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                  Starfleet Command Volume I FAQ
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               =    Author: DG Dobrev             =
               =    E-mail: iron_feather@mail.bg  =
               =    Date: 17 February 2002        =
               =    Version: 1.0                  =
               ====================================

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COPYRIGHT NOTICE
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1. What you can do with this guide:
- Make a copy for personal use

2. WHAT YOU CANNOT DO!
- Sell this FAQ for money.
- Post it on your website without my permission.
- Use parts of this FAQ as your own.
- Plagiarize this FAQ in any imaginable way.

3. FOR ANY COMMENTS, additions, questions about the game etc. 
regarding this FAQ feel free to e-mail me. My personal mailbox 
is:

iron_feather@mail.bg

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I. Introduction.

This FAQ is based on my personal experience in Star Trek: Starfleet 
Command Volume I PC game. It covers some tactics and a walkthrough for 
all of the campaigns in the game. I will put all missions one after 
another with their original names so that you can easily find where you 
are and search for tips or help.
I would like to point that it's not easy to learn the ropes of this 
game.  You'll need some time to do so, so don't flame in vain when your 
ship is destroyed. Save the game before every mission and try different 
approach. Patience is golden. The victory, achieved with lots of 
difficulties on the way is the sweetest of them all. Know this when you 
play Starfleet Command Volume I.
NOTE: I will use the ship's designation all the time. If you don't have 
the SFC manual, I'll give a brief list of all designations in the end 
of this FAQ. For example: F-CAD+ means Federation Heavy Drone Cruiser 
with Plus refit.

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II. Basic tactics and strategies.

1. Read the manual included with your copy of the game. Lots of things 
are explained there and I can assure you, It'll be worth the time you 
spend reading. Don't play a game if you are not familiar with the 
race you have chosen. At least, play the tutorials if you don't want to 
waste time reading. In the manual you'll find the damage dealt by all 
weapons in the game, which will help you develop an adequate strategy.

2. Lots of players buy ship after ship, once they see it's a bit 
stronger than their current one.
For example - you play the Federation campaign. You start with a simple 
Frigate - F-FF. You play two missions, eventually successful, then 
check the prices in the shipyard and discover that you can buy a War 
Destroyer if you trade in your ship and add the current prestige. So 
you sell your Frigate and buy a War Drone Destroyer (F-DWD). The ship 
is great, you win missions easily. But as soon as you see that you can 
get a Light Cruiser, you sell your current F-DWD and buy a New Drone 
Cruiser with Plus refit (F-NCD+). Later, you sell the NCD+ for a Heavy 
Drone Cruiser (F-CAD) and so on.
You will notice, that the selling of a purchased ship immediately 
lowers it's price. In addition, when you gain ranks, the ships in the 
shipyard will grow cheaper.
THE MORAL FROM THIS STORY: you should reconsider having a tough time at 
first and jump from a Frigate to a Heavy Cruiser in one shot. Or if you 
can - something even bigger, like a Dreadnought. I don't think you'll 
survive to purchase a battleship immediately.

3. Always accept the places in your chosen race's Special Corps. It 
will make you game more interesting and more challenging.

4. When you start a fight, always launch a scan probe at your enemy. If 
they are more than one, launch it at your strongest enemy. By knowing 
the other's ship specification, you'll be able to easily develop a 
strategy for the upcoming battle.

5. If the enemy has Plasma weapons, always keep high speed (20+). The 
plasma torpedoes dissipate over time and lower the damage you will take 
- so, if your enemy launches a Plasma torpedo at your ship, run to the 
opposite way. The torpedo will either inflict very low damage, or won't 
hit at all. Now, attack that ship! Plasma torpedoes replenish slowly, 
which allows you to attack multiple times before the enemy is able to 
launch another one at you.

6. If you are the one with the Plasma torpedoes, use the Pseudo Plasma 
torpedoes to fool your opponent. Against the AI it doesn't make much 
difference, but against a human player this works wonders. Reverse the 
order every time, so that your enemy is never sure what kind of torpedo 
you are shooting - true or fake.

7. The missiles are one of the best fighting weapons if you know how to 
use them. Know that THE MORE MISSILES YOU HAVE, THE BETTER! I have 
noticed the AI is extremely weak against incoming missiles. Enemy ship 
will rarely put "point defense" and some tractors online in case you 
are using missiles. Against human players I don't use missiles. Anyone 
can handle them easily and I remain with no other fighting weapon. An 
exception of this rule are the Dreadnoughts and Battleships, which are 
stacked up with nice weapons and missiles at the same time.
NOTE: No matter how far missiles travel, the damage they inflict 
remains the same!

8. How to deal against missiles? First, click on the Point Defense 
button. This means your Tactical officer will automatically shoot at 
any incoming missiles (using your phasers) if you have phasers ready 
for shooting. If not, the missile will hit and you'll take damage. 
In this case, you may assign a number of defensive tractors online 
(the numbers under the button) - from 1 up to 6. They'll capture any 
missile that is nearing your ship and shoot at it when any phaser is 
available. Experienced players are very good at this, and don't forget 
the fact that you may run out of missiles if you shoot very often and 
at one point have only a couple of phasers to fight an enemy with much 
stronger weapons that never run out of ammo.

9. When a mission is complete and you are using missiles, see if you 
have enough prestige to replenish their number. In Starfleet Command 
Volume 2 your missiles are replenished without paying with prestige at 
all every new battle, so if you have tried the "Empires of War" game 
before this one, be wary of this.

10. Develop tactics against various enemies. It is easily done with 
a paper and pencil.

11. The Lyrans seem to be one of the weakest races available, but they 
possess one extremely powerful weapon - the ESG (Expanding Sphere 
Generator). It has decent damage and if a few stuck together, you'll 
definitely lose one of your shields and maybe even get some damage. See 
if you have weapons to fight against Lyran ships from reasonable 
distance - like missiles, Photons, Hellbores, etc.

12. If you are playing with the Lyrans, make full use of your ESG's. 
The more they are the better your ship is.

13. IMPORTANT NOTE!!! If you are fighting in a Nebula, your ESG won't 
function at all, so better take it offline and overload your disruptors 
to compensate for its loss in this fight. This happens while fighting 
Orion pirates and once in the Lyran campaign.

14. IMPORTANT NOTE 2!!! Missiles also suffer from the effects of a 
Nebula. They'll travel very short distances, so be sure you are really 
close to your enemy, otherwise you'll see you missiles disappear after 
traveling a few K-units.

15. If you can cloak, BE ALWAYS CLOAKED! Decloak to shoot at your enemy 
and then cloak immediately - wait to prepare all weapons for fight and 
decloak to attack. When cloaked you will receive damage a few times 
lower than the normal.
There are some cons: when you decloak, you are extremely vulnerable to 
attacks.

16. The Flashback effect: if you transport a mine near a cloaked unit, 
it will explode, revealing the cloaked ship for a fraction of the 
second. The problem is that this time is sufficient enough for some 
players to inflict enormous amounts of damage to the poor cloaked ship, 
confident of its invulnerability.
However, it takes a lot of practice and I must confess I managed to 
do the procedure correctly not more than 15 times so far... Provided I 
play this game since year 2000.

17. Be careful when you have decided to take the damage! Don't use your 
front shield, for in 75% of the attacks you'll be charging against your 
enemy!

