you've played the 
tutorial already so you know what I mean when I talk about systems managers 
and special actions.


============================================
mis01 | Mission 1: Hiigara | Difficulty Easy
============================================
You start off with 3 recons and 2 workers. Immediately set your workers to 
harvest the resources in front of your force, and set about building several 
acolytes like fleet command said. Send 2 of your recons around 75 kilometres 
north-west of your position, looking with the proximity sensor wall to the 
South, and observe the resource actions going on there. By this time, some, 
if not all of your acolytes should be done, so send them across to the 
flailing ion frigates. If you have any spare acolytes (5 should do it), you 
may want to keep them at your mothership as soon enough, as a fleet of 
interceptors will pop by for a friendly gun battle. You may also want to 
build a processor to help speed up your harvesting and, resources permitting, 
one or two extra workers. The other recon may be retired (or scuttled if 
you're feeling heartless) as you don't really need its services and it just 
serves as fodder for the enemy interceptors. It's worth noting that your 
mothership will be bothered by several interceptor squadrons through the 
mission, so keep an eye on the situation. The Kuun-Lan is able to handle 
itself much better than the banana motherships of Homeworld 1 and 2, but 
it's just in case the enemy interceptors decide to start taking potshots at 
your workers.

Once you've sorted out the ion frigates, you'll be told to investigate a 
resourcing operation - conveniently, it's the one you should have your recons 
observing. Watch out for the enemy carrier and its complement of defenders, 
I don't think they give chase, but the collectors have an annoying habit of 
scurrying back to the carrier's protection while your acolytes are still 
chasing them. If you have trouble destroying the collectors before they get 
into the safety of the carrier, use the sphere formation as it's much more 
efficient for attacking ships that can't fight back. 

After the collectors have been dealt with, you'll hear of (and see) a couple 
of enemy ships harassing the proxy net and the worryingly small defence 
fleet. Rush your acolytes over, docking them at your Kuun-Lan if they've 
taken a few knocks. It's important to note that if the attacking fleet manage 
to knock out a couple of prox sensors they'll disappear from the sensors 
manager and you'll have to find them again. You'll likely lose a few acs 
during this battle so if you've got SUs and RUs to spare, build an extra 
few acs and keep them at your Kuun-Lan for now (avoid using them against the 
interceptor wings and ensure you take your attack wing out of sphere 
formation!). Finally, once the enemies have been eliminated (they should 
largely ignore your fleet and focus on the proxy sensors instead), you'll 
get a message from your allies telling you to take out a heavy cruiser that's 
retreating (sure, ask the guy with a couple of acolytes to take down a 
CRUISER instead of doing it yourself with multiple ion cannon frigates and 
destroyers). The time limit is pretty generous on the easier difficulty 
settings, and annoyingly strict on the harder ones. Some of your acolytes 
have probably taken damage send these back for docking. Send the rest of 
your acolytes (including the ones you've just built) straight over to the 
cruiser, making sure you avoid the main battle and the conveniently released 
interceptor wing. When you catch up to the cruiser, eliminate the defenders 
first before concentrating on the HC. The energy cannons shouldn't cause 
much concern for your nimble acolytes, so blow up the cruiser and send your 
acolytes back to dock.

With regards to the linking technology upgrade that pops up somewhere in the 
mission, you don't really need it at this point. Employ the new time 
compression while you research it at the end of the mission, and let your 
workers finish resourcing. It's good practice to send your recons (remember 
those things you moved to the enemy resourcing op at the beginning of the 
mission and forgot about?) around on a scouting run to find more resources 
at the end of a mission, although in this case there aren't any more to 
find. If you haven't built yourself a processor, do it at the end of the 
mission and dock your acolytes once the linking tech research has been 
completed. You'll see a flashing yellow dot next to your acolytes indicating 
they have pending upgrades; strike craft need to dock to apply an upgrade, 
anything larger simply goes inactive for a few moments while the upgrade is 
applied.
<End Mission> 



================================================================
mis02| Mission 2: Outskirts of Hiigaran System | Difficulty Easy
================================================================
You arrive from Hyperspace, and are told to find a destroyer, the Bushan-Re. 
First things first, you need to jettison the upper ore canister to make room 
for an engineering module, which will help you with your workers (and plenty 
more). In the systems manager, set auto-dock on your Kuun-Lan to active, and 
dock your recons for the time being. Send your collectors out with the 
processor, all guarded by your fighters. The Kuun-Lan can look after itself 
so don't worry about leaving it alone, and the Processor is crap at assault 
as it can't hit anything directly in front of it. Be wary that there may be 
a small pack of enemy fighters out on the field; I've only ever been attacked 
by them a few times but they definitely exist.  Once you've got yourself a 
shiny new engineering module, you can research repair and salvage 
technologies. Apply these upgrades and wait until you've harvested all of 
the visible resources in the area before sending your resource+strike fleet 
over to the comm echoes. You can now send out your recons on a resource 
scouting run, although be wary that the elusive enemy fighters may still be 
around. The Bushan-Re will be automatically revealed once you get close to 
the echos.

Once your workers are over at the B-Re and repairing it with the magic green 
lights, you may also want to move the Kuun-Lan a little closer to the 
destroyer to aid quick repair and resupply. Keep an eye on your acolytes/ACVs 
as you may have lost one or two in the patrol attacks. After a little bit of 
repair work, you'll be told that several friendly support frigates are 
popping over to give you a hand repairing the destroyer. Eagle-eyed players 
may spot something wrong with the frigates - they have drive trails. You'll 
soon see one of the new features of HW:C; mimic technology. The "frigates" 
are actually Raider corvettes that have much the opposite idea in mind than 
repairing the destroyer. These corvettes shouldn't be too much of a job to 
dispatch of, however the waves that continue to attack you afterwards can 
wear down your fleet. Keep an eye on your ship heath and remember that 
heavily damaged strike craft move slower than undamaged ones, meaning if you 
tell everything to dock, the damaged ones will be crawling behind and prove 
easy kills for the Turanics.

The ever-efficient fleet command will only then realise that there's a second 
comm echo-type signal in the area, and you'll be told to go and investigate 
what's causing it. Now, the B-Re should be almost at full health, so you can 
forget about it and send your workers (along with your strike force) over to 
the location. You can move your Kuun-Lan right next to the destroyer (don't 
tell it to guard the B-Re as otherwise it'll start performing all types of 
slow artistic pirouettes trying to behave like a fighter) to provide a bit 
more support if necessary - the B-Re has energy cannons which, while 
powerful, are a little too slow to handle the faster strike craft. Your 
conventional projectiles are fast enough to tear new exhaust outlets into 
Turanic fighters.

When you discover the beacon, send one worker to salvage it and the rest to 
repair both it and your strike craft. The attack waves tend to get a little 
bit bigger at this point, to which the B-Re decides it's time to ditch the 
kind Somtaaw folks who came to help it and run home to mummy. Nonetheless, 
you shouldn't have too much trouble destroying the ships attacking your 
salvage op - and by moving the Kuun-Lan closer, you're also reducing the 
distance the Worker has to travel. If for any reason you do mess things up, 
only Turanic standard corvettes (not missile corvettes) can salvage the 
derelict, so target those first. Once you've successfully retrieved the 
derelict, you may be told to destroy the remaining Raiders, of which there 
shouldn't be too many, and then you're good to go. At this juncture you 
should have a reasonable resource pool so it's worth padding out your fleet 
to get close to the SU count and ensuring you've got a good mix of fighters 
and corvettes. The extra health of an ACV helps keep it in battle long enough 
to make a difference, and missile corvettes can tear through acolytes.

Once the Raiders run away, research Mimic technology build yourself a mimic, 
retiring one of your two recons if your SU count is full. Head over to the 
next mission once you're happy.
<End Mission>



================================================================
mis03 | Mission 3: Coruc-Tel System | Difficulty Easy/Low Medium 
================================================================
To further analyse the derelict, you need the help of the Clee-San. You exit 
hyperspace and receive a message from the Clee-San sounding like it's at a 
rave party. In actuality, the Clee is being jammed by Turanics and you need 
to investigate what's going on. The first thing you should do is go into your 
research menu and get yourself some afterburner tech. I haven't used ramming 
frigates at this stage but if you want to then, well, the choice is yours. 
Launch your recon, mimic and workers (remember I told you to turn remain 
docked on last mission!), set your harvest off without a guard fleet and send 
your recon towards the objective. Also set your mimic to one of the enemy 
ships, but don't send it anywhere yet, as well as moving the Kuun-Lan to just 
past where the resources are.

