_   _ _____ __   __ _____ _      _ _____ ____  _     ____       ____
| | | |  _  |  `v'  | ____| |    | |  _  |  _ \| |   |  _ \     |__  \
| |_| | | | | |\ /| | |_  | | /\ | | | | | |_) | |   | | \ |       | |
|  _  | | | | | V | |  _| | |/  \| | | | |    /| |   | |  ||      / /
| | | | |_| | |   | | |___|   /\   | |_| | |\ \| |___| |_/ |     / /__
|_|_|_|_____|_|___|_|_____|__/  \__|_____|_|_|_|_____|____/_____|_____|
/_________YOU RECLAIMED YOUR HOME. NOW RECLAIM YOUR DESTINY...________\
\____________________________    _____________________________________/
                                    \  /
                             \/

         10          20            30    40        50        60        70
12345678901234567890123456789012345678901234567890123456789012345678901

               Save to your Hard Drive and Open with WordPad.
If you open this with internet explorer or notepad I cannot guarantee
                                       your results.
_______________________________________________________________________

- - - - - - - - -  ~ Strategy Guide and Walkthrough ~ - - - - - - - - -
- - - - - - - - - - - - - - - - ~ v0.925~ - - - - - - - - - - - - - - -
- - - - - - - - - - - - - - - ~ For v1.1 ~  - - - - - - - - - - - - - -
_______________________________________________________________________

Note: This is a Strategy Guide which also contains a Walkthrough. This
is not s simple 'FAQ' as this document only has about 6 questions in
it in total.

Creator:        MouseNo4 - Lindsay Butler

Contact details:
Email   [email protected]
ICQ             65495929
MSN             [email protected]
AIM             MouseNo4
YahooID         MouseNo4

(All trademarks and copyrights contained in this document are owned
by their respective trademark and copyright holders)

#####################################################################
!!!!!IMPORTANT NOTE: If anyone has been given permission to host this
FAQ and has not been mentioned in the relevant section of this FAQ,
PLEASE email me ASAP!!!! I will add it right there and then. I
sincerely apologise for that.
-
If you are NOT listed on the black list, and wish to host this FAQ,
then by all means send me an email ASAP and I will immediately
begin the respectability test and hopefully will give you a reply
within 24 hours.
#####################################################################

FIRST NOTE: This is a work in progress. Not all sections are complete
yet. The last of the TBC's will disappear in the next 2 updates. If
there are any discrepancies in any part due to a new patch, please send
me a mail and I will fix it.

Current Sites with permission to host this guide:
  GameFAQ's                     http://www.gamefaqs.com
  Action Trip                   http://www.actiontrip.com
  IGN FAQ's                     http://faqs.ign.com (unfortunately)
  Cheats.DE                     http://www.cheats.de
  NeoSeeker                     http://www.neoseeker.com

If this guide is hosted on a site other than the ones above please
email me with the link to it so I can take action to fix it.

This may not be reproduced under any circumstances except for personal,
private use. It may not be placed on any web site, magazine cover CD
or otherwise distributed digitally or in hard copy publicly without
advance written permission. Use of this guide on any OTHER web site or
as part of any public display is strictly prohibited, and a violation
of copyright.
_______________________________________________________________________

- - - - - - - - - - - ~ -!- Table of contents ~ - - - - - - - - - - - -
_______________________________________________________________________

(To go directly to a specific section, in Notepad or WordPad, hold
down CTRL and press the F key. Then type in the section number eg.
“-VI-A-” Press OK and your there! Oh and BTW I, II and III etc are
roman numerals if you didnt realise)

-I- Introduction
               - Greetz.
-II- Reason For This FAQ
               - Personal reason for making this document.
-III- Revisions
               - A listing of the revisions to this document.
-IV- Abbreviations And Terms
               - Like D, BC, vettes and wing etc.
-V- Problems, Corrections And Submissions
               - For any spelling or other errors as well as any
               submission you wish to make.
-VI- Story and Relationships Of HW, HW:C + HW2*
               - Story so far on the Homeworld series and their
               relationship to each other.
       -VI-|- Relations Guide
               - A detailed guide which compares the three versions of
               Homeworld. Graciously provided by Seb Haque.
       -VI-||- Homeworld Storyline.
               -VI-A- Pre-Homeworld*
                       - The backstory before the game Homeworld.
               -VI-B- Homeworld*
                       - The storyline of Homeworld.
               -VI-C- Homeworld: Cataclysm*
                       - The Storyline of Homeworld: Cataclysm.
               -VI-D- Homeworld 2*
                       - The storyline of Homeworld 2.
-VII- Ship Details*
               - Details about the individual ships.
       -VII-A- Ship Stats*
               - The basic and boring statistics of each ship
               -VII-|- Hiigaran
                       - Hiigaran ships in detail.
               -VII-||- Vaygr*
                       - Vaygr ships in detail.
       -VII-B- Research
               - Details the effects of various upgrades.
       -VII-C- Single Player Campaign Tech Tree*
               - Explains when and how you get certain units/research
               upgrades in the campaign.
       -VII-D- Facilities And Modules*
               - Information fOR the various facilities and modules to
               be built
-IIX- Tactics*
               - Tactics section describing tactics for each ship
               type. Note: Hiigaran will be present here only, but
               Vaygr will come much later. Prolly around the ~v0.95
               onwards.
       -IIX-A- Fighter Class tactics*
               - Scouts, ints, assault craft, lance's, bombers etc.
       -IIX-B- Corvette Class Tactics*
               - All Vettes, minelayers and movers etc.
       -IIX-C- Platform Class Tactics*
               - Ion, gun, hypergates and HM plats.
       -IIX-D- Frigate Class Tactics*
               - Ion, flak, HMF, assault, infs, torp and marine frigs.
       -IIX-E- Capital Ship Class Tactics*
               - Destroyer and carrier.
       -IIX-F- Super Capital Ship Class Tactics*
               - BC and DN.
       -IIX-G- Utility Class Tactics*
               - Collectors, refineries etc.
       -IIX-H- Mothership Class Tactics*
               - Pride of Hiigara, Flagship and the SaJuuk.
-IX- Strike Groups/Formations*
               - Strike groups explained and manual formations.
-X- Mission Walkthrough
               - Complete mission walkthrough with every level
               covered.
-XI- Build Times*
               - When you can exploit the triggers to force give you
               time to build/harvest/research before the mission ends.
               Note: This is not the construction times of units as
               this is pretty much useless information of which will
               not be in my guide.
-XII- Multiplayer Tactics*
               - Submission for this section are welcome as I wont be
               doing it. However they must be realistic in details.
-XIIV- FAQ
               - Yes, an FAQ!
-XIV- Copyright Notice And Disclaimer
               - All the legal crap you have to put in this kinda
               thing.
-XV- Credits
               - Credits and thankyou's to those that helped this FAQ.
-XVI- Final Thoughts
               - Last words on life and the meaning of it (the FAQ
               actually). For every version update, check here for
               info about the FAQ and its progress.
       -XVI-A- Cheats
               - For the dishonest or the frustrated to have a little
               help.
       -XVI-B- Ramblings
               - Homeworld 2 thoughts (ignore on sight!)

* - Not complete

_______________________________________________________________________

~ -I- Introduction ~
_______________________________________________________________________

Hey there! If your reading this your either after a walkthrough or just
some general help regarding the game Homeworld 2. Well as this
starts to take a more complete shape it will become more complete and
more comprehensive. I hope you all like what I suggest and type. After
all this is for the guys who need it and not for the 1337 dudes online.
Enjoy this guide and the game. The first time I played HW2 I got cained
every level and ended up with very little forces and RU. But I got the
hang of it very quickly and found how to exploit triggers and such to
make sure I win and win with as close a full fleet as possible and max
RU.

_______________________________________________________________________

~ -II- Reason for this FAQ ~
_______________________________________________________________________

Well the reason I am writing this (and yes I am still writing this even
as you read it - believe me I am a perfectionist) is because I got sick
of spending five to ten minutes on many forums writing a strat for one
mission where someone needed help, only to have them ignore whatever I
said. This way I write what someone needs and I don't have to repeat it.
Besides I like helping people who appreciate being helped.

Mission statement: To make my FAQ/Guide/Walkthrough as good, as
in-depth and as thorough as the first FAQ that I ever read. The
Unofficial C&C Strategy FAQ written by the great Roger Wong.

_______________________________________________________________________

~ -III- Revisions ~
_______________________________________________________________________

v0.925 081004 - Public Version.
       + Added an alternate strategy to mission 8.
v0.92 0300904 - Public Version.
       + Added small reference to Homeworld: Cataclysm in Homeworld 2
       Story. Thanks for that Stephen Fitzgerald.
       + Added an FAQ and updated sites list.
       + Added an entirely new section - Relations Guide = submitted by
       Seb Haque. Thanks.
       + Added a Cheat section for all you guys/girls who dont want to
       do it the normal and hard way. =)
       + Fixed some typos regarding data on ships.
v0.90   180504 - Public Version.
       + Finished all of the patch updates and alterations.
       + Finished the FAQ section. More please!
       + Started on individual ship tactics. This will take a while.
       + Finished off research section.
       + Pretty much finished the ship stat section. Phew!
       + Begun on the story section.
v0.80   280404 - Public version - This version never made it online.
       + Major update due to the fact that the patch altered many
       things.
       + Revised the overall look to make it look less cheesy.
       + Did a major spell check. Damn there's a lot of typos.
       + Fixed up the section search parameters.
       + Started an overhaul of the walkthrough due to alterations in
       difficulty and unit stats caused by the patch.
v0.69 250304 - No version - Never made it online.
       + Added new sites and misc text.
       + Decided to finally get the update patch and check for
       discrepancies.
v0.68   200304 - Public Version.
       + Added misc text all over the place. Too many to name...
       trust me!
       + Began on mission 9. Damn, how did I miss that?
       + Added a new section - FAQ's. Questions that I have been
       emailed go in here, with an answer, if I have it. Or you
       could submit a second answer or an answer to one that hasn't
       been answered. If you want your name withheld, changed or
       whatever, please notify me.
       + Added all the multiplayer strategies and alternate mission
       strategies that I have been mailed.
v0.65   031003 - Public Version - This version never made it online.
       + Finished off the Hiigaran fleet on section 7.
v0.61   021003 - Public Version.
       + Missed an important part of the guide that cannot be left
       out.
v0.60   011003 - Public Version.
       + Added various stuff all over the place - too many to mention.
       + Added missions 13, 14 and 15.
v0.56   011003 - Public Version - This version never made it online.
       + Added detail to the copyright section. Its getting a joke of
       late. Really I shouldn't have to even include that section.
v0.55   300903 - Public Version.
       + Added mission 11.
       + Added a table to the ship specs area of the ship run through.
       + Added some of section 12.
       + Added most of the Vaygr ships in section 7.
       + Lots of misc changes, additions and alterations. =)
v0.50   290903 - Public version.
       + Added mission 10.
       + Another overhaul of the old 79 character problem. God I am
       really hating it now.
v0.45   290903 - First TRUE public version.
       + Purty much finished a few sections.
       + Added a lot of addition touches to many things.
       + Altered a couple of the missions, among other tweaks.
       + Added mission 8.
v0.40   270903 - Internal version - Made public due to need.
       + Finished construction of section 7.
       + Altered the entire document to txt from rtf. 79 characters
       wide now. Kinda forgot about that. Doh!
v0.30   260903 - Internal version.
       + Added part of 15.
       + Added mission 6 and 7.
       + Begun constructing section 7 and 8.
v0.20   250903 - Internal version.
       + Altered look of FAQ to make it more obvious what section is
       what.
       + Added mission 5.
v0.10   240903 - Internal version - Creation of Guide.
       + Added sections 1-5 and 14-15.
       + Added mission 1-4 and 12 walkthroughs.

       ~o~
_______________________________________________________________________

~ -IV- Abbreviations And Terms ~
_______________________________________________________________________

TBC = To Be Completed
D = Destroyer
BC = Battlecruiser
Frig = Frigate
Vette = Corvette
MS = Mothership
Coll = Resource Collectors
Refineries = Mobile Refineries
Int/Ceptor = Interceptor
Gunvettes = Gunship Corvettes
Pulsars = Pulsar Corvettes
Torp = Torpedo Frigates
Flak = Flak Frigates
Ion = Ion Cannon Frigates
DFF = Defence Field Frigate
Cap/Capfrig = Capture Frigates - Infiltration Frigates/Marine Frigates
Marine = Marine Frigates
SY = Shipyard
Plat = Platforms - Both Ion Platforms and Gun Platforms
Ion Plat = Ion Platforms
Gun Plat = Gun Platforms
Prox = Proximity Sensors
SDP = Sensors Distortion Probe
Assfighter = Assault Fighter
Lancer = Lance Fighter
Missile = Missile Corvette
Laser = Laser Corvette
Comm = Command Corvette
Minelayer = Minelayer Corvette
HMF = Heavy Missile Frigates
Assault = Assault Frigates
Inf = Infiltration Frigates
HM Plat = Heavy Missile Platforms
Hypergate = Hyperspace Gate
PAP = Peiceap--- (you get the idea)
ATM = At the moment
ATI = Advanced Tactical Interface
TO = Tactical Overlay
_______________________________________________________________________

~ -V- Problems, Corrections And Submissions ~
_______________________________________________________________________

If you find an error in my strat, a spelling error or grammar
incorrection please send me an email or an instant message ASAP and I
will immediately rectify it. It means a lot to me to have this as
correct as possible.

Also if you would like to submit any specific mission strats or
anything you feel would be good for this document, please do! I would
love to add them to my strat! You will be quoted and credit will be
given if you give a name with your submission or course. Please send
any submission to my email. They will be appended to the current
version and put online with the next update.

Also I am actively looking for anyone with ANY multiplayer strats as
I am not going to be doing that part. Seeing as how I don't and wont
be playing HW2 online. I aint 1337 like the PSA dudes.
_______________________________________________________________________

~ -VI- Story and Relationships Of HW, HW:C + HW2 ~
_______________________________________________________________________

-----------------------------------------------------------------------
~ -VI-|- Relations Guide ~
-----------------------------------------------------------------------
This section is entirely the work of "Seb Haque" with some editing done
for spelling and grammar etc. Permission has been given for the use of
this body of work to appear in my guide, encompassing the first " to
the second " henceforth. As such any opinions, feelings or 'itches'
found within this section is the view and beleifs of its author and
may not necessarily coincide with my views or opinions.

"_   _                                         _     _
| | | | ___  _ __ ___   _____      _____  _ __| | __| |
| |_| |/ _ \| '_ ` _ \ / _ \ \ /\ / / _ \| '__| |/ _` |
|  _  | (_) | | | | | |  __/\ V  V / (_) | |  | | (_| |
|_| |_|\___/|_| |_| |_|\___| \_/\_/ \___/|_|  |_|\__,_|

..A RELATIONS GUIDE

Homeworld's continuity in the series is pretty well thought out. The
storyline can be a bit weak at times, but overall the continuity is
very well laid out.

,-----------------.
| STORY RELATIONS |
'-----------------'

Homeworld 1 Story
-----------------
Shortly after their relocation to the harsh desert world of Kharak, the
Exiles forgot both their origins and technology. It took them 3,000
years to struggle back to the stars. Having rediscovered hyperspace and
the location of their original planet, all the families of Kharak, or
kiith, united to build a mothership that could take them home. Just as
they prepared to embark, however, the brutal Taiidan Empire took
notice and attacked. Enforcing an ancient decree forbidding the Exiles
from developing hyperspace technology, the emperor had his forces
bathe the planet in fire. Only those already in space survived.

This cruel slaughter appalled dissidents throughout the empire, and the
mothership's heartening retaliation and escape catalyzed a long-overdue
rebellion. Amid wholesale civil war, and with the help of the highly
advanced trader race known as the Bentusi, the Exiles regained their
homeworld, and the emperor and his pirate mercenaries were defeated.

~o~

Homeworld Cataclysm Story
-------------------------
Society on Kharak is organized along loose family associations, many of
which now include hundreds of thousands of members. An extended family
grouping is called a kiith (plural: kiithid), and most antrhopologists
agree it is a social artifact that probably dates back before their
arrival on Kharak itself. Interpretation of ancient legends and
translations of texts found in the ruins of Khar-Toba suggest that
their ancestors journey to this world had been arduous enough to break
down all social structures except the most basic family bonds. When
the power plant at Khar-Toba failed, refugees in all probability fled
in small groups of friends and relatives. Harsh conditions and the
passage of hundreds of years hardened what was originally a practical
system, taking care of your own loved ones first, into a ritualized
system of alliances and loyalties they had come to know as the kiith
system.

A kiith has a loose hierarchy based on one's social position within the
family. Originally this was based primarily on seniority, but as
technology had changed the face of life on Kharak, the kiithid too
had changed, and now family ranking is based more on wealth or
personal influence than simple age. Organization within the kiith
is recursive in nature, and models that of a core family unit. Where
a single family has a primary leader, a secondary and then a group of
dependents, the next level of kiith organization is based on the same
system - there will be a Primary family that makes policy decisions, a
Secondary family that hears disputes and makes recommendations, and a
number of families of lesser power that have sworn allegiance to the
Primary. The Primary family of families for a kiith is called the
kiith'sa.

This structure is not static by any means, and while it is not a
trivial matter, families are free to change their primary allegiances
as they see fit. A family's position within the kiith rises and falls
with the number of people who swear allegiance to them. Although it
is much more rare, from time to time a family will move from one
kiith to another or even feel the need to become their own full kiith.

In ancient times, a kiith'sa could direct the entire kiith to war,
demand that all families dedicate time and finances to special
projects, or even move the kiith to another region. In modern times,
the kiith'sa is a political and financial leader only in that it acts
on the wishes of the entire kiith as established by referenda. The
kiith'sa from all over Kharak meet in the Great Daiamid located in
the capital of Tiir to debate global policy and resolve legal conflicts
between kiithid.

Traditionally, kiithid usually concentrate their power in one or two
disciplines and gather families under their banner by being the best
place to find advancement in a particular field. For example, Kiith
Sjet has been associated with the sciences on Kharak for over a
thousand years, and is known to have the most advanced computer labs
in the world. Bonded couples interested in the field often apply to a
Sjet family associated with such labs. Alliances between kiithid are
also based on mutual interests, and they often lead to closer ties or
complete reorganizations. During the last century, when the
manufacturing families of Kiith Hraal realized that the future was in
orbital systems, they first tried to influence Sa Hraal to begin
investing in aerospace technologies. When this gambit failed, the
entire manufacturing branch of Kiith Hraal broke away and joined with a
relatively small kiith that specialized in space technologies. The new
kiith, LiirHra, has gone on to take the lead in the design and
construction of the Mothership.

In the modern era, the kiithid have slowly had their power transferred
to the individual, but it should be noted that it is still a powerful
means of social identity. Today Kharakian society pursues a single
goal, and our new sense of racial destiny has reminded us that we are
all families of one grand kiith. Unfortunately for the unity of our
people, tradition dies hard, and it takes little stress for any
Kharakian to think of their family first and Kharak second.

~o~

Homeworld 2 Story
-----------------
In Homeworld, the inhabitants of a forsaken planet discovered an
ancient tablet that revealed their true origins and launched them on
a perilous voyage to their ancestral home, the far-distant world of
Hiigara. After building a massive Mothership and taking aboard
thousands of colonists they set forth with high hopes, little
realizing the dangers that awaited in their journey across the galaxy.
After apocalyptic battles and grievous loss of life, they finally
reached Hiigara, the homeworld of their forebears, and reclaimed their
birthright. Homeworld 2 continues the epic struggle of the Hiigarans
and their leader Karan S'jet. Many thought their hardships would end
when they returned to Hiigara, yet fate has not been so kind to the
Exiles. Now the Hiigarans face a new and bitter enemy, a renegade
clan from the eastern fringes of the galaxy, who wield the power of
the ancients. Homeworld 2 chronicles the valiant journey of the
Mothership and its crew into the oldest regions of the galaxy to
confront their new foe and discover the truth behind their exile.

The story layout is pretty good: HW1 is basically escaping from
capturers, HW:C is a small expansion to that, where a disease is
unintentionally brought to life, and the fleet must fight to protect
the universe from this massive threat. Homeworld 2 is set many, many
years later, where some fleets have broken off and formed their own
colonies. The two main colonies: Hiigaran and Vaygr are fighting it
out fiercely: the Vaygr are trying to seize Hiigara and the Hiigarans
are trying to eliminate the Vaygr. Homeworld was not really intended
to have a sequel. The first story generally would have provided a
sufficient storyline to satisfy the average gamer. However, the mass
interest taken in Homeworld prompted Sierra to make a sequel. Thus,
the designers were rounded up and thrown back to their posts.* They
came up with the idea of a futuristic fleet, with a heavily armed and
moveable mothership (due to popular demand) and a bio-mechanical
virus which this fleet must fight against. This may have also been
sufficient, but Sierra were not contempt with that. They decided to
take it EVEN further and produce a SECOND sequel. This sequel was to
bring back the old interface (Homeworld Cataclysm's interface was not
really enjoyed) and provide a host to the older ships. This was the
basis for Homeworld 2, which we are now playing (hopefully). There are
rumours of a THIRD Homeworld sequel, but this is unlikely (at least
for a few years).

,----------------.
| SHIP RELATIONS |
'----------------'

The relations between game ships is not very good. This is not really
surprising, since technology will have moved on in 200 years. However,
Homeworld 2 shows the return of some of the older ships, and the older
interface too. Sierra (the makers of Homeworld) held a poll to see
which interface, ship design and gameplay the public liked most, and
Homeworld 1 won (Homeworld 2 wasn't out at the time).
The ships themselves have changed quite a lot. Even though the names
may still remain, the ship designs have changed significantly. Example:
Homeworld 1 - Homeworld Cataclysm
Multi Beam Frigate - Homeworld 1's was a non-buildable, high power 4
beam frigate, whereas Homeworld Cataclysm had a 6 pulsar frigate,
which was buildable.
Homeworld 1 - Homeworld 2
Scout - Homeworld 1 had a faster, more combat-able scout, where as 2
had a group of 3 weak things that could EMP and Ping the sensors.
Homeworld Cataclysm - Homeworld 2
Modules - Homeworld Cataclysm's did not function independently and
could not be targetable. Homeworld 2 had the complete opposite of this.

,-----------------.
| OTHER RELATIONS |
'-----------------'

The other relations (apart from being made by the same person)** are
quite minimal. Everything has changed, as you would expect it to do in
5 years. Homeworld 1 was the first one to set the pace for a
space-based RTS game, whereas Homeworld Cataclysm fell short of that
boundary, and Homeworld 2 totally shattered it. If any other relations
can be found, email either MouseNo4 [email protected] or Seb Haque,
[email protected].

By Seb Haque
-credits to the Sierra website."

* + ** - I do not beleive this is true due to the fact that the company
called 'Barking Dog Studios' created Homeworld: Cataclysm and not
Relic. Although Sierra did published it.

-----------------------------------------------------------------------
~ -VI-||- Homeworld Storyline ~
-----------------------------------------------------------------------

This is my personal spin on the story. This just the plain story with a
little bit of added effect.

,----------------------.
| -VI-A- Pre-Homeworld |
'----------------------'

TBC

,------------------.
| -VI-B- Homeworld |
'------------------'

TBC

,-----------------------------.
| -VI-C- Homeworld: Cataclysm |
'-----------------------------'

"Just one small thing. The Cataclysm story is included with respect to
the "Great Harbour" ship of Bentus, the last of the Bentusi, although
this is only a slight reference to the events of cataclysm, and
rightly no mention of the ships the Beastslayers used has been made."
"Fitzgerald, Stephen"

TBC

,--------------------.
| -VI-D- Homeworld 2 |
'--------------------'

Vaygr
-----
The Vaygr, a nomadic race, have come across one of the three Cores -
the keys the Far Jump Hyperspace. The Cores unlock the secret to power
among the space bourne races. This power is the ability to 'Far Jump'
which means to jump further than like, say the size of the map in a
mission. It allows the user to jump vast distances almost instantly.
Since the Vaygr travel using conventional drives, they now become a
vastly more powerful force. Using this new found ability, their warlike
tendencies are pushed even further than their home area of space known
as the Eastern Galactic Fringe, which enables them to enslave any
civilisations they find and use their technology to augment their own.
The Vaygr mostly are vasts fleets, known as Crusades, who's composition
mainly entails many clans with one all powerful and ruthless warlord.
One such warlord, Makaan, since already beleiving the ancient
progenitor relics found by their clans makes them SaJuuk-Khar (Chosen
of SaJuuk), uncovers one of the three ancient progenitor Cores deep in
the Hethlim Ice-Fields. Makaan, with the remnant Taidanii in tow,
embarks on a search, a search for the last two of three aincient relics.
The other two Cores, one of which the aincent Progenitors called the
Bentusi have installed the the Great Harbour Ship of Bentus and the
other is in the possession of the Hiigarans under the guard of a Karen
S'jet.
Makaan, whilst in possession of one of the three Cores can sense the
location of the other two, has moved into the Hiigaran area of space
in search of the other two Cores.