18. Capturing ships adds to overall prestige at the end of the mission. 
However, don't capture Orion ships or starbases, for they'll 
self-destruct the very minute you gain control over them!

19. Always keep an eye on the enemy ship's shield condition and attack 
through the weakest (or lost) shield.

20. One of the easiest ways to win is to remain behind the enemy ship, 
move the may it moves and just firing at its rear shield, which is in 
90% of the cases, the weakest shield. Only the Federation's rear shield 
is as strong as the others.

21. I will repeat something written in the manual here: SPEED IS LIFE!

22. Drone Cruisers are considered one of the most powerful ships in the 
game. However, know that their maintenance costs are high! Don't be 
surprised if you pay over 75 prestige after each mission just to 
replenish your missiles!

23. One of the easiest ways to deal with lots of missiles launched at 
your ship is to transport a mine in their way. When they come closer, 
the mine will explode and take out at least 75% of them.

24. Don't overlook ECM and ECCM! If you can, and depending on your 
engines, put as much points in it as possible! The safest manner using 
ECM/ECCM is to put 3 points in both... Though at some situations you'll 
need your ECM maximized.

25. SOMETHING ABOUT "Black Hole Mania" missions: be careful! The Black 
Holes may appear anywhere, which means you should keep an eye on the 
tactical map all the time. I suggest that you CAPTURE all enemy ships 
that are attacking you. By doing so, I got 400 (!) prestige for this 
mission and an addition of about 30 for delivering the enemy ships.

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                 ======================================
                 THE RACES - campaign walkthrough, etc.
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                  = THE UNITED FEDERATION OF PLANETS =
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General overview:
The UFP has the widest range of weapons available - Phasers, Photons, 
Missiles, Plasma Torpedoes, Phaser G's. The last few of those are 
available only on certain ships like the Battlecruisers (New Jersey, 
Miranda and Kirov-classes). Their shields are good, equally defending 
their ships from all sides (compare a L-FF with a F-FF).

Shopping for ships:
It depends on the era you're playing in. If you're in the early era, 
strive for the most powerful ship with as much photons and phasers 
available. If you are playing the middle era, see if you can get your 
hands on a ship with Photons, Missiles and maybe Plasma torpedoes at 
the same time. In the late era, pursue the Battleship! It is the best 
fighting machine for this race.
in the meantime, seek Drone Cruisers (F-NCD, F-CAD) or if not available 
- ships with greater engine power so that you can always shoot 
overloaded Photons - they do wondrous amounts of damage at close range!
- The Federation Battleship is your strongest ship. However, it is 
extremely weak against faster units, though the missiles provide 
some balance, it's turn speed is extremely low. Be wary of this! I had 
a F-BB in my last mission and the only thing I thought when I saw it 
move, was that I should've kept my F-DNH.

Tactics:
- Always keep sensor Decoy shuttles, just in case the enemy has too 
much missiles or Plasma torpedoes you can't run from!
- If you are facing a stronger enemy, launch Scatterpacks. These 
shuttles are restricted to Klingons and UFP only, so make use of them!
- If your enemy has Fighters (like the Hydran Stingers - ST-3), launch 
some administrative shuttles with "defend me" or "harass" option 
highlighted.
- A tip for the players who like drone cruisers: Scatterpack + Own 
Missiles is an extremely dangerous combination for your opponent! The 
only way of dealing with it is a Point defense + at least 3 online 
defensive tractors + readied phasers!
- Check the fourth mission from the campaign - "Dancing with Myself". 
In this mission you'll face an enemy, equal to you (your mirror 
counterpart from the mirror universe) - the same ship with the same 
specifications. Before meeting him, you'll have to do a little fight, 
but generally, if you want a weaker opponent, you should consider to 
be a weaker opponent too! I won this mission with a NCD and had no 
problems. Perhaps it is the exception for the rule "when you have 
collected lots of prestige, but the strongest ship"... But not that 
much. You can go the Frigate-New Light Cruser-Dreadnought-Battleship 
route rather than Frigate-Heavy Cruiser-Dreadnought/Battleship route.

Ship designations:

Frigates:
F-FF - Frigate
F-FFG - Improved Frigate (+missiles)
F-FFD/F-FFD+ - Drone Frigate
F-CFF/F-CFF+ - Commando Frigate
F-FFB - Battle Frigate

Destroyers:
F-DW - War Destroyer
F-DWD - War Drone Destroyer
F-DWC - Command War Destroyer
F-DD/F-DD+ - Destroyer (weaker that F-DW and cheaper)
F-DDG/F-DDG+ - Guided Weapons Destroyer

Light Cruisers:
F-NCL/F-NCL+ - New Light Cruiser
F-NCD/F-NCD+ - New Drone Cruiser
F-NCT/F-NCT+ - New Commando Transport
F-CLC - New Command Cruiser
F-NCA - New Heavy Cruiser
F-NCC - New Heavy Command Cruiser (like "Enterprise" - it is NCC1701)

Heavy Cruisers:
F-CA/F-CAR/F-CA+ - Heavy Cruiser
F-CAD/F-CADR/F-CAD+ - Heavy Drone Cruiser
F-CC/F-CC+ - Command Cruiser
F-CB - Heavy Command Cruiser

Battlecruisers:
F-BCG - Battlecruiser, Kirov-class
F-BCF - Battlecruiser, Bismark-class
F-BCJ - Battlecruiser, New Jersey-class

Dreadnoughts:
F-DN/F-DN+ - Dreadnought
F-DNG - Improved Dreadnought
F-DNH - Heavy Dreadnought

Battleships:
F-BB - Battleship

Refits:
+ refit - adds either shielding, power, phasers, photons, missiles, 
and extra ph-3s for close combat and defense against missiles. Ship's 
names have a "+" to them: like F-CAD+
R-refit - adds a few rear-firing phasers. The ship's names become: 
F-CADR

CAMPAIGN WALKTHROUGH:

Mission 1: Errand of Curiosity.

First of all, scan all Listening posts before scanning the planet. After 
you've done this, scan the planet itself. When you find out that the 
Organians have disappeared, the Klingon ship will hail you and no 
matter if you want to fight or not, you'll have to destroy it. When 
the enemy's dead, you'll win the mission.

Mission 2: Testing Ground.

You'll face some treachery here. Your first objective is to destroy the 
Orion pirate and then tractor the freighter Dukain to the sun till the 
orbit is achieved. After you destroy the pirate, an "ally" will appear 
- USS "Boston", a ship, which captain is your friend from the academy. 
When you achieve the orbit and phase one commences, another wave of 
Orion pirates will appear. Don't charge them and let USS "Boston" do 
the fight. Don't even shoot at them! If you do so, "Boston" will turn
around and start pulling Dukain out of orbit.
If you have decided to help "Boston", you'll have to finish the last 
pirate by yourself and then attack USS "Boston". Get some of its 
shields down and beam some marines inside. The task is to capture 
the ship and get Tim Abell for questioning. When you capture it, the 
mission will be complete.
--> Problems: If Dukain and "Boston" are too close to the Sun and you 
are going after them, you'll start taking heat damage - first on your 
shields, then on the hull, until your ship is destroyed. In such 
occasion, just leave Boston destroy himself and Dukain near the Sun.
--> Careful! You need "Boston" captured, not destroyed!
--> If you decide to leave "Boston" to fight the pirates alone, be sure 
you are able to help him any time! The pirates may destroy it, and you 
want it captured!