Once your recon is near the resource fields, you should get a warning about a 
minefield. This will plague you for the rest of the map, as mines will be 
scattered all over the place, including in resource fields. Now, the 
Homeworld games are such that there's always an out-of-the-box strategy, and 
micromanagement is very important. With that in mind, dock your recon and let 
the Kuun-Lan come to rest just past the resources - you should be just shy of 
the first ping symbolising the minefield. You shouldn't need any strike craft 
yet so keep them docked in the Kuun-Lan. Your recon may well have picked up 
the attention of some Turanic fleets when turning tail earlier so be on the 
lookout for those. Your mimic may also have been left behind - now, send it 
almost all the way to the Clee-San's beacon, activating a quick cutscene 
showing the Clee and a short spiel about mines. Send your mimic in to -guard- 
the Clee once you've been told about the tight-beam link. Build a weapons 
module when told to do so and research missile tech. This can be used by 
acolytes, and since they're already docked they'll be ready to fire when you 
next need them.

Once you've eaten all of the resources available (some of your workers may 
scoot off to find a resource they've knocked off the map - leave those 
resources alone as you haven't got time for this), instruct your workers to 
repair the Kuun-Lan (even if it's at full health). You can be a bit sneaky 
here and move the Kuun-Lan forwards, taking the hit from the minefields. It's 
strong enough to ensure no major damage is received, and your workers will 
swiftly repair what has been done regardless. Keep moving forwards - you'll 
likely start to be attacked (well, your Kuun-Lan will) by a few enemy waves 
from now on, which the Kuun-Lan is able to handle without much trouble. Don't 
stop to attack though - keep moving and attack as you go. Ensure that your 
workers don't stray too far from the Kuun-Lan as otherwise they can (and 
will) be hit by mines - which destroy a worker in one shot.

Once the Kuun-Lan gets level with the furthest forward mines (the middle pair 
of the highlighted six), send your processor one way to get hit by two of the 
mines, and your Kuun-Lan the other way. Avoid using strike craft as there'll 
be a torrent of enemies coming your way if you do so, and you'll likely 
suffer heavy losses (which, on the higher difficulties, is a problem as RUs 
are scarcer). These should be relatively easy to dispatch, and the Clee will 
then dock with the Kuun-Lan. Feel free to dock everything that can be docked 
at this stage as the mission is essentially complete. Once the Clee folks are 
on board, you're ready to hyperspace. Note that this is the first time you'll 
hyperspace, so if you're under attack you can't quick dock. This mission 
isn't too difficult so you should practice being in a position to quick dock 
as opposed to having to emergency hyperspace, which will lose you anything 
that has to dock to hyperspace (fighters, corvettes, workers).

If you dawdle too long, you'll find yourself being targeted by several enemy 
ion frigates and accompanying fighters. You can either grin and bear it (I'd 
advise against it) and use your new missile tech, or you should really replay 
the mission without taking so long. The last time I played it (on normal 
difficulty), I was able to get to the end, run a worker all the way back to 
the start to pick up the remains of another worker I'd accidentally lost, 
then dock with the Kuun-Lan all the way back at where the Clee was being 
kept, without being visited by the Raider fleet. My timer read 00:31:42, and 
I let it run all the way to 00:50:00 before getting approached (on normal 
difficulty).
<End Mission>



==============================================================
mis04 | Mission 4: Deep Space (Tel Sector) | Difficulty Medium
============================================================== 
Wow, eventful stuff eh? The Kuun-Lan's looking decisively smaller these days. 
Anyway, begin by launching your workers and a recon. Send your recon forward 
to the edge of the map (in the direction the Kuun-Lan would be travelling) 
and set your workers to harvest. You won't find any enemies yet so don't 
worry. Your recon should pick up the infected module - send it to dock when 
you find it. There's nothing past it anyway, nor is there anything off the 
straight path to the module.

Finish resourcing and rebuild your hangar module - you can build the module 
whenever you want as you still won't be attacked yet, however Tactical's 
annoying reminders about the Clee-San turn your time compression off, which 
is an inconvenience. Once you've finished harvesting and rebuilt your hangar 
module, send 10 acolytes or 5 ACVs (doesn't matter what you choose) to guard 
the Clee as it travels to the module. 

This is important. If you don't wish to lose your ships, keep them selected 
and the camera focus on them as the Clee approaches the module. You'll hear 
it say "holding position" - this is your cue to repeatedly stab D (for dock) 
to get your ships to run away. If you let them stay with the Clee, they'll 
be infected as the frigate was. On harder difficulties, that's a lot of RU 
you've saved.

With the Clee-San infected, get on and research those infection tapes as soon 
as possible. You'll then have to fight wave after wave of enemy - this one 
isn't Turanic, but produced by the strange virus that's affected both your 
lower module as well as the Clee-San. I kept my strike craft out of the 
action, but my workers out once again, hidden behind the Kuun-Lan repairing 
it. Original Homeworld players may struggle to get used to it, but the 
Kuun-Lan is actually pretty good at defence. The only times my acs/ACVs were 
deployed were when ramming frigates would come and say hello, which only 
happened twice on my last playthrough. 

You'll soon see an enemy fleet approach you from behind the infected module. 
Ignore them and carry on doing what you're doing - fairly soon it'll 
transpire that the enemy has just screwed over the Somtaaw fleet, not to 
mention the rest of the galaxy. As soon as they're infected themselves, dock 
everything straight away and hyperspace. Note that emergency hyperspace 
doesn't affect non-strike craft/workers, so if all that's left on the field 
is the Kuun-Lan and your Processor, feel free to emergency hyperspace. It 
just means that instead of arriving at the next mission in military 
formation, you'll arrive with the processor as far away from the Kuun-Lan as 
it was when you left. 
<End Mission>



===================================================
mis05 | Mission 5: Aiowa System | Difficulty Medium
=================================================== 
So, the Beast, eh? You're sent on your way to Aiowa to see if you can find a 
Bentusi vessel. When you emerge from hyperspace, undock your fleet and send 
your recon north (ignoring the objective for the time being). Also set your 
mimic to look like an enemy ship or an asteroid, as you don't inadvertently 
want to forget about it later on. Your recon should soon pick up some extra 
resources - uncover them fully and then let your resource fleet get to work. 
You should also move your Kuun-Lan about 25 kilometres towards the 
objective. You may encounter an enemy worker or two, however nothing 
important will happen yet.

Once your harvesting is complete or, when you get bored, send your attack 
fleet to where the Bentusi are, although keep a squadron of ACVs docked in 
the Kuun-Lan. Dock your recon and workers (if they've finished harvesting) 
to minimise non-combat losses. You'll soon uncover the big Bentusi ship - for 
Homeworld 1 players, it's unfortunately not the absolute beast it used to be, 
although it's pretty decent at taking care of itself. The Beast ships 
attacking the Bentusi ignore your units for the most part, although it won't 
be long until you're prompted about an enemy wave heading for the Kuun-Lan. 
They're a smattering of acolytes and ACVs, which the Kuun-Lan shouldn't have 
too much trouble disposing of (with your processor helpfully turning around 
to watch the battle if you finished harvesting earlier). However, a couple 
of ion array frigates will pop along for a skirmish at some point, which is 
what you should undock your ACVs for. If you're feeling a bit cheeky, you 
could unlink some of them and fire off the acolyte missiles to dispose of 
the frigates quickly.

Soon enough an ally, the Caal-Shto, will hyperspace in and help you defend 
the Bentusi. You want to move your Kuun-Lan a little closer to the carrier, 
although keeping some separation between the two capital ships (the same 
distance between the Caal-Shto and the Bentusi as a guide). Note that when 
the allied fighters start attacking the Beast, your ships will also be 
targeted. Somewhat annoying as they've all been racking up combat stars up 
until now. Keep an eye on the battle - once you see a Heavy Cruiser 
approaching, instruct your ships to dock (as long as the Bentusi ship isn't 
too low on health). 

You'll soon see why when the cutscene occurs. Once again, you're left with 
a (damaged) Cruiser hunting your little fleet. Launch everything in the 
Kuun-Lan - send your strike force over to attack the HC (use acolyte missiles 
to reduce losses). Send your workers to repair the Caal-Shto, and instruct 
your Kuun-Lan to guard the carrier to prevent enemy waves attacking both of 
you at the same time on different fronts. If you've got an ACV wing, you may 
want to unlink them so that you can fire their acolyte missiles at the 
cruiser. You're likely to need to dock after this, but be aware that enemy 
waves will be approaching your Kuun-Lan (which should have arrived at the 
Caal-Shto by now). You're also prompted about some more research and 
building options - research SU systems and build an advanced engineering 
module. Build yourself some support modules and research microships - don't 
go too overboard with extra ships, on my last playthrough I only had 20 
acolytes and 20 ACVs.