Hiigarans
---------

The Hiigarans, after claiming their homeworld from the oppression that
was the imperialistic Taiidani, had secured a lasting peace with the
surrounding galaxy. That is until the Vaygr arrived. Coveted in the
hold of the Mothership that brought them to the aincent homeland of
Hiigara, was the core that they had stolen and kept into their exile
to Kharak. Using this Core they forged a whole new and better
Mothership, branded the Pride of Hiigara, and sought to bring this new
threat to an end anyway possible. But with overwhelming force, the
Vaygr lay seige to their homeworld and threatened annihilation unless
the Core was given to the Vaygr warlord and leader, Makaan.
The Hiigarans, in total secret, built this new Mothership from the
hull of the original Mothership and is about to embark on another
quest. A quest to cull the threat that the Vaygr pose to the galaxy
and once again bring peace to their region of the galaxy.

Mission 1
---------
The Great Wastelands. The Core is transported to the Pride of Hiigara.
With the Core locked in the hold of the Mothership, tests are
initialised to ensure its operability. Once the Pride of Hiigara is
operational, a few other tests are done. Unfortunately the test area is
crashed by invading Vaygr and the surrounding stations begin to protect
the Mothership. The Mothership dock, Tanis and the Perimetre base,
Chimeara, defend against the Vaygr as best they can whilst the
Mothership charges the hyperspace Core to attempt an emergency jump.
Just as an unstoppable force arrives, the Pride of Hiigara jumps out
to safety. The Vaygr lay waste to Tanis and Chimeara. A huge explosion
ensues.

Mission 2
---------
The Mothership jumps into the homeworld system in the shadow of the
Angel Moon, only to find that all 6 transports under attack by Vaygr
forces. The Hiigarans mount a desperate defence of the Motherships crew
transports. Just as the battle starts a Carrier is spotted in amounst
the enemy fighters and bombers. In a long battle the crew transports
are safe and the Hiigarans launch an attack on the enemy carrier. It
doesnt get very far before a force of frigates hyperspace in and start
attacking one of the transports with overwhelming force. Just as one of
the transports hulls begin to buckle, Captain Soban of the Hiigaran
Defence Fleet Hyperspaces in with more frigates than the enemy and
proceeds to give the Heavy Missile Frigates and Assault Frigates a good
pasting. Captain Soban advises that the Mothership Must leave ASAP and
that he must return soon to the front. The enemy fleet is dispatched
and only the Carrier remains. It attempts to make a quick retreat but
is beaten back and defeated by the Hiigaran Defence Fleet and the
Motherships new crew members - Elite bombers and Gunship crews. The
Pride of Hiigara hyperspaces out.

Mission 3
---------
The Vaygr lay seige to Hiigara. The Mothership roundevous with the
Shipyard at Sarum in an attempt to strengthen the fleet to help with
the seige. The Mothership arrives to find that the Shipyard already
under attack and requesting assistance. Reinforcements arrive and lay
waste to the attackers. Soon after the attackers are defeated, a
resourcing operation is begun in one of the nearby asteroid fields.
However this does not last long, for a Vaygr Carrier hypers in and
begins to attack the resourcers mining ore. Strike craft is brought
in from the shipyard and the Mothership to assault the attackers and
the Carrier that brought them. These are quickly disposed of. The
Shipyard requests repairs, so in amongst the fighting, a few
resourcers are sent in to make some quick repairs on the Shipyard.
All of the sudden, just as the last repairs are completed on the
Shipyard, three Carriers hyper in each launching attackers consisting
of Infiltration Frigates, Heavy Missile Frigates, Assault Frigates and
an endless wave of strike craft. The Shipyard completes its
construction of a Carrier and transfers control of it to the
Mothership. Immediately construction is begun on Flak Frigates to
counter the enemy strike craft and Marine Frigates to make sure that
the shipyard remains in allied hands. The Flak Frigates' crew work
tirelessly to help maintain superiority with the Pulsar and Gunship
Corvetes whilst the marines aboard the Marine Frigates capture as many
enemy Frigates as possible. With the Bombers aide the Carriers Frigate
and Fighter Facilities dont last very long and soon after lay waste to
the Carriers themselves. The Mothership sets a course for the Oracle
outskirts.

Mission 4
---------
Gehenna Outskirts. The Mothership hypers in nearby to three sets of
hyperspace inhibitors and a Command Station undergoing repairs. With
quick thinking, Karen orders the destruction of all of the hyperspace
inhibitors and the capture of Hyperspace Gates which allows the fleet
to use their newly captured Heavy Missile Frigates, Assault Frigates
and Infiltration Frigates to destroy a resourcing operation, three
Carriers reinforcing the enemy fleet and, using the Infiltration
Frigates, capture of a Vaygr Destroyer. As soon as the last of the
hyperspace inhibitors are desposed of, the fleet initiates a strike
hyperspace to enable the quick destruction of the Command Station and
its protectors. One by one the Heavy Missile Frigates and Assault
Frigates are destroyed and soon after, the Command Station.

Mission 5
---------
The Mothership hypers inside a dust cloud to remain hidden from the
unsuspecting enemy Vaygr. Resourcing operations begin and the fleet
begins construction new ships and research in attempt to bolster the
size and impact of the fleet. Minefields are laid to protect the
Mothership until the time is right to strike. After the fleet is ready
for a fight, a number of probes are seen being launched in the general
direction of the Mothership and its fleet. Scouts are then sent to
intercept and destroy them to prevent them transmitting a warning to
the Vaygr as to their presence. The Vaygr make an assumption when the
Probes fail to transmit anything at all, that there is an enemy out
there and thus sends out its three surrounding garrisons to
investigate, intercept and destroy any threats to the digsite.
The Hiigarans launch their own counter-offensive once the Vaygr's
numbers have been thinned by the minefield. Frigates are destroyed
and captured. Destroyers are wasted. Fighters are used to grease the
Flak Frigates guns. A Shipyard is spotted and therefore taken out by
the captured Destroyer. After a short firefight, the Oracle is taken
by a Marine Frigate and placed inside the Mothership for study. All
of the sudden the Oracle takes control of the hyperspace Core and
initiates a hyperspace jump.

Mission 6
---------
Without warning the Oracle hyperspaces the entire fleet to the Karos
Graveyard and almost immediately set upon by robot sentries called
'Movers'. The Movers chase after the Corvette class with a veangeance.
All of the Corvette Class crew immediately dock their craft except one
Pulsar Corvette Squadron. Scouts are built and a new technology is
designed, called 'EMP' or Electro-Magnetic-Pulse' and immediately
fitted to the scouts already sophisticated hull. The Scouts are sent
off to fire these EMP blasts at the movers in order to stop them to
allow the Frigate and Capital Class ships to hit them and prevent them
from doing much damage to the fleets assets. During this time the
Oracle charges the Motherships hyperspace Core and jumps again. This
time only a short distance. The fleet rushes to catch up with the
Mothership and defend against the Movers. The Torpedo Frigates crew
fires endless torpedoes at the endless Movers in an attempt to slow
their attacks.
The Motherships sensors notes a damaged Mover and orders a Resource
Collector to salvage it. The two defending active Movers are dealt with
and the Resource Collector brings the Mover back to the Mothership for
study. As soon as the analysis is complete, research is conducted on
how to counter the Movers. The research is a success and the Movers
are much more easily dispatched.
The Oracle Charges the Core again for one more jump. Once it completes
the jump to the large Hulk in the far distance the rest of the fleet
rush to its aide. The Motherships drives engage and begins to move
inexorably to the end Hulk. The Mothership finally arrives and the
Oracle communicates with it, which results in the Movers ceasing their
attacks and powering down. With this threat now defeated, the
Mothership and its fleet hyper to their new destination. The
DreadNought Berth.

Mission 7
---------
Information retreived from the Oracle tells Karen that the Oracle took
control of the hyperspace Core and attempted to travel to its last
known location. The Large Hulks were actually the bridge section of a
much larger Progenitor ship which broke apart ten thousand years ago.
The peices of the ship have been drifting through this section of space
ever since. Information also tells Karen that there is actually a very
powerful DreadNought ship located in the aft section of this ship. It
is referred to as 'The Gatekeeper of SaJuuk'.
Fleet Command sets its course for the DreadNoughts berth in an attempt
to commadeer the ship and use its power to fight back against the
Vaygr. The Mothership is all of the sudden pulled out of hyperspace by
dense radiation that is causing quantam wave form irregularities that
prevent the Core from initiating a hyperspace jump.
~o~

Mission 8
---------

Mission 9
---------

Mission 10
---------

Mission 11
---------

Mission 12
---------

Mission 13
---------

Mission 14
---------

Mission 15
---------


_______________________________________________________________________

~ -VII- Ship Details ~
_______________________________________________________________________

-----------------------------------------------------------------------
~ -VII-A- Ship Stats ~
-----------------------------------------------------------------------

Note: These are un-upgraded specs. Weapon locations - Fore/Aft/Middle
Left/Right/Centre Top/Bottom.

,--------------------------.
| -VII-A-|- Hiigaran Fleet |
'--------------------------'
_____________
Fighter Class
-------------

1. Scout Squadron
Role: Reconnaissance Squadron
Speed: 480
Attack: 9
Cost: RU 350 (3 craft)
Hit Points: 90
Armament:
       1 x Autogun (Locked forward)
Specials Abilities:
       1 x Small EMP
       1 x Sensor Ping (1000 RU)
Research:
       Enhanced Sensors - 500 RU - Allows 'Ping' ability
       EMP - 1500 RU - Allows 'EMP' ability

2. Interceptor Squadron
Role: Anti-Fighter
Speed: 325
Attack: 36
Cost: 500 RU (5 craft)
Hit Points: 150
Armament:
       1 x Kinetic AutoGun (Locked forward)
Research:
       Level 1 Engines - 300 RU - 325-407
       Level 2 Engines - 500 RU - 407-488

3. Bomber Squadron
Role: Anti-Capital Ship Fighter
Speed: 260
Attack: 439
Cost: 550 RU (5 craft)
Hit Points: 150
Armament:
       Twin Fusion Bomb Launchers (Locked forward)
Research:
       Improved Bombs - 1500 RU - Allows Anti-Subsystem Bombs
       Level 1 Engines - 300 RU - 260-325
       Level 2 Engines - 500 RU - 325-390

3.5 Special Version: Elite Bomber Squadron
Role: Anti-Capital Ship Fighter
Speed: 451
Attack: 789
Cost: N/A (5 craft)
Hit Points: 450
Armament:
       1 x Twin Fusion Bomb Launchers (Locked forward)
Notes: Given to player on successfully saving 5 transport vessels in
single player mission 2.
______________
Corvette Class
--------------

4. Gunship Corvette Squadron
Role: Anti-Fighter
Speed: 215
Attack: 56
Cost: 625 RU (3 craft)
Hit Points: 1200
Armament:
       2 x Dual Kinetic Autogun Turrets (360 Degree Turrets)
Weapon Locations: Middle centre top; Middle centre bottom.
Research:
       Level 1 Hull - 500 RU - 1200-1560
       Level 1 Engines - 300 RU - 215-258
       Level 2 Hull - 750 RU - 1560-1920
       Level 2 Engines - 500 RU - 258-291

4.5 Special Version: Elite Gunship Corvette Squadron
Role: Anti-Fighter
Speed: 226
Attack: 112
Cost: N/A
Hit Points: 3000
Armament:
       2 x Dual Kinetic Autogun Turrets (360 Degree Turrets)
Weapon Locations: Middle centre top; Middle centre bottom.
Notes: Given to player on successfully saving 6 transport vessels in
single player mission 2.

5. Pulsar Corvette Squadron
Role: Anti-Corvette
Speed: 215
Attack: 54
Cost: 625 RU (3 craft)
Hit Points: 1200
Armament:
       1 x Pulsar Turret (360 Degree Turret)
Weapon Location: Middle centre top
Research:
       Level 1 Hull - 400 RU - 1200-1560
       Level 1 Engines - 300 RU - 215-258
       Level 2 Hull - 750 RU - 1560-1920
       Level 2 Engines - 750 RU - 258-291

6. Minelayer Corvette
Role: Deploys and Clears Mines
Speed: 215
Attack: 48
Mine Attack: ? (3-4 will kill a frigate)
Cost: 800 RU (1 craft)
Hit Points: 400
Armament:
       1 x Kinetic Autogun turret (360 Degree Turret)
       1 x Minelaying device
Weapon Location: Fore centre bottom
Research:
       Minelaying - 750 RU - Allows Minelayer construction

7. Mover
Role: Unknown
Speed: 230
Attack: 334
Cost: 200 RU (1 craft)
Hit Points: 1000
Armament:
       1 x Twin Chaingun Fusion Bomb Launchers (Locked forward)
Special Abilities: Radiation immune.
Notes: Movers with 5000 hit points are the enemy in mission 6. However
the movers that the player is able to build from the Mover Facility
are only 1000 hit points. In mission 6, after the Anti-Mover research
has been attained, the enemy movers become the same as the ones built
by the player later on in the campaign.
_____________
Frigate Class
-------------

8. Torpedo Frigate
Role: Anti-Corvette
Speed: 161
Attack: 305
Cost: 700 RU
Hit Points: 12000
Armament:
       1 x Dual Torpedo Launcher
Weapon Location: Bow
Research:
       Improved Torpedoes - 1000 RU - Allows Anti-Capital Ship Torpedoes
       Level 1 Hull - 800 RU  - 12000-15599
       Level 1 Engines - 500 RU - 161-194
       Level 2 Hull - 1400 RU - 15599-19200
       Level 2 Engines - 750 RU - 194-218

9. Flak Frigate
Role: Anti-Fighter
Speed: 161
Attack: 50
Cost: 700 RU
Hit Points: 16000
Armament:
       2 x Dual Kinetic Burst Cannon Turret
Weapon Locations: Aft left top ; Fore centre bottom
Research:
       Level 1 Hull - 800 RU - 16000-20800
       Level 1 Engines - 500 RU - 161-194
       Level 2 Hull - 1400 RU - 20800-25600
       Level 2 Engines - 750 RU - 194-218

10. Ion Cannon Frigate
Role: Anti-Capital Ship
Speed: 150
Attack: 315
Cost: 700 RU
Hit Points: 16000
Armament:
       1 x Ion Cannon (locked forward)
Weapon Location: Bow
Research:
       Level 1 Hull - 800 RU - 16000-20800
       Level 1 Engines - 500 RU - 150-180
       Level 2 Hull - 1400 RU - 20800-25600
       Level 2 Engines - 750 RU - 180-203

11. Marine Frigate
Role: Boarding Vessel
Speed: 230
Attack: 80
Cost: 700 RU
Hit Points: 18000
Armament:
       1 x Heavy Vulcan Kinetic Turret (360 Degree Turret)
Special Abilities:
       Boarding party (Capture)
Weapon Location: Middle left top

11.5 Special Version: Captain Soban's Ship
Role: Boarding Vessel
Speed: 230
Attack: 500
Cost: N/A
Hit Points: 50000
Armament:
       1 x Heavy Vulcan Kinetic Turret (360 Degree Turret)
Special Abilities:
       Boarding party (Capture)
Weapon Location: Middle left top
Notes: Hero unit and is given to player on mission 13.

12. Defence Field Frigate
Role: Defence Field
Speed: 161
Attack: 17
Cost: 1200 RU
Hit Points: 18000
Armament:
       1 x Dual Heavy Vulcan Kinetic Turret (360 Degree Turret)
Weapon Location: Aft centre bottom (on extension pylon)
Special Abilities:
       Defence Field - Anti-Radiation Defence Field
Research:
       Defence Field - 1500 RU - Allows Defence Field Frigate
Construction
_____________
Capital Class
-------------

13. Carrier
Role: Ship Production
Speed: 75
Attack: 40
Cost: 2800 RU
Hit Points: 40000
Armament:
       4 x Hull Defence Guns
Weapon Locations: Fore left top; Aft left top; Fore centre bottom; Aft
centre bottom
Production Slots: 3
Module Slots: 2
Sensor Slots: 1
Research:
       Level 1 Hull - 750 RU - 80000-104000
       Level 1 Engines - 500 RU - 75-90
       Level 2 Hull - 1000 RU - 104000-128000
       Level 2 Engines - 1000 RU - 90-102
       Improved Manufacturing - 1000 RU - Increases Carrier production
by 30%

14. Destroyer
Role: Anti-Frigate
Speed: 115
Attack: 915
Cost: 2000 RU
Hit Points: 85000
Armament: 4 x Dual Heavy Kinetic Cannon Turrets (360 Degree Turret)
         2 x Heavy Missile Launchers
Weapon Location: Fore centre top; Middle centre top; Aft centre top;
Middle centre bottom; Bow; Bow
Research:
       Destroyer Chassis- 1500 RU - Allows Destroyer construction
       Level 1 Hull - 1000 RU - 85000-110499
       Level 1 Engines - 1000 RU - ?138?
       Level 2 Hull - 1500 RU - 110499-136000
       Level 2 Engines - 1500 RU - 138-156
       Improved Torpedoes - 1000 RU - Allows Anti-Capital Ship Torpedoes
*Upgrade located on Torpedo Frigate Research Panel*

15. Shipyard
Role: Factory and service bays
Speed: 15
Attack: 120
Cost: 3200 RU
Hit Points: 160000
Armament:
       8 x Hull Defence Autoguns
Weapon Locations: All over the thing
Production Slots: 4
Module Slots: 6
Sensors Slots: 1
Research:
       Level 1 Hull - 750 RU - 160000-195000
       Level 1 Engines - 500 RU - 15-18
       Level 2 Hull - 1500 RU - 18-21
       Level 2 Engines - 1500 RU - 195000-240000
       Improved Manufacturing - 1000 RU - Increases SY production
by 30%

16. Battlecruiser
Role: Long Range Capital Ship Killer
Speed: 69
Attack: 5200
Cost: 4000 RU
Hit Points: 240000
Armament:
       2 x Dual Heavy Ion Beam Turret (360 Degree Turret)
       4 x Pulsar Beam Turret
       4 x Dual Heavy Kinetic Burst Cannon (360 Degree Turret)
Weapon Locations: Aft middle top; Aft middle bottom; Fore right edge;
Aft right edge; Fore left edge; Aft left edge; Aft left edge bottom;
Aft right edge bottom; Fore middle bottom; Fore middle top
Production Slots: 0
Module Slots: 2
Sensors Slots: 0
Special Abilities:
       Many
Research:
       Battlecruiser Chassis - 1800 RU - Allows Battlecruiser
Construction
       Level 1 Hull - 2000 RU - 240000-312000
       Level 1 Engines - 1000 RU - 69-83
       Level 2 Hull - 3000 RU - 312000-384000
       Level 2 Engines - 1500 RU - 83-94

17. Gatekeeper of Sa'Juuk (DreadNought)
Role: Gatekeeper of Sa'Juuk
Speed: 69
Attack: 8268
Cost: N/A
Hit Points: 500000
Armament:
       1 x Phased Cannon Array (Great Cannon)
       1 x Dual Cannon Turret (360 Degree Turret)
Weapon Locations: Bow; Fore centre bottom
Notes: Player is given this ship in mission 8. However the great
cannon doesn't fully work until the Bentusi repair it in a later
mission. It also has a few really small guns on it but I will add
them later.
______________
Platform Class
--------------

18. Gun Platform
Role: Anti-Fighter StatiMinelayer Corvettec Defence
Speed: 200 (one shot move)
Attack:32
Cost: 300 RU
Hit Points: 5000
Armament:
       2 x Dual Vulcan Kinetic Turret (360 Degree Turret)
Weapon Locations: Middle centre top; Middle centre bottom
Note: About the role - Ask relic, they named it in the game.
Research:
       Level 1 Hull - 500 RU - 5000-6500
       Level 2 Hull - 800 RU - 6500-8000

19. Ion Cannon Platform
Role: Anti-Frigate Defence
Speed: 200 (one shot move)
Attack: 167
Cost: 300 RU
Hit Points: 5000
Armament:
       2 x Dual Ion Cannon Turret (360 Degree Turret)
Weapon Locations: Middle centre top; Middle centre bottom
Research:
       Platform Ions - 600 RU - Allows Ion Cannon Platform Construction
       Level 1 Hull - 500 RU - 5000-6500
       Level 2 Hull - 800 RU - 6500-8000
_____________
Utility Class
-------------

20. Resource Collector
Role: Collects material for processing into RU's
Speed: 276
Attack: 0
Cost: 400 RU
Hit Points: 2000
Armament: Not armed
Special Abilities:
       Resource Collection
       Repair Ability
       Salvage Ability
Research:
       Repair - 750 RU - Allows Repair Ability
       Level 1 Hull - 400 RU - 2000-3000
       Level 2 Hull - 800 RU - 3000-4000

21. Mobile Refinery
Role: Resource Drop Off
Speed: 225
Attack: 80
Cost: 800 RU
Hit Points: 18000
Armament: 8 x Hull Defence Guns
Weapon Locations: All over the thing
Special Abilities:
       Resource Drop Off
Research:
       Level 1 Hull - 500 RU - 18000-23400
       Level 2 Hull - 1000 RU - 23400-28800

22. Probe
Role: Single-burn Reconnaissance Unit
Speed: 600
Cost: 150 RU
Hit Points: 1200
Armament:
       Not Armed, except for probe golf.
Note: Once you move it once, you cannot move it again.

23. Proximity Sensor Probe
Role: Cloak Detector
Speed: 600
Cost: 200 RU
Hit Points: 100
Armament:
       Not Armed
Note: Once you move it once, you cannot move it again.
Research:
       Proximity Sensor Pobe - 500 RU - Allows Proximity Sensor Probe
Construction

24. Sensors Distortion Probe
Role: Disrupts Enemy Sensors
Speed: 600
Cost: 1000 RU
Hit Points: 100
Armament:
       Not Armed
Note: Once you move it once, you cannot move it again.
Research:
       Sensors Distortion Probe - 500 RU - Allows Sensors Distortion
Probe construction.
________________
Mothership Class
----------------

25. Pride of Hiigara
Role: Mothership
Speed: 40
Attack: 120
Hit Points: 200000
Production Slots: 4
Module Slots: 4
Sensors Slots: 1
Armament:
       8 x Hull Defence Autoguns
       4 x Side Hull Defence Guns
Special Abilities: Many
Research:
       Level 1 Hull - 500 RU - 200000-300000
       Level 1 Engines - 500 RU - 40-48
       Level 2 Hull - 750 RU - 300000-400000
       Level 2 Engines - 750 RU - 48-54
       Improved Manufacturing - 1000 RU - Increases MS production by
30%
       Hyperspace 1 - 500 RU - Decreases cost of Hyperspace jumps by
20%
       Hyperspace 2 - 1000 RU - Decreases cost of Hyperspace jumps by a
further 25%
Note: Without this baby, you be dead.

26. SaJuuk
Role SaJuuk
Speed: 100
Attack: 26778
Hit Points: 350000
Armament:
       1 x Very Heavy Phased Cannon Array
       5 x Very Heavy Lasers
       4 x Very Heavy Kinetic Guns
Special Abilities:
       Hyperspace Jump
Note: You are given the almighty SaJuuk on the final level where
you throw the MS away and keep the SaJuuk.