Mission 3: Bordering on Insanity.

Go to the Listening post (Communications Relay station) and scan it 
first - thus you'll prevent yourself from losing the mission if an 
allied ship is destroyed right away. Get a copy of its log and help the 
first ally (should be either Klingon, Romulan or Gorn). Weaken the 
Imperial ships (the message will say: "federation Captain", but 
actually, these ships are from the mirror universe) so that they can't 
destroy the allied ship and max speed to the second ally. You need to 
help him before he is destroyed! Kill the two ships that are bothering 
him and if the first allied ships isn't done with the weakened 
imperials, go do that for him.
You will lose prestige if an ally is killed.
-->Problems: If you play this mission in the Late Era, the Frigates 
that attack the allies may be F-FFD's, which is a great problem! The AI 
is weak against missiles and one of the ships may be destroyed before 
you are able to help him. This won't be your fault, though Starfleet 
will blame for this...

Mission 4: Dancing with Myself.

You may need help on this one, so buy another ship (at least NCL, NCD 
or whatever better is available). Take out quickly the first two enemy 
cruisers and order your fleet (press the button in "Fleet Orders" which 
looks like a target with a chain around it) to capture the ship. When 
your counterpart is weakened, tractor him and hail the Klingons/Gorns 
or Romulans and the mission will be complete.
--> If your enemy has Drone cruiser like you, be sure to have at least 
2-3 points in online defensive tractors and activated point defense. 
Also prepare to launch a few Sensor Decoy Shuttles if you see lots of 
missiles coming towards you.
--> Try something simple - if you can endure a couple of hits, activate 
your tractor beam on at least level 3 (so that your counterpart won't 
be able to repel in immediately) and hail the Gorns, etc. The mission 
will be completed again, without much problems.
-->Doing it alone: Since the AI is extremely weak against missiles, you 
may try the next tactic: when your counterpart is about 35 K-units away 
from you, launch a Scatterpack shuttle and if you have even a few 
missiles, launch them too. Then run away from him, in the opposite 
direction. If he's still standing, launch another scatterpack and a few 
own missiles and he'll be weakened enough to charge and either get him 
in tractor and hail the allies or try to capture him.

Mission 5: A Nest of Spies

Travel to the enemy base and wait till you receive the transmission 
about the Orion attack. I suggest that you get the first strike... 
You'll need as much Imperial ships standing after the fight.
--> If all the ships remain alive, just go to the station, beam in the 
team, when they're done, beam them out, and max speed to the nearest 
border. Until they find out that something has happened, you'll be far 
away. I've tried it several times and it always worked.
--> If one of the ships is destroyed, return to the base, beam in the 
team and prepare to run for your life after beaming it out. Max speed 
to the border... If you survive, you'll be able to go on... If not, you 
may have to try and destroy the second imperial ship after beaming back 
your team. Start running and stop on at least 30+ K-units, so that the 
Starbase can't help the other imperial ship, destroy it and leave the 
quadrant.

Mission 6: Alliances

In this mission you may need at least one other ship to help you. 
Weaken Decker's ship as much as you can and order your fleet to capture 
it. You should stack each one of your ships with as much marines as you 
can, because Decker's ship has a lot of them aboard...
You can also try to win this mission by yourself. But... You must be 
sure you have a strong ship (at least F-CAD+ or a Dreadnought) to do 
so. I've managed to beat him, so I think you should be able too. Just 
be patient and restart a few times until you find the right way to 
victory!

Mission 7: Does Anyone Know What Doomsday This Is?

The active planetkiller is near the southern border of the system. He 
is designated with M-DML and is visually alive. Well, scan it just to 
make sure he's active and see if there's at least light cruiser around 
- however, around him should be floating a F-NCT/F-NCT+, so tractor it 
into Planetkiller's maw. The Light Cruiser shall be destroyed and the 
Planetkiller will be dead. After you finish that, go kill a few 
Imperial cruisers for fun. If you don't feel like fighting anymore - 
leave the system through the nearest border.
-->Problems: It is better if you do this mission all by yourself. The 
AI has a stupid pattern of moving and my wingman went into the 
Planetkiller's maw and was destroyed. I paid about 700 prestige for his 
F-CAD+ and just wasted it to get measly 200 prestige for this mission. 
Awful!
--> Frigates won't kill the Planetkiller, though they'll be destroyed 
if enter Planetkiller's maw. Be wary of this. You need either and NCT 
or one of the Heavy Cruisers floating around the other Planetkiller.

Mission 8: Rift Raft

Tractor the Freighter forward till you get a message that it is in 
orbit, then guard it from the two Heavy Cruisers. Don't worry, this 
mission is extremely easy, because the freighter will soon explode and 
take the Imperial vessels with him.

Mission 9: Armageddon Away

Easy task, no matter how hard it looks like. Travel to Decker's 
Dreadnought and swarm it. Once he has a shield down, beam in some 
marines. Repeat the operation again and again, till you capture his 
ship.
When his ship is yours, beam in some spare parts to get it moving (not 
that you need it, but that's what I did) and went on transporting Nova 
mines into Planetkiller's maws. It was easy - just approach the monster 
within range of 5 K-units and energize the transporters. He'll die.
The problem is that you have only three mines. When you run out of them, 
return to Earth for resupplying. Lower your shields in range of 
5 K-units and hail the Earth to get the more mines. Repeat the 
procedure a couple of times and all is done.
THE EARTH IS SAVED!!!
---> Problem: careful! Don't run into planetkiller's maw because... Do 
you remember what happed to the Imperial NCT a few missions ago? I'm 
sure you don't want the same to happen with you...

This is the end of the campaign. After you save the Earth, you are 
transferred to a desk job, with a task to oversee the new generation of 
captains that will appear and guide them well. I'm sure you'll be good 
at it!

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                    ============================
                    =    The Klingon Empire    =
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General overview:
Klingons are much like the Federation in terms of weapons and tactics. 
The have Phaser 1-3s, Missiles and the only difference are the 
Disruptors. These weapons are weaker than the Photon torpedoes (and 
greatly outclassed by the Plasma torpedoes), but require less power to 
charge and you will see that in most battles you'll fight with 
overloaded Disruptors all the time!
Klingon's ships possess extraordinary flexibility and maneuverability. 
They are able to make extremely sharp turns and thus do some awful 
rear attacks.
While using Klingon ships you should take full advantage of its 
attributes. And be careful, never allow the enemy to get behind you! 
Klingon's rear shields are weak (unless you are using a Heavy 
Dreadnought or K-10K/K-11K...).

Shopping for ships:
when shopping for ships, you should pay attention to the rear shields 
they have. he greater value, the better. Also, if you can get a Drone 
Cruiser, do it! The Disrutors are generally considered as weak weapons 
and the extra speed will be nice. If not - see that the ship has high 
values in "Engine power", so that you can either maintain high speed 
and fight with overloaded Disruptors.

Tactics:
- Use your HET (high-energy turn) often. Your engines should endure it. 
Using this simple tactic will allow you to stay behind your enemy at 
all times and attack his weakest shield.
- Maintain the highest speed possible (I mean traveling fast and 
recharging weapons at the same time!) at all times. It will save your 
life.
- Cloak if your ship allows that. The Klingon's cloak is not as 
effective as the Romulan's cloak, but it can yet be used for the better.

