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    FAQ/Walkthrough by t_bone_567

    Version: 7 | Updated: 01/02/01 | Search Guide | Bookmark Guide

    This FAQ cannot be reproduced in any way without my
    permission.  If I do find it being used without my
    permission, I will prosecute the criminal to the
    fullest extent of the law.  If you need my permission,
    please e-mail me.  
    V.1 Ė FAQ finished and created.
    V.2 Ė Updated ship section, some grammar and spelling
    mistakes corrected, stuff that makes the FAQ sound
    better, and reader contributions added.
    V.3 Ė Got rid of wrong ship info for Minelayer
    Corvette, updated Minelayer Corvette info, made subtle
    changes to FAQ layout, more contributions added, and
    made the FAQ sound better in a few areas.  Iím going
    to add a small multiplayer tips section in the next
    V.4 Ė Multiplayer Tips section added, a Mothership
    info section (how could I forget????), and another
    contribution added (I need more people!)
    V.5 Ė Another Multiplayer Tips section contribution
    added.  Thatís it for now.
    V.6 Ė A reader contribution added to mission 2,3 and
    4, some ship info updated.
    V.7 Ė Finally!  Of course, by now, everybody probably
    has beaten Homeworld.  But anyway, updates include
    some more multiplayer hints, and some Karos Graveyard
    Fighter Class:
    Defender-This ship is probably the best fighter in the
    game, not for itís offensive ability, but for itís
    defending ability.  Not only does it have powerful
    guns and an accurate tracking system, it has a ton of
    armor that can take lots of hits from fighter and
    corvette guns and can also take about 7 or 8 missiles
    before being destroyed.  Itís very slow (only 385m/s)
    and canít keep up with other fighters, but it isnít
    called a Defender for nothing.  It also has a very
    long range of fire.  These ships are quick to build
    and are easily replaceable as they only cost 65 Ruís. 
    It can also be used as a long-range support ship.
    Scout-Not as bad as you would think this ships is.  It
    has a small gun sure, but it speed and maneuverability
    makes it a pretty good fighter.  It can avoid missiles
    (longer then most ships anyway) and can avoid the fire
    of other of other fighters as well.  They are also
    quick to build (not surprising) and cost very little,
    only 35 Ruís.  It has a special move, the Afterburner
    Boost.  Hit the ďzĒ button to activate it.  You canít
    really see the difference between normal moving and
    this, but there is a difference.
    Interceptor-The Interceptor is the upgrade of the
    Scout.  This ship has less speed but has much greater
    firepower and armor.  It canít avoid fire as well as
    the Scout, but can stand up to more hits and can hit
    harder.  Twenty or so of these fighters in a Sphere
    formation can seriously damage any ship (except a for
    a Missile Destroyer or if there are escorts around). 
    Obviously, these build a bit slower then the Scout and
    cost more, 55 Ruís.  
    Attack Bomber-These are only good for taking down
    Capital ships and corvettes.  These fighters have a
    lot of firepower, but are very vulnerable to all
    weapons of the game.  Donít expect them to last a long
    time in a fighter battle or if thereís a Missile
    Destroyer around.  Launches orbs of superheated
    plasma.  These ships, once destroyed, are hard to
    replace.  They have a high cost of 85 Ruís (this is
    high for a fighter) and are extremely slow to build.
    Cloaked Fighter (Kushan Only)-Not only does this ship
    have a powerful gun, it can cloak (hit ďzĒ to turn on
    cloak)!  Even with a Proximity Sensor around, missiles
    wonít track them while they are cloaked.  These
    fighters can be the backbone of any fighter squadron. 
    These ships are a pain to rebuild though; they have a
    cost of 85 Ruís and build even slower then Attack
    Defense Fighter (Taidann Only)-No weapons.  But can
    destroy incoming fire (except Ion Beams, missiles, and
    mines).  They useful only if you are under attack by a
    small group of fighters, or if you have a lot of them
    around.  These ships have a high cost of 85 Ruís, but
    they are quick to build.  However, I wouldnít consider
    building them at all.  They are pretty much useless.
    Corvette Class:
    Light Corvette-The Scout of the corvettes.  These have
    lots of speed and maneuverability (for a corvette) but
    low armor and firepower.  These are quick to build and
    easy to replace because of their low cost (remember,
    Iím talking about corvettes now and comparing them to
    other corvettes, not fighters).
    Heavy Corvette-This is the better, upgraded version of
    the Light Corvette.  Tons of armor and firepower, but
    low maneuverability.  They can take down Capital ships
    in large squadrons.  These ships are a bit of a pain
    to rebuild because of their high cost and slow build
    time, but they are good ship so this is a small price
    to pay.  This ship also has a moderately useful
    special move.  It is called the Burst Shot.  To
    execute it, hit the ďzĒ button then select the
    target(s).  It is a super-powerful shot from both of
    the Corvettes guns.   Thanks to beaves13 for this
    Multi-Gun Corvette-This is a better corvette for
    attacking other fighters and corvettes.  Six
    independent guns that can track quickly and track up
    to six targets at once.  Donít count on it to last
    long if there are Capital ships in the area, though. 
    This are a bit of a pain to rebuild, they build slowly
    but they have a sensible cost.
    Minelayer Corvette-A craft good only if you have the
    time to lay a wall of mines.  If you are under attack,
    donít expect these ships to do much damage.  Only good
    against Capital ships and fighters slowed down by
    escorting Capital ships.  They have a sensible cost,
    but build to slowly for practical use.  Never build
    them in the single player mode.  You can lay a wall of
    mines in an area by hitting the ďzĒ button.  The
    corvette will stop and begin laying mines.  A good
    tactic for these ships (one of very few) is to send
    them just outside of a battle and within the mineís
    range.  Tell them to lay a wall.  The mines will be
    deployed but will automatically track enemy ships.
    Salvage Corvette-A good decoy and can capture enemy
    ships!  Enough Salvage Corvettes, and you can capture
    any ship you want.  Here is a listing of how many
    corvettes you need for each ship:
    Any Fighter or Corvette-1 Corvette
    Any Capital ship-2 Corvettes
    Destroyer or Missile Destroyer-3 Corvettes
    Heavy Cruiser or Carrier-5 Corvettes
    These ships are definitely worth the price to pay.  6
    Salvage Corvettes can capture over 5000 Ruís worth of
    ships (as long as you protect them!), so you get
    something back from them.  There are some ships you
    canít capture though.  These are the Turanic Carrier,
    the Kadesh Mothership, and the Taidann Mothership
    (obviously).  And you can really only capture fighters
    and corvettes when they are in a Gravity Well.
    Repair Corvette-Really useless.  These ships can
    re-fuel fighters, but only one at a time.  Can heal
    ships, but not as fast as a Support Frigate.  They may
    have a low cost and quick build time, but they
    shouldnít be built, period.  The only good thing they
    can be used for is to repair groups of corvettes.
    Capital Ship Class:
    Support Frigate-Only good at healing Capital ships and
    above.  They also are good at refueling and repairing
    fighters and corvettes via its docking pads and
    repairing arms.  It has a gun and a bit of armor, but
    it is so weak, it canít even destroy fighters.  This
    frigate is quick to build and has a low cost (like the
    corvettes, I am now comparing frigates to other
    frigates).  Timely support from one or two of these
    can mean the difference between losing and winning. 
    These can also be used to repair corvettes.
    Assault Frigate-Good at taking down corvette swarms
    (but only if you have a lot of them), and can
    sometimes hit fighters.  These ships are no match for
    Ion Cannons though.  The only reason you should have
    these in you fleet is if you have very few fighters or
    no Missile Destroyers.  It has two Plasma Bomb
    Launchers and four medium sized projectile weapons. 
    These Capital ships are in the middle of the Capital
    ship department.  They arenít slow to build, but they
    arenít fast.  They donít have a low cost, but they
    donít have a high cost.
    Drone Frigate (Kushan Only)-This ship can launch
    24-armed drones.  An individual drone can barely risk
    a Scout, but 24 of them can rip through fighter
    swarms.  The frigate itself is also quite fast and
    maneuverable (despite what it says on the construction
    screen), and can go in fighter formations and break
    them apart while avoiding ramming fighters and hurting
    itself and the drones (which can be destroyed).  If
    you ask me, this frigate costs a bit much.  At 800
    Ruís, it is barely worth the money spent on building
    Defense Field Frigate (Taidann Only)-I really tried to
    like this ship, as it sounded like a good ship to have
    around.  But the area of defense it covers is really
    small (if you hit Caps Lock, you can see for
    yourself).  Only useful if you have a lot of them
    close together, but you shouldnít even build one of
    them.  This ship is the same for cost as the Drone
    Frigate, with one exception, donít even thinking of
    building it!  It is totally not worth it.
    Ion Cannon Frigate-The first real firepower you get in
    the game.  Only one cannon, but that cannon can damage
    a Capital ship better then any other ship of a lower
    class in one shot.  But donít expect it to hit
    anything lower than a corvette.  These ships are
    completely worth the time, effort, and resources put
    in.  Build as many as you can.
    Resource Class:
    Resource Collector-This shipís name says what it does.
     Enough said.  What can I say about this ship but
    build some.  In one load you will get back the
    resources spent on it.
    Resource Controller-This ship acts as a drop off point
    of resources from collectors.  It can also re-fuel
    (but not repair) 6 fighters and 2 corvettes.  This
    ship literally pays for it self.  