LEVEL 0 - Unupgraded
</pre><pre id="faqspan-2">
Unit            |Role               |Speed  |Attack |Cost  |HP    |%|##
--------------+-------------------+-------+-------+------+------+-+--
Scout           |Recon Squadron     |480    |9 LOL! |350   |90    |3| 1
Interceptor   |Anti-Fighter         |325    |36           |500   |150   |5| 2
Bomber    |Anti-Capital Ship  |260    |439        |550   |150   |5| 3
Elite Bomber  |Anti-Capital Ship  |451    |789    |X       |450   |5|%3
Gunship Vette |Anti-Fighter         |215    |56   |625   |1200  |3| 4
EliteGunVette |Anti-Fighter         |226    |112          |X       |3000  |3|%4
PulsarCorvette|Anti-Corvette        |215    |54   |625   |1200  |3| 5
MinelayerVette|DeploysMines       |215    |48     |800   |400   |1| 6
Mover           |Unknown                    |230    |334          |200   |1000  |1| 7
TorpedoFrigate|Anti-Corvette        |161    |305          |700   |12000 |1| 8
Flak Frigate  |Anti-Fighter         |161    |50   |700   |16000 |1| 9
IonCannonFrig |Anti-Capital Ship  |150    |315    |700   |16000 |1|10
Marine Frigate|Boarding Vessel    |230    |80     |700   |18000 |1|11
Captain Soban |Boarding Vessel    |230    |500    |X     |50000 |1%11
DefenceFieldFr|Defence Field        |161    |17 WTF?|1200  |18000 |1|12
Carrier   |Ship Production    |75       |40       |2800  |80000 |1|13
Destroyer     |Anti-Frigate         |138    |915          |2000  |85000 |1|14
Shipyard      |Factory+ServiceBays|15OMG! |120    |3200  |160000|1|15
Battlecruiser |Anti-Capital Ship  |69   |5200     |4000  |240000|1|16
DreadNought   |GatekeeperOfSaJuuk |69   |8268     |X       |500000|1|17
Gun Platform  |Anti-CorvetteStDef.|200    |32     |300   |5000  |1|18
IonCannon Plat|Anti-Frigate         |200    |167          |300   |5000  |1|19
Res. Collector|Collection Of RU's |276    |X      |400   |2000  |1|20
MobileRefinery|Resource Drop Off  |225    |80     |800   |18000 |1|21
Probe           |SingleBurnReconUnit|600    |X    |150   |1200  |1|22
Prox.SensProbe|Cloak Detector       |600    |X    |200   |100   |1|23
Sens.Dist.Pr. |SensorsDisruption  |600    |X      |1000  |100   |1|24
PrideOfHiigara|Mothership           |40 |120      |X       |200000|1|25
SaJuuk        |SaJuuk               |100    |26778  |X     |350000|1|26

LEVEL 1 - Upgraded Engines and Hull to level 1

Unit            |Role               |Speed  |Attack |Cost  |HP    |%|##
--------------+-------------------+-------+-------+------+------+-+--
Scout           |Recon Squadron     |480    |9 LOL! |350   |90    |3| 1
Interceptor   |Anti-Fighter         |407    |36           |500   |150   |5| 2
Bomber    |Anti-Capital Ship  |325    |439        |550   |150   |5| 3
Elite Bomber  |Anti-Capital Ship  |451    |789    |X       |450   |5|%3
Gunship Vette |Anti-Fighter         |258    |56   |625   |1560  |3| 4
EliteGunVette |Anti-Fighter         |226    |112          |X       |3000  |3|%4
PulsarCorvette|Anti-Corvette        |258    |54   |625   |1560  |3| 5
MinelayerVette|DeploysMines       |215    |48     |800   |400   |1| 6
Mover           |Unknown                    |230    |334          |200   |1000  |1| 7
TorpedoFrigate|Anti-Corvette        |194    |305          |700   |15599 |1| 8
Flak Frigate  |Anti-Fighter         |194    |50   |700   |20800 |1| 9
IonCannonFrig |Anti-Capital Ship  |180    |315    |700   |20800 |1|10
Marine Frigate|Boarding Vessel    |230    |80     |700   |18000 |1|11
Captain Soban |Boarding Vessel    |230    |500    |X     |50000 |1%11
DefenceFieldFr|Defence Field        |161    |17 WTF?|1200  |18000 |1|12
Carrier   |Ship Production    |90       |40       |2800  |104000|1|13
Destroyer     |Anti-Frigate         |138    |915          |2000  |110499|1|14
Shipyard      |Factory+ServiceBays|18     |120    |3200  |195000|1|15
Battlecruiser |Anti-Capital Ship  |83   |5200     |4000  |312000|1|16
DreadNought   |GatekeeperOfSaJuuk |69   |8268     |X       |500000|1|17
Gun Platform  |Anti-CorvetteStDef.|200    |32     |300   |6500  |1|18
IonCannon Plat|Anti-Frigate         |200    |167          |300   |6500  |1|19
Res. Collector|Collection Of RU's |276    |X      |400   |3000  |1|20
MobileRefinery|Resource Drop Off  |225    |80     |800   |23400 |1|21
Probe           |SingleBurnReconUnit|600    |X    |150   |1200  |1|22
Prox.SensProbe|Cloak Detector       |600    |X    |200   |100   |1|23
Sens.Dist.Pr. |SensorsDisruption  |600    |X      |1000  |100   |1|24
PrideOfHiigara|Mothership           |48 |120      |X       |300000|1|25
SaJuuk        |SaJuuk               |100    |26778  |X     |350000|1|26

LEVEL 2 - Upgraded Engines and Hull to level 2

Unit            |Role               |Speed  |Attack |Cost  |HP    |%|##
--------------+-------------------+-------+-------+------+------+-+--
Scout           |Recon Squadron     |480    |9 LOL! |350   |90    |3| 1
Interceptor   |Anti-Fighter         |488    |36           |500   |150   |5| 2
Bomber    |Anti-Capital Ship  |390    |439        |550   |150   |5| 3
Elite Bomber  |Anti-Capital Ship  |451    |789    |X       |450   |5|%3
Gunship Vette |Anti-Fighter         |291    |56   |625   |1920  |3| 4
EliteGunVette |Anti-Fighter         |226    |112          |X       |3000  |3|%4
PulsarCorvette|Anti-Corvette        |291    |54   |625   |1920  |3| 5
MinelayerVette|DeploysMines       |215    |48     |800   |400   |1| 6
Mover           |Unknown                    |230    |334          |200   |1000  |1| 7
TorpedoFrigate|Anti-Corvette        |218    |305          |700   |19200 |1| 8
Flak Frigate  |Anti-Fighter         |218    |50   |700   |25600 |1| 9
IonCannonFrig |Anti-Capital Ship  |203    |315    |700   |25600 |1|10
Marine Frigate|Boarding Vessel    |230    |80     |700   |18000 |1|11
Captain Soban |Boarding Vessel    |230    |500    |X     |50000 |1%11
DefenceFieldFr|Defence Field        |161    |17 WTF?|1200  |18000 |1|12
Carrier   |Ship Production    |102      |40       |2800  |128000|1|13
Destroyer     |Anti-Frigate         |156    |915          |2000  |136000|1|14
Shipyard      |Factory+ServiceBays|21     |120    |3200  |240000|1|15
Battlecruiser |Anti-Capital Ship  |94   |5200     |4000  |384000|1|16
DreadNought   |GatekeeperOfSaJuuk |69   |8268     |X       |500000|1|17
Gun Platform  |Anti-CorvetteStDef.|200    |32     |300   |8000  |1|18
IonCannon Plat|Anti-Frigate         |200    |167          |300   |8000  |1|19
Res. Collector|Collection Of RU's |276    |X      |400   |4000  |1|20
MobileRefinery|Resource Drop Off  |225    |80     |800   |28800 |1|21
Probe           |SingleBurnReconUnit|600    |X    |150   |1200  |1|22
Prox.SensProbe|Cloak Detector       |600    |X    |200   |100   |1|23
Sens.Dist.Pr. |SensorsDisruption  |600    |X      |1000  |100   |1|24
PrideOfHiigara|Mothership           |54 |120      |X       |400000|1|25
SaJuuk        |SaJuuk               |100    |26778  |X     |350000|1|26

------------------------.
| -VII-A-||- Vaygr Fleet |
'------------------------'
_____________
Fighter Class
-------------

1. Survey Scout Squadron
Role: Reconnaissance Unit
Speed: 420
Attack: 9
Cost: 350 RU (3 craft)
Hit Points: 90
Armament:
       1 x Autogun (Locked forward)
Specials Abilities:
       EMP
Research:
       Level 1 Engines - 600 RU - 420-525
       Level 2 Engines - 1000 RU - 525-630
       EMP - 1000 RU - Allows 'EMP' ability.

2. Assault Craft Squadron
Role: Anti-Fighter
Speed: 325
Attack: 30
Cost: 500 RU (7 craft)
Hit Points: 210
Armament:
       1 x Flachette Cannon (Locked forward)
Research:
       Level 1 Engines - 600 RU - 325-407
       Level 2 Engines - 1000 RU - 407-488

3. Bomber Squadron
Role: Anti-Capital Ship
Speed: 260
Attack: 332
Cost: 550 RU (6 craft)
Hit Points: 180
Armament:
       2 x Plasma Bomb Launchers (Locked forward)
Research:
       Level 1 Engines - 600 RU - 260-325
       Level 2 Engines - 1000 RU - 325-390
       Impact Delay Fusion Bombs - 250 RU - Allows Bomber Construction.
       Anti-Subsystem Bombs - 1500 RU - Allows Anti-Subsystem bombs.

4. Lance Fighter Squadron
Role: Anti-Corvette
Speed: 260
Attack: 43
Cost: 500 RU (5 craft)
Hit Points: 150
Armament:
       1 x Light Plasma Lance (Locked forward)
Research:
       Level 1 Engines - 600 RU - 260-325
       Level 2 Engines - 1000 RU - 325-390
       Plasma Lance - 250 RU - Allows Lance Fighter Construction.
______________
Corvette Class
--------------

5. Missile Corvette Squadron
Role: Anti-Capital Ship
Speed: 215
Attack: 26
Cost: 625 RU (5 craft)
Hit Points: 1600
Armament:
       2 x Light Concussion Missile Launchers
Research:
       Corvette Chassis - 500 RU - Allows Corvette Class Construction.
       Level 1 Hull - 900 RU - 1600-2080
       Level 1 Engines - 800 RU - 215-258
       Level 2 Hull - 1800 RU - 2080-2560
       Level 2 Engines - xxx RU - 258-301

6. Laser Corvette Squadron
Role: Anti-Capital Ship
Speed: 215
Attack: 350
Cost: 650 RU (5 craft)
Hit Points: 1600
Armament:
       2 x Laser Bolt Cannon
Research:
       Corvette Chassis - 500 RU - Allows Corvette Class Construction.
       Laser Corvette Chassis W/ Laser Systems - 500 RU - Allows Laser
Corvette Construction.
       Level 1 Hull - 900 RU - 1600-2080
       Level 1 Engines - 800 RU - 215-258
       Level 2 Hull - 1800 RU - 2080-2560
       Level 2 Engines - xxx RU - 258-301

7. Command Corvette
Role: Mobile Fire Control Tower
Speed: 215
Cost: 400 RU
Hit Points: 600
Armament:
       Not armed.
Research:
       Corvette Chassis - 500 RU - Allows Corvette Class Construction.
       Command Corvette Chassis W/ Command Systems - 500 RU - Allows
Command Corvette Construction.
       Level 1 Hull - 900 RU - 600-780
       Level 1 Engines - 800 RU - 215-258
       Level 2 Hull - 1800 RU - 780-960
       Level 2 Engines - 1600 RU - 258-301

8. Minelayer Corvette
Role: Minelayer
Speed: 215
Attack: 48
Cost: 800 RU
Hit Points: 400
Armament:
       1 x Minelayer
       1 x Light Laser Bolt Cannon
Special Abilities: Mines
Research:
       Corvette Chassis - 500 RU - Allows Corvette Class Construction.
       Minelaying - 1500 RU - Allows Minelayer Corvette Construction.
       Level 1 Hull - 900 RU - 400-520
       Level 1 Engines - 800 RU - 215-258
       Level 2 Hull - 1800 RU - 520-640
       Level 2 Engines - 1600 RU - 258-301
_____________
Frigate Class
-------------

9. Heavy Missile Frigate
Role: Anti-Frigate
Speed: 150
Attack: 351
Cost: 700 RU
Hit Points: 16000
Armament:
       2 x Heavy Fusion Missile Launcher
       1 x Concussion Missile Launcher
Research:
       Frigate Chassis - 1800 RU - Allows Frigate Class Construction.
       Level 1 Hull - 1600 RU - 16000-20800
       Level 1 Engines - 1000 RU - 150-180
       Level 2 Hull - 2800 RU - 20800-25600
       Level 2 Engines - 1500 RU - 180-203

10. Assault Frigate
Role: Anti-Fighter
Speed: 161
Attack: 127
Cost: 650 RU
Hit Points: 16000
Armament:
       1 x Concussion Missile Launcher
       3 x Flachette Cannon Turrets (Small degree turret)
Research:
       Frigate Chassis - 1800 RU - Allows Frigate Class Construction.
       Assault Frigate Chassis - 650 RU - Allows Assault Frigate
Construction.
       Level 1 Hull - 1600 RU - 16000-20800
       Level 1 Engines - 1000 RU - 161-194
       Level 2 Hull - 2800 RU - 20800-25600
       Level 2 Engines - 1500 RU - 194-218

11. Infiltrator Frigate
Role: Capture Frigate
Speed: 230
Attack: 53
Cost: 800 RU
Hit Points: 18000
Armament:
       1 x Concussion Missile Launcher
       1 x Flachette Cannon Turrets (Small degree turret)
Research:
       Frigate Chassis - 1800 RU - Allows Frigate Class Construction.
       Infiltration Pods - 1000 RU - Allows Infiltrator Frigate
Construction.
       Level 1 Hull - 1600 RU - 20800-26000
       Level 1 Engines - 1000 RU - 230-276
       Level 2 Hull - 2800 RU - 26000-32000
       Level 2 Engines - 1500 RU - 276-311
_____________
Capital Class
-------------

12. Destroyer
Role: Anti-Frigate
Speed: 115
Attack: 1100
Cost: 2000 RU
Hit Points: 85000
Armament:
       3 x Dual Kinetic Cannons
       4 x Heavy Fusion Missile Launchers
Research:
       Destroyer Chassis - 2000 RU - Allows Destroyer Construction.
       Level 1 Hull - 4000 RU - 85000-110499
       Level 1 Engines - 3500 RU - 115-138
       Level 2 Hull - 6000 RU - 110499-136000
       Level 2 Engines - 5000 RU - 138-156

13. Carrier
Role: Ship Production
Speed: 75
Attack: 200
Cost: 1700 RU
Hit Points: 55000
Armament:
       4 x Hull Defence Guns
Production Slots: 1
Module Slots: 2
Sensor Slots: 1
Research:
       Level 1 Hull - 4000 RU - 55000-71500
       Level 1 Engines - 3500 RU - 75-90
       Level 2 Hull - 6000 RU - 71500-88000
       Level 2 Engines - 5000 RU - 90-102
       Improved Manufacturing - 1000 RU - Improves Construction Speed
by 30%.

14. Shipyard
Role: Ship Production
Speed: 15
Attack: 550
Cost: 4000 RU
Hit Points: 160000
Armament:
       8 x Hull Defense Guns
Weapon Locations: All over the thing
Production Slots: 4
Module Slots: 6
Sensors Slots: 1
Research:
       Level 1 Hull - 4000 RU - 160000-208000
       Level 1 Engines - 3500 RU - 15-18
       Level 2 Hull - 6000 RU - 208000-256000
       Level 2 Engines - 5000 RU - 18-21
       Improved Manufacturing - 1000 RU - Improves Construction Speed by
30%.

15. Battlecruiser
Role: Super Capital Ship
Speed: 69
Attack: 5404
Cost: 4000 RU
Hit Points: 240000
Armament:
       3 x Trinity Cannon
       8 x Heavy Fusion Missile Launchers
       4 x Lasers
Research:
       Battlecruiser Chassis - 2500 RU - Allows Battlecruiser
Construction.
       Level 1 Hull - 4000 RU - 240000-312000
       Level 1 Engines - 3500 RU - 69-83
       Level 2 Hull - 6000 RU - 312000-384000
       Level 2 Engines - 5000 RU - 83-94
______________
Platform Class
--------------

16. Gun Platform
Role: Anti-Fighter Defence
Speed: 125
Attack: 32
Cost: 300 RU
Hit Points: 5000
Armament:
       2 x Dual Kinetic Guns
Research:
       Level 1 Hull - 1000 RU - 5000-7500
       Level 2 Hull - 1600 RU - 7500-10000

17. Heavy Missile Platform
Role: Anti-Capital Ship Defence
Speed: 125
Attack: 127
Cost: 300 RU
Hit Points: 5000
Armament:
       2 x Heavy Fusion Missile Launchers
Research:
       Platform Missiles - 1200 RU - Allows Heavy Missile Platform
Construction.
       Level 1 Hull - 1000 RU - 5000-7500
       Level 2 Hull - 1600 RU - 7500-10000

18. Hyperspace Gate
Role: Hyperspace Gate
Speed: 600
Cost: 750 RU
Hit Points: 16000
Armament:
       Not Armed.
Research:
       Hyperspace Gate - 750 RU - Allows Hyperspace Gate Construction.
       Level 1 Hull - 1000 RU - 16000-24000
       Level 2 Hull - 1600 RU - 24000-32000
_____________
Utility Class
-------------

19. Resource Collector
Role: Collects material for processing into RU's
Speed: 276
Cost: 400 RU
Hit Points: 2000
Armament:
       Not armed
Special Abilities: Resource Collection
                  Repair Ability
                  Salvage Ability
Research:
       Level 1 Hull - 1200 RU - 2000-3000
       Level 2 Hull - 2400 RU - 3000-4000
       Repair - 500 RU - Allows Repair Ability.

20. Mobile Refinery
Role: Resource Drop Off
Speed: 226
Attack: 40
Cost: 800 RU
Hit Points: 18000
Armament:
       4 x Hull Defence Guns
Special Abilities: Resource Drop Off
Weapon Locations: All over the thing
Research:
       Level 1 Hull - 1200 RU - 18000-27000
       Level 2 Hull - 2400 RU - 27000-36000

21. Probe
Role: Single-burn Reconnaissance Unit
Speed: 600
Cost: 150 RU
Hit Points: 50
Armament:
       Not Armed, except for probe golf.
Note: Once you move it once, you cannot move it again.
Research:
       Level 1 Hull - 1200 RU - 50-75
       Level 2 Hull - 2400 RU - 75-100

22. Proximity Sensor Probe
Role: Cloak Detector
Speed: 600
Cost: 250 RU
Hit Points: 50
Armament:
       Not Armed
Note: Once you move it once, you cannot move it again.
Research:
       Proximity Sensor Probe Chassis - 500 RU - Allows Proximity
Sensor Probe Construction.
       Level 1 Hull - 1200 RU - 50-75
       Level 2 Hull - 2400 RU - 75-100

23. Sensors Distortion Probe
Role: Disrupts Enemy Sensors
Speed: 600
Cost: 500 RU
Hit Points: 50
Armament:
       Not Armed
Note: Once you move it once, you cannot move it again
Research:
       Sensor Distortion Probe Chassis - 800 RU - Allows Sensor
Distortion Probe Construction.
       Level 1 Hull - 1200 RU - 50-75
       Level 2 Hull - 2400 RU - 75-100
________________
Mothership Class
----------------

24. Flagship
Role: Mothership
Speed: 40
Attack: 120
Hit Points: 200000
Production Slots: 4
Module Slots: 3
Sensors Slots: 1
Armament:
       8 x Hull Defence Guns
Special Abilities: Many
Weapon Locations: All over the thing
Note: Without this baby, you be dead.
Research:
       Level 1 Hull - 4000 RU - 200000-259999
       Level 1 Engines - 3500 RU - 40-48
       Level 2 Hull - 6000 RU - 259999-320000
       Level 2 Engines - 5000 RU - 48-54
       Improved Manufacturing - 800 RU - Improves Construction Speed by
30%.

LEVEL 0

Unit          |Role                 |Speed  |Attack |Cost  |HP    |%|##
--------------+-------------------+-------+-------+------+------+-+--
Survey Scout  |Reconaisance Unit  |420    |9      |350   |90    |3| 1
Assault Craft |Anti-Fighter       |325    |30     |500   |210   |7| 2
Bomber    |Anti-Capital Ship  |260    |332    |550   |180   |6| 3
Lance Fighter |Anti-Corvette        |260    |43   |500   |150   |5| 4
Missile Vette |Anti-Capital Ship  |215    |26     |625   |1600  |5| 5
Laser Corvette|Anti-Capital Ship  |215    |350    |650   |1600  |5| 6
Command Vette |Mobile FCT           |215    |x    |400   |600   |1| 7
MinelayerVette|Minelayer            |215    |48   |800   |400   |1| 8
HeavyMissileFr|Anti-Frigate         |150        |351      |700   |16000 |1| 9
AssaultFrigate|Anti-Fighter       |161    |127    |650   |16000 |1|10
InfiltratorFri|Capture Frigate    |230    |53     |800   |18000 |1|11
Destroyer     |Anti-Frigate         |115    |1100   |2000  |85000 |1|12
Carrier       |Ship Production    |75     |200    |1700  |55000 |1|13
Shipyard      |Ship Production    |15     |550    |4000  |160000|1|14
Battlecruiser |Super Capital Ship |69     |5404   |4000  |240000|1|15
Gun Platform  |Anti-FighterDefence|125    |32     |300   |5000  |1|16
HeavyMissilePl|Anti-CapShipDefence|125    |127    |300   |5000  |1|17
HyperspaceGate|Hyperspace Gate    |600    |x      |750   |16000 |1|18
ResourceCollec|CollectsRU's       |276    |x      |400   |2000  |1|19
MobileRefinery|Resource Drop Off  |226    |40     |800   |18000 |1|20
Probe           |SingleBurnReconUnit|600    |x      |150   |50    |1|21
ProximitySenPr|Cloak Detector     |600    |x      |250   |50    |1|22
SensorsDistPro|DisruptsEnemySensor|600    |x      |500   |50    |1|23
FlagShip      |Mothership           |40     |120    |x     |200000|1|24

LEVEL 1

Unit            |Role               |Speed  |Attack |Cost  |HP    |%|##
--------------+-------------------+-------+-------+------+------+-+--
Survey Scout  |Reconaisance Unit  |525    |9      |350   |90    |3| 1
Assault Craft |Anti-Fighter       |407    |30     |500   |210   |7| 2
Bomber    |Anti-Capital Ship  |325    |332    |550   |180   |6| 3
Lance Fighter |Anti-Corvette        |325    |43   |500   |150   |5| 4
Missile Vette |Anti-Capital Ship  |258    |26     |625   |2080  |5| 5
Laser Corvette|Anti-Capital Ship  |258    |350    |650   |2080  |5| 6
Command Vette |Mobile FCT           |258    |x    |400   |2080  |1| 7
MinelayerVette|Minelayer            |258    |48   |800   |2080  |1| 8
HeavyMissileFr|Anti-Frigate         |180        |351      |700   |20800 |1| 9
AssaultFrigate|Anti-Fighter       |194    |127    |650   |20800 |1|10
InfiltratorFri|Capture Frigate    |276    |53     |800   |26000 |1|11
Destroyer     |Anti-Frigate         |138    |1100   |2000  |110499|1|12
Carrier       |Ship Production    |90     |200    |1700  |71500 |1|13
Shipyard      |Ship Production    |18     |550    |4000  |208000|1|14
Battlecruiser |Super Capital Ship |83     |5404   |4000  |312000|1|15
Gun Platform  |Anti-FighterDefence|125    |32     |300   |7500  |1|16
HeavyMissilePl|Anti-CapShipDefence|125    |127    |300   |7500  |1|17
HyperspaceGate|Hyperspace Gate    |600    |x      |750   |24000 |1|18
ResourceCollec|CollectsRU's       |276    |x      |400   |3000  |1|19
MobileRefinery|Resource Drop Off  |276    |40     |800   |27000 |1|20
Probe           |SingleBurnReconUnit|600    |x      |150   |75    |1|21
ProximitySenPr|Cloak Detector     |600    |x      |250   |75    |1|22
SensorsDistPro|DisruptsEnemySensor|600    |x      |500   |75    |1|23
FlagShip      |Mothership           |48     |120    |x     |259999|1|24

LEVEL 2

Unit            |Role               |Speed  |Attack |Cost  |HP    |%|##
--------------+-------------------+-------+-------+------+------+-+--
Survey Scout  |Reconaisance Unit  |630    |9      |350   |90    |3| 1
Assault Craft |Anti-Fighter       |488    |30     |500   |210   |7| 2
Bomber    |Anti-Capital Ship  |390    |332    |550   |180   |6| 3
Lance Fighter |Anti-Corvette        |390    |43   |500   |150   |5| 4
Missile Vette |Anti-Capital Ship  |301    |26     |625   |2560  |5| 5
Laser Corvette|Anti-Capital Ship  |301    |350    |650   |2560  |5| 6
Command Vette |Mobile FCT           |301    |x    |400   |960   |1| 7
MinelayerVette|Minelayer            |301    |48   |800   |640   |1| 8
HeavyMissileFr|Anti-Frigate         |203        |351      |700   |25600 |1| 9
AssaultFrigate|Anti-Fighter       |218    |127    |650   |25600 |1|10
InfiltratorFri|Capture Frigate    |311    |53     |800   |32000 |1|11
Destroyer     |Anti-Frigate         |156    |1100   |2000  |136000|1|12
Carrier       |Ship Production    |102    |200    |1700  |88000 |1|13
Shipyard      |Ship Production    |21     |550    |4000  |256000|1|14
Battlecruiser |Super Capital Ship |94     |5404   |4000  |384000|1|15
Gun Platform  |Anti-FighterDefence|125    |32     |300   |10000 |1|16
HeavyMissilePl|Anti-CapShipDefence|125    |127    |300   |10000 |1|17
HyperspaceGate|Hyperspace Gate    |600    |x      |750   |32000 |1|18
ResourceCollec|CollectsRU's       |276    |x      |400   |4000  |1|19
MobileRefinery|Resource Drop Off  |226    |40     |800   |36000 |1|20
Probe           |SingleBurnReconUnit|600    |x      |150   |100   |1|21
ProximitySenPr|Cloak Detector     |600    |x      |250   |100   |1|22
SensorsDistPro|DisruptsEnemySensor|600    |x      |500   |100   |1|23
FlagShip      |Mothership           |54     |120    |x     |320000|1|24