Ship designations:

Escorts:
K-E4/K-E4B/K-E4K - Escort
K-E4D - Drone Escort
K-E4G/K-E4GB - Commando Escort
K-E4Y - Cloaking Escort
K-E6 - Battle Escort

Frigates:
K-F5/K-F5B/K-F5K - Frigate
K-F5G/K-F5GB - Commando Frigate
K-F5C/K-F5L - Frigate Leader
K-F5Y - Cloaking Frigate
K-F6 - Battle Frigate
K-F5W/K-FWK - War Destroyer
K-FWC/K-FWL - War Destroyer Leader

Cruisers:
K-D5/K-D5K - War Cruiser
K-D5D - War Drone Cruiser
K-D5G - War Commando Cruiser
K-D5C/K-D5L - War Command Cruiser
K-D5Y - War Cloaking Cruiser
K-D5W - New Heavy Cruiser
K-DWC - New Heavy Command Cruiser
K-D6G/K-D6GB - Commando Cruiser
K-D7W - Heavy Command Cruiser

Battlecruisers:
K-D6/K-D6B/K-D6K - Battlecruiser
K-D6D/K-D6DB - Drone Battlecruiser
K-D7/K-D7B/K-D7K - Battlecruiser
K-D7D - Drone Battlecruiser
K-D7C/K-D7L - Command Battlecriser
K-C7 - Heavy Battlecruiser

Dreadnoughts:
K-C8/K-C8B/K-C8K - Dreadnought
K-C9/K-C9B/K-C9K - Dreadnought
K-C10K - Heavy Dreadnought

Battleships:
K-B10/K-B10K - Battleship
K-B11K - Super Battleship (the biggest of all races!)

Refits:
B-refit - usually strengthens the rear shields, which are generally 
weaker then the others.
K-refit - upgrade Phaser-2 to Phaser-1. Command ships without the K-
refit have the suffix "C" (K-D7C) and those with K-refit have the suffix 
"L" (K-D7L).

CAMPAIGN WAKLTHROUGH:

Mission 1: Expedition to Organia

You'll see a Fracture in the Space right in front of you when you enter 
the quadrant. Travel to it within scan range and Deepscan it. After 
that, launch a probe inside. After that, hail the Federation ship and 
request their data. Exchange your own data for theirs and prepare to 
fight a Hydran ship.
Destroy the weak Hydran ship and the mission is complete.
-->Problems: Don't lauch a probe without completing the deepscan! If 
you do, your ship will take some damage when the probe enters the 
fracture.

Mission 2: A Hole in Time and Space - Part 1

Stack your ship with as much marines as possible, for we will capture a 
Lyran ship in this mission.
Attack the first Lyran ship, weaken it and send as much marines as you 
can inside it. Overwhelm its defenses and capture it. Now, feel free to 
destroy the other Lyran ship. You don't need to capture it as well.
When the second Lyran ship is destroyed, get the captured one in your 
tractor and start dragging it to the wormhole. All done!

Mission 3: A Hole in Time and Space - Part 2

Stay near the Freighter at all times. If you play the early era, you 
don't need to (it'll ram the base and blow up no matter how much damage 
is taken), but if you're going the Late era, you'll need to do some 
real distraction here.
Shoot at the first Hydran vessel you see nearby. Get your Disruptors 
"offline" to have more speed - you have to run a few seconds later! The 
Hydran ship will start to attack you, so shoot at it one more time and 
when the freighter rams the Hydran base, go to yellow alert and use max 
speed to get out of here. Don't mind the damage you take, just repair 
the engines all the time. You'll survive!

Mission 4: Paradise by the Disruptor Light

Hail the first klingon ship you encounter and order his captain to 
surrender. He will refuse, so follow the orders and destroy it. Now go 
to the Planet and destroy all defense platforms around it and all other 
klingon ships.
You must find these fool's base and it is on the planet. Just enter 
close proximity and star bombarding it. Stop when you see these notes:
"Colony destroyed"
"Primary objective complete, Captain"
When these messages appear, leave the system through the nearest border. 
All done!

Mission 5: The Cloak of Night

First of all, remain near your escort ship. Go to Red Alert hail it and 
wait a bit until he warns the Lyrans of your appearance. As soon as the 
sign "Allied" is gone from his description, attack and capture it. 
He'll need to give some serious explanations for his deeds.
Now, go and destroy the two Lyran ships. Activate your deep scan so 
that you are able o scan the freighter while fighting the other ship. 
After the scan is complete, deactivate it and destroy the freighter as 
well. Now return to the captured ship and tractor it through the
wormhole. You'll get some bonus prestige for this act.
--> Problems: DON'T capture the freighter! It will self-destruct and 
the Klingon command won't count that as if YOU had destroyed the 
freighter!

Mission 6: That Which Must Die

This is a pure hunting mission - easy and for fun.
Firs of all, activate your deep scanner, so that you know how much 
tribbles you kill every time. The targets are the following:
1. The NCL federation cruiser (hundreds of tribbles aboard)
2. The Starbase (thousands to tribbles aboard)
3. The Planet (billions of tribbles) - bombard it till it is destroyed: 
look for the message: "All life on the Planet was extinguished, 
Captain".
There are some police ships in the area - destroy them at your 
pleasure. When you are satiated with tribble hunting, return to the 
wormhole!

Mission 7: The Devil You Know

Rendezvous with the Imperial ship first. His captain will spot an enemy 
ship and ask you to destroy it.
But no! Don't destroy the enemy ship. Get a shield down and capture it! 
If it is weak, beam in a few spare parts to get it back moving and 
rendezvous with the Imperial ship this time for real. Hm, the 
Imperials are not a worthy ally... So attack the Imperial ship and 
CAPTURE it too. 
The Planetkiller is approaching...
But fear not, young captain! Tractor one of the two ships you have 
into his maw (or wait a little for them to run into it themselves) and 
the Planetkiller will be killed.
Now, leave the quadrant through the nearest border.

Mission 8: Vanishing Act part 1

Your first objective in this mission is to ease it a bit. There are a 
few Orion pirates in the area which may try to swarm you at some point. 
So, go to the first ship and destroy it. Then destroy the second ship. 
Now, go to Yellow alert and activate your deepscan. Travel from 
fracture to fracture and scan them. You are to determine from which one 
the shipyards have been pulled through, and enter it. mine was in the 
northern part of the quadrant, but I assume each mission is random and 
thus it can be any of those.
When you find the real one, go through it.

Mission 9: Vanishing Act part 2

You find yourself in an enormous space graveyard. The blinking points 
on the screen are actually thousands of Klingon dead bodies.
Ignore them and destroy the Defensive platforms and the shipyards near 
the planet. After everything is gone, scan the planet within range of 
15-30 K-units. Your science officer will ask you to move closer after 
the scan is complete: approach to range of 5-10 units.
You should hear a telepathic message.
If there are any other defensive platforms or shipyards around here, 
finish destroying them and leave this dreadful system.