Follow where the enemy waves are coming from to discover an enemy carrier 
and a few workers. Eliminate the defence fleet before working on the carrier. 
At some point you also want to send 3-6 of your top-ranked acolytes back to 
your Kuun-Lan to dock. Put these in a separate group, you'll need them in 
the next mission. The enemy carrier will either hyperspace out or explode 
into little pieces, thankfully it's infection beam is disabled for this 
mission. Resupply as necessary and feel free to explore for more resources 
(it's unlikely that any are around though, the Beast has usually gobbled 
the rest up).
<End Mission>



========================================================
mis06| Mission 6: Kadiir Nebula | Difficulty Medium/Hard
========================================================
This mission is a pain in the arse.

Exit hyperspace and listen to Tactical gabble on about the base. Unload 
everything but the mimic from the Kuun-Lan and send your resource fleet off. 
Also send your recon over to the enemy base - if you've grown attached to 
your specific recon or it's got any combat stars, build another one as it's 
often the case that the one you send to the base will not be returning. 
Build yourself an armour module when prompted and research the upgrade just 
in case you wish to use sentinels.

If you enjoy a tough firefight, you're more than welcome to let the base 
find you and attempt to fight them. It's doable (with heavy losses), and 
you'll be facing a party share-sized variety of strike craft, 8-12 ion 
cannon frigates, 10 assault frigates, 3 defence field frigates, a couple of 
support frigates and 2 destroyers all hot for that Somtaaw blood. 

If you prefer the stealthy approach which, if I'm honest, I don't, then 
remember that separate wing of acolytes I asked you to make in the last 
mission? [If you've just started reading the guide then, hello, and I'd 
advise you look through your acolytes to see which are the highest rated. 
Note that ACV ranks transfer across when unlinking, so three 4-star ACVs, 
when unlinked, are perfect. Set these to an individual group and read on.

So, these acolytes. Put them in their own formation and instruct them to 
guard one of the big ships. The enemy base will send scouts regularly to 
ping your fleet and, when you're alerted to them, your speedy acolytes are 
the best way of destroying them before they warn the entire base of you. If 
your recon's survived without a fleet of attack bombers after it, send it 
back to the Kuun-Lan. Guard the Caal-Shto with your Kuun-Lan to ensure the 
big ships stay together, and set the rest of your strike craft into 
formations and instruct them to guard either the Caal-Shto or the Kuun-Lan. 

If you have a decent amount of resources (over 10,000) I'd recommend you 
recall your collectors and set them to repair the Caal-Shto. You're more 
than welcome to carry on resourcing, but I'd advise against it purely because 
of the high enemy presence in this mission. Otherwise, crack on but be 
aware that some resource fields have mines in them, which destroy a worker 
in a single blast. If you wish, you can also build 12 sentinels to guard the 
Caal-Shto, although since at this stage the forcefield only guards against 
projectiles, it's not really worth the RU outlay. 

Send your recon through the nav points. Be aware that there are lots of 
mines and escorted minelayer corvettes on the way, so keep an eye out - they 
tend to start around nav point 2 (Tactical lets you know). Push forward your 
main wing of acolytes or ACVs to dispatch the obstacles, but keep the other 
set back with the capital ships in case you miss any. The Caal-Shto will 
stop if there are nearby mines and you don't want to waste time by sending 
your strike fleet, at the other end of the map, all the way back again to 
remove a few mines. Furthermore, if the patrol fleet (a wing of 5 
interceptors discovers your recon, while they won't alert the base they'll 
just chase it down and destroy it.

Once your recon gets to the last nav point you're met with a nasty surprise. 
Thankfully, you're then told you can research phased telemetry (do so) and 
build 5-10 leeches. You can send these ahead to destroy the cruiser before 
your fleet get near it. A little note - you can set your leeches to either 
spy (no damage, don't bother), leech (damage and harvest resource), or vent 
(just damage). Note that while the leech function is handy for a few bonus 
RUs, it won't destroy the enemy ship. Therefore, set your leeches to harvest 
until they're either full or the cruiser is almost finished, and then switch 
to vent. It'll soon be bye-bye cruiser. Also note that you can't use a leech 
on anything smaller than a frigate.

After building your leeches you're then told you can research frigate drives. 
Do this and build yourself two or three hive frigates. I don't really fancy 
ramming frigates as they're just a nuisance, but again feel free to get a few 
for yourself if you fancy. Your SU count should be around 80-90% at this 
point. If your workers are still harvesting, you may find that because the 
rest of your fleet is further ahead at this point, the enemy patrols (there 
are usually two or three by now) are now taking potshots at your workers. As 
a result, once you're told about the frigate drive research, I'd call it a 
day for harvesting and instead send your workers to heal the Caal-Shto, 
which may have taken the odd mine or two. Be wary of any remaining mines 
when sending your workers back to base.

Once the HC's been destroyed, it's only a little bit further to the slipgate 
that the Caal-Shto exits out of. The enemy fleet is typically launched at 
this point, but as they're so far away you should be long gone before they 
catch up to you. Just don't attempt to resource - dock everything that needs 
to be docked and rebuild as necessary - you'll normally get a few half-arsed 
attack attempts by enemy interceptors before the big fleet reaches you. 
Finish up and hyperspace out. I hated this mission.
<End Mission>



=================================================================
mis07 | Mission 7: OUTSKIRTS OF KADIIR NEBULA | Difficulty Medium
================================================================= 
I don't know what to make of this mission. I'm kind of glad it's not another 
Aiowa, but at the same time it's not one you can play at your own pace. Meh, 
back to the guide. Exit hyperspace and launch your strike fleet and workers. 
You may want to unlink your ACVs as, in this mission, speed and size matter 
(that's what she said). Send your acolytes over to the beacon and set your 
resource fleet off, using your frigates as escorts. You may also want to pop 
your recon out and send it scouting around the map for resources, especially 
if after the last map you're a little short. Check your research menu as you 
should have a new armour level and a quantum explosive to research. 
Installing the armour requires strike craft to dock and everything else to 
just go idle for a few moments, which can be an inconvenience. The explosive 
simply ups the destructive power of the mimic; I'd hate to sit in a ship 
while some plonker comes along and straps a few tons of dynamite to it. 
Anyway, if you're not heavily reliant on your existing groups, consider 
re-assigning your acolytes into 5-7 different groups. It'll make things a lot 
easier in the mission.

Once you get close to the ping, you'll see that there are five separate 
convoy ships. Send a group of acolytes to each of these to guard it, with 
any extra groups sent to the back. These aren't the only five, you'll see a 
couple more come through the entry slipgate as the mission progresses. The 
idea is that as each convoy ship reaches the exit slipgate, you push all 
your ships back a group to ensure that everything's covered. 

Soon enough you'll be warned that enemy missiles are approaching. Note that 
these missiles target both the colony ships and the Kuun-Lan. It's a lot 
easier to keep track of the map from the sensors manager, so you may well 
find yourself spending a lot of time using it. You may also want to manually 
send your acolytes to attack nearby missiles, as they tend to wait a little 
too long to engage them.

After the first wave, you're informed that you can research EMP fields for 
your ACVs. Once the mimic research is complete, go ahead and research EMP 
weapons. Another wave of missiles will appear; this time a few will target 
the Kuun-Lan or your harvesting operation.

At some point a colony ship will be overwhelmed by the missiles. You need to 
destroy this infected ship as a priority, as otherwise it'll begin spewing 
missiles out itself. Since infected ships take on a Beast signature, they'll 
disappear off your map if you can't see them. Therefore you want to act 
quickly to destroy any ships should they be infected, the last thing you 
need is a rogue colony ship bolstering the waves of enemies. 

After the second wave, enemy strike craft begin to escort the missiles. 
Micromanagement tends to become more important here. I believe there are 4 or 
5 waves overall, and you'll likely lose a few colony ships and some of your 
acolytes. Thankfully, you get a chance at the end of the mission to harvest, 
upgrade, rebuild, and regroup. 
<End Mission>



========================================================================
mis08 | Mission 8: DEEP SPACE (KORETH'S RIFT SECTOR) | Difficulty Easy
======================================================================== 
Start the mission by deploying your strike craft, recon, and workers. Set 
your workers to harvest (using the Kuun-Lan as a guard if you haven't got a 
processor) and open your sensors manager. You'll see some solitary pink 
asteroids a little way aways - these are crystals. Send a recon over to them 
to trigger the crystal processing research. Do this and upgrade your command 
ship. Leave the crystals alone for the time being and just work on the 
resources in the area.

Soon enough the spy will appear. Don't bother sending anything to guard him, 
as the fleet is typically too far away to do anything until the spy gets near 
the Kuun-Lan. Just send your attack fleet a few kilometres away from the 
Kuun-Lan, in the direction the spy came from, and wait for the three easy 
waves - interceptors, multigun corvettes, defenders. Easy enough. Once you've 
eliminated these, you're then told the second part of the mission.