-----------------------------------------------------------------------
~ -VII-B- Research ~
-----------------------------------------------------------------------
_________
| Hiigaran |
---------

-FIGHTER CLASS-

Scout
       o Enhanced Sensors - 500 RU
               + None
                       - Special Ability: Ping
       o EMP - 1500 RU
               + Research Module
                       - Special Ability: EMP Blast

Interceptor
       o Engine Level 1 - 300 RU
               + Fighter Facility
               + Research Module
                       - Speed 325 + 83 = 407
       o Engine Level 2 - 500 RU
               + Fighter Facility
               + Advanced Research Module
                       - Speed 407 + 81 = 488

Bomber
       o Improved Bombs - 1500 RU
               + Research Module
                       - Anti-Subsystem bombs
       o Engine Level 1 - 300 RU
               + Fighter Facility
               + Research Module
                       - Speed 260 + 65 = 325
       o Engine Level 2 - 500 RU
               + Fighter Facility
               + Advanced Research Module
                       - Speed 325 + 65 = 390

-CORVETTE CLASS-

Gunship Corvette
       o Level 1 Hull - 500 RU
               + Research Module
               + Corvette Facility
                       - Health 1200 + 360 = 1560
       o Level 1 Engines - 300 RU
               + Research Module
               + Corvette Facility
                       - Speed 215 + 43 = 258
       o Level 2 Hull - 750 RU
               + Fighter Facility
               + Advanced Research Module
                       - Health 1560 + 360 = 1920
       o Level 2 Engines - 500 RU
               + Fighter Facility
               + Advanced Research Module
                       - Speed 258 + 33 = 291

Pulsar Corvette
       o Level 1 Hull - 500 RU
               + Research Module
               + Corvette Facility
                       - Health 1200 + 360 = 1560
       o Level 1 Engines - 300 RU
               + Research Module
               + Corvette Facility
                       - Speed 215 + 43 = 258
       o Level 2 Hull - 750 RU
               + Advanced Research Module
               + Corvette Facility
                       - Health 1560 + 360 = 1920
       o Level 2 Engines - 750 RU
               + Advanced Research Module
               + Corvette Facility
                       - Speed 258 + 33 = 291

Minelayer Corvette
       o Minelaying - 750 RU
               + Advanced Research Module
               + Corvette Facility
                       - Minelayer Ship

-FRIGATE CLASS-

Torpedo Frigate
       o Improved Torpedoes - 1000 RU
               + Research Module
               + Frigate Facility
       o Level 1 Hull - 800 RU
               + Research Module
               + Frigate Facility
                       - 12000 + 3599 = 15599
       o Level 1 Engines - 500 RU
               + Research Module
               + Frigate Facility
                       - 161 + 33 = 194
       o Level 2 Hull - 1400 RU
               + Advanced Research Module
               + Frigate Facility
                       - 15599 + 3601 = 19200
       o Level 2 Engines - 750 RU
               + Advanced Research Module
               + Frigate Facility
                       - 194 + 24 = 218

Flak Frigate
       o Level 1 Hull - 800 RU
               + Research Module
               + Frigate Facility
                       - 16000 + 4800 = 20800
       o Level 1 Engines - 500 RU
               + Research Module
               + Frigate Facility
                       - 161 + 33 = 194
       o Level 2 Hull - 1400 RU
               + Advanced Research Module
               + Frigate Facility
                       - 20800  + 4800 = 25600
       o Level 2 Engines - 750 RU
               + Advanced Research Module
               + Frigate Facility
                       - 194 + 24 = 218

Ion Cannon Frigate
       o Level 1 Hull - 800 RU
               + Research Module
               + Frigate Facility
                       - 16000 + 4800 = 20800
       o Level 1 Engines - 500 RU
               + Research Module
               + Frigate Facility
                       - 150 + 30 = 180
       o Level 2 Hull - 1400 RU
               + Advanced Research Module
               + Frigate Facility
                       - 20800 + 4800 = 25600
       o Level 2 Engines - 750 RU
               + Advanced Research Module
               + Frigate Facility
                       - 180 +23 = 203

Defence Field Frigate
       o Defence Field Frigate Chassis - 1500 RU
               + Advanced Research Module

-CAPITAL CLASS-

Carrier
       o Level 1 Hull - 750 RU
               + Research Module
               + Capital Ship Facility
                       - 80000 + 24000 = 104000
       o Level 1 Engines - 500 RU
               + Research Module
               + Capital Ship Facility
                       - 75 + 15 = 90
       o Level 2 Hull - 1000 RU
               + Advanced Research Module
               + Capital Ship Facility
                       - 104000 + 24000 = 128000
       o Level 2 Engines - 1000 RU
               + Advanced Research Module
               + Capital Ship Facility
                       - 90 + 12 = 102
       o Improved Manufacturing - 1000 RU
               + Advanced Research Module
               + Capital Ship Facility

Destroyer
       o Destroyer Chassis - 1500 RU
               + Research Module
               + Capital Ship Facility
       o Level 1 Hull - 1000 RU
               + Research Module
               + Capital Ship Facility
                       - 85000 + 25499 = 110499
       o Level 1 Engines - 1000 RU
               + Research Module
               + Capital Ship Facility
                       - 115 + 23 = 138
       o Level 2 Hull - 1500 RU
               + Advanced Research Module
               + Capital Ship Facility
                       - 110499 +25501 = 136000
       o Level 2 Engines - 1500 RU
               + Advanced Research Module
               + Capital Ship Facility
                       - 138 + 18 = 156
       o Improved Torpedoes - 1000 RU *Upgrade located on Torpedo
                                                 Frigate Research Panel*
               + Advanced Research Module

Shipyard
       o Level 1 Hull - 750 RU
               + Research Module
               + Capital Ship Facility
               + Hyperspace Module
                       - 160000 + 35000 = 195000
       o Level 1 Engines - 500 RU
               + Research Module
               + Capital Ship Facility
               + Hyperspace Module
                       - 15 + 3 = 18
       o Level 2 Hull - 1500 RU
               + Advanced Research Module
               + Capital Ship Facility
               + Hyperspace Module
                       - 195000 + 45000 = 240000
       o Level 2 Engines - 1500 RU
               + Advanced Research Module
               + Capital Ship Facility
               + Hyperspace Module
                       - 18 + 3 = 21
       o Improved Manufacturing - 1000 RU
               + Advanced Research Module
               + Capital Ship Facility
               + Hyperspace Module

Battlecruiser
       o Battlecruiser Chassis - 1800 RU
               + Advanced Research Module
               + Capital Ship Facility
       o Level 1 Hull - 2000 RU
               + Research Module
               + Capital Ship Facility
                       - 240000 + 72000 = 312000
       o Level 1 Engines - 1000 RU
               + Research Module
               + Capital Ship Facility
                       - 69 + 14 = 83
       o Level 2 Hull - 3000 RU
               + Advanced Research Module
               + Capital Ship Facility
                       - 312000 + 72000 = 384000
       o Level 2 Engines - 1500 RU
               + Advanced Research Module
               + Capital Ship Facility
                       - 83 + 11 = 94

Gatekeeper of SaJuuk (DreadNought)
       o None

-PLATFORM CLASS-

Gun Platform
       o Level 1 Hull - 500 RU
               + Research Module
               + Platform Controller Facility
                       - 5000 + 1500 = 6500
       o Level 2 Hull - 800 RU
               + Advanced Research Module
               + Platform Controller Facility
                       - 6500 + 1500 = 8000

Ion Cannon Platform
       o Platform Ions Chassis - 600 RU
               + Research Module
               + Platform Controller Facility
       o Level 1 Hull - 500 RU
               + Research Module
               + Platform Controller Facility
                       - 5000 + 1500 = 6500
       o Level 2 Hull - 800 RU
               + Advanced Research Module
               + Platform Controller Facility
                       - 6500 + 1500 = 8000

-UTILITY CLASS-

Resource Collector
       o Repair - 750 RU - Allows Repair Ability
               + Research Module
       o Level 1 Hull - 400 RU
               + Research Module
                       - 2000 + 1000 = 3000
       o Level 2 Hull - 800 RU
               + Advanced Research Module
                       - 3000 + 1000 = 4000

Mobile Refinery
       o Level 1 Hull - 500 RU
               + Research Module
                       - 18000 + 5400 = 23400
       o Level 2 Hull - 1000 RU
               + Advanced Research Module
                       - 23400 + 5400 = 28800

Proximity Sensor Probe
       o Proximity Sensor Pobe - 500 RU
               + Research Module

Sensors Distortion Probe
       o Sensors Distortion Probe - 500 RU
               + Advanced Research Module

-MOTHERSHIP CLASS-

Pride of Hiigara
       o Level 1 Hull
               + Research Module
                       - Health 200000 + 100000 = 300000
       o Level 1 Engine
               + Research Module
                       - Speed 40 + 8 = 48
       o Level 2 Hull - 750 RU
               + Advanced Research Module
                       - 300000 +100000 = 400000
       o Level 2 Engines - 750 RU
               + Advanced Research Module
                       - 48 + 6 = 54
       o Improved Manufacturing - 1000 RU
               + Advanced Research Module
       o Hyperspace 1 - 500 RU
               + Research Module
               + Hyperspace Module
       o Hyperspace 2 - 1000 RU
               + Advanced Research Module
               + Hyperspace Module
______
|Vaygr|
------

-FIGHTER CLASS-
       o Level 1 Engines - 600 RU
               + Fighter Facility
                       - Survey Scout: 420 + 105 = 525
                       - Assault Craft: 325 + 82 = 407
                       - Bomber: 260 + 65 = 325
                       - Lance Fighter: 260 + 65 = 325
       o Level 2 Engines - 1000 RU
               + Fighter Facility
                       - Survey Scout: 525 + 105 = 630
                       - Assault Craft: 407 + 81 = 488
                       - Bomber: 325 + 65 = 390
                       - Lance Fighter: 325 + 65 = 390

Survey Scout
       o EMP - 1000 RU
               + Research Module

Bomber
       o Impact Delay Fusion Bombs - 250 RU
               + Research Module
               + Fighter Facility
       o Anti-Subsystem Bombs - 1500 RU
               + Research Module
               # Impact Delay Fusion Bombs

Lance Fighter
       o Plasma Lance - 250 RU
               + Research Module
               + Fighter Facility

-CORVETTE CLASS-
       o Corvette Chassis - 500 RU
               + Research Module
       o Level 1 Hull - 900 RU
               + Corvette Facility
                       - Missile Corvette: 1600 + 480 = 2080
                       - Laser Corvette: 1600 + 480 = 2080
                       - Command Corvette: 600 + 180 = 780
                       - Minelayer Corvette: 400 + 120 = 520
       o Level 1 Engines - 800 RU
               + Corvette Facility
                       - Missile Corvette: 215 + 43 = 258
                       - Laser Corvette: 215 + 43 = 258
                       - Command Corvette: 215 + 43 = 258
                       - Minelayer Corvette: 215 + 43 = 258
       o Level 2 Hull - 1800 RU
               + Corvette Facility
                       - Missile Corvette: 2080 + 480 = 2560
                       - Laser Corvette: 2080 + 480 = 2560
                       - Command Corvette: 780 + 180 = 960
                       - Minelayer Corvette: 520 + 120 = 640
       o Level 2 Engines - 1600 RU
               + Corvette Facility
                       - Missile Corvette: 258 + 43 = 301
                       - Laser Corvette: 258 + 43 = 301
                       - Command Corvette: 258 + 43 = 301
                       - Minelayer Corvette: 258 + 43 = 301

Laser Corvette
       o Laser Systems - 500 RU
               + Research Module
               + Corvette Facility

Command Corvette
       o Command systems - 500 RU
               + Research Module
               + Corvette Facility

Minelayer Corvette
       o Minelaying - 1500 RU
               + Research Module
               + Corvette Facility

-FRIGATE CLASS-
       o Frigate Chassis - 1800 RU
               + Research Module
               # Corvette Chassis
       o Level 1 Hull - 1600 RU
               + Frigate Facility
                       - Heavy Missile Frigate: 16000 + 4800 = 20800
                       - Assault Frigate: 16000 + 4800 = 20800
                       - Infiltrator Frigate: 20800 + 5200 = 26000
       o Level 1 Engines - 1000 RU
               + Frigate Facility
                       - Heavy Missile Frigate: 150 + 30 = 180
                       - Assault Frigate: 161 + 33 = 194
                       - Infiltrator Frigate: 230 + 46 = 276
       o Level 2 Hull - 2800 RU
               + Frigate Facility
                       - Heavy Missile Frigate: 20800 + 4800 = 25600
                       - Assault Frigate: 20800 + 4800 = 25600
                       - Infiltrator Frigate: 26000 + 6000 = 32000
       o Level 2 Engines - 1500 RU
               + Frigate Facility
                       - Heavy Missile Frigate: 180 + 23 = 203
                       - Assault Frigate: 194 + 24 = 218
                       - Infiltrator Frigate: 276 + 31 = 311

Assault Frigate
       o Assault Frigate Chassis - 650 RU
               + Research Module

Infiltrator Frigate
       o Infiltration Pods - 1000 RU
               + Research Module
               + Frigate Facility

-CAPITAL CLASS-
       o Level 1 Hulls - 4000 RU
               + Capital Ship Facility
                       - Destroyer: 85000 + 25499 = 110499
                       - Carrier: 55000 + 16500 = 71500
                       - Shipyard: 160000 + 48000 = 208000
                       - Battlecruiser: 240000 + 72000 = 312000
                       - Flagship: 200000 + 59999 = 259999
       o Level 1 Engines - 3500 RU
               + Capital ship Facility
                       - Destroyer: 115 + 23 = 138
                       - Carrier: 75 + 15 = 90
                       - Shipyard: 15 + 3 = 18
                       - Battlecruiser: 69 + 14 = 83
                       - Flagship: 40 + 8 = 48
       o Level 2 Hull - 6000 RU
               + Capital Ship Facility
                       - Destroyer: 110499 + 25501 = 136000
                       - Carrier: 71500 + 16500 = 88000
                       - Shipyard: 208000 + 48000 = 256000
                       - Battlecruiser: 312000 + 72000 = 384000
                       - Flagship: 259999 + 60001 = 320000
       o Level 2 Engines - 5000 RU
               + Capital Ship Facility
                       - Destroyer: 138 + 18 = 156
                       - Carrier: 90 + 12 = 102
                       - Shipyard: 18 + 3 = 21
                       - Battlecruiser: 83 + 11 = 94
                       - Flagship: 48 + 6 = 54

Destroyer
       o Destroyer Chassis - 2000 RU
               + Research Module

Carrier
       o Improved Manufacturing - 1000 RU
               + Research Module

Shipyard
       o Improved Manufacturing - 1000 RU
               + Research Module
               + Research Module (Shipyard)

Battlecruiser
       Battlecruiser Chassis - 2500 RU
               + Research Module
               + Capital Ship Facility
               # Destroyer Chassis

-PLATFORM CLASS-
       o Level 1 Hull - 1000 RU
               + Platform Controller Factility
                       - Gun Platform: 5000 + 2500 = 7500
                       - Heavy Missile Platform: 5000 + 2500 = 7500
                       - Hyperspace Gate: 16000 + 8000 = 24000
       o Level 2 Hull - 1600 RU
               + Platform Controller Factility
                       - Gun Platform: 7500 + 2500 = 10000
                       - Heavy Missile Platform: 7500 + 2500 = 10000
                       - Hyperspace Gate: 24000 + 8000 = 32000

Heavy Missile Platform
       o Platform Missiles - 1200 RU
               + Research Module
               + Platform Controller Facility

Hyperspace Gate
       o Hyperspace Gate - 750 RU
               + Hyperspace Module

-UTILITY CLASS-
       o Level 1 Hull - 1200 RU
               + None
                       - Resource Collector: 2000 + 1000 = 3000
                       - Mobile Refinery: 18000 + 9000 = 27000
                       - Probe: 50 + 25 = 75
                       - Proximity Sensor Probe: 50 + 25 = 75
                       - Sensors Distortion Probe: 50 + 25 = 75
       o Level 2 Hull - 2400 RU
               + None
                       - Resource Collector: 3000 + 1000 = 4000
                       - Mobile Refinery: 27000 + 9000 = 36000
                       - Probe: 75 + 25 = 100
                       - Proximity Sensor Probe: 75 + 25 = 100
                       - Sensors Distortion Probe: 75 + 25 = 100

Resource Collector
       o Repair - 500 RU
               + Research Module

Proximity Sensor Probe
       o Proximity Sensor - 500 RU
               + Research Module

Sensors Distortion Probe
       o Electronic Countermeasures - 800 RU
               + Research Module

-MOTHERSHIP CLASS-

Flagship
       o Improved Manufacturing - 1000 RU
               + Research Module
Additional upgrades located in the Capital Ship Class section for the
Vaygr Flagship.


-----------------------------------------------------------------------
~ -VII-C- Single Player Campaign Tech Tree ~
-----------------------------------------------------------------------

Mission 1
---------
-RESEARCH-
-NEW CRAFT-
Scout
Interceptor
Resource Collector
-OBTAINED CRAFT-
Interceptor Squadron - Launched from Chimeara when under attack.

Mission 2
---------
-RESEARCH-
Interceptor - Level 1 Engines
Bomber - Level 1 Engines
Mothership - Level 1 Engines
Mothership - Level 1 Hull
Resource Collector - Level 1 Hull
-NEW CRAFT-
-OBTAINED CRAFT-
Elite Bomber Squadron - Successful Docking of Bishop 5.
Elite Gunship Squadron - Successful Docking of Bishop 6.

Mission 3
---------
-RESEARCH-
Resource Collector - Repair
Mobile Refinery - Level 1 Hull
Proximity Sensor Probe - Proximity Sensor Probe
Gunship Corvette - Level 1 Hull
Gunship Corvette - Level 1 Engines
Pulsar Corvette - Level 1 Hull
Pulsar Corvette - Level 1 Engines
Interceptor - Level 2 Engines
Bomber - Level 2 Engines
Bomber - Anti-Subsystem Bombs
Flak - Level 1 - Hull
Flak - Level 1 - Engines
Carrier - Level 1 - Hull
Carrier - Level 1 - Engines
Resource Collector - Level 2 Hull
-NEW CRAFT-
Mobile Refinery
Proximity Sensor Probe
Carrier
Flak Frigate
Marine Frigate
-NEW SUBSYSTEMS-
Frigate Facility
Capital Ship Facility
Research Module
Advanced Research Module
-OBTAINED CRAFT-
Carrier

Mission 4
---------
-RESEARCH-
Minelaying
Torpedo Frigate - Level 1 Hull
Torpedo Frigate - Level 1 Engines
Gun Platform - Level 1 Hull
Platform Ions
Ion Cannon Platform - Level 1 Hull
-NEW CRAFT-
Minelayer
Torpedo Frigate
Gun Platform
Ion Cannon Platform
-NEW SUBSYSTEMS-
Platform Control Facility
Advanced Sensors Array

Mission 5
---------
-RESEARCH-
Scout - Enhanced Sensors
Gunship Corvette - Level 2 Hull
Gunship Corvette - Level 2 Engines
Pulsar Corvette - Level 2 Hull
Pulsar Corvette - Level 2 Engines
Torpedo Frigate - Anti-Capital Ship Torpedoes
-NEW CRAFT-
Ion Cannon Frigate

Mission 6
---------
-RESEARCH-
Scout - EMP
Ion Cannon Frigate - Level 1 Hull
Ion Cannon Frigate - Level 1 Engines
Defence Field Frigate - Defence Field Frigate
Mothership - Level 2 Hull
Mothership - Level 2 Engines
Mothership - Improved Manufacturing
Carrier - Level 2 Hull
Carrier - Level 2 Engines
Carrier - Improved Manufacturing
Mobile Refinery - Level 2 Hull
Sensors Distortion Probe - Sensors Distortion Probe
Gun Platform - Level 2 Hull
Ion Cannon Platform - Level 2 Hull
Mothership - Anti-Mover Weaponry

Mission 7
---------

Mission 8
---------

Mission 9
---------

Mission 10
----------

Mission 11
---------

Mission 12
----------

Mission 13
----------

Mission 14
----------

Mission 15
----------


-----------------------------------------------------------------------
~ -VII-D- Facilities And Modules~
-----------------------------------------------------------------------
________
Hiigaran
--------

FIGHTER CLASS
Fighter Facility - 500 RU
       - Prerequisites:
               o None
       - Allows Construction:
               o Interceptor
               o Bomber
       - Allows Research:
               o Scout
               o Interceptor
               o Bomber

CORVETTE CLASS
Corvette Facility - 800 RU
       - Prerequisites:
               o Research Module
       - Allows Construction:
               o Gunship Corvette Squadron
               o Pulsar Corvette Squadron
       - Allows Research:
               o Gunship Corvette
               o Pulsar Corvette
               o Minelayer Corvette
                       + Advanced Research Module
                       + Minelaying

Mover Facility - 500 RU
       - Prerequisites
               o ?
       - Allows Construction:
               o Mover
Note: Single Player campaign only.

FRIGATE CLASS
Frigate Facility - 1000 RU
       - Prerequisites:
               o Research Module
       - Allows Construction:
               o Torpedo Frigate
               o Flak Frigate
                       + Advanced Research Module
               o Ion Cannon Frigate
                       + Advanced Research Module
               o Marine Frigate
                       + Advanced Research Module
               o Defence Field Frigate
                       + Advanced Research Module
                       + Defence Field
       - Allows Research:
               o Torpedo Frigate
               o Flak Frigate
                       + Advanced Research Module
               o Ion Cannon Frigate
                       + Advanced Research Module
               o Marine Frigate
                       + Advanced Research Module
               o Defence Field Frigate
                       + Advanced Research Module
                       + Defence Field

CAPTIAL CLASS
Capital Ship Facility - 1800 RU
       - Prerequisites:
               o None
       - Allows Construction:
               o Carrier
               o Destroyer
                       + Research Module
                       + Destroyer Chassis
               o Shipyard
                       + Hyperspace Module
               o Battlecruiser
                       + Shipyard (Sole builder)
                       + Advanced Research
                       + Battlecruiser Chassis
       - Allows Research:
               o Carrier
               o Destroyer
                       + Research Module
                       + Destroyer Chassis
               o Shipyard
                       + Hyperspace Module
               o Battlecruiser
                       + Shipyard (Sole builder)
                       + Advanced Research
                       + Battlecruiser Chassis

PLATFORM CLASS
Platform Control Facility - 650 RU
       - Prerequisites
               o None
       - Allows Construction:
               o Gun Platform
               o Ion Cannon Platform
                       + Platform Ion Cannons
       - Allows Research:
               o Gun Platform
               o Ion Cannon Platform
                       + Platform Ion Cannons
                       + Research Module

UTILITY CLASS

MODULE CLASS
Research Module - 1500
       - Prerequisites:
               o None
       - Allows Construction:
               o Corvette Facility
               o Frigate Facility
               o Advanced Research Module
               o Hyperspace Module
               o Gravity Well Generator
               o Cloak Generator
       - Allows Research:
               o Fighter Class
               o Corvette Class
               o Frigate Class
               o Capital Class
               o Platform Class
               o Utility Class

Advanced Research Module - 2250
       - Prerequisites:
               o Research Module
       - Allows Construction:
               o Fighter Class
               o Corvette Class
               o Frigate Class
               o Capital Class
               o Platform Class
               o Utility Class
               o Module Class
       - Allows Research:
               o Fighter Class
               o Corvette Class
               o Frigate Class
               o Capital Class
               o Platform Class
               o Utility Class

Hyperspace Module - 1000 RU
       - Prerequisites:
               o Research Module
       - Allows Construction:
               o Shipyard

Gravity Well Generator - 1500 RU
       - Prerequisites:
               o Research Module

Cloak Generator - 750 RU
       - Prerequisites:
               o Research Module

Fire Control Tower - 1500 RU
       - Prerequisites:
               o Advanced Research Module

SENSOR MODULE CLASS
Hyperspace Sensors - 250 RU
       - Prerequisites:
               o None

Advanced Sensors Array - 250 RU
       - Prerequisites:
               o None

Anti-Cloaking Sensors - 250 RU
       - Prerequisites:
               o None
_____
Vaygr
-----

_______________________________________________________________________

~ -IIX- Tactics ~
_______________________________________________________________________

NOTE: Only Hiigaran ships will be detailed here for now. Vaygr will
come later on.

