Homeworld 2 чит-файл №2

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Creator: MouseNo4
Contact details:
Email mouseno4@yahoo.com
ICQ 65495929
MSN mouseno4is@hotmail.com
AIM MouseNo4
YahooID MouseNo4
(All respective names, ICQ, MSN etc, are copyright their
creators/owners)

FIRST NOTE: This is a work in progress. Not all sections are complete
yet. Most of the TBC's will disappear in the next 2 days. Also when
the inevitable patch comes out you will have to bear with me if there
is any differences in the game that invalidates any strategies here.
If there are any discrepencies in it due to a 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
ActionTrip http://www.actiontrip.com
IGN FAQ's http://faqs.ign.com/
Cheats.DE http://www.cheats.de

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

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1. Introduction
- Greetz.
2. Reason For This FAQ
- Personal reason for making this document.
3. Revisions
- A listing of the revisions to this document.
4. Abberviations And Terms
- Like D, BC, vettes and wing etc.
5. Problems, Corrections And Submissions
- For any spelling or other errors aswell as any
submission you wish to make.
6. Story Of HW, HW:C + HW2*
- Story so far on the Homeworld series.
7. Ship Run Through
- Details about the individual ships.
o Research*
- Details the effects of varios upgrades.
o Single Player Campaign Tech Tree*
- Explains when and how you get certain units/research
upgrades in the campaign.
o Facilities
- Information of the various facilities to be built
8. Tactics*
- Tactics section describing tactics for each ship
type.
o Fighter Class tactics*
- Scouts, ints, assault f., lances, bombers.
o Corvette Class Tactics*
- Vettes, minelayers.
o Platform Class Tactics*
- Ion, gun, hypergates and HM plats.
o Frigate Class Tactics*
- Ion, flak, torp and marine frigs.
o Captial Ship Class Tactics*
- Destroyer and carrier.
o Super Capital Ship Class Tactics*
- BC and DN.
o Utility Class Tactics*
- Collectors, refineries etc.
9. Strike Groups/Formations*
- Strike groups explained and manual formations.
10. Mission Walkthrough*
- Complete mission walkthrough with every level
covered.
11. Build Times*
- When you can exploit the triggers to force give you
time to build/harvest/research before the mission ends.
12. Multiplayer Tactics*
- Submission for this section are welcome as I wont be
doing it.
13. Copyright Notice And Disclaimer
- All the legal crap you have to put in this kinda
thing.
14. Credits
- Credits and thankyou's that helped this FAQ.
15. 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.
o Ramblings
- Homeworld 2 thoughts (ignore on sight!)

* - Not complete

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Hey there! If your reading this your either after a walkthrough or just
some general help regarding the new game Homeworld 2. Well as this
starts to take 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.

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Well the reason I am writing this (and yes I am still writing this even
as you read it - beleive 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 dont 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.

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v0.1 240903 - Internal version - Creation of FAQ.
+ Added sections 1-5 and 14-15.
+ Added mission 1-4 and 12 walkthroughs.
v0.2 250903 - Internal version.
+ Altered look of FAQ to make it more obvious what section is
what.
+ Added mission 5.
v0.3 260903 - Internal version.
+ Added part of 15.
+ Added mission 6 and 7.
+ Begun constructing section 7 and 8.
v0.4 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!
v0.45 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.
v0.5 290903 - Public version.
+ Added mission 10.
+ Another overhaul of the old 79 character problem. God I am
really hating it now.
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. =)
v0.56 011003 - Public Version - This version never made it online.
+ Added detail to the copyright section. Its getting a joke of
late. Really I shouldnt have to even include that section.
v0.60 011003 - Public Version.
+ Added various stuff all over the place - too many to mention.
+ Added missions 13, 14 and 15.
v0.61 021003 - Public Version.
+ Missed an important part of the guide that cannot be left
out.
~o~

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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 = Defense Field Frigate
Cap = 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

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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 dont and wont
be playing HW2 online. I aint leet like the PSA dudes.

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TBC

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

------------------
- Hiigaran Fleet -
------------------

1. Scout Squadron
Role: Reconnaisance Squadron
Speed: 480
Attack: 9
Hit Points: 90
Cost: RU 350 (3 craft)
Armament: 1 x Autogun (Locked forward)
Specials Abilities: 1 x Small EMP
1 x Sensor Ping (1000 RU)

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

3. Bomber Squadron
Role: Anti-Capital Ship Fighter
Speed: 260
Attack: 439
Hit Points: 150
Cost: 550 (5 craft)
Armament: Twin Fusion Bomb Launchers (Locked forward)

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

4. Mover
Role: Unknown
Speed: 230
Attack: 334
Hit Points: 1000
Cost: 200 RU (1 craft)
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.