Mission 10: We Are the Dead

In this mission you should seek and capture Dr. Kraa. He is in one of 
the ships in the system... And unfortunately, there are a lot of them 
here...
Activate your deep scanner before fighting any of the ships. If Kraa is 
aboard, capture this one. by default, Kraa is in the Gorn ship, which 
is the farthest from you. But if you attack this ship, everyone will 
come to rescue him and you'll find yourself attacked by at least 3 
heavy cruisers at the same time. No need to say that this is lethal. So 
travel to each ship and destroy them one by one, leaving Kraa's ship 
for desert.
BE SURE TO CAPTURE Kraa's ship. When you have done this, tractor it 
and return to the wormhole. Mission complete.
--> If you find this mission difficult to handle, buy another ship, 
preferably a Drone cruiser to launch missiles at your opponents and 
stay away from the fight scene while YOU do the fight for your fleet.

Mission 11: Praxis

This is the best closing mission of all campaigns! You start as a 
leader of a squadron of 5 warships and your job is to destroy an 
enemy battle station, activate a Psionic Disruptor and withstand all 
attacks. Great!!!
Start making your way to the enemy Battle Station. You start in the 
SE corner of the map and the enemy installation is in the NW. Destroy 
the first two Hydran ships you encounter and proceed to the base.
Swarm the base and destroy it. There'll be some enemies there, nothing 
that serious. Leave your fleet to tackle them and go activate the 
Psionic Disruptor. Travel to Planet 0 (Praxis) within range of 5 and 
energize the Disruptor.
Another wave of ships will appear and you'll have to destroy all of
them - though I found out there's a specific ship which if destroyed, 
wins the battle automatically. It is one of the four that appear last. 
Which one - I don't know. The first time it was the F-BCF, the second 
time the Klingon Battlecruiser. When you destroy the right ship, your 
science offices will shout "We did it!" and the mission will be 
complete.
This is the last battle. Good luck and happy hunting. And don't forget 
to act like a Klingon.

This is the end of the campaign. I had the biggest Klingon ship 
available at this time K-C11K (Super Battleship) and two K-D7D 
cruisers, just for their missile support. It cost me a fortune to 
replenish their missiles in all missions, so I decided to leave them 
on "standard" or maximum "x2" missiles. When my two Drone cruisers ran 
out of missiles, I highlighted the "Defend Command Ship" button in the 
"Fleet Orders" menu. Thus they started to destroy all missiles coming 
at my ship. Nice!

-----------------------------------------------------------------------
-----------------------------------------------------------------------

                        =========================
                        = The Lyran Star Empire =
                        =========================

Race overview:
The Lyrans are one of the weakest races available in the game. Their 
ships have weaker shields and their engines don't allow extremely fast 
speeds - though the names of their ships are Cave Lion, Cheetah, etc. 
Funny! They have only a few types of weapons: Phasers, Disruptors, and 
The ESG. The ESG is one of the strongest weapons in this game! You just 
need to know how to use it.
However, the engine problems are solved by the introduction of the PP - 
the Power Pack refit.

Purchasing ships:
Look for as much ESG's as possible and better phasers. The ships always 
have some disruptors, but in most of the cases you won't have enough 
engine power to overload them and will have to fight with just normal 
Disruptors. Also, see that the ships have some better shielding. Only 
the Dreadnoughts and the Battleships have better shielding, so you'll 
have to be prepared to deal in some extreme situations in the meantime.

Tactics:
- Don't overload your ESG's. If overloaded, they do more damage, but 
you'll have to be just over your enemy's ship when activating it. In 
most of the cases, it may be lethal...
- Overload your Disruptors only when you need them overloaded and you 
are sure you have enough energy to support them. Don't forget that speed 
is life!
- One of the most successful tactics I implemented was setting the ESG 
on range of 2/3, activating it when the enemy ship comes nearby and run 
away from it till I get my ESG back, ready to go online. Do the same 
and run for your life again. Since ESG's inflict wondrous amounts of 
damage to the enemy, it'll weaken a shield then start hitting the hull.

Ship Designations:

Frigates:
L-FF/L-FF+/L-FFP - Cheetah Frigate
L-DW/L-DW+/L-DWP - Alleycat War Destroyer
L-DWL/L-DWLP - Snow Leopard War Destroyer

Cruisers:
L-DD/L-DD+/L-DDP - Leopard Destroyer
L-DDG/L-DDG+ - Commando Destroyer
L-CW/L-CW+/L-CWP - Jaguar War Cruiser
L-CWG/L-CWG+ - Commando War Cruiser
L-CWL/L-CWLP - Black Jaguar War Cruiser Leader
L-NCA - King Jaguar New Heavy Cruiser
L-NCAL - New Heavy Cruiser Leader
L-CL/L-CL+/L-LCP - Panther Light Cruiser
L-CA/L-CA+/L-CAP - Tiger Cruiser
L-CC/L-CC+ - Bengal Tiger Command Cruiser
L-CCH - Java Tiger Command Cruiser

Battlecruisers:
L-BC/L-BCPP/L-BCP+ - Wildcat Battlecruiser
L-BCH - Hellcat Heavy Battlecruiser

Dreadnoughts:
L-DN/L-DNPP/L-DNP+ - Lion Dreadnought
L-DNH - Gir Lion Heavy Dreadnought

Battleships:
L-BB - Cave Lion Battleship

Refits:

"+" refit: Increased the power of the rear shields.
"p" refit: this is a phaser refit, replacing side Phaser 3s with a 
Phaser 1s or Phaser 2s.
"PP" refit: since the larger ships became extremely power deficient, a 
new refit had to be implemented.  PP increases the engine power so that 
the ship can support all it's systems to full capacity.

CAMPAIGN WALKTHROUGH

Mission 1: A Cold, Quiet Place

First, check the area for some Orion pirates. If they are not visible, 
go to the Moon and scan it with your deep scanners. After that scan the 
missing planet itself (it has shields around it and a "No Lock" sign). 
You must also question the freighter for the planet's disappearance.
And destroy the Orion pirate ship in the meantime.
Tip: you can complete this mission with you basic ship without problems.

Mission 2: Lifeline.

Be sure to have a stronger ship for this mission, like a Heavy Cruiser 
with at least 2 ESG's, for you should expect a lot of fight in this 
mission.
Hail your cousin first and tell him to get going. But at some point 
he'll ask the other Lyran ships to destroy you, so be sure you've 
targeted one of them and start fighting it. Destroy it before the other 
one arrives and keep on destroying their ships one by one. In the 
meantime scan the planet and the Starbase. To complete the mission 
destroy your cousin's ship.

Mission 3: Scum of the Universe
On entering the system you should see a Klingon vessel nearby. Hail it 
to make him charge at you.
You need some strategy for this combat. Since the action is taking place 
in a Nebula, your shields will be extremely weak and you won't be able 
to use your strongest weapon - the ESG. So, don't keep it online and 
take the ESG offline in order to save some power. Also, I noticed that 
the defensive tractors didn't catch that Klingon's missiles! I assume 
this is one of the bad effects of a Nebula, but luckily, the point 
defense still works. Activate it and always keep at least 4 phasers (of 
any kind, even Phaser 3s) to compensate in defensive aspect.
Overload your Disruptors and be sure you can run from his ship all the 
time. I had the bad luck to have a Drone Cruiser against me and I had to 
run all the time from his missiles. They will disappear after some 
flight so don't worry too much about this.
After the Klingon is destroyed, there are two Orion pirates near the 
informant. Attack from the right place, so that you can destroy them one 
by one - if they both attack you, you'll have some real tough time (or 
you may just die...) defeating them.
Hail the informant now and tractor him just to be sure he's with you. If 
you don't, he'll come with you on his own, but I just wanted to be sure 
he's following me right. Travel to the listening post now, destroy it 
and leave the sector through the border, closest to the Listening post.
All done!