-----------------------------------------------------------------------
~ -IIX-A- Fighter Class tactics ~
-----------------------------------------------------------------------

1. Scout

Scouts are actually extremely useful this time.

Features:
       o Their sensors are a lot better than any other movable ship.
       o Their speed is unequalled ship wise.
       o Their EMP blast is very useful as 3 squadrons can totally
       disable a group of frigs in one attack run. (The bar that
       appears on the target vessel is the percentage control the ship
       still has. You need to make it go all grey)
       o Their sensor ping is invaluable when searching for enemies
       that you may have missed on a map.
       o The only ship able to chase enemy scouts effectively.

Disadvantages:
       o Low HP.
       o Low attack.
       o 3 in Squadron.

Purpose:
The general purpose of scouts are basically as the name implies - they
are 'scouts'. They are designed to scout out an area with their vast
sensor arrays and to also provide early warnings on impending attacks.
They arent really designed for sustained combat. However they can be
used for quick hit and run raids with the intention being not to really
do any kind of damage but instead to gain the attention of the enemy.
Despite their lack of damage that they can inflict, they can be useful
to gain access to and proceed to lay waste to the enemy resourcers and
other defenceless units. But, the moment some kind of opposition
arrives on the scene, no matter the class or composition, the scout
then flees due to being outgunned  around 98% of the time.

Tactics:
Basic tactics to use with scouts are to have only a couple squadrons so
as to not detract from the more potent and valuable interceptors and
bombers. I would suggest only having 1 squadron most of the time, until
you really need the EMP or need many scouts to chase after a few probes
fast. A good use for this sole squadron would be to lure enemy frigates
into the mass minefield that you have made or to use their sensor ping
when you need to find that elusive resource operation. One other
interesting use for the scouts would be the rush tactic used in the
game Starcraft. Except this is not so much an attack but a quick,
cheap and effective method for scouting out the enemy to see exactly
what he has and what he is up to. If they get wasted, you wont miss
them as they have no really big job in the fleet apart from their
specialised roles and the fact that they only cost 350 RU.

With the EMP, have at least 3 scout squadrons in a group and begin to
EMP clusters of frigates, then quickly bring in your marines or infs to
cap them before they light up again. Best way to get enemy stuff!

The most useful and dependable use that the scouts have is the sensor
ping ability which, when used sends out a ping across the entire map
that lights up any and all units that are not in a protective dust
cloud. This ability is extremely useful on mission 9 as nearly
everytime I have played that mission, I am a loss for finding the very
last remnants of the enemy fleet. The sensor ping ability costs a
whopping 1000 RU per use but is a life saver near the end of missions.
The ping lasts for about 10 seconds and lights up enemy ships on the
sensors manager as red dots, with which represent enemy ships not in
any kind of cover.

2. Interceptor

Interceptors are pure and simple fighter craft killers. These are the
ones now that have little else to do but kill strike craft.

Features:
       o Decent firepower.
       o Decent speed.
       o Grouped they can be a force to be worried about. However on
       their own they are useless.
       o 5 in squadron.
       o Cost effective.

Disadvantages:
       o No match for vettes.
       o Lack of versatiliy.

Purpose:
Interceptors are the same as the scout for namesake. They are purely
designed for interception of enemy strike craft. They are purpose built
to attack scouts, interceptor type craft, bombers, resource collectors
and other light to medium craft. The interceptor also supports pulsar
corvettes in attacking capital class ships such as frigates and
resource controllers.

Tactics:
Interceptors have a varied role in that they are equally successful in
their designed task of anti-fighter as well as an added role of
anti-corvette. A general rule of thumb for the interceptor wing size is
about 4-6 squadrons for most jobs. This size is a rough example o

3. Bomber

Bombers are very useful this time around. They couple very good speed,
manoeuvrability and pack a powerful punch.

Features:
       o Very good speed to firepower ratio.
       o When grouped, they are deadly. Against frigs, they are gravy
       makers.

Tactics to use with them:

-----------------------------------------------------------------------
~ -IIX-B- Corvette Class Tactics ~
-----------------------------------------------------------------------

1. Gunship Corvette Squadron

2. Pulsar Corvette Squadron

3. Minelayer Corvette

The minelayer corvette is one of the most useful and mostly underrated,
and often underused, parts of the game. It can easily take out even a
destroyer without breaking a sweat.

Features:
       o Totally awesome firepower in the mines.
       o Can lay millions of mines that are unstoppable.
       o Can create the perfect pattern of minefield that you would
       want.
       o Small AutoGun turret on the underside for anti-fighter
       protection.
       o For good effect have more than one minelayer laying the same
       field. Or better yet, have them laying seperate fields on the
       exact same patch.

Tactics to use with them:

When using a minelayer remember one thing - the mines are massive
explosives. Hence they aren't gunna be placed right beside each other.

1. When you want to dump a load of mines at the ML's posi, click the
lay mines button or press [N]. Now use the mouse to determine the
width and the [SHIFT] or hold the left mouse button for height.
2. Now make a REALLY big rectangle/square. Once that is big enough
left click the mouse to start deploying. For a second you will see a
green grid of dots spring up where your red square was (if you have
ATI/TO on that is). This is where the mines will go. If you hover the
mouse over the ML you will see the grid again.
3. For a really effective field make the square really big but keep
in mind that the mines explode after a while, so not THAT big. You don't
want to waste your time building a minefield you can see clearly from
the sensors manager only to have it all blow up cos there aint nothing
to attack.
4. When an enemy fleet comes near your mines, they will go after the
biggest and if there is nothing left of min frig size they will go
back to the grid formation.

Candle Jack:
"If you leave the minelayer alone when it's finished laying the mines,
it will start to run around replacing the ones that explode and keep
the grid full."


4. Mover

Movers are an unusual blend of firepower with only small armour. They
are the size of a Vette and pack as much punch as a bomber but are
slower, less manoeuvrable and limited to only 10.

Features:
       o Good firepower.
       o Very good bomber in groups of ten.


Tactics to use with them:

-----------------------------------------------------------------------
~ -IIX-C- Platform Class Tactics ~
-----------------------------------------------------------------------

1. Gun Platform

2. Ion Beam Platform

-----------------------------------------------------------------------
~ -IIX-D- Frigate Class Tactics ~
-----------------------------------------------------------------------

1. Flak Frigate

2. Ion Cannon Frigate

3. Defence Field Frigate

4. Marine Frigate

5. Torpedo Frigate

-----------------------------------------------------------------------
~ -IIX-E- Capital Class Tactics ~
-----------------------------------------------------------------------

1. Destroyer

2. Carrier

3. Battlecruiser

4. Keeper of Sa'Juuk (Dreadnought)

-----------------------------------------------------------------------
~ -IIX-F- Super Capital Class Tactics ~
-----------------------------------------------------------------------

1. Shipyard

2. Mothership

3. SaJuuk

-----------------------------------------------------------------------
~ -IIX-G- Utility Class Tactics ~
-----------------------------------------------------------------------

1. Collector

2. Mobile Refinery

3. Probe

4. Proximity Sensor Probe

5. Sensors Distortion Probe

_______________________________________________________________________

~ -IX- Strike Groups ~
_______________________________________________________________________

Formations for each class are as follows.

The dashes under the lines represent the groupings. Eg. how many
groups along the line.

Vaygr
-----
6 Survey Scout Squadrons
7 Assault Craft Squadrons
6 Bomber Squadrons
6 Lance Fighter Squadrons

7 Missile Corvette Squadrons
6 Laser Corvette Squadrons
6 Minelayer Corvettes
6 Command Corvettes

12 Heavy Missile Frigates
11 Assault Frigates
7 Infiltrator Frigates

Destroyers
Carriers
Battlecruisers

- Strike Craft alone:

TOP DOWN                ^

       X       X       X       X       X


       X       X       X       X       X

SIDE ON         >

               X
                       X
               X
                       X
               X

Random positions for all.

- Strike Craft with Corvette support:

TOP DOWN                ^

       X       X       X       X       X

       X       X       X       X       X

       X       X       X       X       X

       X       X       X       X       X

SIDE ON         >

               X               X
                       X               X
               X               X
                       X               X
               X               X
</pre><pre id="faqspan-3">
Random positions for all.

- Frigates with Strike Craft and Corvette support.

TOP DOWN                ^

       X       X       X       X       X

       X       X       X       X       X

       X       X       X       X       X

       X       X       X       X       X

       X       X       X       X       X

       X       X       X       X       X

SIDE ON         >

       X       X       X               X
                               X               X
       X       X       X               X
                               X               X
       X       X       X               X

Random positions for all.

1. Capital Phalanx

- Strike Craft alone:

First Line - One Strike Craft Squadron of any type.
       -
Second Line - The entire group minus the single squadron out front.
---------------
Random positions for all.

- Strike Craft with Corvette support:

First Line - One Strike Craft or Corvette Squadron or Single Corvette.
       -
Second Line - 49% of the rest on left side only.
-------
Third Line - 49% of the rest on the right side only.
       -------
Random positions for all.

- Frigates with Strike Craft and Corvette support.

First Line - One Strike Craft or Corvette Squadron or Single Corvette.
       -
Second Line - Infiltrator Frigates on the outskirts, then Assault
Frigates in between and in the middle the Heavy Missile Frigates.
 ---------
Third Line - 49% of the rest of the strike craft on left side only.
-------
Fourth Line - 49% of the rest of the strike craft on right side only.
       -------
Random positions for the Strike Craft only.

2. Frigate Line

- Strike Craft alone:

First Line - 46% of the Strike Craft.
---------------
Second Line - 1% of the Strike Craft in a vertical line.
|
Third Line - 1% of the Strike Craft in a vertical line.
|
Fourth Line - 1% of the Strike Craft in a vertical line.
|
Fifth Line - 1% of the Strike Craft in a vertical line.
|
Random positions for all.

- Strike Craft with Corvette support:

First Line - 50% of all.
-------------
Second Line - 50% of all in a line lengthwise.
|
|
|
|
Random positions for all.

- Frigates with Strike Craft and Corvette support.



3. Fighter Screen

- Strike Craft alone:

- Strike Craft with Corvette support:

- Frigates with Strike Craft and Corvette support.

_______________________________________________________________________

~ -X- Mission Walkthrough ~
_______________________________________________________________________

-----------------------------------------------------------------------
~ -X-1- MISSION 01 ~
-----------------------------------------------------------------------

OK. Welcome to Homeworld 2!

For general purpose of this walkthrough I hotkey the following ships as
such:
Interceptors - 1
Bombers, Movers - 2
Pulsar Gunships, Gunships - 3
Resource Collectors - 0
Mobile Refineries - 9
Scouts\Minelayers - 8
Flak Frigates, Assault Frigates, Ion Cannon Frigates, Torpedoe Frigates,
Heavy Missile Frigates - 4
Marine Frigates, Infiltration Frigates - 5
Desttoyers, Battlecruisers, DN, SaJuuk - 6
Carriers - 7


NOTE: This is based on Homeworld 2 v1.1 not 1.0. Also any ship numbers
in reference to the enemy, is based on a rough estimate as the number of
ships is always based on your own strength.


[Tanis]

In short: Build 3 ints and 3 bombers. Use fighter to take out bombers
and fighters and use bomber to take out HMF's and hypergates.

1. OK start collecting the resources. Build the fighter facility.
Then build 3 int squadrons. Don't attack the drones until you have 3
squadrons.
2. When they are done building send them over to waste the drones.
Hotkey the ints to 1.
3. You will be warned of an attack. A squadron of ints will be
launched from chimeara to intercept the enemy bombers. You will be
given these as soon as the warning has been issued. Send the 3 plus
1 ints over to waste the bombers. PAP.
4. As soon as you finish them off 3 hypergates will arrive and announce

the 2nd wave. You will have 2 minutes to build reinforcements. Now
build 3 bomber squadrons and as soon as they are done tell them to
attack the HMF then the gates whilst you concentrate your ints fire
on the fighters. Hotkey the bombers to 2. You should have no trouble
with them. As soon as the bombers have finished the HMF and the 3
gates tell them to dock. As soon as the coll is done tell it to dock
and check the 'stay docked' radio check.
5. Ok pretty soon you will be warned about an incoming third wave which
is unbeatable. If you had enough stuff you will be treated to seeing a
massive fleet of 2 BC's 2-3 D's, many HMF and lots of fighters lay
waste to Tanis. It depends on your own size.

-----------------------------------------------------------------------
~ -X-2- MISSION 02 ~
-----------------------------------------------------------------------

Oh goody I have to play guard the daddy ships with my baby ships! YAY!

[Angel Moon]

In short: Attack carrier with bombers, attack fighters with ints
wherever needed the most.

1. As soon as you arrive, you will see the 6 crew ships, Bishop 1
through 6. An enemy carrier is in the middle of the map. First watch
and wait for all of your bombers to launch and turn on the ATI/TO
[TAB], then immediately tell your bombers to
attack the fighter facility on the carrier. Do this by [ALT] drag
selecting it and bringing up the '2' hotkey that I said in the previous
mission, and right clicking on the fighter facility.
2. Now turn your view around to the right to see the first transport.
Call up hotkey 1 and drag attack the red marks around the first
transport.
3. Start construction of a new coll and as soon as that is completed
tell it to start harvesting.
4. Once the first transport is safe, split your ints in half and tell
2 to go attack the top right red dots on the sensors manager around
Bishop 2. Order the other two to attack the middle right red dots.
Don't forget to tell all your fighters/bombers to go to aggressive
mode.
5. Once the fighter facility is gone send the bombers back with
the dock command. With the new damage that the Vaygr carrier

now does, they will eventually be toast.
6. As soon as the coll is out of the hangar begin on 2 more ints.
When the first transport is docked and you get the new upgrades
available notification, start construction on that facility.
When the two ints are done constructing, hi-tail it to the bottom
left transport and defend it. As soon as the original 4 ints are
finished killing the attackers of bishop 2 and 3, send both to the
bishop 5 (middle left). This one will be in far worse shape than all
the others.
7. You will see that a small group of frig's hyper in and start
cainin one of your transports. Don't worry about it. Captain Soban
hypers in behind them and causes them to about face and engage Soban
instead of the transports. With the new ints finishing up the
fighters all over bishop 4 are done, send them to take over the job
of the original 4 ints. Then send the original 4 ints to start on
bishop 6 (if needed). Send the bombers back in to the carrier and
start attacking its engines.
8. By now the entire right and left side should be clear and the
carrier taking a beating as it tries to escape. The frigs should
be pretty much toast by now thanks to Captain Soban. When the Vette
facility is done start on a gunvette squadron. Send all your ints
to take out any remaining bombers and fighters. When they are all
gone bring all of them over to the carrier and burn a nice shiny
new hole in its side.
9. Once the carrier is dead in the water, there is no need for you
to even be there, so send all your units back with the dock
command and let Soban deal with the carrier on his own. Now would
be a good time to start research on fighters upwards. If you
managed to save 5 transports, you will get 2 elite bomber squadron.
6 transports saved and you will get 2 elite gunship squadron.

Note: If you want time to research in this mission, once you have
killed the fighter facility on the carrier, tell your bombers to
move a distance away from the carrier and go to evasive [F2].


-----------------------------------------------------------------------
~ -X-3- MISSION 03 ~
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Wicked! I get lotsa time and resources to make more sheep's! Now thuts a
way to puss the AI off!

[Sarum]

In short: Bring your fighters in to take out the fighters but leave a
minimum of one enemy fighter/Vette still left. Attack the HMF with your
bombers. Use fighters for anti-fighter/bomber and bombers vs. carriers
and frigs.

1. OK this map is the easiest your gunna get for a long time. Right off
the bat tell your fighters to start on the enemy fighters/vettes and
the bombers to start on the HMF. The HMF will go first then most of the
fighters/vettes. When you get down to 1-2 squadrons left to kill, LEAVE
and send your whole fighter and bomber group home. Leave one squadron
of fighters to whittle it down to one enemy fighter or Vette. Just make
sure you leave one left. When your satisfied that you have got all but
one or two of em, tell everything to go home. Now tell your coll to
start harvesting.
2. Build a refinery and dump it in the closest patch of dosh. then
build more coll and then another refinery. Send the second refinery to
the next patch where the sensor ping is on the sensors manager. Build 4
more coll and send them to the second patch where the second refinery
is. When the first patch is done send all of the coll and the refinery
to the second patch. When that are is done go to the patch in the
middle. All this time build up your fighters/bombers and pulsars. You
will need them for the next mission. If you want to wait for the
resources and building/researching to get done, go have a coffee or
play with the wifey or something. You will get a notification of
platform production availability, so build it whenever you are ready.
Don't bother with building platforms at the moment as this mission
and the next don't really call for them. You are safe until you kill
that lone fighter. One more thing - don't worry about the SY it will
be fine - it will repair itself.
3. Send all of your fighters and vettes over to the far right patch and
let them wait there for the time being. If you havent got into the
habit, it would prolly be a good idea to hotkey your units for their
type and general purpose eg, anti-fighter - 1, anti-frigate - 2,
anti-fighter/corvette - 3 etc etc. OK when you are satisfied that you
are successfully built up/researched send a lone fighter squadron to
waste the last SY attacker and await the inevitable carrier near the
second patch where your refineries and coll WERE but aren't now. As
soon as you have wasted the lone fighter/vette, send the entirety of
your fighters and vettes to an area just above the second patch on the
right side of the map. A word of warning, dont spend all your dosh as
you will need a lot of it for the new research and building that you
will be doing soon. When the last fighter has been destroyed you will
be given a brand new carrier! Only problem is, it don't have jack on
it other than a frigate facility. You will be notified of an enemy
probe that has been detected. Killing it fast will only buy you a
little time so its up to you. If you think your ready, don't kill the
probe, if not kill it ASAP. Or if you just like blowing stuff up, kill
it anyway! :) A good trick to do is to move your MS all the way over
to the SY to save time when the sh-- hits the fan a bit later on.
4. When the carrier jumps in proceed to lay waste to the fighters that
emerge from its holds. When you get a break in the fighters emerging,
target its fighter facility and then the carrier itself. Use your
vettes and bombers to target the fighter facility, and use your
fighters to attack the carrier itself to mark time awaiting the
inevitable release of more fighters/bombers from its holds. As soon as
battle has begun tell your entire collector group to move to the
carrier. I hotkey my coll to 0 and my refineries to 9 so its just a
matter of pressing 0 then right clicking on the enemy carrier. As soon
as the carrier goes up high-tail your fighters and vettes to the SY as
it will be the next target. Whilst they are on their merry way tell the
coll to harvest the wreckage. If you always thought ahead of time and
told your mobile refineries to guard your coll, you wont need to send
them anywhere as they will automatically follow your coll and
significantly decrease the harvest of wreckage time.
5. You will get swarmed with fighters, vettes and infs frigs at the SY.
Use the bombers that were just sitting idle to take out the frigs and
as soon as the fighters arrives order them to attack the fighters. Use
your brand new carrier to start producing a few flak frigs and 1 marine
frigate when you are given that tech and the from then on build flaks.
Keep at the fighters with your fighter screen until you get a big
enough flak force to tackle the fighters half way to the middle carrier.
6. Once the flaks arrive at the carrier in the middle, get to work on
it or its fighter facility. But don't get too close to it.
Alternatively you can use your vettes/bombers to take it out, but that
means it will take a lot longer to finish the level. Make sure that if
any fighters come out of its hold to immediately lay waste to them
before going back to work on the carrier itself. Whilst this is going
on make sure the fighters don't bother you again with your own fighters
and vettes (if you didn't use them for the carrier) and ensure the infs
don't last long enough to get far on the boarding op with your bombers.
7. OK now comes the fun part. When the middle carrier goes up, take
out any fighters that are left and then take your entire fighter
screen to the right carrier and have a look behind it. You should
see an assault and a HMF. Take them out with ease before wasting the
carrier. If you were attacked by 2 assault frigs and a HMF then these
are the frigs that 'sometimes' comes in to attack and other times dont.
You should then use your coll to harvest the two right carrier
wreckages as there is not a real threat from one carrier that
can only produce infs. A really good idea if you can manage it, is to
capture the HMF as these are incredibly powerful versus frigates and
to a lesser extent Destroyers.
8. Bring everything you have in fighters and bombers to the SY and
protect it whilst your coll harvest the wreckages. Once they are
done, then move ALL of your military units well out of attack range
of the incoming infs and start to cap the infs with your marine
frig that has just come out of the carrier. As soon as one is
captured, retire your marine as it just don't cut it in capture
speed. Use your new inf to cap the other inf (they come in pairs).
Cap two more then bring all your forces to bear on the last carrier.
Cut scene ensues before you win the mission. You will be given the last
carrier wreckage resources automatically, just not the time to use it
until next mission.

-----------------------------------------------------------------------
~ -X-4- MISSION 04 ~
-----------------------------------------------------------------------

Max pulsars and bombers vs. about 18 HMF, 5 carriers, 1 D and 8 assaults
with a mix of fighters WITHOUT SUPPORT? SHITYEAH!!!

[Gehenna Outskirts]

In short: Build max of pulsar corvettes and bombers. Then go through
the three areas where the hyperspace gates and hyperspace inhibitors
are and clear everything out. As soon as you see any fighters or vettes
order your pulsar wing to attack them. As soon as you see any frig's or
carriers order your bomber wing to begin attacking it whilst your
pulsar's take out the fighters.

1. Build max pulsar's and bombers. Forget everything else as you wont
need anything until right at the end. You will ONLY need the max
bombers and pulsar's. Retire anything (not including your infs) you
have if you need the RU's. If you have any flaks or the HMF, send it to
the immediate front of your MS.
2. Go to first hyperspace inhibitor area on the left and kill the 1/2
minelayer vettes there and get started on the inhibitors with your
fighters/vettes. As soon as you see the gate you will get a warning
about the hyperspace gates and that they are sending reinforcements
through them. As soon as you see them send your fighters/vettes to
attack the fighters. Remember the bombers are only for the cap ships
so they need protection from the fighters/vettes. You will be attacked
by a carrier, some fighters/bombers/vettes and a couple of
HMF's/assaults.  Waste them appropriately whilst you send one cap frig
into the area. Most importantly, you will get endless reinforcements
to the first hyper inhibitor area until you wipe out the inhibitors
stationed there, so as soon as you can, waste them without mercy. Once
all units in the general area are all green, reinforcements will cease.
3. Once you have cleared the first area out, send in a cap frig to
capture the gate. Use your pulsar's and bombers to defend this
operation. A good idea is to bring your new carrier over to the first
area but keep it behind the offensive ships. When you are done in an
area dock all your stuff for a quick top up.
4. Once captured, move onto the next area in the middle and repeat the
whole process. The AI wont attack the gates after they lose all their
units there. They will forget about them. NOTE: There are two carriers
in the middle somewhere, these wander about so beware that they may
spot your now captured hyper gate(s) and attack so keep score. When
you are done in an area send the cap frig back to the carrier to keep
it out of harms way. Remember, infs cant be built, you have to capture
them. You lose an inf frigate you will just have to replace it with a
less valuable marine frig.
5. Now send all of your fighters/vettes/bombers with normal drives to
the location that any of the three gates that you have captured will
hyper any unit to. Its a cluster of 3 gates, 3 carriers (each with all
one of the three facilities) and one destroyer. Ignore the destroyer
until you have destroyed the 3 carriers and the incoming
fighters/vettes assaults  and HMF's.
6. Once those are out of the way, take out the resourcing operation
behind it. Now grab a carrier and send it with conventional drives all
the way to the destroyers location. You will understand in a minute.
Now take your cap frig and hyper it to the destroyer but don't tell it
to cap it yet. Instead tell it to move as close as possible to the
destroyer using the [Shift] key for vertical movement.
7. Now start to feint an attack on the destroyer with your fighters
but then begin a waypoint circle right around it so as to keep it
occupied (it cant hit anything - well ok then it may hit like 1 or 2
ships and kill them but that is just luck). Wait about 1-2 mins then
tell the cap frig to cap it. Keep your fighters/vettes/bombers away
from it and tell them to go to evasive, F2.
8. Now tell your resourcers to begin nabbing all of the wreckage
around the destroyer. Wait for your carrier to arrive then begin
harvesting the resources there. If any fighters come for your MS use
your flaks to take em out as in a group they are almost god against
fighters. If any enemy resourcers come for the resources, just waste
em with your pulsars.
9. Finally start to bring your pulsars, bombers and des over
to the asteroid in the middle of the map (have a look and you will see
it). There should be a carrier there.
10. Now use your flaks to take out the last of the inhibitors and you
will be hypered to the staging area (if not then look where the
destroyer was for anything left there - dont ask me why this happens).
The command station is half health for some reason, but we dont want it
half health do we? We want it with no health so give em a hand to
acheive that. Now there is a fair few HMF's, assaults, and a few
fighters guarding the command station. Use your pulsars to take out the
fighters
then concentrate on the assaults. Once those are dead, bring in your
bombers and take out the HMF's. Now go to the top left behind the
station and look for the shipyard. There is a minimap ping there so it
should be easy to find. Take it out, grab the resources and then search
the map for anything that's left (you will have a ping in the sensor
manager showing you). Now take out the command station. On this mission
I think I lost like a total of 1-2 vette squadrons/bombers.