    Super-Capital Class:
    Destroyer-Here is a ship that you wish you could have
    at the beginning of the game.  Two Ion Cannons and 2
    large projectile weapons.  This should and will be the
    backbone of any Capital ship fleet because of its
    speed and firepower.  This ship, like all the others
    in the Super-Capital class, is well worth the time,
    effort, and resources put into it.
    Missile Destroyer-Goes through fighters like a hot
    knife through butter.  Its missiles are accurate and
    fast.  The only things that can avoid the missiles are
    Scouts and they canít run forever.  The only down side
    that, after a few seconds of firing, it missiles come
    out at a crawl.  It can damage a Capital ship, but
    only use the missile volley attack (hold Z then select
    the target), which leaves it open for a few seconds
    after using it while it replenishes its missile stock.
     If the enemy is harassing you with fighters, this is
    the best ship to build to kill them.  Donít build
    these if your enemy is only building Capital ships
    with few fighters.  However, they can be used to take
    down Capital ships that are attacking it (but only one
    at a time).  Order the Missile Destroyer to attack a
    ship pursuing it.  The Missile Destroyer will fire
    missiles while retreating out of the ships range.  The
    ship will just to continue pursuing it, but will never
    get in range.
    Heavy Cruiser-Ah, the Heavy Cruiser, and need I say
    more?  Slow, but powerful as hell.  It has 4 Ion
    Cannons that have a 180-degree swivel and 6 massive
    projectile weapons.  It could take down 2 Destroyers
    and still have enough armor left for a couple of
    Assault Frigates. A little slow, so only use in a Wall
    formation or it will never get wherever you want it to
    go before the action is over.  Like the speed it moves
    at, the Heavy Cruiser seems like it is barely being
    built at all.  The cost is a bit high, I think, but is
    it worth it.
    Carrier-The Carrier is portable Mothership.  Can build
    ships up to Capital Ship Class and can dock and repair
    ships too.  It can dock 50 fighters and 25 corvettes. 
    It also has a ton of armor, so it is a good decoy. 
    Resource Collectors can drop off resources at the
    carrier too.  Like the Heavy Cruiser, this ship barely
    seems like it is being built.  However, unlike the
    Heavy Cruiser, it is not that useful in battle.  Use
    the Carriers to carry fighters to the outskirts of a
    battle then unload them.  These are also like a souped
    up version of a Resource Controller.  Send these to a
    dense resource area with some escorts (some Capital
    ships, maybe a Destroyer, and some fighters too) and
    it will dry up the region real quick thanks to its two
    resource drop-off points.
    Non-Combat Class:
    Probe-Only good for getting a quick look at enemy
    fleets.  Then it is usually destroyed in a blaze of
    Ion Cannons or fighter fire.  The probe is a one-time
    use surveillance device.  It is very quick to build
    and has the lowest cost of any ship. 
    Proximity Sensors-These can find cloaked ships and can
    also be used as a scout as it doesnít need fuel. 
    Though they have little armor, they are second to
    speed only by the probe and tying to the Scout.  The
    sensor is actually a better surveillance device then
    the probe.  They are just as quick to build, can be
    reused, they donít run out of fuel, and they have a
    low cost.  Since only Scouts can catch them, they are
    in no real danger when retreating from an enemy base.
    Sensors Array-Can track enemy ships on the Sensors
    Manager.  It can only verify where Motherships and
    Carriers are, but can tell you how many ships are
    moving around.  This is not a good addition to any
    ship line up you have.  This is only good in
    multiplayer games when the other player has sent
    Carriers all over the place as backup Motherships and
    you need to find them.  They have too high of a cost,
    but are quick too build if you ever find a use for
    Research Ship-Can only research stuff.  It has a bit
    of armor and you can build another ship to speed up
    research and add some armor to the total amount.  In
    single player mode, you only need one.  In multiplayer
    mode, consider building at least 4.  They arenít very
    expensive, considering their value, but arenít that
    quick to build.
    Gravwell Generator-These can stop fighters and combat
    corvettes (Light, Heavy, Multi-Gun, and Minelayer
    only) dead in their tracks.  While caught, fighters
    canít move or fire.  But your fighters can get caught
    in it to.  Plus it can only be used until itís power
    source runs out, then it is just a derelict so retire
    it for some resources.  Not useful in Single Player
    mode as when you can research it, there is only one
    level that you really need it, that being Galactic
    Core.  In multiplayer, this can be useful if your
    opponent is harassing you with fighters.  But they are
    too expensive for practical use in single player. 
    Save your resources for something else.
    Cloak Generator-It can cloak all ships (except the
    Mothership and Carriers) within a substantial radius. 
    It can be reused, but it has to slowly recharge.  Not
    extremely useful in single player, I never found a use
    for it anyway.  Like the Gravwell, it is only kind of
    useful in multiplayer.  Save your resources and donít
    build it.
    Mothership Class:
    Mothership-The single largest ship I have ever seen. 
    It can build every ship in the arsenal, it has
    extensive docking space (can load well over 150
    fighters and corvettes), and converts captured enemy
    ships to your side.  All this didnít leave much room
    for weaponry though.  It has four tiny guns.  Although
    quite accurate, this does not make up for their
    pitiful firepower.  They can hit any fighter in the
    game and do significant damage to it, but donít expect
    them to do a lot of damage to anything in the Capital
    ship class and higher because of their heavier armor. 
    Fighter Tech:
    Fighter Drive-Researching this allows you to build
    nothing, but then you can research Fighter Chassis and
    Defender Sub-Systems.
    Fighter Chassis-Once researched, you can build the
    Interceptor, your first good Strike Craft, and allows
    you to research Plasma Bomb Launcher, Cloaked Fighter,
    and/or, Defense Fighter.
    Defender Sub-Systems-You can now build the Defender. 
    Use it for only defending.
    Plasma Bomb Launcher-Now you can build Attack Bombers
    Cloaked Fighter (Kushan Only)-Researching this allows
    you to build the small and stealthy Cloaked Fighter.
    Defense Fighter (Taidann Only)-Once researched, you
    can build the Defense Fighter.
    Corvette Tech:
    Corvette Drive-Now you can build the first corvette,
    the Light Corvette (multiplayer) or the Repair
    Corvette (Single Player).  This also allows you to
    research Corvette Chassis.
    Corvette Chassis-Different for multiplayer and single
    player.  In Single Player, you can build the Light
    Corvette.  In Multiplayer, you can build the Salvage
    Heavy Corvette Upgrade-You can build the upgrade of
    the Light Corvette, the Heavy Corvette, once this is
    Fast Tracking Turrets-You can build those fighter
    killers now, the Multi-Gun Corvette.
    Minelayer Tech-You can build Minelayer Corvettes.
    Capital Ship Tech:
    Capital Ship Drive-Allows you to build the Support
    Frigate and the Resource Controller.
    Capital Ship Chassis-Allows you to build you first
    warship, the Assault Frigate.
    Ion Cannons-Now we are hitting the big time.  This is
    your first major warship, the Ion Cannon Frigate.
    Super-Capital Ship Drive-Now you can build the heavy
    hitting, fast moving, all around good ship, the
    Guided Missiles-Now you can build the bigger, better
    fighter killer, the Missile Destroyer.
    Super-Capital Ship Chassis-Now the portable
    Mothership, the Carrier, is free to build.
    Heavy Guns-Now the mighty warship, the Heavy Cruiser,
    can be built and deployed to wipe out any Capital Ship
    your opponent can throw at it, except another Heavy
    Cruiser with more health left of course.
    Non-Combat Tech:
    Proximity Sensor-Having trouble finding cloaked ships?
     Not any more with the Proximity Sensor around.
    Sensors Array-Now you can verify where your enemyís
    Mothership, Carriers, and other ships are located.
    Gravity Well-After researching, you can stop fighters
    dead in their tracks, for a while anyway.
    Cloak Generator-Now, after researching, you can cloak
    all your ships, except the Mothership and Carriers.
    The most important hint in the game is probably
    collect all resources after a mission.  The only
    exception to this is if there is a chance your
    collectors will be destroyed.
    The CPU will always follow a target once it spots it. 
    Use this to your advantage to capture or destroy it.
    The Mothership can heal itself pretty fast, so donít
    be afraid to use her a decoy if there arenít that many
    enemy heavy hitters around.
    There is no salvage limit in the game, so keep on
    salvaging whenever an opportunity arises.
    Use Evasive tactics when moving Capital ships and
    Aggressive when attacking.
    If you spot a ship you canít build yet, capture it. 
    Not only does this give you an advantage, sometimes
    you can build your own version of the ship you just
    If you arenít near the Mothership, the CPU will
    probably go for the biggest ship it sees.  Though it
    usually goes for the first ship it sees.  In any case,
    make sure a Carrier or another big expendable ship is
    there first or is the biggest ship you have and the
    CPU will go for it.  The Carrier can survive a long
    time under enemy fire and will allow you to get some
    cheap hits on the enemy.
    This is a bit cheap, but if you lose too many ships in
    a mission, go into the pause menu and go to load
    mission.  Select the mission you are on and restart
    it.  Hopefully, your last save on the mission was not
    just before you needed to restart it.
    Use the quick docking option to get your ships out of
    the mission quickly.  They will automatically return
    to the Mothership without a simulation of what happens
    between then and there.