You need to capture three resourcers (ahh, I haven't used that term since 
Homeworld 1!) and an enemy frigate. Now, the type of frigate you capture 
dictates the technology you can salvage from it. Capturing multiple frigates 
doesn't award you any extra tech, even if they're of different types. Assault 
(standard) frigates offer energy cannon technology, whereas ion cannon 
frigates offer ion technology. Personally I'd go for the ion cannons as you 
get a new ship (the multi-beam frigate) out of it, as opposed to an upgrade 
for your existing ships. Nonetheless, you receive the other upgrade in the 
next mission or two anyway. Note that a support frigate does not offer any 
upgrade, and also takes up too many SUs and also needs 4(!) workers to 
salvage it. 

This part of the mission is simple enough. Destroy the gravwell (using your 
frigates if necessary) and all but one of the enemy frigates first. Damage 
the last frigate so that it's got little orange dots coming out of its 
engines, and then send two of your workers in to capture the frigate. 
Research the tech you're given - if it's energy cannons, upgrade your fleet. 
If it's ion cannons, build two or three multibeam frigates (you may want to 
retire a few strike craft if you're struggling to find the SU). Damage the 
collectors a bit (they're weaker than the frigates!) and grab three of them. 
Once done, destroy the rest. Bear in mind you have a time limit on this so 
don't take too long capturing the ships. You can then finish harvesting and 
building anything else you want (if you don't want the enemy frigate you can 
retire it, I didn't want it). 
<End Mission>



====================================================================
mis09 | Mission 9: CLOSE ORBIT GOZAN IV | Difficulty Medium/Low Hard 
====================================================================
Exit hyperspace and launch your strike craft, recon, and workers. Send your 
recon out on a quick scouting run, but avoid going too far past the little 
debris line in the sensors manager. There aren't an awful amount of resources 
on this map, and once again the enemy presence is fairly high. If you're 
okay for resources then I'd avoid any harvesting on this mission.

Send your captured resourcers to the ping and research the force field 
upgrade while you wait. Once you're told the ships are in position you'll 
lose control of them while you're told to attack the proximity sensor grid 
(much like that enemy fleet did to yours in the first mission). Don't worry, 
you don't have to destroy all of them! Send your strike wing (of fighters, 
corvettes and frigates) in to destroy one of the proxy sensors and be 
prepared for a deluge of enemy ships converging on your fleet. 

Once you've destroyed a sensor, your now-allied resourcers will begin to 
slowly wander towards the planet. To make things easier for you, you may want 
to move your ships and/or the battle towards the path that the resourcers 
took to dock with the planet. Also move the Kuun-Lan onto the same path, 
although keep it back a little bit to prevent any unwelcome attacks. A lot 
more enemy fleets will come to attack your strike wing - they will get worn 
down over each wave so keep ship healths in mind and use your ACVs' EMP 
attack often to give your ships space to breathe.

Eventually you'll hear that the resourcers have returned (you'll see them on 
the map for a few minutes before they announce their return, so plan around 
them). Ideally you want to have pulled the enemy defence fleet away from the 
area of the map where your captured ships went in, and have them engaged 
somewhere close to the Kuun-Lan, which itself should be a little closer to 
the resourcer insertion point. This way, you can ensure that the resourcers 
aren't too heavily targeted on their way back, and you're not far from the 
Kuun-Lan if you need to make a speedy exit (particularly if any enemies have 
found your Kuun-Lan and you're being treated to a repetition of "support 
module destroyed".

When your resourcers are close enough (just before a visible sighting of 
them from the Kuun-Lan can be made), dock your strike craft and move 
everything back towards the command ship. There's usually a horde of enemies 
coming your way and, to minimise losses, you want to be able to emergency 
hyperspace pronto without leaving any strike craft behind. As soon as you're 
told you're good to go, hyperspace out. The captured resourcers are 
expendable, and you'll be losing frigates if you try and hold out too long.
<End Mission>

===========================================================================
mis10 | Mission 10: DEBRIS FIELD (KORETH'S RIFT SECTOR) | Difficulty Medium
=========================================================================== 
Thankfully, you're given time at the start of this mission to repair and 
rebuild. That siege cannon also looks very tasty. Start by sending out a ship 
to scout the area. Feel free to use your recon, but there are mines around in 
this mission so I'd suggest giving your mimic some exercise and sending that 
out for a look around. Commence harvesting and rebuild any ships you lost in 
the previous battle. You should also find something new in your research 
menu - this will be the technology given to you upon capture of the other 
frigate type, in the mission where you grabbed those resourcers. If you're 
researching ion cannons, build yourself a few multi-beam frigates. If you're 
researching energy weapons, feel free to complain to yourself as your entire 
fleet grounds to a halt while you apply the upgrade. Avoid going near the 
siege cannon until you're fully ready to go as otherwise you'll inadvertently 
trigger the next part of the mission. Also, avoid sending your workers too 
far to the north-west (if the Kuun-Lan is to the south and the objective is 
north-north-east), as there's a strong Turanic fleet harvesting in the 
upper-most NW region- if you're feeling mischievous and have RUs to burn, 
feel free to send a few mimics over to piss off the Raiders.

Once you decide to send your workers over to the siege cannon, or indeed the 
Turanics (are triggered to) head over, you'll face a medium-sized wing of 
enemy strike craft. Remember that Turanic standard corvettes are the ones 
that can salvage ships. Send your strike force in to guard your workers, who 
themselves should be directed to salvage the siege cannon. You should also 
move your Kuun-Lan forward to reduce the distance the workers have to travel. 
Note that some enemy corvettes are impersonating the nearby wreckage, so 
always keep a guard force with your workers. Once the cannon is within range 
of the Kuun-Lan, your workers will let go and the cannon will vanish. You 
need to research the siege cannon weapon in order to build it, so go ahead 
and do that. You'll also see some enemy ion array frigates uncloak near your 
Kuun-Lan. Send a fleet in to dispose of them, using the EMP attack unless 
you want to hear "support module destroyed" over and over again. Your workers 
can now be well employed repairing the various ships around, as they're 
likely to have sustained a bit of damage while retrieving the cannon. About 
halfway through researching the siege cannon, you'll be informed about some 
advanced sensors. Research this too as it'll allow you to see through cloaked 
ships and mimics, as well as allowing you to see the health of an enemy ship 
(finally!)

After your research is completed, build yourself a siege cannon. The peace 
won't last long as an enemy Taiidani fleet, and a large one at that, will 
hyperspace in. The Turanic fleet will also have built up another attack wave 
and will be sending it your way, just to make your life that much more 
difficult. Thankfully, the Caal-Shto will hyperspace in as well to relieve 
you of the Turanic fleet. Something does seem a bit amiss, though...

While you continue to be hammered by the Taiidani enemies, the Turanics 
should have reached the Caal-Shto. As you'll soon see, they're perhaps not 
the ship you once thought they were. The Beast mothership will soon make its 
appearance as well (I was facing the other way when it hyperspaced in and got 
a nasty surprise when the camera changed). Having decimated your fleet, the 
Taiidanis decide to try their luck with the Beast. Guard your Kuun-Lan with 
all of your attack ships, before sending your Kuun-Lan over towards the Beast 
mothership. You'll be attacked by a few Beast wings on the way, which 
shouldn't be too difficult to handle. Ignore Tactical and just fire the 
cannon once you're within about 5% of the cannon's power, making sure you 
dock your strike craft before the Kuun-Lan fires. The end outcome is the same 
anyway - the shot does nothing to the Beast mothership except piss it off, 
and you're told to escape into hyperspace as soon as possible. Do so.
<End Mission>



=====================================================
mis11 | Mission 11: SYSTEM AZ-23769 | Difficulty Easy
=====================================================
Ahhh, finally, a nice easy mission. And you get to play around with the 
Kuun-Lan's sister ship! Hooray. Exit hyperspace and send your ships to assist 
the Faal-Corum. They may destroy a few of your ships but, hey, sibling 
rivalry and all that. If you've got a processor in this mission, feel free to 
send that to help the Faal-Corum or spearhead any assaults in this mission as 
you won't be needing it afterwards, and you can't retire it. Seems better to 
send it out fighting than to scuttle it, especially if it's got a few combat 
stars.

It shouldn't be too difficult to wipe out the Beast ships. As thanks for 
attacking your ships, you can ignore the Faal-Corum for the time being until 
you've finished resourcing. Nothing will happen until you've got bored of 
resourcing anyway, and this map is a good place to stockpile a massive amount 
of resources (particularly with those crystals). You might want to pour 
yourself a beer or make a cup of tea and employ time compression as, well, my 
timer read just over an hour after I'd finished resourcing (thanks to time 
compression, it was only a 5-minute wait - and my RU count of north of 
150,000 RUs made it worth the wait). Once you're happy, send your workers to 
repair the Faal-Corum.