For versions prior to the patch v1.1 that reduced the difficulty of
mission 4:

"The death fleet is easy with mine and pulsar."
"seshoumaru7"

"A few people have been complaining about the 4th level. I had the same
problem, and here is what I found was wrong and the solution: The enemy
had some units sitting right on top and below us, right above and below
sensor range. The only way to spot them was to send some units above
and below the centre of the game space to have a look. This problem
comes about only if you give the enemy enough time to actually have to
start harvesting from the top and bottom parts of the asteroid clusters.
Remember, you don't have to kill the harvesters, just the military units
guarding them."
"Lyndon"

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~ -X-5- MISSION 05 ~
-----------------------------------------------------------------------

Here fishy fishy fishy!

[Gehenna]

In short: Harvest the resources as quickly as possible and await the
inevitable attack of two of the three garrisons. Simply draw the
fighters and vettes out and waste em without their frig support.
Likewise with the frigs. Use max minelayers to create a wall of death
and lure the enemy frigs right into their own wall of death.

Just one little peice of advice: If you are ever worried about building
that many units of this kind or that many units of that kind, remember
you can always fight a battle with ships - you cant fight a battle with
money.

1. This one is relatively easy. First of all you will want at least
10-12 coll and a minimum of 2 refineries. Send the first refinery to
the asteroids behind you and the other WITHIN the dust cloud to the
other on the middle right of the map. Start collecting the resources
and top up your fleet and build a few more carriers and upgrade them.
2. Eventually after a short while you will be told that there are 3
garrisons protecting the oracle or something like that. Now the
garrisons arent really that big but they may catch you unawares. Some
time later you will be told about probes searching for you. Whether
you kill the probes or not is really up to you but I usually do as it
gives me something to do whilst the dosh is rolling in. Do some
research or build your fleet whilst you wait for the inevitable enemy
attacks. By the time the resources around me ran out, I had: 1 scout,
6 interceptor, 5 bomber, 2 elite bomber, 2 elite gunship, 5 pulsar, 5
minelayer, 6 flak, 6 torpedo, 4 ion, 1 HMF, 4 carriers, 1 destroyer, 10
gun plat, 10 ion beam plat, 20 coll, 4 mobile ref, and about 15k still
left. In other words you should pretty much be able to max out well
before you get attacked and still have a wad of dosh in the bank. In the
meantime, make a nice mine wall all the way across your front with a bit
of a spike in the middle. The idea is to eliminate the enemy frigs as
far from your own frigs etc. so that they wont have a chance to waste
or even damage any.
___/\__
  YY    \
  XX
Where XX is your stuff and YY is your fighter screen.
3. When the attacks come you will be happy to see that they arent
concentrated. Rather they are all over the place. HMF's, assaults,
strike craft and even scouts are all over the place. Assign your
fighters/vettes to take out their equivalents and your bombers to go
after assaults, then HMF. Whatever group finishes first, send it to help
the other. The main thing you have to worry about is your frigs. If the
assaults or HMF get near your frigs they will pound em until you
eventually lose a couple. Since you don't want this, make sure you send
your strike craft in to intercept as soon as you see they are beginning
their attack. The wall of mines should take out 95% of the frigs which
leaves only the strike craft left to be cleared.
4. Once those are taken care of you will notice that the two garrison
sensor pings on the left and right on the sensors manager are gone.
Sometimes even the third at the very top of the map. That means that
there everything that is left is sitting on the station awaiting you to
try and attack it. This is the problematic area. Mainly because its the
has a carrier and a SY to reinforce their fleet.
5. Now with a little bit of trickery. If you have a look at the left
side of the map you will see a channel of dust with a decent size
asteroid in the middle of it. This is the key area to eliminating the
whole enemy fleet. Grab your 5 minelayers and INDIVIDUALLY make a half
decent field on the exact same area as each other but make sure the
entire field is still in the dust cloud. Now grab your destroyer and
place it behind the field or right in the middle of it. This is your
fishing hook. Once an enemy frig sees that its like the color red to a
bull. Send your ints, vettes and bombers over to somewhere behind the
field and get ready for a slaughter! Use a scout to go out of the field
right into the middle of the map and await the inevitable attack fleet
to chase. Once the assaults start firing at it, send it back to your MS
but keep an eye on the enemy. What you want is the enemy frig fleet to
be roughly, horizontally level with your minefield. If they turn and
head for home either stop your scout or send them back at the enemy.
Keep luring until they are level.
5. Once they are level send your destroyer out into the open but not
too close to the enemy. Once they see it they will chase after it. As
soon as they turn to chase send it back to the left side of the
minefield and get ready to turn and fight. The mines will totally
obliterate the enemy frigs if you have a decent enough field. Send your
strike craft in to take out the fighters/vettes and bombers to take out
the infs trying to cap your destroyer.
6. Once the entire fleet is history, grab your d and missiles and move
slowly toward the enemy SY and carrier sitting by the oracle. Use your
D as a sponge to take all the hits from the enemy plats and have your
missiles pummel anything they can safely target without copping any
flak.
7. Send a carrier to the oracle and start collecting the
wreckage from the carrier and SY. Once you are satisfied, send a
marine dock with the oracle. NOTE: You cannot use an inf to dock with
the oracle. It must be a marine frig. If you only have infs, you will
have to either scuttle one or retire it.

--Alternate Strategies--
"Enemy attacks are not inevitable! Just defeat 3 weak
garrison fleets (some frigs, fighters/vettes, a couple of gun plats)
and the only battle will be the last one (destruction of the enemy
SY). The only trick is to remain in the dust fields. You must move
your ships in a tight groups through the dust "corridors" pummel
Vaygrs and return to MS undetected. And, yes, the probes must also be
destroyed."
"Dark Blade"

-----------------------------------------------------------------------
~ -X-6- MISSION 06 ~
-----------------------------------------------------------------------

Play fetch!

[The Karos Graveyard]


In short: Tell one of your pulsars to take a hike. Build max allowed
frigs in torps. Waste the movers.

1. First time I got cained on this mission. Then I found out that they
were hunting down the vettes like I didn't have anything else. I left
that mission missing one pulsar squadron and gained all of the
resources. OK first up, dock all of your fighters, bombers and vettes
into the holding bays. Place all but one of your pulsars in the MS.
Leave nothing but one pulsar squadron out in space. Retire all non torp
frigs and build max allowed frigs as torps.
2. Next, send one refinery to the closest resources. If you have 4
like I did, send two there. Then send one refinery to each of the
patches on the map. Don't worry not a thing will attack them unless
there is nothing else within like half the map. Now send 1/3 of your
coll to the first patch, 1/3 to the next and 1/3 to the last. Of the
last 1/3 of coll send one to about 3/4 of the way to the third patch.
On the right side of the map you will see a few hulks. Along the right
there is a little gap. Move the coll to about that far but in the
middle of the middle passage.  Don't send it directly to the gap in the
dots.
3. OK you will be told of incoming movers which means fetch time. Grab
your pulsar and when the movers are about half way to you, send the
pulsar right across the entire length of the map. As long as he stays
outside of the movers range he will be fine! He can move faster than
the movers.
4. Once your whole fleet of missiles are done, send them to about half
way. There is two hulks opposing each other right in the middle of the
map, send them there. When your pulsar is almost to his destination go
into waypoint mode and create a half circle 180 big enough that the
movers don't cut the corner and pummel him.
5. Your MS will hyperspace to where you just told your missile to go.
When your pulsar starts getting closer to your torps make sure his path
crosses them. As the movers pass the missiles order them to attack the
movers. Order aggressive tactics. You wont get many because they have
massive health for a Vette sized ship. 5000 hit points! Keep bringing
them past the torps until the MS turns up. Now take your little pulsar
squadron close enough for the new sets of movers that appear from the
right to follow aswell.
Continue to bring them past the torps until you waste em all. As the
MS turns up you will be given info on a damaged mover. Take your Vette
near it so that the two active movers near the damaged one so that they
chase aswell.
6. Now remember that coll that is sitting near the gap in the dots in
the middle of the map? Send it to collect it. As soon as you get given
the anti-mover tech, research it.
7. Pretty soon the MS will hyper again. When the research is done,
launch all of your pulsars from the MS and begin wasting them. Move
your torps to the MS and all of your coll to repair it. I believe it
will only take 5 or 6 so any left drag repair your torps. The chase is
now over. The movers will target the MS 90% of the time and the torps
and pulsars this time is 5% each. But the biggest problem being that
despite the fact that the research decreased their health to 1000, they
still do tons of damage.
8. Any pulsars that get yellow tell them to dock. Just keep wasting
movers until the Mothership moves, repeat MOVES, with NORMAL drives to
the end hulk. When it gets there you will get a debriefing and a
notification that the movers are now offline. Meaning, they stop still
and become sitting ducks. You will then proceed to hyper out.

Thanks go to 'Mosc' of the GameFAQ's HW2 forum for his idea of 'fetch'
with the movers. Better idea than I originally had.

-----------------------------------------------------------------------
~ -X-7- MISSION 07 ~
-----------------------------------------------------------------------

Movers, movers and more movers!

[Derelict]

In short: Use movers to waste the derelicts which clear the radiation,
then send in the coll. Defend the MS and waste the enemy carriers and
SY.

1. This mission took me one try to get it right. Righto, start
collection of the nearest resources behind you and to the left.
Don't touch the stuff on the right. Now gather up your fighter/vettes
and put them in front and to the left of your MS. Grab your bombers
and put em behind them. Right of the bat retire a lot of your missiles
for flaks. You'll want a fair few of em as you will be facing an insane
number of fighters/vettes. A good idea is to have one scout further out
than the fighters as it has better sensors. Starting construction of
destroyers would be a good idea about now as you are now given that
tech.
2. Pretty much as soon as you enter the mission you will be instructed
to build a probe and send it to the hulks. Do this so that you will get
both the new ship and the warning about the radiation. As soon as you
have built the mover facility, build the max of 10 movers. An enemy
probe should come out from the top right and you are instructed to
waste it. I would suggest doing it as I believe it gives you a little
more time. A good idea to make things easier is to have 4 minelayers
build individual minefields on the same area, to the top left of the
fleet.
   HR
   R
  R  M
 R  MM
HR  M    F
R

H - Hulk ping.
R - Radiation line.
F - Your fleet.
M - Minefield.
3. Pretty soon you are gunna be set upon by a few frigs and fighters
from the top left when a carrier hypers in. You will also be told about
movers in amongst the debris. It would be a good idea to send your own
movers over to waste the enemy movers whilst you get ready for the
attack. They shouldn't have a problem if you send about ten. You will
lose a few but the enemy movers will be gone.
4. The first attack should come from the top left if you are looking
along the two lines of debris. Allocate fighters to take out the enemy
fighters/vettes and bombers to take out the frigs. The minefield
should mop up any frigs that get too close. Don't bring in your
big guns as the HMF will target them first. If you feel like capturing
a few of the frigs, use a few squadrons of scouts and use their EMP
Blast ability to disable them temporarily first. They will continue to
assault you from this direction until you have taken out the carrier at
the same direction as the frigs came from.
5. As soon as you wipe them out, you will get a major bashing from the
right and right-top. There is a SY directly to your right and a carrier
or two to your top right. Move all of your fighters to the direct right
of your MS and await the fighters. Start about 3-4 fields of mines near
the edge of the radiation field but not too close as to draw attention.
Soon a fleet of at least 12 frigs and 2 destroyers will turn up on the
right. Use your destroyers to take it out with the help of your
bombers. You shouldnt have a problem if you have at least 3-4
destroyers, maxed bombers and movers and maxed flaks and of course a
decent minefield.
6. Now comes the hard part. You will now be attacked from two fronts
both at the same time. A good idea would be to use your movers to take
out the debris on the immediate right and waste the SY there as those
things can pump out frigs like they aint got anything else to do.
Replenish the movers with more if you lost too many. First take out any
debris within range of that SY and if possible send in your bombers to
help the movers with the SY as its a tank. They shouldn't be harmed by
the radiation as the movers should have taken out all of the debris.
You can tell the radiation line by going to the sensors manager and
looking for the orange cloud along the left and right of the map. The
debris is causing it so taking out all of the debris will eliminate the
radiation and allow non-movers to go into that area. The biggest bit of
debris on the left cannot be destroyed so make sure no craft gets too
close to that.
7. As soon as the SY on the immediate right is gone start moving the
movers along the left and right clearing debris as you go. Be sure to
kill any enemies AFTER you have taken out the debris because if your
movers get into trouble, they are on their own - they are too slow to
outrun and nothing can help them until the debris around them is
eliminated.
8. The key to this mission is the debris. If you send in
anything without taking out the debris the radiation will kill them
way before the enemy does. So logically taking out the debris will
swing it in your favour due to the ability to use your normal and
more heavier ships.
9. As soon as that last carrier on the top right goes down you have
one more thing to do. Well two but one more to make things easier.
Start taking out debris on the top right with the movers until
you get to a shipyard on the top right. Take it out ASAP to prevent
anything from being built. It should be pretty much a sitting duck
without defences protecting it. You can finish off the last of the
debris now or remove the ones that are near the wreckage/resources
and start collecting them first, its really up to you and where your
at with your research/fleet. Tally-ho.

-----------------------------------------------------------------------
~ -X-8- MISSION 08 ~
-----------------------------------------------------------------------

What?? An enemy you CANT kill???? You gotta be kiddin me.

[Dreadnought Berth]

In Short: Send a scout squadron over to the dreadnought berth. Capture
DN with movers. Defeat the Keeper.

1. This mission is actually quite easy. You can survive it with minimum
losses. Mainly movers. First up, either do nothing but collect the
resources or immediately send the scout squadron over to the DN.
2. Once your scout squadron has arrived, you will see the Keeper detach
from the DN and begin to launch its little useless drones. Now here
comes the little trick. Go to sensors manager and look for three pieces
of debris of about BC size. They should be in a circular pattern. Zoom
in a bit and just above that you should see 3 smaller pieces of debris
also in a circular formation. They should be about half the size of a
frigate. Send a probe to those three smaller ones. Once it gets there,
send 3 movers to them and forget about them for now.
3. Now with the rest of your movers send them to the DN to borrow it
(rather not say steal). Tell them all to dock with it. Don't worry
about the drones as they wont do much damage for some reason. The
theory I have is that they all go for different movers with which heal
over time. So they do too little damage spread over 7 movers = not
much to worry about. Its before you dock the movers is when you have
to worry as they go for one mover at a time. Have your entire fleet as
follows: Maxed out ion frigs, maxed out D's and maxed out minelayers.
Bunch them up right in front of your MS and have your coll nearby so as
to remain vigilant for repairs. Max out a minefield right in front of
your entire fleet. Have all your fighters, vettes and bombers either
side of the MS ready to get to work on anything that comes near. Bring
all your mobile refineries, marines, infs, def frigs and anything that
cant fight (not including your coll) to a position behind your MS and
out of danger. Its a good idea to send in 1 more mover than what is
needed as the drones have a kinda shotgun like version of the
bomber/mover fusion bomb launchers - they will prolly kill one but as
soon as the movers are locked on, they wont be able to kill any more,
just damage them.
4. Now once the movers are docked and they are towing away their catch
(dam nice catch for their size eh?), send in pulsars to start to work
on the drones. They wont get very far as the drones have a lot of
health (14000!) so you will only be able to weaken them a bit. Once the
DN gets about half way the keeper will hyper in next to your fleet and
begin attacking. Now the hardest part of this is the second he starts
to hyper in, you have to pound him flat as fast as possible. The idea
is that when he gets below half health, he hypers over to the 3 BC
size debris that I talked about before.
5. He will undoubtedly start pounding away at your D's and frigs.
Hopefully you will have pounded him enough to cause his hypering out
before he destroys anything. Immediately send coll to repair the
damaged ships. The DN will dock and become yours. However it is
pretty much useless for this mission. None of its guns work.
6. Now you will be told to send probes out but of course we don't
have to do that now do we? We already did that! As soon as you are
told to get the movers to move the 'keys' into their positions on the
three big things tell each of three movers that you moved there
earlier to dock with each of them. Tell all of your pulsars to defend
the movers whilst your movers start hauling the keys into position.
Once docked the movers will automatically put them into position. If
you lose a mover due to the drones that the newly arrived keeper ship
dumped at the three device thingies, send in the rest to pick up the
key and complete the objective.
7. As soon as the keys are in their positions, the keeper will be
trapped and you win.
8. There is a special trick that SOMETIMES works to keep the keeper
from actually appearing at all. Build some platforms and place them
right smack bang in the middle of the 3 massive power modules. I dont
know why he simply doesnt show up anywhere, all I know is that this
prevents him from attacking or even showing up! You still get the
notifications about him being trapped DESPITE him not actually being
there. Its a bug I think. Anyway think yourself lucky if he dont show
up as he is painfull with his quad firing ion beams.
9. As you are moving the last of the devices into position to trap the
keeper a good idea is to retire all but 4 of your ion frigs for flaks
and maybe a couple torpedoes. This will prepare you for the next
mission.

--Alternate Strategies--
"My god these ships are tough!

In short: Use pulsars to take out the drones and make the keeper
self-destruct with some pillars...then run away!

1:At the start of the mission you will be told to send a scout to
confirm the location of the Dreadnought (The Gatekeeeper of Sa'Juuk).
After that follows a long cinematic and a you translate the following
from the keeper that comes out: 'The Keeper has awoken. The Keeper
understands. The Keeper has seen the enemy.' That means something bad
is going to happen... The Keeper - a super ship, the Oracle refers to
it as an ancient protector of the Progenitor ship. "It will stop at
nothing to destroy us".
2:Now The Keeper launches drones - some little strong ships. Karen
S'Jet tells you that they are vulnerable to anti-vette weaponry and
says you should send your pulsars. The drones are not THAT hard to
beat. It says that you need to use movers to retrieve the Deadnought.
Send them. The problem is that The Keeper hyperspaces in & out and its
impossible for you to destroy it using ordinary weapons. No, you don't
use the Dreadnought, its weapons aren't online :(. Sorry. But, it says
you have to send probes to some location to look for some triggers to
some energy thingys. Anyway, when you find them send the movers to
get them and connect then.
3:By this time you will be overrun with drones. I never dropped what
you pick up with the movers - like the Dreadnought or the triggers so
I dont know what its like. If and when you manage to connect the
triggers to the pillar-like structures with the movers a short
cinematic will appear at the first connection. Then when you connect
all of then there will be alot of drones I presume.. Then when you
lure The Keeper in between the pillars the MS detects overwhelming
amounts of energy inside it and that it says that you have to escape
before it self-destructs! She's gonna blow! Fire in the hole! Anyway,
now all your ships go inside your MS and Carrier and the whole thing
hyperspaces with the Dreadnought and the movers, the frigs, etc. You
dont get to see how everything blows though. :(

Mission Walkthrough by Vlad Spy for MouseNo4's document!"

VladSpy2005/ViceSpy2005
"[email protected]"
"[email protected]"

-----------------------------------------------------------------------
~ -X-9- MISSION 09 ~
-----------------------------------------------------------------------

Endless waves of fighters...Where is my gravwell gen?

[Counter Attack]

In Short: Repair the now damaged DN. Protect the fleet.

1. As soon as you enter the mission you see a small fleet of 1 BC, a D,
1 HMF and an assault come in to make sushi of your DN. The lowly
fighters that start attacking get wasted by blue fire (by whom I dont
know). Unfortunately for them, your DN works its magic and fires its
massive phased cannon array at the BC and wastes it in a single shot.
This causes a massive overload in the DN and severely damages it. Bring
in your 5 destroyers and start to work on the enemy D and 2 frigs that
start to attack the wounded DN. You should make mince meat outta them.
2. Now comes the really tricky part. You should have about 6-7
hyperspace gates surrounding you. This means they are going to send
shitloads at your from, not 1, 2, 3, 4 but 5 different directions. And
not just fighters and vettes. As soon as you get the chance, place a
decent minefield in all 5 directions. Imagine your looking down on the
map, now imagine a clock on the map with your MS being at the centre of
it. Place minefields at 12 (being straight up), 9 (left) 8, 6, 3, each
with one minelayer each field. place your D's in front of your DN and
waste 2 more D's as they approach. Then immediately 2 waves of frigs
come at you from the top right. Use your D's to take them out. Now have
your maxed out ints take out groups of fighters in one direction at a
time, whilst your pulsars and gunships take out another. Have your fleet
of flaks take out yet another direction.
3. As soon as you get the notification that the SY is hypering in, send
it straight to your MS as it will get much better protection from close
range. Use your bombers to attack any stray frigs as soon as they come
into sight. If you get a chance for a quick strike on one of the gates,
take it, as you dont get much chance for any kind of re-group. You will
be stretched to your limit and prolly lose a frig or two, and maybe even
a few squadrons of fighters or vettes but the important thing here is to
keep as much of your stuff as possible. Dont go resourcing until you
have eliminated at least 3/4 of the gates surrounding you. You will just
draw attention to your vulnerable coll and mobile refineries.
4. Keep at them until you get the opportunity for a quick run at a gate.
As soon as one becomes visible due to something being in sight of one,
take it out. The more gates you take out, the lesser the enemy attacks
get. Remember your trying to protect the weak ships such as your SY,
infs or marines, def frigs and mobile refineries. Allocate coll to do
repairs on anything that gets damaged. If you have to send
fighters/vettes from one side to the other to attack some ships coming
from another direction, there isnt much you can do about it but keep
bringing over something thats good at taking whatever it is out. Ints,
pulsars, gunships, flaks and torps and are good at strike craft so
always bring them in to attack them. Pulsars, gunships, flaks and torps
are good at vettes. Bombers, movers, flaks, ion frigs, torps and d's
are good at frigs. D's are good at D's. Always allocate something to
attack whatever it is good at, otherwise you will either get them
killed or worse, they simply will fly around doing nothing but chasing
the enemy! 5. Even if you have to split up a group to attack multiple
enemies at once, its much better than losing a couple frigs or worse,
your SY or an irreplaceable ship like an inf or your vaygr D. Be aware
of the D that comes up behind your SY to sneak in a little supprise.
6. After a while the vaygr will launch a major strike consisting of 1
BC, 2-3 D's and at least 10-15 HMF's. Assign ALL of your D's into
attacking the D's first. Bring up your frigs to help only. Use your
bombers to get to work on the frigs and the D's. Any vettes you have
left make sure the bombers dont get annoyed with the fighters. Dont
attack the BC. Instead waste everything else and 'MOVE' you marines or
infs right next to the enemy BC. The trigger for self defence is if you
tell your cap frigs to cap it from afar, the BC will target the cap
frigs right then and there. when your marines are sitting right next to
the BC, then tell them to cap it. Hoorah! Your first BC! You can pretty
much use that (once repaired of course) to win the entire mission from
here.
7. Use a scouts ping ability to find the last remnants of the enemy. I
would suggest rebuilding any lost ships and doing any research that you
need before wasting the enemy as a battle awaits immediately in the next
mission. Captain Sobaan hypers in when the last vaygr have been
eliminated, with a carrier and few other capital ships on his tail.
He gives you important coordinates of a future mission - dont worry you
dont need to remember these. He gets captured but the carrier and the
fleet enters hyperspace. The fleet hypers out in order to give chase.
But all goes awry.

-----------------------------------------------------------------------
~ -X-10- MISSION 10 ~
-----------------------------------------------------------------------

What?!?! You gotta be joking right? 4 invulnerable keepers laying
waste to my whole fleet? Gimme a break!

[Keepers of Sa'Juuk]

In Short: Defend the fleet. Pound the living crap outta the keepers
as best you can.