5. Gunship Corvette Squadron
Role: Anti-Fighter
Speed: 215
Attack: 56
Hit Points: 1,200
Cost: 625 RU (3 craft)
Armament: 2 x Dual Kinetic Autogun Turrets (360 Degree Turrets)
Weapon Locations: Middle centre top; Middle centre bottom.

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

6. Pulsar Corvette Squadron
Role: Anti-Corvette
Speed: 215
Attack: 54
Hit Points: 1200
Cost: 625 RU (3 craft)
Armament: 1 x Pulsar Turret (360 Degree Turret)
Weapon Location: Middle centre top

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

8. Gun Platform
Role: Anti-Fighter StatiMinelayer Corvettec Defense
Speed: 200 (one shot move)
Attack:32
Hit Points: 5000
Cost: 300 RU
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.

9. Ion Beam Platform
Role: Anti-Frigate Defense
Speed: 200 (one shot move)
Attack: 167
Hit Points: 5000
Cost: 300 RU
Armament: 2 x Dual Ion Cannon Turret (360 Degree Turret)
Weapon Locations: Middle centre top; Middle centre bottom

10. Flak Frigate
Role: Anti-Fighter
Speed: 161
Attack: 50
Hit Points: 16000
Cost: 700 RU
Armament: 2 x Dual Kinetic Burst Cannon Turret
Weapon Locations: Aft left top ; Fore centre bottom

11. Ion Cannon Frigate
Role: Anti-Capital Ship
Speed: 150
Attack: 315
Hit Points: 16000
Cost: 700 RU
Armament: 1 x Ion Cannon (locked forward)
Weapon Location: Bow

12. Defense Field Frigate
Role: Defense Field
Speed: 161
Attack: 17
Hit Points: 18000
Cost: 1200 RU
Armament: 1 x Dual Heavy Vulcan Kinetic Turret (360 Degree Turret)
Weapon Location: Aft centre bottom (on extension pylon)

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

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

14. Torpedo Frigate
Role: Anti-Corvette
Speed: 161
Attack: 305
Hit Points: 12000
Cost: 700 RU
Armament: 1 x Dual Torpedo Launcher
Weapon Location: Bow

15. Destroyer
Role: Anti-Frigate
Speed: 138
Attack: 915
Hit Points: 85000
Cost: 2000 RU
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

16. Carrier
Role: Ship Production
Speed: 75
Attack: 40
Cost: 2800 RU
Hit Points: 40000
Armament: 4 x Hull Defense Guns
Weapon Locations: Fore left top; Aft left top; Fore centre bottom; Aft
centre bottom
Production Slots: 3
Module Slots: 2
Sensor Slots: 1

17. 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

18. 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 doesnt fully work until the Bentusi repair it in a later
mission.

19. Shipyard
Role: Factory and service bays
Speed: 15
Attack: 120
Cost: 3200 RU
Hit Points: 160000
Armament: ~8-10 x Hull Defense Autoguns
Weapon Locations: All over the thing
Production Slots: 4
Module Slots: 6
Sensors Slots: 1

20. Pride of Hiigara
Role: Mothership
Attack: 120
Speed: 40
Hit Points: 200000
Production Slots: 4
Module Slots: 4
Sensors Slots: 1
Armament: 8 x Hull Defense Autoguns
4 x Side Hull Defense Guns
Special Abilities: Many
Note: Without this baby, you be dead.

21. 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

22. Mobile Refinery
Role: Resource Drop Off
Speed: 225
Attack: 80
Cost: 800 RU
Hit Points: 18,000
Armament: 8 x Hull Defense Guns
Special Abilities: Resource Drop Off
Weapon Locations: All over the thing

23. Probe
Role: Single-burn Reconnaissance Unit
Speed: 600
Attack: 0
Cost: 150 RU
Hit Points: 1200
Armament: Not Armed, except for probe golf.
Note: Once you move it once, you cannot move it again.

24. Proximity Sensor Probe
Role: Cloak Detector
Speed: 600
Attack: 0
Cost: 200 RU
Hit Points: 100
Armament: Not Armed
Note: Once you move it once, you cannot move it again.