    Kevin W. Shepardson adds:
    1.  If you're planning on doing any salvaging, kill
    off all of the 
    Assault Frigates in the area.  They will abandon
    combat with other units to attack Salvage Corvettes.
    2.  If you have Salvage Corvettes latched onto an
    enemy Capship or
    Super-Capship, but they are under fire and will not be
    able to get back 
    To the Mothership in time, Scuttle or Kamikaze them. 
    Their close proximity to the enemy ship, combined with
    the fact that some are latched on to lower-armor
    areas, will cause major damage to the enemy ship.
    Fighters are good all around craft.  A big enough
    group of any fighter type can take out anything
    (except Missile Destroyers).
    Light corvettes are only good against a solitary
    Capital ship or small swarms of fighters.
    Heavy Corvettes are good against a small group (2-3)
    of Capital ships and larger swarms of fighters.
    Multi-Gun Corvettes are only good against fighter
    swarms and horrible against Capital ships because of
    their low firepower and armor.
    Minelayers are only good if you have enough time to
    lay a wall of mines.  In a battle, they are pretty
    useless as they have low maneuverability and speed. 
    Any weapon in the game can hit them.
    Assault Frigates are only good against an attack of
    other Assault Frigates and corvettes swarms.
    Ion Frigates are the best ship for taking out other
    small Capital ships.
    Drone Frigates can rip through fighter and corvettes
    swarms.  They can also destroy mines.
    Missile Destroyers are only good against fighters as
    their missiles do little damage to Capital ship armor.
     Although the missile volley attack can do some damage
    to Capital ships, but is only good if you have a full
    load of 32 missiles.
    In multiplayer games, the Carrier will serve as a
    housing for Fleet Command if the Mothership is
    Destroyers are the best Capital ship because of their
    speed and firepower.
    Delta-This is a formation that is good only for moving
    small batches of ships.  Never use this formation in a
    battle.  Your fighters canít maneuver well and there
    fire will be spread out.
    Broad-This is another formation never to be used in
    battle.  It is good to move small batches of fighters,
    but the disadvantages are the same as the Delta
    X-This is a good formation.  It allows the fire from
    the fighters to be concentrated so it does more
    damage.  It doesnít allow for much mobility, but this
    doesnít posse a major problem.
    Claw-This is the best formation in the game.  It
    allows for some mobility and its firepower
    concentration is second only to the Sphere formation.
    Wall-This formation is only useful for Capital ships
    because it allows all the ships to move at the same
    speed and it concentrates their fire.  Donít use it
    for fighters.
    Sphere-This is the best formation to choose when
    escorting a ship or when you want to do some damage
    real fast.  The fighters circle the target and fire on
    it from all directions.
    Custom-This is self-explanatory.  You put the fighters
    in a formation and then hit this.  They will stay like
    this until you assign them another formation.
    Military Parade-This is the formation that your ships
    appear in when going into or out of hyperspace.  To
    put them into this formation, select the ships and the
    Mothership and hit Tab.
    Evasive-Your ships will sacrifice firepower for speed.
     This results in a higher speed and slightly more fuel
    usage, along with slightly decreased firepower.
    Normal-Your ships systems are balanced between engines
    and weapons.
    Aggressive-Your ships transfer power to their weapons
    away from their engines.  They will do more damage,
    but will have less speed.
    Kamikaze-I put this under tactics because it is a good
    Fleet Command-This is the person that oversees all the
    operations of the Mothership.  She I is also known as
    Karen Sjet.  She had herself integrated into the core
    of the Mothership to serve as its brain.
    Fleet Intelligence-This is the system that handles
    anything that requires a tactical solution by
    analyzing probe and sensor data.
    Note: You will notice I never tell you when to refuel
    or repair your ships.  You will have to make this
    decision.  Also, the formations you choose are by you
    Mission 1:Kharak System
    This is only a test.  Follow the instructions and you
    will do fine.  However, complete all research before
    making the hyperspace jump to the outskirts of the
    Kharak system.
    Mission 2:Outskirts of the Kharak System
    You will arrive in the outskirts.  But the Khar-Selim
    isnít there.  Start researching Corvette Chassis and
    after that, Heavy Corvette Upgrade, but do not send a
    probe to the Khar-Selim.  You will trigger something
    you are not prepared for.  Start harvesting.  Donít
    bother building another collector just yet.  Harvest
    everything but the three dust clouds near the
    Khar-Selimís beacon.  Then build Interceptors so you
    have at least 12 (16 is preferred) and build at least
    2 Heavy Corvettes (4 is preferred).  Assign them a
    single group number.  Then, let your collector head
    out to harvest the three clouds near the Khar-Selim. 
    Once the collector reaches the Khar-Selim, things will
    happen real fast.  A swarm of fighters, corvettes, and
    a missile corvette attack the Mothership.  Concentrate
    your fire on the fighters, then the corvettes.  This
    squadron is easily handled and should only inflict
    minor, if any, damage.  Now, re-fuel and/or repair
    your fighters and corvettes and tell them to guard the
    Salvage Corvette in the Sphere formation.  Now tell
    the Salvage Corvette to head toward the now destroyed
    Khar-Selim.  When it gets there, let it go up to the
    main compartment and start downloading.  About halfway
    through this operation, more fighters and corvettes
    will attack.  You Strike Craft will be stationed just
    off the Khar-Selim.  They will fire upon the
    descending fighters and destroy them.  When the
    corvette is finished, it will head back toward the
    Mothership.  Your Strike Craft will follow it all the
    way back, firing on any ships that get to close.  When
    the Salvage Corvette is safely docked, it replays the
    last mission recording from the Khar-Selim.  When that
    is done, more craft will attack the Mothership.  This
    part will take a while to finish and you may lose some
    ships.  But, as Fleet Intelligence will soon point
    out, your forces are superior.  Soon, Intelligence
    also points out that there is a large power signature
    nearby.  You may have already discovered it, but there
    is a powerful enemy Carrier reinforcing their Strike
    Craft.  DO NOT attack the Carrier.  It is much more
    powerful then normal Carrier.  Not only does it have
    two Ion Cannons, it has a rapid-fire deck gun that can
    kill your fighters in short order.  Just continue
    killing the enemy fighters and corvettes until the
    Carrier begins to retreat them.  Now, once the Carrier
    is gone, start building a bit.  Make sure you have at
    least 12 Interceptors and 2 Heavy Corvettes and then
    build Salvage Corvettes for a total of 6, then
    Hyperspace back to Kharak.
    endrick adds:
    An elegant solution to the mission is really quite
    simple.  In the previous mission you are left with
    enough resources to build a total of 13 fighters. 
    With these alone you can wipe out the entire force on
    mission 2.  Before jumping place all the fighters into
    1 group and a single Interceptor into another.  Upon
    entering the level place the 12 fighters in a sphere
    formation around the 13th and set tactics to
    Aggressive.  Then using the single fighter as a
    driver, you now have a perfect battle-ball (tm
    Calaban).  Send your battle-ball slightly to the left
    of the Mothership and leave it there.  Instead of
    sending a probe, send your Salvage Corvette to the
    sensor ping to trigger the attack.  As soon as the
    cinema is over, take control and focus on your single
    "driver" interceptor and move it near the attacking
    ships.  The objective here is to keep the driver
    moving at all times away from the attacking forces,
    the 12 ships surrounding it however will turn (while
    still moving away from the attackers) to concentrate
    fire on incoming enemies.  You don't even have to give
    attack orders to the ships; all is accomplished by
    moving the driving fighter in proximity to the enemy
    fighters.  When the first wave is destroyed, your
    Salvage Corvette is sitting right where it needs to
    be, in the process of downloading the data, tell your
    driver to defend the Salvage Corvette.  It will get
    there just in time to kill everything sent at it. 
    When the salvage Corvette gets closer to the
    Mothership, have your driver ship break off and engage
    the enemy in the same manner as you had before.  Using
    this trick I can almost always clear the level without
    losing a single ship, or needing to build new ones. 
    This frees up all the resources on the level to be
    used to build 7 more Salvage Corvettes. For...
    Mission 3:Return to Kharak
    Once you hyperspace in, you will notice that the
    Scaffold is destroyed along with Kharak.  Then
    suddenly a group of 4 Assault Frigates open fire on
    your defenseless Cryogenic Trays.  To get to the tray
    before the frigates open fire, continually select your
    fighter group with the group number you assigned them
    in the previous mission until all of them are
    selected.  Then, send them in Evasive tactics straight
    for the trays.  You should be able to get there before
    the Assault Frigates fire a shot.  Then get your
    Salvage Corvettes over there, also in Evasive tactics.
     Once they get there, have two corvettes go to capture
    one frigate each.  Go for the three that still are
    together, as one usually breaks off from the group and
    goes above the trays.  Once you capture a frigate
    though, the other frigates will attempt to get them
    off there friends back.  But if you go for the ones
    that are still together, this shouldnít be a big
    problem.  Also, as you capture a frigate, make sure
    the fighters no longer fire on that one.  Once the
    first frigate is captured, send the two corvettes back
    to get the last one.  When the first frigate enters
    the Mothership, you will get to the tragic (but cool)
    destruction of Kharak.  Then, once the corvettes let
    go of a frigate, send them to collect the trays. 