When the Faal-Corum is at 65% health, Tactical will come up with some 
brilliant news. Destroyer drive and self-repair technology are available to 
research, yay! Go ahead and do this and re-organise your fleet as you wish. I 
find that Somtaaw destroyers, while expensive, are actually quite adept in 
the game, and tend to have a few of those. The strategies preferred by you 
and I may differ now, as I prefer the larger capital ships (if ever I was a 
ship captain it'd have to be a vessel called the "compensator"). Personally, 
I retired my hive frigates as I'm sick of them always breaking out of 
formation or chasing after enemies, and their job's performed better by 
multi-beam frigates (which also use up less SUs). 

I'll try and stick to generic terms through the rest of this guide as I 
appreciate some of you may be sitting there with several dozen ACVs telling 
me to go away with my destroyers.

Fairly soon after the new technology is available to research, a Beast 
carrier will zap in. Quite why the Beast is sending a tiny fleet, just after 
it's presumably eaten both a Turanic and Taiidani assault fleet, after two 
Somtaaw motherships and fleets I'll never know - but hey. The Faal-Corum is 
able to provide a distraction for the Beast while you build your fleet up - 
if you've eaten up all the resources then attacks will be few and far 
between. On lower difficulties the Faal-Corum will easily be able to handle 
the enemy by themselves - although feel free to send your strike force (of 
whatever ships you fancy) over to the enemy carrier and have fun. Bear in 
mind that this Carrier is able to use its infection beam to subvert your 
units, although destroyers and larger are immune to infection. It shouldn't 
be too difficult to dispatch of these enemies. Once you've received the 
astrogation team from the Faal-Corum and said your goodbyes, finish anything 
you need to, make the most of your generous SU amount (don't forget to build 
support modules on your carriers) and hyperspace out.
<End Mission>



=====================================================
mis12 | Mission 12: TURANIC OUTPOST | Difficulty Easy
===================================================== 
There's something amusing about jumping out of hyperspace into Turanic 
airspace completely unannounced, while proclaiming you "come in peace" with 
an enormous gun strapped to the side of your command ship and several 
powerful assault craft in tow. Nonetheless, the Turanics quickly decide they 
don't like you and send their attack fleet over to welcome you. Don't send 
your workers out yet - if you have a look in the sensors manager at the 
nearby resource field, you'll see that there are several mines kindly left in 
there to eat your workers (one mine is enough to destroy a single worker). 
There'll be time at the end of the mission to harvest, and you shouldn't 
really lose that many ships on this mission anyway.

Begin by moving your Kuun-Lan north, to where the dust trails meet (in the 
sensors manager). You'll soon be attacked by a few waves of enemies, which 
you should have no problem cutting through. Tactical then informs you where 
the Turanic outpost is located, so divert your Kuun-Lan's course such that 
you're going towards it. You can either split your attack wing up so that you 
have a fleet guarding the Kuun-Lan and another pushing forwards to reach the 
enemy base, or just keep it all with the Kuun-Lan and approach the base as a 
single unit (the latter is the safer way). Nonetheless, you'll be hit by a 
few enemy waves on the way - including appearances by Turanic mimics 
(standard corvettes) posing as friendly acolytes, as well as decloaking ion 
array frigates. Once you're told to close with the pirate base, push your 
attack fleet forward and leave the Kuun-Lan out of danger.

Be wary that there are mines surrounding the Turanic outpost. Eliminate the 
support fleet before laying into the outpost - there's a fair few ion array 
frigates and a big group of enemy strike craft, so plan accordingly. When you 
attack the carrier (which in itself has a nasty twin-ion beam attack), it 
spews out enemy fighters. Once you've taken out the support fleet, repair and 
rebuild before attacking the outpost. After a good deal of damage has been 
dealt, a Taiidani fleet hyperspaces in to bolster the Turanic ranks. If 
you're concentrating fully on attacking the outpost, it's rare to be bothered 
by them at all, so focus all your fire on the outpost. 

As quick as they came, the Taiidani soon hyperspace out again, and the 
Turanic outpost announces it surrenders. You can now start resourcing - bear 
in mind some resource patches do have mines in them. Once you're happy, dock 
all your strike craft and workers in your carriers - DON'T put anything in 
the Kuun-Lan unless you don't need it. It'll soon become clear why.
<End Mission>



========================================================
mis13 | Mission 13: LOCATION UNKNOWN | Difficulty Medium 
========================================================
Command ship in danger! That escalated quickly. The Kuun-Lan is crippled - 
you need to rebuild your engineering module and the support module if it 
expires. Whatever's in the Kuun-Lan is stuck in there for the time being, 
which would prove troublesome if you run a strike craft attack fleet. Get 
your ships ready as you'll soon be ambushed on three fronts. These shouldn't 
be too difficult to destroy (with a bit of micromanagement). After the first 
wave, you'll be able to use your Kuun-Lan launch bays, and a short while 
later the Faal-Corum will hyper in and provide much-wanted assistance. Thanks 
boys!

The Faal-Corum will transfer control of a few ships over to you. They're all 
quite handy except for the Kushan ships - they're a little outdated now. 
Enemy waves will be coming at you regularly now, the majority of which from 
an enemy carrier at the other end of the map - the Faal-Corum fleet seems to 
know where it is, so follow them. Keep the bulk of your forces back at your 
Kuun-Lan (move it over to the Faal-Corum so its guard fleet protects you too) 
and send a support fleet with the Faal-Corum ships to destroy the enemy 
carrier. Thankfully this mission only involves Taiidanis, so there's no 
Beast infection to worry about.

After a relatively easy battle, you should have the map clear and ready to 
harvest. No enemies should be around now so it's another case of playing the 
waiting game while your workers go collecting. Your RU count should be 
getting quite high now, which is a good buffer in case you really make a mess 
of things on the next few levels. 
<End Mission>



==================================================================
mis14 | Mission 14: GALACTIC RIM (GULF SECTOR) | Difficulty Medium
================================================================== 
Well, the Taiidani are officially insane. You exit hyperspace and are told to 
dock a mimic with the Naggarok. The first thing you should do is to send a 
large group of acolytes (15-20 should be safe) towards the objective. Trying 
to get a mimic in will be difficult as there is a ring of proximity sensors 
surrounding the Naggarok that'll be able to see straight through your 
disguise. 

You'll also be told that you can now build dreadnaughts. That's right, no 
research, no fuss - just some shiny new battlecruisers available should you 
want them. As previously mentioned I'm a big ship fanboy, so I carelessly 
lost a few destroyers and retired an MBF or two to get some dreadnaughts. 
Once again, you're free to pick your own fleet and I'll try to keep the guide 
generic. While your acolytes are on the way up, feel free to re-arrange your 
fleet as you wish. Try and avoid running into the enemy waves coming towards 
your fleet with your acolytes, as they'll have enough trouble once they reach 
the proxy ring anyway. Feel free to launch your mimic and set an imitation 
when there's a spare moment, and send it up part way to the objective to save 
time.

The Beast mothership will soon make an unwelcome appearance - it'll send a 
few ships towards your acolytes by the Naggarok, and the majority of its 
fleet towards the Kuun-Lan. If you're wondering what to do with your workers, 
keep them docked in the Kuun-Lan/carrier for the time being. You'll have 
time to harvest later in the mission, and you'll need them fighting fit soon 
enough as well.

Once you reach the first proximity sensor with your acolytes, keep your 
attention focused on them. You don't want to leave them idling for too long 
as a battery of assault frigates will give chase from the Taiidani fleet near 
the Naggarok. By keeping your acolytes moving (use sphere formation to 
eliminate the requirement for multiple passes at the proxy sensors) you 
shouldn't encounter any enemies, perhaps save for some irritating Beast hive 
frigates (use your missiles to quickly expel these). Once the last proxy 
sensor in the ring has been destroyed, send your acolytes back to dock and 
move your mimic in. Note that if it's disguise has already been uncovered 
(there's a red circle under its health bar when you select it), you'll just 
need to select a different ship to mimic before sending it in.