1. Now this one is extremely hard not to lose half your fleet in.
First off you will be pulled from hyperspace and pretty much
immediately be set upon by 2 keepers. There is not a lot you can do
here. Pretty much as soon as your able to, split your forces into two
and start pounding away at one of the keepers with 200% of your
firepower. Remember you want to cause way more damage than you can
actually give. The more of a beating you can give them, the better
your chances.
2. Just keep pounding them until they disappear. A good trick might
be to use mines but its really up to your personal preference. It may
or may not help, but hey you cant actually defeat the keepers. Even if
you did manage to kill a keeper, I have been told the game crashes or
the mission fails to end. So unless you have 15 battlecruisers, its </pre><pre id="faqspan-4">
highly unlikely you will be able to kill a keeper.
3. Soon Bentus will appear close to your fleet and tell you that they
can fix the great cannon. A good idea is to have the DN a small
distance in front of the MS to lessen the time to be repaired. As soon
as they arrive high-tail the DN to the Bentusi ship and dock it with
them. You will want to get it repaired as soon as possible. This will
take ~ 10 mins. In this time it would be a good idea to move all your
mobile refineries around, all your carriers through a few waypoints
and generally move your non-combat portion of your fleet around a bit
to throw off the keepers. This is mainly because the keepers primary
targets are your destroyers, carriers, mobile refineries, MS and
frigs. There is no one target.
4. I wouldn't bother with collecting resources as you will need every
coll you can lay your hands on with repairs to the major damage
inflicted by the unbelievably powerful keepers. They have a quad
ion cannon array that can stay firing forever. So any ship under
attack by them will not last long. As soon as a keeper has started
firing at a ship with its ion cannons, target it with everything
you've got.
5. The DN will be repaired within a lengthy time and you can then
fire it on your own. It does massive damage but it just doesn't kill
the keepers. So just keep them at bay for a little while longer.
The Bentusi will offer up one final gift to the Hiigarans. A
sacrifice to destroy the 4 keepers with the Bentus self destruction.
Pretty much as soon as they say farewell, you leave and win the
mission. I hope you didn't take too many losses. All I lost were a
few frigs.

-----------------------------------------------------------------------
~ -X-11- MISSION 11 ~
-----------------------------------------------------------------------

Why? Oh why!? Bentus! The kickass race of Bentusi are gone! Forever.

[Sacrifice]

In Short: Use DFF to protect the coll as they nab the core pieces.
Waste the enemy fleet who steal the third piece.

1. This one is pretty easy. First off. Send a coll with two DFF as
protectors to grab the first and second piece that are the closest.
Send the rest of your coll fleet to start on resources. Send
refineries to help em out.
2. Research the battlecruiser tech and then immediately upgrade it.
Dont build a second BC. You will want to cap a vaygr BC as they are far
more powerful. Bring all your D's, BC, all your frigs and at least 2
or 3 cap frigs to the main wreck.
3. You will be told of an enemy fleet hypering in. It consists of 4-5
D's and about 15-20 frigs. The frigs are split in two. The D's are
nearly always in one whole group with maybe a single D in the other
group. There is a carrier with them as well as a SY.
3. Now you will want to attack them on your terms so I would suggest
you bring in your big guns to start to work on the D's and frigs.
concentrate on the D with your D, frigs and BC (if you have capped the
vaygr one you were 'handed on a silver platter'). Once these are gone,
take out the frigs with ease.
4. Pretty soon you will be told about an enemy Vaygr fleet stealing
the third piece. Send all of your heavies directly over to them. Don't
worry about radiation as the only radiation is within 1km of the
actual core pieces. As long as your ships don't go near them your fine.
There should be 2 carriers, one BC a D or two, depending on your own
fleet size, and many frigs. Concentrate all of your heavy firepower on
the carrier and any D's and frigs. As soon as anything gets to the
yellow in health, send em home. But make sure you put them on evasive
so they go at full speed and not 'fireing while engaging' kinda thing.
5. When the carrier goes down in flames, split up your forces into
halves and continue spitting death at each of the D's. Well before the
timer runs out, waste the carrier and it will spit out the core piece.
If you want time to build/research etc then don't pick up that piece
for a while. If not send a coll in to retrieve it.
6. Now you got a choice. You can either proceed to bring your heavies
in to the enemy SY and waste all of them or you can skip em and go
straight to retrieving the core fragment and win the level. Its up to
you. The SY is to the left top of the Bentus wreck. There are a few D's
frigs and fighters there. I capped the BC here because its got a little
more firepower than the hiigaran equivalent. You can do the same if you
like the vaygr one better. Plus it just looks hot! =)

--Alternate Strategies--
"You can have a great beginning (and I mean GREAT
beginning) if you send the
dreadnaught+battlecruisers+destroyers+4 collectors (I
used both battlecruisers, 5destroyers, 4 collectors)
towards the third (furthest) core piece, they will be
about halfway there when you receive notice even about
the radioactivity surrounding the cores.
To protect the left flank, I used maxed torpedo
frigates and a few pulsar corvettes
For the time I got the warning about enemies
hyperspacing in, the fleet was almost in position, as
soon as the carrier hyperspaced in, I took it down.
Without a carrier, they just couldn't take the cores.
Afterwards, it was just a matter of bringing the
battlecruisers/destroyers down.
And without reinforcements, the shipyard was an even
easier prey."
"However, I have to add in there that, after taking the
first carrier down, another may hyperspace afterwards
(Easy prey, too)."
"Isocryd"


~o~

"The Vaygr BC that hyperspace in with the carrier has a hyperspace
module! Once captured, dock your fighter/corvette (max 5 groups) to
this BC and the remaining ones (plus some resource collectors) to
your carrier/SY/another BC. Combine them with more
destroyers/frigates so that they are of the right size to be
hyperspace together with the BC. Now, you can designate them as a
strike force to launch surprise attack at the Vaygr force during the
later missions. Imagine being able to hyperspace them next to a Vaygr
SY, release all corvette & fighters and start wasting the SY and its
escorts when they are not yet ready for battle! The fun  sure beats
the lower RU collected (lesser wreckage at the end) and the cost to
hyperspace!"

"Deep Striker"

I have checked this one, and the only BC in the mission is now mine,
but it does not have a hyperspace module on it. The SY has one but you
cant capture it. It may still turn up but of all the times I have
played this mission I have not come across it.

-----------------------------------------------------------------------
~ -X-12- MISSION 12 ~
-----------------------------------------------------------------------

HOLY MOG! ~6 BC's and ~10 D's and about 40 frigs!?!?! You are joking
right?

[Thaddis Sabbah]

In short: Build max cap ships and frigs and be prepared to do ultra
micromanagement.

Mission is not as hard as impossible. Sure its hard as hell but with a
good strat you can win it with a sizeable force left.

This strat requires this setup:

                  xxxxxx                       - 5x minelayers

                   PPPP                        - Gun and ion plats
COLL
__        COLL   BCDNBC  COLL           - BC X2 and DN
RU|    B + M  D D D D D  P + I  - Bombers and movers; 5X D's;
--                                              pulsars and ints
MOBREF     FRIGS                        - Mobile refinery; 4 ions, 4 torps,
                                               max flaks
                 CARRIERS


                  MS                           - MS
                     SY                        - SY

1. A good idea is to have the DN (obviously), 2 BC's, 5 D's and the
rest in flaks (majority) at least 4 Ions, 4 Torps and 2 DFF. In
fighters/vettes I would suggest a max of bombers and pulsars. One or
two minelayers would be a very good addition. I had 5.
2. Now as soon as the mission starts build ion and gun plats to max
at about 1/2 each. Whilst they are building bring your 2 BC's and DN
just ahead of the resources on the left and stop them. Make sure
everything is set to [F2]. Bring your D's in right behind them. Your
frig wall should be behind the D's. Move your fighters and vettes up
behind or beside the frigs and be ready to do some micro on them. Move
your minelayers out to just out of your BC's firing range and start
dumping a mass amount of mines. Remember to pull them out as soon as
you see any enemy coming. Just tell them to dock. NOTE: make INDIVIDUAL
minefields as having 5 minelayers make one minefield is just not
efficient and is a waste of space. Have them make a minefield on the
exact same area. This means a mass amount of mines that the enemy is
gunna suck right down their throat.
3. Send half the collectors you have to mine for RU's in the nearby
patch and move any refineries you have to that location. Have the other
half near the D's. Any carriers you have, bring them up to just behind
the frigs so as to effect the FCT on the frigs.
4. Now as soon as the plats are done keep at least 2-3 building ships
making new ones (they wont build as you are at the max but they will
when you lose em). Now change two other building ships to making
collectors and assign them to 'drag select repair' your D's and BC's.
What I mean by this is with your collectors selected, press the [y] key
and drag a box over the BC's and D's. Now as soon as any of em sustain
any damage they will be immediately repaired. As soon as you have max
collectors start on more fighters and bombers.
5. Now wait a very short time and as soon as the big stuff arrive like
D's send your entire plat group to about halfway between the mines and
your BC's and DN. Send in your pulsars to start on the fighters and
bombers to start on the D's. If placed correctly the mines should take
out the D's and nearly all of the frigs. When the inevitable BC's turn
up start your bombers on their heavy missile batteries. These can turn
the tide of the battle in the enemies favour very fast. This is good
because it buys you more time. If the pulsars finish off a majority of
the fighters have them attack the D's also. But be careful if more
fighters turn up and start attacking them. Remember the main target of
the fighter screen is to take out the fighters/vettes and bombers. Once
you see the BC's start to arrive, make sure of whether you want the BC
for its extra abilities like the 'hyperspace inhibitor-FCT' combo'ed
BC, the 'cloak generator-hyperspace inhibitor' BC or the 'FCT-cloak
generator' BC as these are always going to be better than a simple BC
and worth more than your own captured BC(s) from the previous missions.
If you see one of the three BC's mentioned here that inhabit this area,
it would be better to either retire your own BC's or simply scuttle
them if you cant wait in order to be able to capture the new and better
ones.
6. Once you are losing way too many of the fighter screen pull them
back behind the frigs. Dock the fighters and vettes with either the
carriers or the BC's and rebuild. Now manually fire the plats on the
cap ships as they come closer. You will lose all of these but it will
soften up the cap ships greatly. If you lose one or all of your
minelayers I would suggest replacing them as they do a hell of lot of
damage and can mean the difference in a long and drawn out battle.
7. Now as the last of the plats goes up, get ready with your main
force of BC's and DN. Move your DFF up behind the 3 of em ready to
activate its shield on either BC and help it survive. Whatever you
do don't move up anything yet. Make sure nothing moves anywhere.
Unnecessary losses are not a good thing. The frigs and strike craft
have a nasty habit of moving up and into the firing line (esp the damn
marine frigs) and pretty much being like a car is to a truck: a speed
bump.
8. Just as the first of the BC's fires its missiles at whatever pause
the game and have a look and find out what the missiles are firing at.
Once you have found out what its aiming at bring the DFF on to protect
the victim but keep it out of the fire fight. Make sure your DN has a
good firing posi. Concentrate all of your fire on one captital ship
then when that one goes up, hit the next and so on. Concentration is
the real key to this mission. Imagine this - a capital ship does the
same amount of damage when its at 100% health as it does at 10%, but
5 of them do less damage than 6. Therefore its better to have less
enemy ships of the same value than to have many of lesser health.
9. Always keep a good eye on health and make sure you have at least
something repairing it as this is critical. You should have wasted the
first few cap ships with ease. Now don't move. Wait for them to come
into your home field. As the next wave hits continue to wait for them
to start firing then you begin firing. You want them to come into range
of YOUR plats and YOUR mines.
10. As an optional you can move your fighters and bombers in to help
finish the capital ships off but this is up to you. Personally I dont
use fighters for anything other than anti-fighter jobs. Bombers are
good for capital ships and are sweet at the heavy missile battery. When
capturing a ship many options to think of are as such -  many scouts
EMP blast can serious hinder a D or a BC but it has to be worth
building that many scouts for. If your after a BC, have bombers take
out its heavy missile battery before sending in your cap frig as it can
launch its missiles at a cap frig that is actually on its hull. If
your using another BC, the DN or a D to act as a sponge for its damage,
make sure you have coll nearby to make sure it dont take too much of a
pounding than it can actually take. Take out its engines if you are
really worried about its trio of trinity cannons causing a problem.
Dont tell a cap frig to actually capture until its right next to it, as
its written in the game code that the trigger for self-defence is a
capture command sent by the player with a capture frig.
11. Now comes the last and final wave. Make sure your ready for it. As
it comes in give em everything you've got but be ready to turn the main
force around in a split second as normally a BC and 2 D's come in from
the somewhere to either side of the MS or your main force to attack
your MS and SY. When this happens ignore everything and bring your DFF
in to protect the MS when the BC's missiles fire off. They will hold
out just long enough for the main force to get back and wipe out them
for good. Now if you were lucky and did most of what this has stated
with a little bit of the good ole intuition you will have at least 2
BC's the DN and at least a few D's with maybe 3/4 of your Frigs left.
12. Await the inevitable mass enemy coll to start searching for the
wreckage as they now have nothing left to harvest. Waste them on site.
This is a sign that the vast majority of the enemy force has been
defeated. Now is a good idea to gather up all of the wreckage and build
up your fleet again to start searching for the enemy carriers. As soon
as your fleet is whole again go round in a half circle to the left and
collect a few carriers on your way to the station. There is at least a
BC and 2-3 D's sitting by Makaan who is stationed around behind the
command station. Sometimes there is a BC a D or two and 1-3 frigs in
front of the station to take care of. There is an enemy SY to the right
of the station and one on the diagonal left top. With your new force
you should wipe them out pretty easy. Send Makaan running and then do
a scout ping to find the enemies cap ships for the wreckage to salvage.
Only then would it be a good idea to finish the mission with a cap frig
on the station. Do any research whilst Sobaan is on his way back and
make sure your force is ready and at its max. Since the last few
missions I havent been able to get below 50K in RU so you should be able
to get at least some of that amount. The most I had before this mission
was about 95K RU.

--Alternate Strategies--
"The offered strategy is fine, but there is a small addition. BC's
and D's engines should be the main target for the bombers! Once
you've detected enemy coming send your bomber fleet do disable as
much engines as possible. It will greatly decrease the number of
enemies you have to fight simultaneously. You can fight only one BC
at a time this way. Anyway, it is much faster to cripple the ship
then to destroy it with bombers. This strategy works fine in mis12,
maybe it will work in further missions (I don't know, I've not
completed the game yet)."
"Dark Blade"

-----------------------------------------------------------------------
~ -X-13- MISSION 13 ~
-----------------------------------------------------------------------

For the first time you kill things in the opposite order. Fighters and
vettes, all the way up to BC's!

[Balcora Gate]

In Short: Save the gate power generators. Destroy the Vaygr.

1. OK I wont lie to you, this took a few tries before it clicked what
I have to do to win. Funny thing is, every time I retried the mission
they TOLD me what to do! First off, forget harvesting. You will have
heaps of time for that later. As soon as you are able to do anything,
start racing your fighters/vettes and bombers over to the BOTTOM
power generator. Pound the living crap outta the assault frigs there.
Then begin to take pleasure in wasting the almost defenceless HMF's!
2. Now place your big guns in front of your MS and your frigs in
behind, ready to take on any fighters frigs that get past your BC's.
Allocate coll to each group of cap ships so that they stay in good
repair. Begin construction of max ion plats. Make a mass minefield.
Have them in the order, mines plats BC's + DN, D's then frigs.
3. Your fighters/vettes and bombers should easily grease their
Autoguns with the Vaygr frigs at the gate power generator. Don't worry
about the other two generators as it makes no difference if they are
taken out. There will be a small force of 2-3 frigs from the direction
of the gate and a medium group of fighters/vettes. Use your maxed out
flaks on the fighers and your dual BC's and the DN to waste the frigs.
2 infs will come from the right.
4. With your main group, place a concentrated fire on the enemy BC's
with your own BC's and D. As soon as any enemy frigs come into range
of your BC's guns, open up on them with your frigs and pound them
into Vaygr soup. But be wary and don't let them overtake your BC's
or they will be the ones made into soup.
5. Pretty soon the frigs attacking the gate will be turned into
dust. Take your bombers and vettes and send them back to base.
6. As soon as your main force gets a chance to break out, do so,
and head off to the area before the gate. Send two DFF with them if
you got them. Don't send them directly at the gate as they will be
picked off one by one by about 6-7 BC's. Leave a token force at your
MS to help the newly built ion plats. All this time be sure to keep
replacing any lost ships with new ones. The new ones can sit back at
base until you get a clear run all they way up to where the original
ships were before you had to replace them. With the force heading to
the blank area before the gate, keep the remaining force close to the
MS so anything that gets attacked from the right wont only be
protected by the ion plats.
7. Now you should have stopped the destruction of the gate power
generator and then proceeded to join up forces with the main force.
A good idea would be to immediately start attacking the BC's with
your entire force of heavies. All the while, your pulsars and bombers
are taking out the heavy missile subsystems on the BC's. As soon as
a heavy missile subsystem is taken out, immediately start on the next
BC's heavy missile. Remember this saves the asses of your BC's, DN
and D's.
8. If anything gets into the yellow tell them to go to evasive and
retreat from the battle. Send any coll to start repairing them ASAP.
If you see a mass amount of missile going for one ship, order your
DFF's to the targeted ship and activate its DF. Believe me its worth
it. Imagine cutting those missile down by half.
9. By now you should have destroyed the BC's pretty easy with the
fighters/vettes taking out the heavy missile launchers as this
effectively halves their firepower. Take out anything that's left
where the BC's were and start heading to the  Vaygr SY. There should
be the two massive forces of frigs near the SY. Between 20-30 frigs
approx.
10. They wont actively attack. Put your force just outside of their
visual range. Now build one or two minelayers and start mining the
area between your main attack force of heavies and the enemy frig
armada. Have a fair few mines ready before sending in your heavies.
Make sure they are fully repaired and stocked up with replacements
before going in. Ideally you want to have your forces firing from
within the field so that coupled with your guns wasting em, your
minefield will chase em down and waste at least half of em. Mines
are extremely potent. You could kill a BC with only 3 minelayers.
In fact I have done it. PAP.
11. Now as your are starting to finish them all off be ready to pull
anything away before they get destroyed. Before you start on the
enemy SY, prepare your forces by retiring all of your replaceable
frigs like marines, ions, flaks and torpedoes. If you have any Vaygr
frigs, just leave them be. If you have Soban still, don't retire him
as he is very powerful. Retire any bombers/movers you have as you
wont need them early on in the next mission. Before you waste the SY,
you shouldn't have very many frigs, bombers or movers. Leave your
pulsars be as you will need them. Replace anything you have lost in
the way of D's and BC's with the RU's on the map due to wreckage.
When your ready, waste the SY. Onward!

End note: Dont forget the Sensors Distortion Probes. They are good for
protecting the minelayers whilst you continuously dump mines that track
the enemy BC's!

--Alternate Strategies--
"Start Balcora Gate Made Easy…
The real problem with Balcora Gate is that the machine calculates Vaygr
forces you will face at the rate of about 1.75 times based on your
own. I think the idea was that you will always face long odds no
matter how well you have done up to that point. There is a very easy
way around this. In the scenario before (Thaddis Sabbah) wack all
Vaygr forces, but, don’t save Captain Soban just yet. No worries,
he’ll he just fine. Salvage as much as you can and build your maximum
in carriers (4). As each new carrier is built, as soon as you can,
build the modules required for fighters, corvettes, and frigates. Then
junk everything a carrier can build: all fighters, corvettes, and
frigates. By now you may have a clue as to where I’m going. But, it
gets better. Now you can produce at 6 different spots simultaneously.
This is a HUGE advantage. Next lose any BC you have, they’re not
worth the RU for this one. Make sure you have 5 Destroyers. They, on
the other hand, are very cool. Set up the following and ‘Pause’ the
construction just before the completion of the first: Carrier 1: 5
Interceptors & 5 Bombers Carrier 2: 5 Pulsar Gunships & 5 Gunships
Carrier 3: 5 Flak Frigates Carrier 4: 5 Flak Frigates Shipyard: 5 Ion
Cannon Frigates Mother: 5 Ion Cannon Frigates This will work and is
more then enough for what you need. Your taste may vary. Your going
to encounter very little in the way of Vagyr-butts. Now go get Soban
and let him blow the Station for you. Scuttle the Marine frigate. It
will just be in the way. When you come out at Balcora Gate, the pause
on all the builds will automatically be removed. Sidle to the right
at about 85 degrees and down to the lower right Vaygr morons attacking
the gate. It’s kind of hectic to get your groups assigned, but,
liberal use of the Pause can solve that. The only other thing depends
on what you want. You can go ahead at the end and wreck the SY at
which point you the Dreadnought will open the gate to Sajuuk or you
can hang out, wreck all the other forces and regroup a bit. This
technique is really unneeded in the rest of the scenarios as Vaygr
forces are pretty much fixed."
"Christoper W. Pittsburg, CA"

-----------------------------------------------------------------------
~ -X-14- MISSION 14 ~
-----------------------------------------------------------------------

More #@$#$%^ BC's. Dam I wish I had that many.

[Balcora]

In Short: Waste the attackers as they come. Cause the attack trigger
and let them come to you as you waste them one by one.

1. Right off the bat, start on 6 ions, 6 torps and the rest in flaks.
Build max bombers and movers as soon as that is complete. If you don't
have 5 minelayer corvettes, make em ASAP. Place your heavies out in
front of your MS, your new frigs just behind them and your coll
repairing any damaged ones. You will be attacked from right in front of
you with a few D's, frigs and fighters. Allocate a few squadrons of
bombers and movers to waste the frigs, your BC's DN and D's to attack
the D's and fighters to go after the fighters. They should fall quite
easy. They are so easy prey to the might of your BC's, DN and D's with
pulsar support.
2. Set everything to evasive tactics and ensure nothing wanders off.
Now send out your pulsars/vettes and bombers to the weird looking ship
out in the middle of the map. Send them to just paste any ships on your
side of it.
3. There is two easy methods for doing this mission.
METHOD 1
Dump a huge mass of mines in front of your heavies. Have your pulsars
and bombers attack makaans huge fleet with the intention of When the
luring them back to the wall of mines. whole fleet of 4-6 BC's, 3-5
D's, a slew of frigs and fighters start to chase you, high-tail it
back to your main fleet and dump em behind your frigs. The entire enemy
fleet that is stationed to protect your target, Makaan, will eventually
charge you at full throttle and attempt to, err, throttle you. :) He
will be chewed up good with the huge amount of mines you dumped. As
soon as they come into range that the missiles start flying around,
send in the heavies very slowly. Remember to keep coll near so that
when something gets even remotely damaged, you can quite quickly repair
it to full health and within minutes have it back in the battle with
full health. When you have slain about half of the BC's send in the
swarm of ion plats right into the guts of the enemy fleet.
4. They should fall like flies now. As soon as you have wasted that
entire fleet, you then have a big choice. You have two options from
here. You can proceed to the left of your position and lay waste to
approx 1-2 BC's, 2-3 D's and about 20 frigs and millions of bombers or
you can go for the flag and head to the enemy flagship and
waste it ASAP. One way gives you like between 50 and 75k in RU with
very minimal losses. The other way offers much more RU but a little
more losses.
METHOD 2
This a lot slower but you can pretty much waste makaans huge fleet with
5 minelayers and about 4 sensors distortion probes. First send in a sdp
to about level with sajuuk. Then send another to about 2500km of the
closest enemy fleet. Now bring your 5 minelayers to the same posi as the
sdp and start dumpin a really short line of mines. NOTE I said a line,
as its no point making a huge wall when as soon as a mine gets dumped it
goes after an enemy ship. Have each of the minelayers lay about 3 mines
each all parallel to the enemy ships. If placed correctly the mines will
track the enemy and blow on their hulls. But the best thing is, they
just sit there and take it! Walk the mine walls closer to reach the
farthest ships and make sure you are under the sdp's influence.
5. Be aware that if you go to the left side of the map, the enemy
will utterly swarm you with bombers and frigs. They have more frigs
and bombers there than you have ever seen in one place. The good
thing is they only have a couple of BC's and a few D's So a fully
fledged fleet should take them on as a fair bit better than equal. By
using the tactic of draw and overwhelm this shouldn't be much of a
problem.
6. To draw and overwhelm, all you have to do is entice the fighters
to come out, and then when they get too far out, totally overwhelm
them with fire from the flaks and fighters/vettes. Then do the same
with the frigs with cap ships as the killers. Then finally begin to
use pulsars and bombers on the BC's heavy missile launchers and then
the D's whilst your heavies focus on the BC's themselves. Note: Make
sure you have either a carrier or a SY before ending this mission.