    Donít worry if one got destroyed, it wonít matter in
    the game.  When all those tasks are done, start
    harvesting and researching Capital Ship Chassis.  You
    ďreverse-engineeredĒ Capital Ship Drive when you
    captured the first frigate.  This means you got it
    automatically.  There arenít that many resources here,
    but it will be enough to get started for the next
    mission.  Build a Resource Controller and then, when
    everything is harvested, researched, or salvaged, jump
    to the next area.
    endrick adds:
    As soon as you jump into this mission, alt-focus on
    one of the Cryo Trays to get a good point to attack
    from.  Select all your fighters and tell them to
    attack all of the Assault Frigates in Evasive.  Then
    send in all of your Salvage Corvettes to bring them
    Mission 4:The Great Wastelands #1
    After you jump in, Fleet Intelligence will tell you to
    move your Resource Controller as close to the asteroid
    field as possible.  Instead, tell you controller to
    ďguardĒ your collector.  This will make the controller
    follow the collector around.  But, before you start
    collecting, you have to build some ships.  Build
    Interceptors so you have at least sixteen and build
    Heavy Corvettes until you have at least ten.  Then
    build Salvage Corvettes until you have nine, you are
    going to do some major stealing in this mission.  Tell
    these to guard your controller.  Order your collector
    to start harvesting.  Once it drops off the first load
    of resources, a unknown ship will make an approach to
    your Mothership.  They will announce that they are the
    Bentusi, a trading civilization.  Once your ambassador
    returns from his trip, you are brought to the Bentusi
    Exchange screen.  They are going to sell you Ion
    Cannon technology.  Make this trade, but not yet.  You
    can wait for your collector to bring in more resources
    before the trade as long as you stay in the exchange
    screen.  You will need to do this, as you will need to
    build some Ion Cannon Frigates right after the trade. 
    Wait until you have about 1900 resources.  Make the
    trade then.  The Bentusi will then warn you about the
    approaching Turanic Raiders, who are the Taidannís
    servants.  They say they will return with more trades,
    but in a weird way.  A bit after they leave, the same
    fighter and corvettes from the Khar-Selim will descend
    on your collector and controller.  Leave the Assault
    Frigates you captured at home, you will need them
    guarding the Mothership.  If you have the required
    amount of Interceptors and Heavy Corvettes, you should
    be able to fend them off with minimal losses (minimal,
    not none).  Once the Carrier has run out of fighter
    and corvettes to launch, six deadly Ion Array Frigates
    hyperspace near your Mothership and open fire on it. 
    Donít send your fighters back to defend the Mothership
    you wonít need to.  But this is where the Salvage
    Corvettes come in.  Send a group of three toward the
    two on the sides and one on the group on the back.  It
    only takes two to capture a frigate, but one corvette
    will usually be destroyed.  But if one doesnít get
    destroyed, send the corvette that is standing around
    to another frigate.  Have your frigates go after the
    group in the back of the Mothership in Evasive tactics
    so they wonít hurt them as much.  This fire is to just
    push the frigates back.  If you notice one of the
    enemy frigates smoking, do not attack it, you want to
    capture every one of these frigates, you will need
    them.  Continue capturing until all of the frigates
    are on your side.  After this, another Carrier will go
    for your Mothership.  It has an escort of two Ion
    Array Frigates, so capture them and concentrate all
    fire on the Carrier.  You also donít want to have your
    Strike Craft defend the Mothership from the Carrier
    either.  Remember, the Turanic Carriers have excellent
    defense against Strike Craft. When it starts to smoke,
    it begins to retreat, donít let it!  If it escapes,
    you lose the mission.  Once the Carrier is gone,
    finish harvesting the area if it hasnít been harvested
    out yet, then hyperspace.  A small note on Ion Array
    Frigates, unlike your Capital ships, they cannot
    repair themselves over time.  You will have to repair
    them with Support Frigates or Repair Corvettes.
    endrick adds:
    Mission 4: Send all your salvage teams above the
    Mothership when you get to the level, when Ion
    Frigates start arriving, they will be in a perfect
    position to capture.  If there are too many to capture
    easily, send 1 Salvage Corvettes to each of them to
    somewhat disable their ability to fight back.
    Mission 5:The Great Wastelands #2
    You start the mission in an ďemptyĒ region of space
    where the fleet that destroyed Kharak is hiding. 
    There are plentiful resources in this mission and you
    will be competing for them in the end of the mission,
    so build another collector if you can.  First, do not
    follow Fleet Intelligences instructions to send a
    probe to investigate the thicker portions of the
    resource deposits.  But during my travels, I
    discovered that if any ship crosses a line 49
    kilometers from the Mothership, you would trigger the
    Taidann assault.  So build two probes and send them
    along each dust cloud vein exactly 49 kilometers. 
    This will act a mark to warn your ships if they get to
    close.  Now, order the controller to guard your one or
    two collectors and tell them to start harvesting. 
    Make sure they only harvest one dust cloud line (you
    can order them yourself which cloud to harvest).  When
    they reach the probe marking the 49 kilometer spot,
    stop them and have them harvest the next line of dust
    clouds until they reach the other probe.  Now send
    them back to the Mothership.  For this mission, you
    will need at least 10 Ion Frigates or Ion Array
    Frigates, with plenty of Interceptors and Heavy
    Corvettes as escorts.  The Taidann fleet here has a
    lot of Strike Craft, including a new type of one.  I
    like building 40 Interceptors and 20 Heavy Corvettes
    (this may sound like a lot of resources to spend, but
    you will need all of those fighters).  When you have
    your fleet ready, assign the fighters a group number
    and the Capital ships another number.  Now put the
    Capital ships in a Wall formation and send them
    straight down the center of the two dust cloud lines
    escorted by ALL your fighters and corvettes (except
    Salvage Corvettes).  Make sure you are parallel to the
    upper line though.  When you cross that 49-kilometer
    line, Fleet Intelligence will tell you that, ďShip
    profiles and marking match those from the recording at
    Kharak.  There is no doubt that this is the fleet. 
    Destroy them.Ē  Your small fleet is now approached
    three slightly damaged Assault Frigates and Strike
    Craft.  Break off your fighters to get the enemy
    fighters, and leave your frigates moving forward.  But
    keep an eye on your fighters to see if they should
    retreat or not.  Now concentrate fire of your frigates
    on each of the enemy Assault Frigates.  After that
    start, three more slightly damaged Assault Frigates
    approach you.  After destroying these, two Taidann
    Destroyers come after you.  These ships are very
    powerful, so if you arenít careful, you could die
    right here.  If your fighters are done with the
    enemyís, have them attack one of the Destroyers and
    have your frigates destroy one of them.  There will be
    more fighters approaching. If you engage them, Fleet
    Intelligence will tell you that they are a new type of
    fighter, the Defender.  You can research the tech
    later, just leave it for now, but destroy the
    fighters.  Now, you will see the Taidann Carrier.  But
    there will also be three Ion Cannon Frigates moving up
    from below you.  Destroy the Ion Frigates then the
    Carrier.  Remember to concentrate your fire.  When the
    Carrier is destroyed, all other remaining Capital
    ships on the Taidann side head for your Mothership. 
    This should be only a Destroyer and a Support Frigate.
     Use your Salvage Corvettes and send an extra corvette
    to each (see above for corvette capture listing).  You
    should be able to capture both and add some
    significant firepower and some healing ability to your
    fleet.  If you have any other Salvage Corvettes, send
    them out to capture the Taidann collectors.  If you
    donít capture or destroy them, they will kamikaze into
    the Mothership!  Now, send out your collectors and
    controller to harvest this area dry.  Also research
    everything you havenít yet.  Now build a single group
    of 15-25 Attack Bombers for the next mission and
    assign a single group to every ship you have except
    fighters, collectors, and the Support Frigate you just
    captured.  When the area is harvested, make the
    hyperspace jump.
    Grinzz TeamRocket says:
    In mission 5, it is possible for you to capture the
    Carrier. (You can't capture the first two you see
    because that is the Turanic Raider one, and considered
    their Mothership.) During all the mayhem, send out
    your collectors to start collecting again, and build
    some extra Salvage Corvettes, at least up to 10. Then,
    when you get to the Destroyers and Carrier, blow up
    everything except the Carrier, Support Frigate, and a
    Destroyer, and then send your troops back home. (Even
    if the Support Frigate is firing on you.... it doesnít
    do that much damage) Then, send your salvage teams way
    around the left of the attacking forces and behind
    them, and try to grab at least the Carrier and
    Destroyer while they get harrased by your strike craft
    on evasive tactics. If you have extra corvettes, nab
    the frigate. A free Carrier!
    Mission 6:Diamond Shoals
    This is the simplest mission in the game.  But simple
    doesnít always mean easy.  In this mission you have to
    destroy asteroids before they impact with the
    Mothership.  You do this by ďForce AttackingĒ them
    (holding down Ctrl+Shift and selecting a target).  To
    get your easily hit ships out of the field, use the
    group number you assigned them in the last mission and
    send 50 kilometers out to the right of the Mothership
    and down as far as you can get them.  Now, use you
    Attack Bombers and Interceptors to destroy the
    asteroids and send out your collectors to harvest. 
    There seems like a lot of resources in this mission,
    but there isnít.  Most of the asteroids are not
    harvestable.  Oh yeah, you can put the Support Frigate
    you captured behind the Mothership to heal it if it
    gets hurt.  There are a total of three waves of
    asteroids.  You must quickly force attack asteroid
    after asteroid or your fighters will sit around and
    get hit by asteroids.  During all this, you can now
    research Super-Capital Ship Drive.  This allows you to
    build Destroyers.  Remember to only destroy asteroids
    heading for the Mothership, as most will miss it. 