Once your mimic has docked (and the Naggarok has kindly relieved your ship of 
all its upgrades), it'll head home. Once it gets near your Kuun-Lan, the 
Naggarok will announce that it has been repaired, and head off into 
hyperspace with the majority of the Taiidani and Beast fleets. The objective 
is simple enough - protect yourself and grab a Taiidani ship - don't try and 
salvage a Beast ship as otherwise you'll end up with infected workers. This 
should be straightforward enough - either push forwards and damage a frigate 
or something enough such that you can send your workers out, or wait until 
the waves arrive at your Kuun-Lan and damage/salvage them there. Bear in mind 
that if your SU count is full, you'll need to retire some ships before being 
able to capture a ship. I wouldn't be concerned about keeping the salvaged 
ship - since you have access to the strongest Somtaaw vessels, old assault 
frigates and missile destroyers and such shouldn't be of interest (unless you 
fancy a nostalgic fleet).

Once you've captured a ship (there doesn't appear to be any speech dictating 
you've done so and the mission is thus complete), the hyperspace objective 
appears and you're free to gather resources. There are plenty of mines 
around, as well as the odd enemy or two, so send a recon or mimic out on a 
scouting run and use your combat ships to clear the area. Send your workers 
out to harvest and make yourself a cup of tea while they flitter about 
gathering RUs. Note that if you're desperate to get rid of your 
destroyers/processors/anything that can't be retired, don't worry just yet. 
You'll find the next mission or two a much better area to do that.
<End Mission>



=========================================================================
mis15 | Mission 15: DEEP SPACE (GULF SECTOR) | Difficulty Easy/Low Medium 
=========================================================================
Meddling with the Bentusi? That's a paddlin'. For some reason Tactical thinks 
it's best to destroy a gate being used by many of the most powerful ships in 
the area. A lesson from me - never argue with a woman. Do as she says and 
send almost everything to attack the gate. The Bentusi quickly respond with 
an interesting ship - the super acolyte. If you did your Homeworld homework 
you'll probably know that the acolyte design that the Somtaaw use was 
acquired from the Bentusi, and as such the ships you have are watered-down 
versions of this thing. A tough beast with twin ion cannons, it'll make mince 
meat of your fleet unless you destroy them swiftly. To try and stop being 
overwhelmed, move your Kuun-Lan close to the ships attacking the gate, such 
that there's enough distance to keep the two groups separate, but not so far 
that your attacking fleet can't rush back to help the Kuun-Lan should things 
go sour.

Once the slipgate is destroyed, you really piss the Bentusi off. A few more 
Bentusi ships exit hyperspace - I get the feeling that they aren't the 
friendly folks they once were in Homeworld 1. These stations, accompanied by 
their super acolytes, proceed to obliterate your fleet. Note that if there 
are any capital ships you want gone in order to reorganise your fleet (e.g. 
removing destroyers to build dreadnaughts), you should let these spearhead 
the assault on the Bentusi ships as they'll likely be destroyed fairly soon. 
Once a few ships have been blown to pieces, Command loses his rag and starts 
to shout at the Bentusi. While rather amusing, his verbal assault on the 
microphone works and the Bentusi agree to help. Hurrah! 

Feel free to harvest and repair your ships now. Go ahead and research the 
four upgrades as well, things have been a little hectic up to now. If you 
listened to me in the Turanic outpost mission, once you've researched armour 
level 3 and upgraded your Kuun-Lan, select whatever group you made all the 
pieces of Kuun-Lan and upgrade those too. You may lose control of these 
subsections now, but it's a little extra protection on the Kuun-Lan that may 
be of use later! Note that if any super acolytes are left on the map, you 
may want to shoot them down as they are more than happy to start attacking 
your ships (including workers) if they get too close.
<End Mission>



=============================================================================
mis16 | Mission 16: SOJENT-RA SYSTEM (FAR REACHES SECTOR) | Difficulty Medium
============================================================================= 
The little Clee's back. Yay! Start by moving your Kuun-Lan towards where the 
Clee-San's ping is. You shouldn't be disturbed by enemy fleets yet so take 
the time to prepare your attack fleet. With your Kuun-Lan selected, activate 
your siege cannon and take aim at the Clee-San's ping. Hit C (for cancel) 
when the shot is nearing the 50% range - this'll make things easier for you 
shortly. Now, send your attack fleet forward to the Clee's location.

You'll come across the Clee-San's not inconsiderate escort fleet. Looks like 
the ship was somewhat high up in the Beast food chain. Use your attack fleet 
to soften up the Beast - the best strategy is to engage the enemy ships in 
battle a little bit away from the Clee and the carrier guarding it. That way, 
you'll be able to pull out all the big ships and get rid of them. You may 
find that sending your workers in to repair your ships during battle is of 
use, even if you lose one or two workers in the process. Once suitably 
softened (i.e. all the nasty cruisers are gone), fire the siege cannon making 
sure your ships are a little bit away from the blast - 15-20 kilometres is 
about enough! This should destroy all of the strike craft and frigates 
surrounding the Clee, leaving a little fleet left attacking your strike force 
and then just the carrier. Once everything's clean, move a worker close to 
the Clee-San to trigger the next phase of the mission. Bear in mind that the 
Clee-San's health is diminishing steadily, so don't hang around too long. 
Once your worker has docked with the Clee-San (I still don't like the way 
Tactical ignores the biotechnology, if I was turned to paste by the Beast I'd 
rather my allies scoop my biotech mush up to help them instead of leaving me 
to explode uselessly), you should repair and rebuild swiftly, and regroup 
your fleet around the Kuun-Lan. Bye-bye, Clee! You shouldn't be struggling 
for resources at this stage so keep your workers on repair duty, some of your 
ships will probably welcome it. From the Kuun-Lan, if we assume that the 
Clee-San was north from it, once your fleet has regrouped, move the Kuun-Lan 
about 55-60 kilometres to the west. Soon enough, the Beast mothership will 
hyperspace in near where you've just moved, and it's finally time to get rid 
of this ugly thing.

Start by softening things up with a siege cannon shot. You'll have plenty of 
enemies coming your way (including cruise missiles, so watch your smaller 
ships), so engage those to clear a path. Remember the siege cannon can be 
repeatedly fired, so if things are taking a while at your Kuun-Lan, feel free 
to fire a big shot at the Beast mothership once in a while to trim the enemy 
forces. Eventually, you'll be able to push forward to the Beast mothership 
and destroy it. Bear in mind that there'll be drips and drabs attacking your 
Kuun-Lan, so keep a small support fleet (I used 15 ACVs, for example) back at 
the Kuun-Lan to protect it from any threats while the Beast mothership gets 
chopped apart. I docked my workers once I was getting close to the Beast 
mothership as, not only did I want to prevent them getting destroyed, 
I didn't really want them getting infected either. Soon enough you'll have 
destroyed the Beast mothership (which does a hell of a lot of splash damage) 
and Tactical overconfidently announces it's time to go Naggarok hunting. Use 
this as your cue to harvest, rebuild, repair and research. Nothing should be 
left in the research menu but it's worth checking just in case. There's a 
hell of a lot of resources available in this mission, which should cover you 
for the next (and final) mission - even if it does take forever to harvest 
them all (by the time I was finished on my last playthrough, my timer read 
02:24:55 - but my RU count was 261,780).

Note that before hyperspacing out, you should have two MCVs, a strong attack 
fleet, 10-15 leeches, some ACVs and some spare SU space to adapt next mission 
as necessary. Your recon has probably had a good run so feel free to retire 
it now, as you won't need one again and it's 2 SUs you could do with.
<End Mission>



======================================================
mis17 | Mission 17: NAVAL BASE ALPHA | Difficulty Hard
====================================================== 
That Taiidani fleet got hammered. When you materialise, send out your two 
MCVs, disguised, to the crystal patch to the west. Just park them up by the 
little trail of crystals leading out from the patch - we'll get back to these 
later. Unload your attack fleet and leeches and get prepared for a brutal 
battle. You shouldn't need to harvest, but if you do then there's a decent 
chunk behind where you hyperspace in.

Launch your attack fleet and be prepared to defend your Kuun-Lan. Don't be 
afraid to fire a siege cannon shot at the Beast fleet attacking your Taiidan 
allies, they put up a crap fight anyway. Send your leeches about 35 
kilometres straight up, and then north from the Kuun-Lan. You'll come across 
some proximity sensors - if you're feeling brave, ignore these and send your 
leeches straight in. Otherwise, note their location and send a fleet of 
acolytes to eliminate the ring, in much the same way I mentioned in the 
mission when we first saw the Naggarok - note that this is a semicircle of 
proxy sensors, not a full ring. You'll soon be presented with a cinematic of 
the Nomad Moon - it has some nasty repulsors that push back your ships (and 
damage them). A new piece of research soon follows - fitting a similar 
repulsor to your dreadnaughts. Research this and, when you've got a clear 
moment, fit the repulsors. The shortcut is Alt+R to fire the repulsor and 
remember to fire one dreadnaught repulsor at a time as otherwise they're not 
as good as they could be. 