Mission 4: The Plot Thickens.

First, travel to the listening post and scan it. You'll find out that 
you are in a trap, so follow your Lyran friend in his attack.  He'll 
charge the enemy fleet and you may as well give him a hand. Just be 
warned - he is NOT your ally, so watch out for him. Activate your ESG's 
only when he's not around, or they may affect him too. This is not 
something you want...
Your friend will either die or survive this fight. Destroy the remaining 
Orions and attack the starbase. Just remain in close proximity and just 
keep on fighting the base with your ESG's. It'll go down quickly, so 
the only thing left to do now is to leave the quadrant through the nearest 
border.

Mission 5: Challenge.

Start destroying the Mine Controllers (they look like Listening posts). 
just follow your science officer's lead and keep on doing this till you 
see a little fleet charging at you. The ships in it are not powerful, 
but would do anything to kill you. So be quick, alpha-strike every 
single ship (hopefully you are strong enough to kill it in one shot) and 
after they're gone, continue destroying the posts till you see your 
rival on visual. Now, go and thank him for that fleet, which was sent to 
destroy you!
When you kill your opponent, check if there are more Mine Controllers. 
If yes, destroy them before leaving the sector. If not, leave the sector 
immediately.

Mission 6: Reemergence.

First, start scanning all listening posts. Close to one of them is a 
freighter, who is supposed to be transporting an Ionic Projector, but 
a few ships came and stole it. He asks you to retrieve it for exchange 
of his valuable information (valuable for you only).
Continue scanning listening posts and then go to the asteroids in the 
SW part of the map. You should see two ships there - mine were L-CWC and 
L-CWLP. Talk to the L-CWC and order them to return the Ionic Disruptor. 
I expected some fight here, but they didn't attack, just lowered their 
shields and allowed me to beam in the projector.
Now return to the freighter and hail it. He'll give you all the info he 
has, and this is what you need. Leave the system through the nearest 
border.

Mission 7: The Whole kitten Kaboodle.

Expect a mission with a lot of fight! And unfortunately, you'll have to 
start everything, or suffer the consequences. Travel to the nearest 
Dreadnought and attack it. If you want, capture it. If you just go to 
the Planet, a battle will rage and you are more likely to be attacked 
by a couple of ships, which even with a strong ship may be lethal.
Then a dreadnought in possession of the Mountain watchers will appear. 
You'll have to fight it, no other option... Enter in close proximity and 
Alpha-strike it - you are to weaken it as much as you can. After this 
ship is down, destroy everything in sight, save for the engineer's ship 
- the L-NCA.
After all ships are destroyed, hail the Engineer's ship and order him to 
surrender. He'll comply, so tractor him for safety out of the system.

Mission 8: Strike First, Strike Hard!

When you enter the 80-100 K-units range of the base a weird device will 
go online and overload your (and all your fleet's) engines, making the 
shields useless and the engines themselves perform at 70% efficiency. 
Don't mind that! Help your pals destroy the dreadnought first and then 
tackle the starbase. When it's down, go to the planet designated with 
Planet 0 to hear a transmission from Vor Char. Then leave the system.
-->Problems: if you don't enter the range in which your engines will 
be overloaded, and leave your fleet do the job, the base and all ships 
around it will be destroyed without problems. But then you may not be 
able to hear the transmission from Vor Char, because it regards the 
shield-nullifier device.

Mission 9: Broken toys.

There are two things you should do in this mission: buy another ship and 
remain away from the planet at all times. If you move towards it, I can 
assure you - you're hailing the death (engines to 70% and attack from 
three ships - a dreadnought and 2 heavy cruisers).
Target one of the Combat ships and hail it. Command them to surrender 
And to show you they don't want to do that, they'll attack. This is just 
what you want - fight them at full power! They are so easy to beat that 
way... With the help of your friend, of course. You can try this solo, but 
I don't recommend that.
After the enemy ships are destroyed, feel free to go to the Planet and 
destroy the defensive platforms and all freighters around the planet. 
even at 70% engine efficiency and without shields, this should be an 
extremely easy task.
After it is done, leave the sector and the campaign is complete.

This is the end of the campaign. Yet, I have some suspicions about it. 
In Starfleet Command Volume 2: Empires at war a new race is introduced - 
The Mirak Star League, who are mortal enemies with the Lyrans. If you 
pay close attention to the briefings, you should've seen the "Name We 
Are Not Permitted To Speak" line. It represents a civilization which 
was defeated long ago by the Lyrans, but as Vor Char said, it had other 
worlds, where they were gaining power, ready to arise again. And since 
the Mirak is the new race, and mortal enemies of the Lyrans, I assume 
they are this long-defeated civilization, who recently arose to power 
once again.

---------------------------------------------------------------------

                      ======================
                      = The Romulan Empire =
                      ======================

Race Overview:
The Romulans are an offspring of the Vulcans, but much more warlike and 
capable of treachery. Their ship are not that strong, but they possess 
one of the greatest weapons of the game - the Plasma torpedoes. Compiled 
with the ability to cloak, they are dangerous enemies. Their ships have 
some phasers and often a few types (R,G,S,F) of Plasma torpedoes. It 
requires a little practice to learn to play with this race, but I must 
say I'm pleased with them a great deal.

Purchasing ships:
See that they have as much plasma weapons as possible and save your 
prestige for the last missions, when you need your fleet of three ships 
- it takes a lot of guts and skill to deal with the army, that you are 
expected to fight there!

Tactics:
- Since Plasma Torpedoes are the most damaging of all, be sure you use 
them carefully. Cloak when recharging and decloak just to shoot!
- I almost never used my Plasma's as Enveloping (attacks all shields 
equally, like the Hellbore, but with an exception that the torpedoes 
do not concentrate on the weakest shield) and fight with normal weapons.
- While cloaked, you also take damage from enemy fire, just not that 
extensive compared to the one if you weren't cloaked.
- I found an interesting tactic against cloaking bases: remain at 
no more than 3 K-units from the base and cloak, yet having your best 
shield to protect you against enemy fire (just see how your ship 
should be positioned). When the base cloaks, cloak too, till your 
weapons are ready to shoot. Then pres "X" key twice quickly (the default 
button for "cloak") to give fake impression to the stupid AI that you're 
decloaking and firing. The base will shoot and cloak again. Now is the 
time to strike!