    When you clear the field, the Bentusi will show with a
    new trade, Drone Technology for 500 resource units. 
    Buy it right away.  When Fleet Command asks about
    advice for getting through the nebula, the Bentusi
    say, ďWe hear nothing there.  Even the Taidann fear
    the Great Nebula.  No one returns.Ē  Now its time to
    build some ships.  Build at least 40 Defenders and at
    least 20 Heavy Corvettes, although you can do this in
    the beginning of next mission.
    Mission 7:The Gardens of Kadesh
    When you enter this area, intelligence will point out
    that energy and resource levels are so high, that
    sensors are being scrambled.  They say they will
    adjust the sensors, but the sensors never improve. 
    Start harvesting, but keep all your collectors and
    controllers selected along with the Mothership.  This
    is so you can quickly put your resource team back in
    the Military Parade formation.  Also assign a single
    group number to every ship with a powerful gun.  This
    means assign a number to every ship except resource
    ships, Support Frigates, and Repair Corvettes.  Also
    retire any Attack Bombers for Ruís.  They will be
    useless in this mission.  After a few minutes of
    harvesting, intelligence will say that an object is
    approaching the Mothership.  When you see the two
    black areas appear at the top and bottom of the
    screen, hit Tab to put your resourcers in the Military
    Parade formation.  You send your ambassador and he
    talks with another ship.  This shipís pilot says that
    if you want to join the gardenís forces, you will
    live.  But also says that if you have come to
    ďconsumeĒ the garden, you will be destroyed.  The
    ambassador then says if you will be given time to
    charge your engines, you will leave peacefully. 
    However, this guy says no one leaves the garden.  He
    then heads back to his Mothership, which launches tons
    of fighters at you.  Good thing you assigned a group
    number, quickly select those ships and have them
    attack every ship at once.  But, soon after they begin
    to attack, the ships begin to fall back.  No, they
    arenít retreating they are re-fueling.  Use this time
    to get in some cheap hits, as they are vulnerable when
    re-fueling, and destroy their Fuel Pods.  You have to
    continue to ward off attack after attack of these
    fighters.  And do not attack the enemy Mothership.  It
    will simply disappear into hyperspace, and then
    reappear.  Just wait until command announces that the
    hyper drive is ready and then fire it up and use quick
    docking.  What?!  The jump failed due to some kind of
    inhibitor field.  Guess what, it is the Kadesh
    Mothership.  It then sends even more fighters at you. 
    Now, you go over and attack.  Bring every ship in the
    group to attack it.  After a short time, it jumps out
    of there for good.  You now have all the time in the
    world to research Fast Tracking Turrets and harvest
    this resource rich area dry.  When everything is done,
    restock your fighter squadron.  Build Defenders so you
    have at least 40 and retire all your Heavy Corvettes
    to make room for at least 24 Multi-Gun Corvettes and
    get resources.
    Mission 8:The Cathedral of Kadesh
    When you exit hyperspace, you will notice you are
    still inside the nebula.  Not only that, you are
    surrounded by three Kadesh Motherships, all of them
    hyperspace inhibitors.  In the beginning of the
    mission, the same ship approaches you and offers you
    one more chance to join the gardenís forces.  But, of
    course, you decline.  You are then attacked from all
    sides by the same forces as last mission.  Just follow
    the same tactics as last mission.  Hit everything at
    once with everything you got.  But the Kadesh throw in
    another ship to the fray.  The Multi-Beam Frigate. 
    These babies pack 4 Ion Cannons in to one spinning
    ball of death.  The good news, you can capture them
    with only two Salvage Corvettes. Although you wonít be
    able to capture them all at once, you can minimize any
    damage by using the Support Frigate you captured way
    back in mission 5.  Remember to not attack the
    Multi-Beam Frigates.  They are an irreplaceable part
    of the game and are death to Capital and Super-Capital
    ships alike (although their accuracy is not something
    to be admired).  Continue to hit their fighters and
    capture Multi-Beam Frigates.  After what seems like an
    eternity, fighters stop attacking and frigates stop
    spinning.  When this happens, take every thing you got
    and head toward one of the Kadesh Motherships behind
    your Mothership.  When you attack them, they slowly
    start to turn toward your Mothership to attack it. 
    These Motherships donít have as much armor as yours
    does, but it can still take a lot of damage.  Once the
    first one is turned to space dust, head for the other
    one.  Once both of them are destroyed, the rest of any
    Kadesh forces begin to retreat to a point on the map. 
    Do not, I repeat, do not head their now.  By now, your
    fighters are probably yelling at you for refueling and
    repairing.  You have all the time in the world now, so
    repair and refuel every single one of your ships using
    the Mothership and Support Frigate.  Make sure no
    fighters and corvettes dock with the controller, as it
    canít repair ships.  Now, before heading out, build
    Salvage Corvettes until you have at least fourteen. 
    You will need these for the seven Multi-Beam Frigates
    waiting for your capture on the trek to the last
    Kadesh Mothership.  When you are organized, put all
    your Capital ships into a Wall formation and then
    guarded by all remaining fighters and corvettes. 
    Start moving toward the final Mothership with all your
    Capital ships with fighters and Salvage Corvettes in
    escort.  Your first obstacle is the smallest bunch of
    fighters that are quickly removed from your way.  Then
    comes the seven Multi-Beam Frigates.  Just send in
    your Salvage Corvettes, as these frigates wonít fire
    on you until you fire on them.  Capture all of them
    and continue on.  You donít have to wait for them to
    be captured, but it would be a good idea, as you will
    need to destroy this Mothership quickly.  When you
    reach the point where the Kadesh Mothership is,
    intelligence will point out that the wreckage around
    it matches perfectly with the ship found on Kharak. 
    It seems that you share a common root with these
    people; too bad you have to kill them.  When you
    attack the final Mothership, send in your corvettes
    and Defenders first.  This will draw attention away
    from your Capital ships, which it tries to ram.  The
    round head of the Kadesh Mothreship can obliterate any
    ship, even a Destroyer, in one shot, so sending in the
    Strike Craft first will make it try to ram them.  When
    the Mothership is distracted, send in your Capital
    ships on Evasive tactics.  When they open fire on the
    Mothership, it will turn to ram your big ships.  But
    if you have plenty of stolen and built Ion firepower,
    it shouldnít get one.  When you destroy it, you have
    all the time in the world to harvest this regionís
    rich resource deposits.  It takes a while, but is well
    worth the wait.  When I finished this mission, I had
    over 10000 resource units.  That may not sound like a
    lot, but in the single player mode, it is.  You may
    have noticed some Fuel Pods on the way to the
    Mothership, capture these while harvesting.  You canít
    refuel at these, but they can be retired for 1000 Ruís
    Mission 9:The Sea of Lost Souls
    This is the most boring mission I played.  When you
    first jump in, Fleet Command says there is an anomaly
    in the area.  Send a probe to investigate.  You may
    have to send two, as the first might not pick up what
    waits in the anomaly.  When the probe does pick up,
    intelligence will state that the ships ďescortingĒ the
    alien ship are active.  They recommend you destroy the
    alien ship.  But, you canít do it with Capital ships;
    they will be taken over by the control field
    surrounding the alien ship.  The only ships that
    arenít affected are Strike Craft.  So, start building
    Attack Bombers, at least 30 or so.  Also build about
    15 Scouts to distract the ultimate fighter killer
    taken over by the alien ship, a Missile Destroyer. The
    Scouts are able to dodge its missiles long enough for
    your Attack Bombers to do some significant damage. 
    But, even though this rarely happens, the Scouts
    actually survive long enough to some significant
    damage to the Missile Destroyer. If this ever happen,
    pull the Scouts out of there.  Send them toward the
    alien ship until you can see it.  Now put the Scouts
    on Evasive tactics and send them toward the ghost ship
    along with any other fighters you have (Interceptors,
    Defenders, Attack Bombers).  The Missile Destroyer and
    the alienís shipís escorts will turn to attack the
    Scouts, but most fire will miss them.  Now, send in
    your Attack Bombers, Defenders, and Interceptors to
    attack the ghost ship.  They should be on Normal
    tactics.  The Scouts will distract the Missile
    Destroyer but the other ships will start targeting the
    other fighters.  You can put the Interceptors and
    Attack Bombers in a formation, but this will hamper
    their mobility, so it isnít advised.  Have them attack
    the alien ship and only the alien ship.  You get the
    ships protecting the alien ship once the control field
    is down, including the Missile Destroyer.  After a
    bit, intelligence will point out that your weapons are
    having a minimal effect on the ship but each strike
    causes a tiny flux in the control field.  This is
    practically a halfway point.  Hopefully, at least some
    Scouts are still distracting the Missile Destroyer. 
    When the control field is finally down, you get all
    the ships in the control field.  You can also build
    your own Missile Destroyers once you capture the enemy
    one.  Now you have to send a Salvage Corvette to
    examine the alien craft.  Send it now.  When it
    returns, the Bentusi show up again.  They offer you
    Super-Capital Chassis in exchange for the information
    of the alien ship.  Thatís easy taking!  You will not
    have to spend resources buying this tech and the alien
    ship also allows you to research Gravity Well tech. 