Anyway, once the proxy sensors are down and you can get your leeches in, 
move your Kuun-Lan closer to the Nomad Moon. You want to get the Moon within 
the 100% damage range of your siege cannon, but don't fire until the 
repulsors are destroyed. The repulsors can bounce back your siege cannon shot 
and the last thing you want is a reflected 100% shot exploding in the middle 
of your well-maintained attack fleet. You may find that your leeches are 
picked up by enemy sentinels or hive frigates - replace them quickly and 
continue wearing down the emitters. Once they're destroyed, fire off your 
siege cannon at the Nomad Moon. Your leeches will probably also have been 
destroyed - if they haven't, retire them, and use the spare SUs now to build 
ACVs. Keep attacking the Moon - it doesn't regenerate and you can get away 
with just spamming siege cannon shots at it. The Moon has a strong ion cannon 
attack and usually has some enemy super-capital ships alongside it, which 
doesn't do your attack wing much good. 

Once the Moon gets below 50% health, the Vengeance fleet will hyper in and 
confirm they're working with the Beast. Tactical will also warn you of 
another fleet that's hyperspaced into the crystal field you left those MCVs 
by at the start of the mission. Wait until you can see enemies approaching 
your MCVs and then attack the outermost crystal. The entire crystal maze is a 
bomb and you've just lit the fuse - doing so will eliminate the Beast wing 
and save you the trouble of a group of strike craft, frigates, a Heavy 
Cruiser and a Carrier.

While you're busy playing chain reaction with the crystal maze, you should 
also be firing siege cannon shots at (or your strike fleet should continue 
attacking) the Moon. Once it's destroyed, you get a welcome surprise - the 
Bentusi! They ping you over the specs for their super acolytes, although I 
never actually used them in anger. The Naggarok is finally unleashed and it's 
a bit of a beast. 

You'll see it absolutely pelting it towards your capital ships - Tactical 
explains that it's using an inertialess drive, and you unlock your final 
piece of research. The Naggarok selects one of your capital ships and starts 
to consume it, much like your ships consume crystals. Use this opportunity to 
unleash your ACVs and EMP the Naggarok to high heaven. Regroup all your ships 
around the Kuun-Lan once your poor ship has been gobbled up and wait for the 
Naggarok to get hungry and come hunting again. The Imperial Vengeance fleet 
will eventually get pissed off with the Beast and ignore you henceforth - 
which helps take the pressure off you somewhat. 

Keep spamming those EMP attacks - it took my 28 ACVs three shots at the 
Naggarok before it was disabled. Bear in mind the Beast fleet goes into 
overdrive here and spams carriers, heavy cruisers, frigates, strike craft; 
everything under the sun at you here. At this point you can really leave the 
other Beast ships alone as the Imperials will take care of them and focus 
your fire on the Naggarok instead. Use the siege cannon if you wish - however 
move your ACVs clear first. Once you've destroyed the Naggarok, you'll be 
treated to the world's longest "noooooooo..." before being treated to the 
final cinematic. Congratulations, you've just beaten Homeworld Cataclysm!
<End Mission - and game!>



----------------------------------------------------------------------------
			dialg: Important Dialogue
----------------------------------------------------------------------------

I thought I'd copy the dialogue from the third mission across as it's 
somewhat critical to the story. I've also included the argument between the 
Kuun-Lan and the Bentusi because, well, it's funny to hear Fleet Command lose 
his temper. The first infection by the Beast is also of interest - let me 
know if there's anything else you'd like to see!

Naturally there are spoilers below.


====================
Unleashing the Beast
====================

Bridge: 	Research Module, this is the Bridge. We've got power 
fluctuations in your area and the hangar bay. Are you running any tests?

Research: 	Not that I know of bridge, let me check.

		[Screams and beeps are heard in the background which continue 
through the rest of the transmission.]

Bridge: 	What was that? What's going on down there? Fluctuations 
spreading to lower engine module.

Research: 	Uhh, don't know, give me a sec. We were examining surface 
material from the alien probe when-

Bridge: 	What is going on? Now we've got biohazard warnings going 
off across the lower decks. What have you done?

Research: 	Something's... loose! It's killing us. You've got to save 
the rest of the ship! Jettison the lower decks!

		[The lower decks of the Kuun-Lan slowly turn to a nasty shade 
of red.]

Bridge: 	Kharak forgive us! Bridge to all stations: Emergency jettison 
protocols engaged.

Research: 	CUT US LOOSE!

		[The research module tumbles away, sparking and screaming. 
The engines have visibly been turned red too.]


===============
Turanic NaÔvety
===============

Turanic: 	The Clee-San is our property now. Be gone or be destroyed!

Command: 	You don't understand! The Clee-San and our module have been 
subverted by something and it's spreading! Do not approach them, repeat, do 
not approach them.

Turanic: 	A transparent ploy, even for a ship full of miners! We 
thought you Hiigarans were smarter than this. Now depart before we claim you 
as well.

Turanic: 	Ahh, a research module. That'll make up for having to chase 
these Hiigarans halfway across the sector. All acquisition teams prepare for 
boarding!

		[The Turanics inevitably get infected]

Turanic: 	ARGGHHHDSKFASDFFEJRPF9NAKDCADDSJFANSIDFQWEPTI

Tactical: 	The fools have made things much worse. We can't survive an 
enemy we don't understand. Prepare for emergency evac into hyperspace.

Tactical: 	Hyperspace module charged. Now go!


================================
Reasoned Debate: The Somtaaw Way
================================

(The Somtaaw introduce themselves to the Bentusi by attacking their slipgate)
 
Bentusi: 	Do not attempt to stop our Translocation. Cease your attacks 
or be destroyed! Do you not understand what has happened? We will not be 
Bound!
Tactical: 	Strike Craft launching from the Bentusi Trade Stations. They 
are similar to Acolyte-Class vessels but their configuration... It's like 
nothing we have ever seen before!


(Upon destruction of the slipgate)

Bentusi: 	You are mad! It will take irrecoverable time to repair the 
slipgate. The devourer will find us by then. Each of us consumed takes the 
story of a thousand bound worlds with them! The creature will devour all our 
songs! All our knowledge will serve it's hunger!

Command: 	Listen to us! We are not here to harm you, but if you run 
away now, the Beast will win. You helped us to find our Homeworld. You cannot 
run away now!

Bentusi: 	We aided the S'Jet persona who was newly Unbound. You are 
not S'Jet. Your Bound bodies and flicker-lives make you blind to reality. 
And now, we will all pay for your Blindness!

Tactical: 	Kiith's Blood! More stations coming out of hyperspace! 
They're powering up main weapons; we don't have a chance! Prepare to engage 
emergency Hyperspace Jump!

Command: 	Negative! Without that cannon working we're as good as dead! 
Better to be blown to atoms now than wait for the Beast to hunt us down.


(After the Bentusi lay waste to the Somtaaw fleet) 

Command: 	You people are killing us! You and your precious stories! 
Who will remember the crew of that ship? Or are flicker-lives not worth 
remembering?

Bentusi: 	You seek to trap us in a diseased galaxy. This cannot be. 
Desist now and we will allow you to leave. We... regret the loss of your 
memories.

		[all ships cease fire]

Command: 	REGRET?!? We regret the loss of the whole sand-cursed galaxy. 
Stop murdering us and help us kill the Beast! 

Tactical: 	They've stopped firing. Keep it up. You're getting through 
to them.

Bentusi: 	The Devourer cannot be stopped. We must flee, or even memory 
will die! We will not be Bound.

Command: 	Yes, Yes! You will not be Bound -- whatever that means. Well 
guess what: We won't let you go. It doesn't matter how we die. One ancient 
monster is as good as another!

Bentusi: 	We...are...not...monsters.

Command: 	Aren't you? Look around - Look what you've done to our fleet! 
All because we dared to get in your way. Look at yourselves: the Aloof and 
the Mighty Bentusi! Slaughtering the people who ask for your help. You're 
worse than the Beast. At least the Beast doesn't pretend to be righteous!

Bentusi: 	We fear. F-for the first time in countless orbits... we fear.

Command: 	Join the Kiith! We're not Blind, just scared. As scared as 
you. Now, are you going to help us? Or are we going to have to ram this 
mining ship down the throat of the first station that approaches?

Bentusi: 	That will not be necessary. We see our own Madness reflected 
in yours. We will do what we can to help.



----------------------------------------------------------------------------
			eeggs: Easter Eggs
----------------------------------------------------------------------------
This is where I list all the strange things in HW:C and shamelessly expose 
Sierra's mistakes.

=======
General
=======
Damage a Carrier (Taaw or Beast) to the extent where it's health is below 
5%. Then, click on the carrier a few times. It should say 'Carrier Status: 
Full Green'. Well sunshine, your health bar would indicate otherwise.