Ship designations:

Old series:

R-SNA/R-SNAR - Snipe-A Frigate
R-SNB - Snipe-B Frigate
R-BH/R-BHR - Battlehawk Destroyer
R-COH/R-COHR - Command Hawk
R-WB+ - Warbird
R-WE/R-WER - War Eagle Cruiser
R-CE - Commando Eagle
R-KE - King Eagle Command Cruiser

KR (klingon-type) series

R-K4R/R-K4RB - Klingon-type Escort
R-K5R/R-K5RB - Klingon-type Frigate
R-K5L/R-K5LB - Klingon-type Frigate Leader
R-KFR - Klingon-type Battle Frigate
R-KDR - Klingon-type War Cruiser
R-KR/R-KRB - Klingon-type Battlecruiser
R-KRG/R-KRGB - Klingon-type Commando Battlecruiser
R-K7R/R-K7RB - Klingon-type Battlecruiser
R-KRC/R-KRCS - Klingon-type Command Battlecruiser
R-KCR - Klingon-type Heavy Battlecruiser
R-K9R/R-K9RB - Klingon-type Dreadnought
R-K9RH - Klingon-type Heavy Dreadnought
R-K10R - Klingon-typr Battleship

New Series:
R-SEA - Seahawk Frigate
R-SEG - Seahawk-G Troop transport
R-SEL - Seahawk-L Frigate Leader
R-SKA - Skyhawk Destroyer
R-SKG - Skyhawk-G Troop Transport
R-SKL - Skyhawk-L Destroyer Leader
R-SPA/R-SPA+ - Sparrowhawk Cruiser
R-SPG/R-SPG+ - Sparrowhawk-G Troop Transport
R-SPL/R-SPL+ - Sparrowhawk Light Command Cruiser
R-SPJ - Sparrowhawk-J Assault Cruiser
R-FHA - Firehawk Heavy Cruiser
R-FHK - Firehawk-K Heavy Cruiser
R-NHK - Novahawk Command Cruiser
R-RGK - Regalhawk Heavy Cruiser
R-RHK - Royalhawk Command Cruiser
R-KHK - Killerhawk Super Heavy Cruiser
R-CON/R-CON+ - Condor Dreadnought
R-PRA - Praetor Heavy Dreadnought
R-KCN - King Condor Battleship

Refits:
"+" refit - upgrade of type-G to type-S torpedoes
"r" refit - adds rear-firing phasers
"b" refit - increase the strength of rear shields and changes type-G to 
type-S torpedoes

CAMPAIGN WALKTHROUGH:

Mission 1: Four Funerals and a Wedding.

When you start this mission, remain near the frigate all the time. When 
the Orions appear, they will more likely swarm it, so be ready to 
attack. Your little fleet will be more than sufficient to beat the 
pirates even if you are using as main ship the frigate you've started 
with! Destroy the enemy ships, see that the freighter is OK all the 
time and the mission will be completed without problems!

Mission 2: Medicine Jar.

At first, you should notice a Romulan ship charging at you. Hail it and 
refuse to give them the medicine they want. This will result an 
immediate attack, so have your ship on red alert and with readied plasma 
torpedoes already.
After you destroy the invader ship, travel within range of 5 K-units and 
beam out the medicine. No other attacks will result, so you may go to 
yellow alert and leave the system after you completed your primary 
objective.

Mission 3: The Yellow Flag.

When you start the mission, press the tilda (~) key, which by default 
transfers the target mark to the nearest enemy unit. It should be out of 
range now, but thus you'll have the course set even before your science 
officer has given it to you. Charge your weapons and travel fast towards 
that direction. Attack the combat vessel (should be a light cruiser), 
weaken it so that it can't move fast, then swarm the freighter near it. 
Again, pathetically weaken it and travel to the other group of 
freighters and destroy them completely this time.
After they're done, return to the previous attacked targets and finish 
them. I propose that you use this tactic, because with weaker ship it 
may take some time to destroy a vessel, and it would be better to just 
weaken it and then destroy the others before dealing with the slowed and 
weakened units.

Mission 4: Howdy, Neighbor!

Keep your ship stacked completely with marines for this mission, for we 
are going to capture an enemy starbase, which is supposed to have some 
medicine for our disease.
In this mission, you have a friend, Orioss, to assist you. He is tought 
and he is a good captain. I'm pretty sure he can complete this mission 
on his own... But, I don't feel like letting him take all the fire and 
all the credit for destroying everything all by himself :-)
First, attack the enemy ships near the enemy base and destroy them. This 
should be easy, and after that go and help sub-commander Orioss to capture 
the starbase.
After this is done, get the data and leave the system.

Mission 5: Scan and Scram!

Destroy the nearest defensive platforms to prevent your enemy from 
having backup fire in the fight against you. After it is done, attack 
the ship that guards the base itself.
After you destroy the enemy ship, you may approach the base and do the 
scan. Your task is to get the black box too (I won't tell you where it 
is, for it is simple...) and then leave the system.
In my game, I also captured that base. I just didn't want the other ship 
to be destroyed in that fight...
OK, OK: I'll tell you something about the secret with the black box... It 
has something to do with the other Romulan ship and the station... And 
some scanning!

Mission 6: Orion Must Be Destroyed

This mission has nothing special to think of - just start killing 
everyone in sight. Also, when the Klingon ships arrive, activate your 
deep scanner - it won't take more than 10 seconds to get the info about 
them. I captured one (because they were unmanned and it didn't take much 
effort), just to make the things more interesting!
The Starbase in my game was destroyed by the Klingon ships who arrived 
Later in the mission. I was intended to capture it... Well, nothing 
Special, just 15 bonus prestige points! You need them everywhere.
Pleasant hunting!

Mission 7: Sheriff.

In this mission, you are supposed to restore the order in this area. The 
problem is, that the ships will not be pacified easily... So, you'll have 
to slap them a little, just to show them who is the boss here! When you 
see that the enemy ship is badly damaged, almost collapsing, order his 
captain to surrender, and he'll stand down. It's best that you do 
everything possible to make all enemies surrender. Do not destroy them - 
they are Romulans!
After you have pacified everyone, go to the life pods and beam in all 
survivors. After this is done, leave the system.

Mission 8: The Secret of Romulan Fury.

In this mission, I would advise you to refrain from interfering in the 
actions. Just hail some of the Federation ships, so that they become 
hostile towards the Tal Shi'ar's ships and handle them on their own. 
If you enter the fight, even against the Romulan ships, you won't win 
The Federation support and yet be an enemy - so just stay away from 
them, ready to escape. No point in fighting 3-4 Federation ships at a 
time, right?
After you read the note "Primary objective complete", you are free to go 
to the nearest border and leave the system before the Federation ships 
have arrived to deal with you too.

Mission 9: War of the Tal's.

In this mission, you MUST have at least one helper as a wingman. In 
addition, stack them up with marines and try to capture as much enemy 
Dreadnoughts as possible. Beam in some spare parts so that they do some 
basic repairs and be ready to fight. After the king Condor ship appears 
designated with R-KCN, order all your forces to swarm it. The King 
Condor is extremely powerful... That's why you need your men to handle it 
for a while and weaken it, so that it would be easier to destroy it.
This is a tough battle, so there's nothing more I can tell you but wish 
you "Good luck!"
When all is finished leave the system through the nearest border.
Problems: If you destroy Tuvius' Ship before hearing his ultimatum to 
all people on Romulus, the mission will be considered as lost. That's 
why remain near the planet, wait for his Dreadnought to approach the 
Planet and deliver the ultimatum. Then attack it with an alpha-strike, 
so that you can destroy it, before this ship's bigger brother arrives 
(the R-KCN), so you can make a 3-on-1 combat. There is no way to lose 
this one!

After you have dealt with Tal Shi'ar you are transferred on a desk job 
on Romulus, to oversee the tactical missions of Tal Prai'ex. Given your 
many years of combat and undeniable experience, I think you'll be very 
good at it!