    The Bentusi also promise to bring your case before the
    Galactic Council.  Their final words, ďReach your
    homeworld.  Establish your claim.  We will summon the
    council.Ē  They also say even the Taidann answer to
    the council.  Now, start harvesting.  There may not
    seen like a lot of resources here, but there are.  It
    takes a long time, but it is definitely worth it.  If
    you can (you should be able to) build an even number
    of Destroyers and Missile Destroyers (3 in each ship
    group) to add to what should already be a powerful
    fleet made up of mostly captured ships.  If you want
    to have some fun, you can go attack the alien ship. 
    Donít worry about being caught in the control field as
    it is disabled.  You canít destroy the ship either,
    but it is so cool watching the Ion Cannons blaze and
    the missiles explode and the cannons fire.  A
    spectacular display of firepower.  Jump to the next
    mission when harvesting and research is complete.
    Mission 10:Super Nova Research Station
    When you jump in, you will notice the supernova in the
    background flaring very brightly.  First send your
    collectors and controller(s) to the group of asteroids
    on the right of the Mothership.  When they leave the
    dust surrounding the Mothership, they begin to get
    hurt because of the radiation.  Donít worry; they
    wonít get destroyed on the way to the asteroids.  But
    your expensive Capital ships can also be hurt and the
    beating they are going to take in this level will just
    add to it.  Donít bother telling them to harvest you
    can do that later.  First, array a combination of Ion
    Cannon Frigates, Destroyers, Missile Destroyers, and
    Multi-Beam Frigates in a single wall formation. 
    Second, research Proximity Sensor tech.  Also wait for
    intelligence to tell you can research Minelayer Tech. 
    Iíve seen in other strategy guides that you should
    take the mostly unguarded routes to the station, but
    it was way to hard to stay in the dust.  It is easier
    to stay in the dust in the heavily guarded route
    because the red dots on the Sensor Manager act as
    beacons to tell you where to go next.  When you
    arranged your ships, send them to the first red dot in
    the dust paths.  You will encounter some Interceptors
    and Heavy Corvettes.  These are easily handled by your
    Missile Destroyers.  The next red dot turns out to a
    wall of mines with a Minelayer Corvette.  ďForce
    AttackĒ the mines to get them out of the way then
    attack the minelayer.  Proceed to find several more
    minefields and another minelayer.  After this, you
    will face a challenge.  Not a big one, but the ships
    that face you will pose a significant threat.  The
    next opposition along the dust field is two Destroyers
    and a Heavy Cruiser.  Before attacking, bring in the
    Support Frigate you captured way back in Mission 5 to
    heal any ships that are damaged.  Now move you wall
    forward slowly, until the Destroyers start to come
    after you.  If you timed it right, only the Destroyers
    will approach you and not the heavy Cruiser.  This
    makes things much easier.  Remember to concentrate
    fire on one ship and only fire when they are in range.
     When the two Destroyers are gone, heal your ships
    again and head toward the Heavy Cruiser.  If the Heavy
    Cruiser approaches along with the Destroyers, try to
    hit a Destroyer as hard as you can, destroying it if
    possible.  Then fire on the Heavy Cruiser until it is
    destroyed, then hit the remaining Destroyer.  Now itís
    a steady ďdownhillĒ trek to the research station
    through the radiation.  Remember to heal any ships
    damaged before going down.  Now head straight toward
    the station.  As you near the station, you will see
    two Assault Frigates.  Ignore them for now and go
    straight past them.  Once you see a Carrier, fire on
    it with all you got.  Intelligence will warn you that
    if it escapes it will alert the Taidann fleet to you
    and then you lose the mission!  When it is gone,
    destroy the entire fleet surrounding the station. 
    They are all Ion Frigates and Assault Frigates.  Also
    watch out for two groups of five Assault Frigates
    returning to protect the station.  Save the fighters
    for last.  When every single enemy ship is gone, fire
    on the research station.  When it is destroyed, move
    your ships so they are no longer being hurt by
    radiation and just leave them there for now.  Now
    start harvesting the two large clumps of asteroids to
    the left and right of the Mothership.  While
    harvesting, build three small groups of Scouts (5 in
    each) and name them Group 1, 2 and 3.  They will be
    needed once the next mission starts.  Also build
    Salvage Corvettes until you have 14 -18.  The next
    mission holds a good prize, but takes a lot of Salvage
    Corvettes.  Make the jump when everything is
    Grinnz TeamRocket says:
    In mission 10, Super Nova Research Station, the
    radiation prevents you from harvesting all the
    resources without your collector(s) blowing up. Well,
    here is a strategy to get around it, if you captured a
    Carrier or have enough spare RUs for one. After
    blowing up EVERYTHING, meaning there is not one single
    red dot left on the map, then build a single Repair
    corvette. Trust me, a Support Frigate won't work.
    Then, go to the Launch Manager and click "Remain
    Docked", and tell the corvette to dock with the
    Carrier. Then, tell the Carrier to guard a single
    harvester (if you have two and they go separate ways,
    you end up with a slight problem). Then start
    harvesting. Here's how it works: The Carrier can take
    care of itself, but just in case, when you get to a
    safe place, stop the harvester and launch the Repair
    Corvette to make repairs. Then dock it again, and tell
    the harvester to dock as well, since the Carrier will
    repair it. Then harvest some more. There will come
    some times when your harvester will cross long
    distances; if it does this, monitor it's health
    closely. If it turns yellow, immediately dock it for
    repairs, and then continue toward the resources. This
    may take a while, but it saves you the RUs of having
    to build more collectors, especially if you already
    captured that Carrier.
    I agree with following the heavily guarded route, I
    sent a couple of Repair Corvettes along plus some
    Salvage Corvettes.  Instead of destroying the Heavy
    Cruiser, I captured it and waited for the Salvage
    Corvettes to return to the halfway point along the
    trail. I left them here knowing that the carrier would
    come by unescorted when I began my attack on the
    station.  You guessed it.  I also captured it.
    Mission 11: Tenhauser Gate
    This is a simple shoot emí up.  Taidann forces are
    attacking the Bentusi with three Destroyers, a Heavy
    Cruiser, four Ion Cannon Frigates, and an Assault
    Frigate.  Take your small Scout groups and have each
    group of five Scouts to attack the Heavy Cruiser, one
    of the Destroyers, and one of the Ion Cannon Frigates.
     If you attack one of them, the whole group will fire
    on you.  Donít worry about the Assault Frigate; it
    will protect the rest of its ships.  Now array your
    Capital ships.  Have them destroy any of the ships
    that are still close to the Bentusi ships except for
    the Heavy Cruiser.  If any were drawn away, leave them
    alone for now.  Now send your Salvage Corvettes after
    the Heavy Cruiser.  The Cruiser will instantly turn to
    fire on the approaching corvettes.  Hopefully, it will
    fire on the ones that are waiting in a line so the
    ones actually going to capture the Cruiser wonít have
    those Ion Cannons to worry about.  When you capture
    the Heavy Cruiser, check to see if any Destroyers or
    Ion Cannon Frigates have been drawn away from the
    Bentusi ship and capture them too.  When all ships are
    destroyed or captured the Bentusi will reveal how you
    were exiled from your homeworld.  When that is over,
    enter the Launch Manager and click the Remain Docked
    button.  Youíll see why in the next mission.  Then
    build up your Salvage Corvettes again so you have
    14-18 again.  Jump to the next mission after that.
    Mission 12: Galactic Core
    This mission starts out fast.  When you get out of
    hyperspace you will probably notice that three Gravity
    Well Generators with three Support Frigates each
    surround you.  If you didnít click Remain Docked
    button in the Launch Manager, the Missile Destroyer
    and Assault Frigates approaching your Mothership will
    destroy some or most of your Strike Craft.  But your
    Capital ships should make short work of these first
    ships.  Strangely though, Salvage Corvettes donít
    count as Strike Craft.  In other words, FREE SUPPORT
    FRIGATES!  Manually launch you Salvage Corvettes and
    put your fleet on Evasive tactics so they donít
    destroy the Support Frigates or Grav Well Generators
    (if you destroy the Grav Wells, the Support Frigates
    retreat).  You should have about 14 Salvage Corvettes
    so you should be able to capture all but two Support
    Frigates at once.  Once you capture all the Support
    Frigates you can, destroy the Grav Wells.  Now build a
    few Proximity Sensors and send them a couple thousand
    meters in front of the Capital ships on the left side
    of the Mothership.  These are to detect the soon
    approaching cloaked Ion Cannon Frigates.  When you
    destroy the Ion Frigates get ready for some major
    battling.  Look at the Sensor Manager, see those red
    dots on the sensors, those are two massive Carrier
    groups.  Move your entire group into the field
    (excluding Support Frigates).  Leave the fighters at
    home to protect the Mothership.  Move quickly into the
    field toward the closest red dot.  This could be a
    Carrier group or just a Resource Collector, destroy it
    if is a collector.  The Carrier groups tend to stick
    to the center of the field, so it is probably a
    collector.  When you see a Carrier group, destroy the
    defense fleet first.  This is usually 4-6 Ion Frigates
    and a hell of a lot of fighters.  Destroy the Carrier
    after all defenses is wiped out.  Then go for the next
    one.  Destroy it in the same way.  Then hurry back
    home.  If you look at the sensors, you will notice
    another red dot moving all over the map.  This is the
    Taidannís main attack group, which includes a Heavy
    Cruiser, five Ion Cannon Frigates, and lots of
    Defenders.  This doesnít sound like much but it can
    easily destroy the Mothership if it is undefended.  If
    you hurried in the field you will usually have lots of
    time before the Heavy Cruiser even gets close to the
    Mothership.  Sometimes even, the Heavy Cruiser never
    approaches the Mothership.  This doesnít happen often,
    but it does give you an advantage, as the Defenders
    will run out of fuel and be unable to follow.  The
    only problem of this is after you destroy the Heavy
    Cruiser.  This triggers an event that you need to be
    close to the Mothership for.  Anyways, when you
    destroy the cruiser a heavily damaged Elite Guard
    Destroyer comes out of Hyperspace near you Mothership,
    being piloted by a Captain Elson who wishes to defect
    to the Kushan.  In other words, he wants to join you. 