Also, when you jettison the lower decks, the Kuun-Lan's speed does not go 
down, even though you've lost an engine. Arguably the ore that the ship was 
designed to carry would need more power to move, but having no discernible 
difference in speed from the barebones structure of the new Kuun-Lan to the 
same ship with all modules, that weighty siege cannon, and a full hangar bay 
of strike craft is somewhat odd.

Look at the front of the Kuun-Lan, below the resource pads. There should be 
4 straight lines. Zoom out a bit, and they will start dancing around. Change 
the view angle for different dances.

When you watch the opening cinematic for each mission, it normally shows 
ships that you don't have. Also, when Tactical sends Recon Two-One-Four out 
to scout, why isn't the land already explored for you when you start the 
mission?

It's also commonplace for workers to harvest THROUGH ships (well, at least 
their tractor beam). They also do not care at what angle they harvest at: 
some harvest upside down. I suppose it makes sense in space where there's 
no real "upside down".

=================
Opening Cinematic
=================
Patched versions of Cataclysm describe the Kuun-Lan as "Kiith Somtaawhttp 
Mining Vessel Kuun-Lan".

=========
Mission 1
=========
When the cruiser is destroyed BEFORE the objective, Tactical still announces 
the elimination as if it's of some importance. Also, in the opening 
cinematic, with the Kushan Ion Frig blowing, you can hear someone say 
'rerouting stabiliser control.' I'd be more concerned about finding an escape 
pod or just overloading the damn ion beam into a nearby enemy ship rather 
than making the ship stand up straight.

=========
Mission 2
=========
When you bandbox click one of the allied support frigates, then RIGHT click 
one of your fighters/corvettes, the support frigate will mimic it. This also 
causes the game to lock up, however.

=========
Mission 3
=========
I've hit the Clee-San with plenty of mines (lure a mine to chase after you 
but then move your ship behind the Clee and watch it take the mine), but it 
doesn't take damage. Also, the Clee-San has up to 1500% health on the easier 
difficulties.

=========
Mission 4
=========
The Module has unlimited infection power. When you play as Beast in the 
Multiplayer, it must recharge between shots. Also, it's possible to destroy 
the Clee-San when it says "holding position", at the same time mentioned in 
the guide above when I tell you to turn tail and dock. It does reappear 
later in the game, though.

=========
Mission 5
=========
The Bentusi ship is invulnerable (fixed in the patch). Also, if you send a 
recon to the top of the map (from your ship) and turn left, you find some 
enemy ACVs. For some reason the Bentusi ship is also seen and the main 
mission triggered.

=========
Mission 6
=========
In the opening cinematic, there is a typo. When the Caal-Shto acknowledges 
your beam, they say 'aknoledged, Kuun-Lan'. Oops. The HC at the other 
slipgate appears out of nowhere (it don't exit the gate, hyperspace or move 
in, it just goes -pik- and it's there, looking ugly). Whatever ship you send 
towards the HC at the end addresses itself as Recon Fighter Two-One-Four, 
even though you can clearly see whatever ship you sent getting beaten up by 
the HC. This even works on the Kuun-Lan, which would make an awful recon.

=========
Mission 7
=========
Colony ships can receive combat stars, because Cruise Missiles kamikaze. 
There's no discernible speed upgrade, though.

=========
Mission 8
=========
The spy must have stolen a prototype Multi-Gun Corvette because the one he 
arrives in has up to 800% health depending on difficulty. Also, the Carrier 
that arrives to pick him up is invincible.

=========
Mission 9
=========
After you send your captured Resourcers to dock with the planet, you can see 
them going past the Missile Destroyer of Vigilance wearing the same colours 
and puffing out the same drive trails as the Vigilance fleet. When they come 
back, they've reverted to your colours.

==========
Mission 10
==========
If you destroy all of the wreckage surrounding the Siege Cannon prior to 
sending a Worker in, the game will still focus on where that battery-type 
thing used to be. The housing the Siege Cannon lives in also appears to be 
invincible. Furthermore, if you mount the siege Cannon and quickly fire a 
shot prior to the Beast reveal, it'll still function - it's only "broken" 
when you fire it somewhere towards the Beast.

==========
Mission 11
==========
Listen to the Faal-Corum's apology speech. You can hear the Beast 
infection-type screams going on in the background. Also, sometimes the 
Faal-Corum's ships will inexplicably begin to attack any ship you captured 
(even from past missions). That's not cricket.

==========
Mission 12
==========
The Taiidani fleet the outpost calls in sometimes doesn't show up. They just 
sit there, where they've hypered in, and then ping out again when triggered. 
Perhaps the biggest exploit here is when the outpost surrenders. For some 
reason, when you click on it, it also highlights individual sections of your 
Kuun-Lan and Carriers (all modules, and things like the upper engines, 
command centre, and resource drop off on your Kuun-Lan). It's handy to store 
the latter three in a group for when you can research armour level 3, as you 
can upgrade these bits. You can also scuttle these, and your Kuun-Lan becomes 
a line with some modules on it.

==========
Mission 13
==========
After the mission, sometimes the Faal-Corum decides to attack you for no 
reason. They really don't like the Kuun-Lan, do they?

==========
Mission 14
==========
If you attack the Naggarok, (it's invincible) it starts to spin. 
Unfortunately it never stops. Sending a Mimic over results in your game 
jamming because the Mimic forever tries to chase the docking bay, almost 
like a dog chasing its tail. In addition, not all of the Beast ships go into 
hyperspace, and it's common on the harder difficulties to see a few Frigates 
and Corvettes causing you trouble while you try to capture a Taiidan ship.

==========
Mission 15
==========
After the ceasefire (when the commander loses his rag), it's still possible 
to attack the Bentusi using mimics or MBFs. Naturally the Bentusi don't take 
too kindly to this and soon dispose of you. In addition, any undocked Super 
Acolytes also don't particularly enjoy the ceasefire and take potshots at 
your ships when they get near the Super Acolyte.

==========
Mission 16
==========
The Worker doesn't take any damage from the Clee-San explosion, even though 
if you decide to scuttle one of your own Frigates next to a Worker, it'll 
take damage.

==========
Mission 17
==========
The Naggarok continues to remain invincible until you've destroyed the Nomad 
Moon. You can also hear the Naggarok itself making the Beast screaming noises 
when you disable it's engines and lay into it. The Vigilance fleet that turn 
their back on the Beast is also the same fleet that guard the planet in 
mission 9.

===========
Multiplayer
===========
Beast: Research Menu: 'Mutligun Corvettes' for Multigun Corvettes. You can 
also change the background music by pressing shift+comma, or shift+full stop.



----------------------------------------------------------------------------
			thanx: Contributors
----------------------------------------------------------------------------
Everyone below helped me in some way, either by mailing me about problems, 
spelling mistaxe and other stuff. Thanks to:

Osrevad (omohasiosrevad@hotmail.com): ASCII at the top. You can usually find 
him on the GameFAQs message boards.
Scott from JST online (jstonline@thegamingunion.com): Encouragement
Jeremy (xrossfire@softhome.net): Notifying me about a problem
All the guys at GameFAQs, particularly on the message boards when they were 
active.



----------------------------------------------------------------------------
			hslog: History/Logs
----------------------------------------------------------------------------

Nine years on since the last update, I thought I might as well re-do the FAQ 
to remove the horrendous immature teenager stuff I wrote. Can't believe this 
document is ten years old! Removed the history too, does anybody really care 
that I wrote the original, now deleted, missions 5-7 writeup in this FAQ in 
June 2003?

07/06/13
FAQ re-written. Major overhaul! I hate the American FAQ format (you guys 
need bigger screens! Hah.) so I've had to manually go through and add line 
breaks at 79CPL. If you'd prefer a normally spaced FAQ, let me know.

2003-2004
Many things.

15/5/03
Basic design plans written on paper for FAQ: It was started.



----------------------------------------------------------------------------
			morme: Other Stuff by your author
----------------------------------------------------------------------------
Homeworld: Cataclysm (this one)
Homeworld 1 Ship/Script Editing FAQ (not a walkthrough, a modding guide)
Homeworld 2 Script Editing FAQ (another modding guide)
Ground Control 2: Operation Exodus (a unit FAQ)

I also started a FAQ on the other Homeworld games (1 and 2) but never really 
got anywhere. I'm more than happy to provide one-to-one advice if you need 
it, just drop me an email or buzz me on GameFAQs.



----------------------------------------------------------------------------
			byeee: End Credits
----------------------------------------------------------------------------
Copyright (c) Seb Haque 2003-2013 - Ten years, baby.
Thanks for reading. Goodbye!

<End of Walkthrough>