CAMPAIGN TACTIC:

You start with a simple R-SEA, which may be upgraded to R-SEL. Do it 
immediately. This will give your ship additional power and another 
plasma torpedo, which is great at this moment. Now, start doing missions 
at full efficiency - meaning you should take as much prestige as you 
can. You can easily win the first two campaign missions with the ship 
you have (the R-SEL), but for the third, you should have a better one. 
So, see how much prestige you can get until the third campaign mission 
and buy the best ship available (I succeeded to buy a Dreadnought right 
away, and even had some prestige left, so I think you'll be able to do 
the same!).
Now start saving prestige. Try capturing enemy ships (not Orion, for 
They self-destruct when you gain control on them!) for more prestige. By 
the end of the eighth mission, I was already a Sub-Commander and had 
over 1700 prestige saved, so I bought another dreadnought (R-K9RB) and 
a Sparrowhawk Accelerated Cruiser (interesting, his description is 
missing from the manual!) with 6xPlasma F and a bundle of Phasers. Now, 
this army was more than enough to help me deal with the Tal Shi'ars. So, 
it is best that you try to do something like that and leave the R-KCN, 
which you can buy at a certain point alone. I know it is the best ship, 
but I had extreme problems winning the campaign with it... No point of 
getting tough time when you can do the job in an easier way!

------------------------------------------------------------------------
------------------------------------------------------------------------

                     =============================
                     =   The Hydran Kingdom      =
                     =============================

Race Overview:
For all I see, the Hydrans are one of the most loved races in the game! 
Their ships look interesting, they possess good weapons. I'm sure you 
have noticed the power of the Hellbore by now. It has the ability to 
attack all shields equally, concentrating on the weakest shield. So, if 
the enemy has a weakened shield, all hellbores will concentrate their 
attacks on it. Great!
The Hydrans also have Fusion Cannons and Gatling Phasers (Phaser G). The 
Fusion Cannons take a little time to be overloaded, and I would suggest 
that you keep them overloaded all the time!

Purchasing ships:
Basically, I look for ships with as much Hellbores as possible. The 
Fusion Cannons just make the ship better. Also, see the number of phaser 
G's that it has. This is one of the best weapons in the game. However, 
be vary of the fact, that if hit, the ship is more likely to lose this 
Phaser G, so be sure you have good rear shields.

Tactics:
- while attacking a ship, see that you hit with the other weapons first, 
and then with your Hellbores.
- Overload your Hellbores, if you have some extra energy. You'll find 
this most useful!
- Don't leave your Fighters (ST-1, ST-2, ST-3) to tackle enemy ships by 
themselves! They are extremely weak and are destroyed in a hit. I use 
them with "Harass" option highlighted and rarely with "Attack".

Ship designations:

Frigates:
H-HN - hunter Frigate
H-HNG - Commando Hunter Frigate
H-DWF - Buffalo Hunter War Destroyer
H-CU - Cuirassier frigate
H-DWH - Rhino Hunter war Destroyer
H-CRU - Crusader Frigate Leader
H-DWL - Lion Hunter Destroyed Leader

Destroyers/Light Cruisers:
H-LN/H-LN+ - Lancer destroyer
H-LNG/H-LNG+ - Commando Lancer
H-CNT - Commando Destroyer Leader
H-HR/H-HR+ - Horseman War Cruiser
H-CAT - Cataphract Commando Cruiser
H-MNG - Mongol Medium Cruiser
H-COM - Comance Medium Command Cruiser
H-MHK - Mohawk New Heavy Cruiser
H-KN/H-KN+ - Knight Destroyer
H-ERL - Earl destroyer Leader
H-WAR - Warrior Destroyer Leader
H-TR/H-TR+ - Traveler Light Cruiser
H-BAR - Baron Light Command Cruiser
H-TAR - Tartar medium Cruiser
H-APA - Apache Medium Command Cruiser
H-IRQ - Iroquois New Heavy Cruiser
H-CHY - Cheyenne New Heavy Cruiser
H-SIU - Sioux New Command Cruiser

Heavy Cruisers:
H-RN/H-RN+ - Ranger Cruiser
H-LC - Lord Commander Early Command Cruiser
H-LM - Lord Marshal Command Cruiser
H-CHA - Lord Admiral heavy Command Cruiser
H-DG/H-DG+ - Dragoon Cruiser
H-LB - Lord Bishop Command Cruiser
H-CHC - lord Cardinal Heavy Command Cruiser
H-OV - Overlord Battlecruiser

Dreadnoughts:
H-PAL/H-PAL+ - Paladin Dreadnought
H-PAH - Paladin Heavy Dreadnought

Battleships:
H-MNR - Monarch Battleship

CAMPAIGN WALKTOUGH:

Interesting, when I enlisted in "The Hydran Keepership", I had no 
special missions to complete...
If anything pops up, I'll upgrade this section in the next version of 
this FAQ.

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                         ===========================
                         =  The Gorn Confederation =
                         ===========================

Race Overview:
The Gorn is much like the Romulans - they have similar weapons and 
similar ship specifications. However, Gorn ships are inferior to their 
enemies, but later on, by refitting their ships, they started to gain 
victories easier.
Gorn ships have Phasers and Plasma torpedoes of various types. They've 
also skipped the frigate Class entirely! Their weakest ship is a 
destroyer and their refits allow additional Plasma Torpedoes to be 
installed.

Purchasing ships:
Always search for more Plasma torpedoes. This is more like the Romulans 
- the more torpedoes, the better.

Ship designations:

Destroyers:
G-DD/G-DD+/G-DDF - Destroyer
G-DDG/G-DDG+ - Destroyer Commando Transport
G-DDL/G-DDL+ - Destroyer Leader
G-BDD/G-BDD+ - Battle Destroyer
G-BDG/G-BDG+ - Commando Battle Destroyer
G-BDL/G-BDL+ - Battle destroyer Leader

Heavy Destroyers:
G-HDD/G-HDD+ - Heavy Destroyer
G-HDC/G-HDC+ - Heavy Commando Destroyer
G-CDD - Command Destroyer
G-CM - Medium Cruiser
G-MCC - Medium Command Cruiser
G-CS - Strike Cruiser

Cruisers:
G-CL/G-CL+/G-CLF - Light Cruiser
G-COM/G-COM+/G-COMF - Commando Transport
G-CA/G-CA+ - Heavy Cruiser
G-BC - Battlecruiser
G-CC/G-CC+/G-CCF - Command Cruiser
G-CCH - Heavy Command Cruiser
G-BCH - Heavy Battlecruiser

Dreadnought:
G-DN/G-DNF - Dreadnought
G-DNH - Heavy Dreadnought

Battleships:
G-BB - Battleship

CAMPAIGN WALKTHROUGH:

This part shall be upgraded when I finish my first week in University, 
since I'm starting tomorrow - meaning in a couple of weeks. Thanks for 
the understanding!

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                    ============================
                    =  SPECIAL THANKS SECTION  =
                    ============================


1. I would like to thank to Anna, for her "special support".
2. Special thanks to Mina for her support too. It was invaluable!
3. Special thanks to Konstantin for being such a good friend.


And don't forget something - this game is made just for fun, so have fun 
and be patient! Patience is golden...