    Eight Interceptors, two Assault Frigates, and two Ion
    Frigates are pursuing them.  The Destroyer can survive
    for a bit longer.  But unless you help the crippled
    Destroyer, it will be destroyed.  When you have
    destroyed everything, and I mean everything, have your
    collectors start to harvest.  Also capture any Support
    Frigates that escaped your Salvage Corvettes and any
    enemy collectors that are just sitting around.  The
    captain will tell you of an abandoned communications
    array in a ship graveyard that he can use to signal
    the rest of his rebel fleet.  Then make the jump to
    the next region.  You donít really have time to
    research the two techs in this level during the
    fighting, as one thing usually leads to the next.  So
    research the Cloaked Fighter and Cloak Generator techs
    before jumping to the next mission.
    Mission 13: The Karos Graveyard
    You come out of hyperspace on the edge of the
    graveyard.  Fleet Intelligence will give you the
    location of the communication array.  It is at the
    opposite end of yard.  Send a probe through the
    graveyard straight at the array.  When it is in the
    yard, auto-guns will start firing at it.  These guns
    are stationary, but quite deadly to slow moving
    Capital ships.  But the biggest threat to your Capital
    ships is the Junkyard Dog (thatís what the game calls
    it, Iím not making it up).  This small but souped up
    version of a Salvage Corvette can capture any ship. 
    This, plus the fact that it is practically invincible,
    makes it very deadly.  When this guard does capture a
    ship, it will drag it off to a nearby hyperspace gate
    and send it through, never to be seen again.  Then it
    will come back for another ship.  Donít worry about
    ships being captured when near the Mothership, the
    dogís range is completely limited to the junkyard
    (although it will follow ships out of the yard to
    capture them).  There are a high number of Proximity
    Sensors in the yard, so cloaking is not an option. 
    The only way to bypass this major threat is to take
    the roundabout way around the junkyard.  Take some
    Missile Destroyers (3-4) and build about 15 Scouts or
    Light Corvettes.  Both have advantages.  The Scout has
    greater speed so it can avoid the fire of the
    auto-guns better, but the Light Corvette has better
    armor so it can sustain more hits.  Which ever you
    build, tell them to guard the Missile Destroyers and
    send the Missile Destroyers to the very top or bottom
    of the map.  While doing this, start researching Heavy
    Guns tech.  When they get there, send them across the
    map to the point right below the communications array.
     When they get there, send them up to about 10 km from
    the bottom (or top) of the junkyard.  When the
    Junkyard Dog, the moving red blip on the sensors,
    nears the front of the yard (near the Mothership),
    send the Missile Destroyers up (or down) to the
    communications array.  When you near it, auto-guns
    will open fire.  Take these out with your Missile
    Destroyers.  But this will alert the dog to your
    trespassing.  It will take one of those hyperspace
    gates to get to you quickly, and then go for one of
    the Missile Destroyers.  When you get to a suitable
    distance from the communications array, select your
    Scouts and then click the array.  The Scouts will now
    dock with the array.  Continue taking out auto-guns. 
    By this time, one of your Missile Destroyers will have
    been captured and has been or is in the process of
    being dragged off.  One of the Scouts should be able
    to dock with the array.  When this happens, Captain
    Elson will communicate with his rebel group then
    hyperspace out of there.  Now, quickly select the
    hyperspace jump button and select Quick Docking.  This
    will get any ships left in the junkyard out before
    being destroyed or captured.
    Grinnz TeamRocket Says:
    As soon as you are able to finish Cloak Generator
    research, build 3 Cloak Generators and get them to
    guard one of your Destroyers in Broad formation. Then,
    make one of the generators cloak and make the
    destroyer move directly through the yard.  Watch your
    Destroyer, and if you notice any Proximity Sensors
    (the only "Non-Combat Ships", if you're using the
    Tactical Overlay with Caps Lock), get your Destroyer
    to target them. It has to decloak to attack it, and
    some auto-guns may open fire, but the sensor will be
    gone with two Ion Beams, and you are free from fire
    again. Continue toward the station this way. Also
    monitor your Cloak Generators. If one of their
    energies starts to get really low, activate the second
    one. That way, when the first runs out, the ships will
    still be cloaked. Eventually, you will reach the
    station. There are several Proximity Sensors, make
    sure you destroy all of them. Then, move the Destroyer
    and generators to the very top of the map, out of the
    graveyard.  Then, build a single Cloaked Fighter and
    cloak it, then tell it to go straight to the station.
    Monitor it too; if you see any Proximity Sensors that
    the Destroyer missed, quickly move it away from them. 
    Finally when you reach the station, dock, then when
    Elson stops talking, hyperspace and use Quick Docking.
     This strategy would be most useful if you have
    plentiful extra resources to build the extra Cloak
    Generators and Cloaked Fighter.
    I found that dealing with the Junkyard Dog when you
    first arrive is a good idea.  What I did was move my
    (stolen) Heavy Cruiser along with a few Ion Cannon
    Frigates to the yard entrance (aprox. 30 km or
    stopping as soon as you can see the enemy tactical
    signatures in caps lock mode) and used my Resource
    Controller as bait; when the dog came in range, I
    engaged the Gravwell and caught him. The field lasted
    long enough for the capital ships to make short work
    of him. I was then free to use the Heavy Cruiser in
    clearing a path to the objective.
    _D_roller_ Adds:
    As soon as the mission starts build a Grav-Well and
    get your battle 
    group in a wall.  Tell the Grav-Well and your battle
    group to move towards the graveyard.  Alert the
    Junkyard dog.  When he approaches, activate the
    Grav-Well.  Attack the Junkyard dog with all you got. 
    Since he relies on speed so much, he will be lunch for
    your battle group.
    Oyster Says:
    Once you're able to build a Heavy Cruiser, this will
    be able to "take outĒ that little, annoying enemy
    Salvage Corvette by itself. You'll have to let it
    steal a few of your cheaper ships first, but I've
    noticed that you sometimes can get one or two back
    that it spits back out of the Hyperspace Gate. Once it
    has stolen a couple of ships, I've noticed that you
    will eventually find it turning in the first gate to
    the left center of the yard. Once it is sitting there
    turning (all PROUD of itself for making all those
    captures, I'm sure!).  You can send in a Cruiser and a
    few support ships (Missile Destroyers seem to work
    best) and nail the thing sitting there spinning in its
    Hyperspace Gate.  It will take a lot of volleys even
    from your Cruiser to nail it, but you'll eventually
    get it.  This will allow plenty of time for the rest
    of your ships to do what they need to do.   Collectors
    CAN get to the first batch of resources to the right
    of the yard by being supported by a Cloak Generator. 
    When cloaked, the little enemy Salvager doesn't come
    out to get it either, which it will immediately do
    when you're trying to harvest resources.
    Mission 14: Bridge of Sighs
    Before I get started, let me point out that this will
    be a very long mission, even if you do it completely
    properly.  You start on the outskirts of a Taidann
    defense perimeter guarding a hyperspace inhibitor
    preventing you from entering the Hiigara system using
    a hyperspace jump.  The task in this area is to
    destroy the hyperspace inhibitor then get out of there
    A.S.A.P.  This is easier said then done.  One look at
    the sensor manager reveals a huge sphere of Taidann
    ships.  These are Ion Frigates to be exact, and they
    seem a bit more powerful then normal.  On the inside
    of the sphere are some rather potent defenses by
    themselves.  This includes three cloaked Destroyers,
    tons of fighters, a Heavy Cruiser, and a Carrier.  You
    should already have a huge fleet by now, and you will
    need almost every single ship.  But donít just charge
    in right now.  This is a chance to bulk up your fleet
    even more.  Before you do anything though, build some
    Heavy Cruisers to go with any you might have right
    now.  Then assign groups to your Salvage Corvettes in
    twos.  You should have some Proximity Sensors by now
    (you used them in mission 12), so select one and send
    it toward the part of the sphere right in front of
    your Mothership.  When it is close enough, the Ion
    Frigates will start to home in on the sensor.  When
    they get within a couple thousand meters of the
    sensor, turn it around and head back for the
    Mothership.  But donít go too far in front of the
    frigates.  If you do they will stop following the
    sensor.  Just continue stopping and starting.  Do this
    until you are close enough to the Mothership that you
    can see it.  Now select your Salvage Corvettes (using
    the group numbers) and tell each group to capture a
    frigate.  If you brought to many frigates along with
    the sensor, select some of the Scouts or Light
    Corvettes from the last mission as well to run decoy
    for your salvagers.  When you capture this batch of
    frigates, there should be a small hole in the
    defensive sphere.  After completely salvaging the
    frigates (they have come out of the Mothership and are
    under your control), send the sensor back for some
    more ships.  Repeat this until there is a large enough
    hole for your battle fleet to slip through without
    alerting the rest of the sphere, until you attack the
    inhibitor that is.  Take your entire battle fleet;
    except for fighters, corvettes, and Support Frigates,
    forward through the hole you have created.  And make
    sure you take at least 2 Proximity Sensors; there are
    some cloaked ships in there.  If you alert any other
    Ion Frigates, kill them before continuing.  When you
    reach the inhibitor, attack each one of the spinning
    sections.  If you get attacked by any of the ships
    inside the sphere, kill them then fire on the
    inhibitor again.  When it is completely destroyed (all
    the sections are gone), jump to hyperspace and use
    Quick Docking.