-----------------------------------------------------------------------
~ -X-15- MISSION 15 ~
-----------------------------------------------------------------------

Thank Christ for small miracles! This one is easier than mission 1!
Although I failed it first time just to watch the awesome effects of
the planet deprivation missiles exploding on the planet...

[Return to Hiigara]

In Short: OMG! OMG! Last mission! Congratulations on reaching mission
15. Waste the Planet Killers and any missiles they launch.

1. This mission is a PAP. Really it isn't much harder than mission 1!
Well first off you DONT have a MS anymore. You dumped it and let it
drift in space. Everyone jumped aboard the Sa'Juuk with good ole sexy
Karan S'Jet. The only production facilities you have left are any
carriers and a SY if you have it. OK First off. Leave the Sa'Juuk
there for the time being. Send out your entire force to help with the
Hiigaran defence. Note: You don't really have to do jack, but its a
good feeling helping someone who has just said that they aren't going
too well. Besides do you really want the Vaygr to get away with
reinforcing their stuff with the carrier in the middle of the map?
After all the stuff you have gotten through to have as much as you do
you don't want to just let them have it do you? Anyway start
constructing 9 ion plats, and 12 ints. If you still have any bombers,
trade em in ASAP for ints.
2. You will be shown and told of 3 Mothership class hyperspace
signatures entering the system. These are gargantuan Planet Killers.
Huge missile batteries. First of all these are defenceless. Second of
all they only launch missiles that are extremely weak. And finally
only the Sa'Juuk can harm the Planet Killers. The idea here is that
these ships are launching massive planetary deprivation missiles at
the planet below you. Righto onto the their destruction.
3. Right, you will notice that the Sa'Juuk can hyperspace on its own.
Hyperspace it to the far left SY marked on the sensors manager with a
ping. Don't worry, have a look at the damage rating on that thing. You
aint gunna worry when you see it. Proceed to waste the SY, then the
planet killer.
4. As soon as 4 of your ints are done, estimate a line directly from
each of the planet killers to the asteroid belt along the middle of
the map. Now place your 4 ints on any one of those imaginary lines
from the planet killers to the asteroid belt. This is where the
planetary deprivation missiles will go. Send 4 ints to each part of
the belt (3 points).
5. When you are told about missile being launched you should just be
finishing off the first planet killer with the SY being wasted almost
instantly. Now send it to the far right planet killer and start
killing the SY or carrier (depends), then the planet killer itself.
Make sure that the missiles that do get launched don't make it to the
asteroid belt or your doomed. Use the ints for this. As soon as the ion
plats are done, send them to just above the asteroid belt as a
precaution.
6. As soon as the second planet killer goes down, you will notice
that the last one spits out missiles like there aint gunna be no
tomorrow. Well, hyper the Sa'Juuk over to it and make that happen.
Clean up any remaining missiles whilst you wait for the planet killer
to die. DIE DIE DIE! As soon as it goes up, the ENTIRE Vaygr fleet
flees from your might! The last of the missiles detonates, you
have won the mission. And the game.

On behalf of myself and the Hiigaran space fleet, I congratulate you
on completion of Homeworld 2. I hope you enjoyed the game, the story
and this walkthrough. Thanks for reading this and buying a great game.

-- Mouse
_______________________________________________________________________

~ -XI- Build Times ~
_______________________________________________________________________

TBC
_______________________________________________________________________

~ -XII- Multiplayer Tactics ~
_______________________________________________________________________

Submit yours!

Richard Shannon: ([email protected])
"One of my favourite tactics for Hiigaran warfare is to equally split
my ships, since the limits are even numbers, i.e.:
   7 Interceptors
   7 Bombers
   6 Gunship
   6 Pulsar Gunships,
and put them into groups designated by what they do (anti-capital,
anti-strike craft).

   The same goes for when playing as Vaygr, but I overuse hyperspace
platforms from beginning of the match to the end.  I keep moving my
forces, scuttling gates, building more, etc... so the enemy never
finds me, or until I have surrounded the enemy and move everything
in at once and overwhelm my opponent.  Works just about every time."
_______________________________________________________________________

~ -XIIV- FAQ ~
_______________________________________________________________________

NOTE: Some of these questions don't have answers, as I either haven't
had time to make sure 100% that they are all correct, or simply dont
know the answer as yet. And yes these people were given an immediate
reply, I just thought it a good idea to post the questions here so I
dont have to repeat the solution.

1. QUESTION: "Your walkthrough says: Now start to feint an attack on
the destroyer but then begin a waypoint circle right around it so as
to keep it occupied (it cant hit anything). Wait about 1-2 mins then
bring the capfrig in to cap it. I've tried feinting an attack with
every speedy ship, and the destroyer won't fire its missiles on
anything that could outrun the missiles. The closest I can get is
using a resource collector, but the missiles catch up to that
eventually.  That lets me bring capture frigs close before one gets
missiled.  If I have it run away, it gives the remaining frigates
just enough time to capture it before the one running away is
destroyed. Is there a better way?"
"Michael Grose"

ANSWER: Dont tell the cap frigs to capture until they are virtually on
top of the D. Telling them to capture effectively activates the self
preservation trigger with which heavy missiles up the tailpipe usually
ensues. If you cant figure it out that well try using 4 cap frigs all
at once, as one of em are bound to successfully capture it! =) Trust me
the D makes life a lot easier in later missions.

~o~

2. QUESTION: "I was reading your Walkthrough on GameFAQ's, and I have
asked everyone I know that is playing it and I seem to
have a lovely glitch with my copy.
On Mission 4, your walkthrough and those who have
played said that the mission pretty much ends after
you've destroyed the large base and the small fleet
that gathers to the left of it.
So, why is it that every time I have played it, my
mission doesn't end?  I have tried killing EVERYTHING
on the map, doesn't work.  I have tried to kill
everything on the map via cheating, and that still
won't end the mission for me.
Any ideas?"
"Chris Dragon"

ANSWER: The only suggestions I have at the moment is to do things in
order. 1. Kill the hyperspace inhibitors at the three locations, 2.
Kill the station, 3, Kill the SY. Other than that I have no other
advice yet.

ALTERNATE ANSWER:
"Well, that same thing actually happens to my game, and the only way
to complete that mission was by doing things in THIS ORDER:

1. Destroy the 2 Hypergates on the center and right side.

2. Capture the Hypergate on the left side.

3. Blow up all of the Hyperspace Inhibitors and everything should be
fine by then... Just play as usual.

I have the Spanish 1.0 version of the game and seem to be the only
one with that bug around here...
I hope that solves the problem.
Hoping to be useful,"
"Arkahngel"

~o~

3. QUESTION: "Hi there,
I want to thank you for writing the Homeworld 2 faq
which has many helpful tips. I've been stuck on
Mission 4 for a long time and found it impossible to
deal with the massive amount of enemies just keep on
coming. In your faq, you mentioned to take out the
hyper jump inhibitors and the enemies nearby first. I
tried to follow that advise but couldn't find a break
where I can assemble enough bombers and pulsar
Gunships while being attacked non-stop. Am I missing
something? I'd really appreciate if you have more
pointers to share.
Thanks"
"me"

ANSWER: Excerpt from v1.1 patch readme:
"Singleplayer Game Fixes

c. Mission 4
i. The difficulty level has been reduced."

~o~

4. QUESTION: "Hey
Just killed all the enemies in mission 9. The mission doesn't
want to complete. I sent probes all over the map to find
remaining enemy forces without success. I don't know what to do.
I destroyed all the Hyperspace gates and there are no more

visible enemies. Didn't use any cheats at all. What do I do??"
"Simon Poirier"

ANSWER: You must use the scouts special ability called the 'sensor
ping' which pings the map for any enemies and displays them for a short
time. I would advise going to the sensors manager before pinging, just
in case it fades before you see the whole map. Another good idea is to
pause after pinging to allow you to analyse all ships on the map whilst
drinking your coffee.

~o~

5. QUESTION: "HI MouseNo4,
I noticed in your FAQ that you mention resourcing
wrecks. Do you have to do it manually or will wrecks
be resourced automatically at the end of a mission
when it says resources collected?
Thanks"
"Rasul Oman"

ANSWER: Wrecks will be harvested at the end of all but the last
mission (obviously) along with any uncollected resources.

~o~

6. QUESTION: "Hey man, man for the life of me,  I cant get passed
level 12. I try to save the DN and keep resource units repairing him
but just when I get close....another wave shows up and does him in.
And I cant get close without him.....I need a break!!!
AHHHHHHHHHHHHHHHHHHHHH any thoughts would be appreciated.....thanks"
"Jim Lurg" (nascarlurg)

ANSWER: I have updated my mission strat. Please refer to this for an
accurate and thorough answer.

~o~

7. QUESTION: "Hi, I was just wondering if its even possible to capture
carriers or shipyards at all in the game? I'm currently on mission 3,
the mission isn't hard but I've been wasting ages trying to capture
the enemy carriers. (This is the mission where you have to save the
shiyard.) I send three marine firgates to capture a carrier, wait
for blue bar to reach the end but the carrier does not get captured
and my marine frigates do nothing.
I also heard that shipyards can't be captured for some reason. Which
brings me to question why on Earth can the enemy capture mine on
mission 3? Just in case there are other ships that I can't catpure?
I can capture Motherships later on right?
Any help would be great.
Thanks"
"Derek"

ANSWER: You cannot capture anything that can produce units. This
includes carriers, shipyards and of course the flagship. However you
can capture the battlecruiser but cannot build any subsystems on it.
The reason for this is to prevent you from building more units than
your cap limit allows. Its just a shortcut Relic used to prevent the
big problem they had with a HW1 mission where you could literally
capture like 100 Taiidan ion cannon frigates that were in a circle
formation. This would make it unlikely that you would lose the
following missions. Think of this as a way to nip the bud before it
grows kinda thing. The difference to multiplayer and skirmish is that
the only thing you cant capture is the things you literally have no
way of capturing anyway, like strike craft and corvettes.
_______________________________________________________________________

~ -XIV- Copyright And Disclaimer ~
_______________________________________________________________________

#Removing or editing this section to make it look ok for your site is #
#still a breach of copyright. As well as hosting this despite me      #
#disallowing it to be hosted on your site.                                #

This document is (c)2003 Lindsay Butler AKA MouseNo4. This may be not
be reproduced under any circumstances except for personal, private
use. It may not be placed on any web site other than the ones listed
directly below in the 'permission granted' section, or otherwise
distributed publicly without advance written permission. Use of this
guide on any other web site or as a part of any public display is
strictly prohibited, and a violation of copyright.

                               ~o~

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someone's FAQ.

If you are NOT listed on this black list, and wish to host this FAQ,
then by all means send me an email ASAP and I will immediately
begin the respectability test and hopefully will give you a reply
within 24 hours.

Note: Edited web site title and address list copied from Nicholas
Henson aka SinirothX's FFX FAQ.

If you own, run or work for a site (other than those that are on the
black list immediately above) that wishes to host my FAQ, please send
a politely written email to my address with the topic being HW2 FAQ,
Homeworld 2 FAQ or something very similar.

My conditions for hosting my FAQ are as follows:

1. I reserve the right to have my FAQ removed at any time without
question.

2. It is unaltered in the slightest. Not one character.

3. You are fully and ultimately responsible for keeping it current.
The latest version can be found at www.GameFAQs.com.

4. I must be allowed to see it hosted on the site upon permission
being granted.

5. I also must be shown the 'User Agreement' or 'Terms of Service' of
your site or equivalent. If your site does NOT have one, then omit
this condition.

If for any reason you cannot abide by any or all of these conditions,
then I am sorry but I have to deny your request.

Any language conversions are to be noted in the email.

                               ~o~

The author of this document is not affiliated with the creators of
this game in any way. Although I really wish I was.

I am not responsible for any damage to anything of yours that ensues
from using any or all of this document. As the old saying goes, 'use
at your own risk'. Hehe

All trademarks and copyrights contained in this document are owned by
their respective trademark and copyright holders.

_______________________________________________________________________

~ -XV- Credits ~
_______________________________________________________________________

As the GameFAQ's website states:

[Quote]
"Provide credit where it is due."

If you copy someone else's work without permission, that's a copyright
violation. If you use someone else's work as a basis for your own
without credit, that's plagiarism. Providing credit to those who helped
you, no matter how small their input, is simple and ensures the
integrity of your work.
[Unquote]

MouseNo4 - Myself... for err writing this document!
Relic - For making an awesome game.
Sierra - For publishing it!
Vaygr - For causing me endless frustration.
Marine and Infiltrator Frigates - For causing me so much pain.
Mosc - For his mission 6 idea.
Osrevad - For his ascii art that he made for me. Despite not being able
to use it. Yes I made my own art in spite of Seb Haque.
Seb Haque - For using it in his faq instead of me. Also for his
extrememly long relations guide. I spose I forgive him in that I am
kinda using his relations guide inside my guide. But of course I dont
HAVE to use it. ;)
Homeworld Shipyards - For some data on ships, weapon names etc.
Game Spot - For the same reason above (although personally I don't like
GS - that whole forcing you to buy free stuff just aint right)
HW2 Manual - Whilst not as in-depth as the original game manual, it
was still ok.
And of course GameFAQ's - For hosting my FAQ! (and putting up with my
endless updates)
Richard Shannon - Submitted multiplayer tactics.
Nicholas Henson aka SinirothX's - Although I cant seem to reach you, I
have used your copyright text and fully credited you with writing it.
If you can read this, please send me an email so I can rest assured
that everything is ok.
Stephen Fitzgerald - Homeworld: Cataclysm story reference in Homeworld 2.

Special Thank You's
-------------------
GameFAQ's - For actually hosting my FAQ and staying up to date with
versions. Also for putting up with my never ending updates.

All of the other FAQers on GameFAQ's for their help with my FAQ and
all of the problems with them.

_______________________________________________________________________

~ -XVI- Final Thoughts ~
_______________________________________________________________________

-----------------------------------------------------------------------
~ -XVI-A- Cheats ~
-----------------------------------------------------------------------

CHEAT CODES
-----------
So far I am not aware of any such within the game. However if you
beleive there are, please email me and I will add them.

HACKS AND EDITS
---------------
> persistX.lua - (X) being the level number.

X:\...\Homeworld2\Bin\Profiles\Profile1\Campaign\ASCENSION\ - (X) being
the drive letter and (...) being the previous directories that you
selected during installation.

To edit the 'Level 2 PersistantData' file for example, open the file
'persist2.lua' file with a normal text editor. However this file only
alters your fleet's status and research level. It does not alter or
change the enemy fleet etc. Also note that this is starting data only
and it has no effect on any savegames that you currently have for that
level unless a savegame has been made after you started the level with
the hacks/edits. Everything after the level you hacked is as normal.

-Altering RU-
This is very simple. To edit the amount of RU in the level when you
start the mission scroll down to the very end of the file and alter
the line that says '  RUs = X,' ((X) being the current value) to
whatever you like. However I do beleive there is a limit. Of course I
am not aware of what it is.

-Altering Research-
TBC

-Altering Ships-
TBC

-Adding Ships-
TBC

-Removing Ships-
TBC

-----------------------------------------------------------------------
~ -XVI-B- Ramblings ~
-----------------------------------------------------------------------

Ten most loved features of HW2
1. Better graphics - Those explosions are just hot!
2. Same quality story as HW1 and HW:C
3. Ship classes - I just love the fighter, Vette, frig and cap ship
classes!
4. Same 3D RTS that I loved and adored from 1999 - They haven't changed
the kickass formula in 4 years, now that's something.
5. They improved the task bar and put things on the same screen!
6. That dam DN gun, fooook its HOT!
7. The Vaygr BC. It just does it for me.
8. Onscreen displayes which are partially see-through.
9. When a Destroyer begins its attack of anything above a frigate, it
will turn side-on to enable it to broadside its opponent and fire all
of its guns at the same time instead of just 2 or three
(Hiigaran/Vaygr).
10. You can zoom in on the actual missiles! Lotsa fun!
TBC

Ten most hated things in HW2
1. Extremely hard to use capture frigates - As soon as they come near
their prey they get automatically targeted! Their primary role is
capturing ships that are DESIGNED to kill them! Go figure. You have to
tell ALL of your own ships to stop attacking the ship your capturing!
2. BC's, D's and Carriers are no longer super cap ship class?
3. HMF are just sooo overpowered. As well as the trinity cannon on the
Vaygr BC.</pre><pre id="faqspan-5">
4. Everything is now shithot at one thing and terrible at anything
else. HW:C may not have been as awesome as the original HW but at least
the units were multi-functional! Then again the Ramming Frigate was
utterly useless!
5. Story is not 100% compatible with HW1 and HW:C
6. Not inclusive of HW:C in the slightest.
7. No pilot mode. I loved that in HW:C
8. If you dont tell bombers to go into a mode like aggressive or
passive, they wander and will eventually shoot each other to death.
9. No following energy weapons from HW:C!
10. Decently armoured Resource Controllers.

Interesting bits I have found.
1. Build a Gun Platform.
       o Now have a look at its role.
       o Eh?
2. In mission 6, there is 2 dreadnought holding structures.
       o One is yours and is occupied until you take it, but the other
       is empty.
       o Guess who has the second one?
3. I tried to cap a inf once. It then tried to cap my inf back! I even
got a screenie of that. I couldn't stop laughing! 2 inf's trying to
cap each other at the same time!
4. When one of your ships has a hyperspace module, turn on full ATI/TO
and then go to sensors manager.
       o Now make a hyperspace jump somewhere.
       o Now watch the hyperspace sphere around the ship move at
       lightning speed across the map!
       o Nice little thing - it don't just 'appear' at its destination
       it actually goes into another kind of space and travels and
       extreme speeds across the map. Now that is polish!
5. If you are having trouble beating a mission and have the time to
make sure it is easier for you, retire all ships and craft that you
dare to and rebuild them but leave the entire list at 95% each! Eg:
Pulsar Corvette 95%
Interceptor 95%
Pulsar Corvette 95%
Interceptor 95%
Pulsa... you get the idea. You wont have the same size the second
you enter the mission so when the enemy force is calculated on your
own, it will be to your size without the ships and craft that will
be built so fast they will be coming out as if they are simply
undocking! Thanks to "" for the little ingenious tactic. To do this
you may need 'seperators' like scout squadrons so that 2 bomber
squadrons dont join and be wasted. It is extrememly useful for
Balcora Gate kinda missions where you come across multiple BC's,
D's and Frigs. I tested this on mission 12, Thaddis Sabbah I think.
All I had already in space was my 20 resourcers, 4 controllers, all
4 carriers, a Vaygr BC, the DN and my SY. The ENTIRE FLEET was built
to 95% and paused. 5-10 seconds into Balcora Gate, my fleet was
maxed out. This means I had:
1 Scout Squadron
6 Interceptor Squadrons
7 Bomber Squadrons
7 Pulsar Corvette Squadrons
5 Minelayer Corvettes
10 Movers
4 Torpedo Frigates
8 Flak Frigates
4 Ion Cannon Frigates
2 Marine Frigates
2 Defence Field Frigates
5 Destroyers
1 Battlecruiser
10 Gun Platforms
10 Ion Beam Platforms
(With space for Captain Soban)

Every single ship/squadron at 95% built. Less than 10 seconds
into Balcora Gate I was maxed out. Once in the mission the enemies
size was 1 BC, 12 Frigs, 1 SY and of course 12 or so strike craft
squadrons. You reckon they stood a chance against me?

The problems with this trick is that you have to number all the
ships again, build the FCT's and you have to wait for the BC, Frigs
and the D's to come out of the holds before they begin to work.
Enjoy!

~o~

Well it has been a long 4 days making this FAQ so far. The vast
majority of the time is spent making sure my mission strats work in
the game. Anyway I hope you like what you see so far and it helps you
win the game. Some say this is a hard game to beat but I say, play it
first time - hard as hell. Play it a second time and its a PAP. Enjoy
the game and remember, its only a game, you can quit at any time and
find something else to play.

~o~

Sorry for the last couple days with no update as I had to attend a
LAN party. Pity I didn't get to play HW2... Anyway at the very
minimum I should have the mission walkthrough completed to level
12 tomorrow. The only things left to do is section 6, half of 7, 3/4
of 8, 9, missions 9-11 in section 10, and sections 11 and 12. But of
course I wont be doing section 12 as I cant give advice on something
I know little about. So submit your kickass tactics for multiplayer!

~o~

I am almost there! I have almost completed the walkthrough. Dam this
is taking ages. I am trying to get things done as fast as I can but
its just taking a while to make things right with the ideal of a
quality FAQ. I don't rush things that should take time. Thanks to all
the people watching and waiting for the completion of this FAQ. And
thanks for the 'limited' feedback that I have been given (not to
mention the flood of requests to host this). Remember, if there is
something you believe should be altered in any way, then don't
hesitate to tell me your ideas. The very least I would say is thanks
for the help.

~o~

I have finished the game! Faaarkin wicked! Now all I have to do is
finish this FAQ. :/ The main part I wanna finish ASAP is the
walkthrough as that's the most important part of this FAQ. Whenever
I come back to this, its this that keeps staring me in the face. I
have to say one thing, when its incomplete, the FAQ looks ugly.
Hopefully my FAQ will circulate a bit more with the new sites
hosting it, so it may help a few more people.

~o~

OK I am just going to get this guide to 100% aka v1.0 and then I
will cease with the updates. From then on I will only be updating it
if it really needs it. The reason for this, is the fact that I am
just not getting very much feedback from it. Hence not many ppl are
reading/using it. So basically I feel like I am helping a very
small minority of the players of HW2. Pretty soon, when different
games come out, HW2 will cease to exist in ppl's minds and
therefore my guide will start to collect dust. Maybe when a game
comes out that has a lot bigger following to it than this, I might make
a guide for that and keep it up to date.

~o~

Yo! I know it has been a while since updating, but I have moved and of
course, the usual problems that arise from moving have reared their
ugly little heads. I sincerely apologise to all who were told that
their input was to be added. Time had gotten away from me. I will be
FINISHING the walkthrough this week! Special thanks go to Nero AKA
George for setting a high standard for me to follow, for the kick in
the ass to get it done.

~o~

Hey! I am finally going through my whole FAQ fixing up major problems
and errors. Esp. the search strings eg. –VII-A- etc. Fixed the overall
look and I have to say it looks a whole hell of a lot better now. I
have replayed the whole campaign and added/changed many things in the
walkthrough because the damn patch made things that I mentioned, not
work! ARG! Well most of the FAQ is complete and it feels nice around
here now that many of the things that I wanted in this FAQ have been
completed and they look shit hot. Well at least I tend to think that
anyway. Since I haven't been getting much feedback on this FAQ I will
bring it all the way to v1.0 and from then on only update it if it
really needs it. If a patch comes out after I make it to v1.0, I doubt
I will be updating this. I will have to get a lot of feedback for me
to warrant updating beyond that version. Cheers to all the people who
DID give me the small feedback that I received. You guys are the only
reason this FAQ got this far!

~o~

Well its been a long time coming. Many additions, many alterations and
generally a better looking and almost complete guide. Ahhh it feels
good to finally see the end in sight. It wont be long now until I am
finally finished and onto new things. I just cant wait till v1.0
finally makes it online. And when it does, you can pretty much guess
ima gunna be at the pub celebrating! =) Anyway the walkthrough has been
overhauled, which took me quite a while to do due to the fact that I
was looking for things to exploit. I have finished the research section,
added bits and peices to the ships sections and many many alterations -
way too many things to mention. A complete guide always looks a hundred
times better than an incomplete one. Oh and cheers to all the guys in
Australia, we may not be big and bloody but we certainly aint someone to
casually step on either! IZAGOONAEVAGEEZAMATE!

~o~

Well I must be getting lazy seeing as how I now see the end in sight!
Updates are coming less and less often and its getting harder and
harder to stay focussed on this to its completion. I WILL complete this
even if I complete the damn thing all in one whole night! I was sent
a totally awesome way to ensure 100% that you could win the really hard
missions. My god I couldnt beleive how pathetically simple the idea is.
But for god's sake, it works! Check up a bit for the info. I have
decided to add a cheat section for all those wishing to have a little
bit of fun, like having a Vaygr BC in mission 2. (That was fun!) Or for
the more honest, to slightly change their RU amount to an amount a
little higher than what they really had.

~o~

Wow what a month! Far too many games to play, far too many things to buy!
Its amazing what a good job can get you! Anyway dudes I am back on this
guide trying to finish it again. Seeing as how I have now watched every
stargate sg-1 and stargate atlantis episode ever made, I now have tons of
time to complete it. Or rather get it even closer to completion. I mean
nobody likes anything that is incomplete do they? If you ever want me to
complete it any faster, write me an email and say so! For me its like
drinking a 6 pack of energy drinks, I go into hypo mode and lots of
stuff gets completed. Anyway until next time, keep the game alive!

Regards,
Mouse.

~End of line.