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    FAQ/Walkthrough by Luigi and Tails

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    Version 2.6 - 13/09/2014
    
    
    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 2003-2014 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!). It’s 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>
    
    
    --------------------------------------------------------------------------
    Alternate Strategy
    --------------------------------------------------------------------------
    This strategy is courtesy of Pásztor Szilárd (don@tricon.hu). Many thanks.
    
    I have a strategy to Mission 6 (Kadiir Nebula) that makes it fairly easy and
    allows the Heavy Cruiser and both Destroyers to be captured.
    
    First, send a disguised Mimic to the enemy base and then past the last
    waypoint to the Heavy Cruiser. This triggers the ability to build Leeches,
    we'll need about 30 of them. They cost only 40 so it's not a big deal.
    Dispatch the Leeches to the base and attach them on Leech setting to that
    bloody Carrier that keeps harassing us with its Interceptors. When the
    Leeches leave the heavily burning Carrier, stop them from returning and set
    them to Vent. Send 2-3 of them back to the Carrier, they will finish her off
    pretty quickly. Meanwhile send the other Leeches to the Support Frigates on
    Vent. As the Frigates start to burst in flames, take most of the leeches off
    (as they get destroyed along with the exploding ship) and attach them one by
    one to all the Ion Cannon and defence Field Frigates. The few leeches on the
    Support Frigates will soon put them out of their misery. Sometimes the Support
    Frigates may start to repair their mate but they never do it to each other at
    the same time, so first just concentrate on the one not being healed. Without
    healing support, we only need a bit of time for all the other Frigates to
    blow up and they only cost one leech each. Do the same for all 10-Frigate
    groups and send a few more Leeches if they are not enough. With the Carrier
    gone, the Interceptor attacks will soon die off. The base produces Attack
    Bombers and Defenders, so it's maybe a good idea to blow that up too if a few
    Leeches are still available.
    
    
    When the Frigate groups get destroyed, their Strike Craft escorts will
    relocate to path of our main fleet, between the 2nd and 3rd waypoints. But
    they should not be a problem for the Kuun-Lan and the Acolytes. At the end of
    the path, put Leeches on the Cruiser to damage it. Then send in evasive
    Acolytes to attack the Defenders of the Heavy Cruiser and immediately send in
    the Workers to salvage, all the while trying to make the Acolytes attack the
    Defenders behind the Cruiser to keep it turning continuously. With minimal
    losses, the Heavy Cruiser is captured and we have time to heal it up before
    the remaining Destroyers arrive. When they come, just send in the Cruiser to
    attack their Support Frigates and to be the cannon fodder. The Acolytes can
    take on the small Strike Craft escorts and help out the Cruiser which should
    easily live to damage both Destroyers below salvage level. Send the Workers
    in and the enemy is pretty much devastated; the Cruiser and the two
    Destroyers are now good to go to the base and blow it up along with those
    pensioner Heavy Corvettes and Defenders resting there. Now the whole map is
    free to harvest and the fleet is well prepared for the next 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 Naďvety
    ===============
    
    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
    Pásztor Szilárd (don@tricon.hu): Alternative mission 6 strategy.
    All the guys at GameFAQs, particularly on the message boards when they were 
    active.
    
    
    
    ----------------------------------------------------------------------------
    			hslog: History/Logs
    ----------------------------------------------------------------------------
    
    13/09/14
    Added an alternate strategy to mission 6 courtesy of Pásztor. Thanks!
    
    07/06/13
    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 previous history too, does anybody 
    really care that I wrote the original, now deleted, missions 5-7 writeup in 
    this FAQ in June 2003? 
    
    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 2003-2014
    Thanks for reading. Goodbye!
    
    <End of Walkthrough>