    I found this level to be easiest with a good amount of
    Cloaked Fighters.  I used them to destroy the three
    gates without having to destroy the ships guarding
    them.  When done, I used the Salvage Corvettes to
    capture the two Destroyers, two Support Frigates and
    one Missile Destroyer per gate (this task took the
    longest with the two farthest gates).  I also used the
    Cloaked Fighters to destroy the array.  Many people
    would just hyperspace when this is done but I actually
    took two days to capture over 100 Ion Cannon Frigates.
     I sent teams of salvage corvettes to capture two
    frigates at a time.  To avoid being caught, I used
    cloak generators on the approach and this allowed me
    to position up to three salvage teams before the five
    minute cloak limit is up.
    Mission 15: Chapel Perilous
    This is the second hardest mission in the entire game.
     When you jump in, select every ship of your battle
    fleet and go into the sensor manager.  Move them
    toward the red dot in the manager (the one between all
    the others).  Fleet Intelligence will soon point out
    that this is an object that will collide with the
    Mothership and must be destroyed.  When going to it,
    donít let the smaller ships get ahead of your bigger
    ships (Heavy Cruisers, Missile Destroyers, or
    Destroyers).  When you reach the object, you will see
    that it has a rather good escort of Destroyers and
    tons of Assault Frigates.  Forget about the though. 
    Fire on the object using Evasive Tactics.  I canít
    stress using Evasive tactics enough.  If this thing
    can wipe out a Mothership in a single blow, guess what
    it can do to your fleet.  Now, this is where the last
    hint in the General Hints section comes into play. 
    This is the only mission I have had to restart on
    because the damn rock kept ramming my ships.  You must
    end this level with as many ships as possible.  You
    are on the verge of penetrating the Hiigara solar
    system, and the Taidann will throw everything they
    have at you.  Before leaving, assign a group number to
    your Support Frigates (and Repair Corvettes if you
    have any) and another to your battle fleet.  When the
    object is destroyed, jump to hyperspace using quick
    Mission 16:Hiigara
    This is the last mission.  But trust me, it isnít
    easy.  Between missions in the cinematic, you lose
    Fleet Command.  She will no longer be able to run the
    Mothership.  When you jump in, you are almost
    instantly under threat.  Before you do anything,
    assign your Support Frigates to heal the Mothership. 
    When the Taidann start firing, its health will drain
    rapidly.  Send your collectors out along with the
    controllers to harvest.  Then the first attack wave
    hits with a bang.  A Heavy Cruiser, 2 Missile
    Destroyers, 2 Destroyers, 5 Ion Frigates, and 5
    Assault Frigates.  Take out the Heavy Cruiser first,
    and then destroy the rest, remembering to concentrate
    your fire on a single ship at a time.  During this, 5
    Ion Cannon Frigates approach from below your
    Mothership and Attack Bombers approach from above. 
    When you have taken out the main Taidann Fleet, kill
    the Ion Frigates.  The Attack Bomber do only one pass
    at the Mothership then they break off.  Do not engage
    them.  After winning this battle, finish healing the
    Mothership then heal your fleet.  Soon, another fleet
    emerges from hyperspace behind and above your
    Mothership.  This force includes everything from the
    first attack except for one more Destroyer and no
    Missile Destroyers.  They will take a while to get to
    the Mothership though.  However, another fleet appears
    just in front of your Mothership.  This is the same
    kind of fleet from the first attack.  Destroy them in
    the same way.  If you are quick, you should be able to
    kill all of them before the fleet behind your
    Mothership gets there.  When you win, you will have a
    bit of time to heal and rebuild, but not much.  If you
    paid attention to Fleet Intelligence, you would notice
    another fleet approaching from behind and below your
    Mothership.  The fleet includes a Heavy Cruiser, 9 Ion
    Frigates, and 9 Assault Frigates.  Just as they reach
    you though, intelligence reports another fleet jumping
    in just on top of you and says, ďWe are being
    overwhelmed.Ē  Wait a tick, thatís a Taidann fleet,
    but its Captain Elson!  And he brings some help.  He
    jumps in with his Elite Guard Destroyer, some Ion
    Frigates, Assault Frigates, and Missile Destroyers. 
    He gives you command of his Assault Frigates and
    Missile Destroyers, but assign them to go with the
    captain.  He will need help.  Finish the other Taidann
    Fleet with your own fleet then hurry after Elson with
    everything you have got.  If it has a gun, use it. 
    Elson will approach a Carrier, but this Carrier is
    loaded with fighters.  The will kamikaze into his
    Destroyer.  If you have the ships he gave you command
    of with him, they wonít do too much damage.  When you
    destroy the Carrier, he heads for the prize, the
    Taidann Mothership.  Go for it with everything youíve
    got.  Before you get there, however, you have to go
    through 3 Heavy Cruisers, each with Support Frigates
    healing them.  Concentrate on one at a time then carry
    on when they are destroyed.  Ignore the Support
    Frigates.  But Mothership is loaded with fighters
    ready to die for their cause, along with two Missile
    Destroyers.  Some of your ships should have caught up
    to Elson by now (they should have by the cruisers), so
    level every gun on the Mothership.  If you have any
    fighters, kamikaze them if you want.  If you are like
    me however, I think the pilots of those fighters have
    gone through enough to be able to see their homeworld.
     When the Mothership is destroyed, you win and the
    Bentusi come along again, with the Galactic Council,
    and say ďThis war is over.Ē
    Note: This first section is done by readers.  I will
    do the second section.
    Build Carriers ASAP because:
    a)	Your Carriers take over if your Mothership dies
    b)	Its great fun to go to a huge resource pocket,
    drain it dry, get a huge amount of Ion Frigates and
    strike craft and: 
    c)	Finally, hyper jump to the enemy.
    For some reason, other people forget to guard their
    resourcers, no matter how many times theyíre
    destroyed.  Guard yours with about 1 Assault Frigate
    and several fighters.
    Drone Frigates are good for escort cause they tear up
    all fighters, or at least confuse them.
    When you get ready to attack, make sure you have a
    good amount of bombers.  Send them out first and use
    them to target any Capital ships that are a bit away
    from the enemy Mothership. Attack Bombers in groups of
    20 are death on single Capital ship, but other
    fighters eat them for breakfast.
    The Mothership can hyperjump, but itís expensive. 
    After being 10 minutes into the game, try to always
    have 3000 spare Rus so you can if attacked.
    Build a lot of Resource Collectors because they make
    up the resources spent on them in 1 load.
    Start with Resource Controllers to allow collectors to
    drop-off resources, and then switch to Carriers as
    soon as you can.
    Bring everything you have to assault your opponentís
    If your opponent has laid down walls of mines around
    their Mothership, hyperspace in to avoid coming at
    them from the front.
    Send probes to your opponentís Mothership periodically
    to check on his/her forces.
    Attack your opponentís collectors with Attack Bombers
    or Interceptors if he/she has left them unguarded.
    Most opponents forget that you can attack from the
    bottom and top as well as the front, back, and sides. 
    Attacking from the top can allow a few hits before
    your opponent can mobilize his/her forces.
    Donít get drawn into several drawn out battles that
    are spread out.  This forces you to spread out your
    own forces.
    If you can afford it, occasionally send small groups
    of Attack Bombers, Heavy Corvettes, Ion Frigates, or
    maybe even a few Destroyers to attack the forces
    around your opponentís Mothership.  Attack the biggest
    ship there that you can destroy before you get
    destroyed.  If you donít want to lose your Capital
    ships, send them in normally on their own power then,
    when their health gets low, jump them out of there. 
    This forces your opponent to keep on their toes.
    I would like to thank my two brothers for allowing me
    the time I need to do this strategy guide and Sierra
    and Relic (whose home office is based where I live)
    for making the game that changed the RTS world from
    which no one will ever match.
    Grinnz TeamRocket for his The Great Wastelands
    strategy, his Super Nova Research Station strategy,
    and his Karos Graveyard strategy.
    beaves13 for his Burst Shot info.
    Jturner849 for the first section in Multiplayer
    endrick for his Mission 2, 3, and 4 strategy.
    Kevin W. Shepardson for his addition to General Hints.
    _D_roller_ for the Karos Graveyard strategy.
    Oyster for the Karos Graveyard strategy.
    If you have any suggestions for this strategy guide,
    things I should add, different routes around different
    problems, spelling and grammar mistakes, if it is
    something that bugs you, feel free to e-mail me at
    t_bone_567@yahoo.com.   Anything that helps other
    players in this game is welcome.

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