25. Sensors Distortion Probe
Role: Disrupts Enemy Sensors
Speed: 600
Attack: 0
Hit Points: 100
Cost: 1000 RU
Armament: Not Armed
Note: Once you move it once, you cannot move it again.

Unit | Role | Speed | Attack | Cost | HP | # |
--------+-----------------------+-------+--------+------+-------+-----+
Scout |Reconnaisance Squadron |480 |9 LOL |350 |90 |3 |
Int. |AF |325 |36 |500 |150 |5 |
Bomber |ACS |260 |439 |550 |150 |5 |
E-Bomber|ACS |451 |789 |0 |450 |5 |
Mover |Unknown |230 |334 |200 |1000 |1 |
Gunvette|AF |215 |56 |625 |1200 |3 |
E-GVette|AF |226 |112 |0 |3000 |3 |
Pulsar |AC |215 |54 |625 |1200 |3 |
Minevete|Deploys + Clears Mines |215 |48 |800 |400 |1 |
GunPlat |AF Static Defense |200 |32 |300 |5000 |1 |
IonPlat |AFR |200 |167 |300 |5000 |1 |
Flak |AF |161 |50 |700 |16000 |1 |
Ion |ACS |150 |315 |700 |16000 |1 |
DFF |Defense Field |161 |17 WTF? |1200 |18000 |1 |
Marine |Boarding Vessel |230 |80 |700 |18000 |1 |
Soban |Boarding Vessel |230 |500 |0 |50000 |1 |
Torpedo |AC |161 |305 |700 |12000 |1 |
D |AFR |138 |915 |2000 |85000 |1 |
Carrier |Ship Production |75 |40 |2800 |40000 |1 |
BC |ACS |69 |5200 |4000 |240000 |1 |
DN |Gatekeeper of Sa'juuk |69 |8268 |0 |500000 |1 |
SY |Factory + service bays |15 OMG!|120 |3200 |160000 |1 |
MS |Mothership |40 |120 |0 |200000 |1 |
Coll |Collection of RU's |276 |0 Hehe |400 |2000 |1 |
Refinery|Resource Drop Off |225 |80 |800 |18000 |1 |
Probe |Single Burn Recon Unit |600 |0 |150 |1200 |1 |
Prox. |Cloak Detector |600 |0 |200 |100 |1 |
Sens.DP.|Enemy Sensor Disruption|600 |0 |1000 |100 |1 |

AF - Means Anti-Fighter
ACS - Means Anti-Cap Ship
AC - Means Anti-Corvette
AFR - Means Anti-Frigate

---------------
- Vaygr Fleet -
---------------

1. Scout Squadron
Role: Reconnaisance Unit
Speed: 420
Attack: 9
Hit Points: 90
Cost: 350 RU (3 craft)
Armament: 1 x Autogun (Locked forward)
Specials Abilities:

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

3. Bomber Squadron
Role: Anti-Capital Ship
Speed: 260
Attack: 332
Hit Points: 180
Cost: 550 RU (6 craft)
Armament: 2 x Plasma Bomb Launchers (Locked forward)

4. Lance Fighter Squadron
Role: Anti-Corvette
Speed: 260
Attack: 43
Hit Points: 150
Cost: 500 RU (5 craft)
Armament: 1 x Light Plasma Lance (Locked forward)

5. Missile Corvette Squadron
Role: Anti-Capital Ship
Speed: 215
Attack: 26
Hit Points: 1600
Cost: 625 RU (5 craft)
Armament: 2 x Concussion Missile Launchers

6. Laser Corvette Squadron
Role: Anti-Capital Ship
Speed: 215
Attack: 350
Hit Points: 1600
Cost: 650 RU (5 craft)
Armament: 2 x Lasers

7. Command Corvette
Role: Mobile Fire Control Tower
Speed: 215
Attack: 0
Hit Points: 600
Cost: 400
Armament: N/A

8. Minelayer Corvette
Role: Minelayer
Speed: 215
Attack: 48
Hit Points: 400
Cost: 800
Armament: ?
Special Abilities: Mines

9. Heavy Missile Frigate
Role: Anti-Frigate
Speed: 150
Attack: 351
Hit Points: 16000
Cost: 700
Armament: 1 x Heavy Fusion Missile Launcher (Dual tubes)
1 x Heavy Concussion Missile Launcher

10. Assault Frigate
Role: Anti-Fighter
Speed: 161
Attack: 127
Hit Points: 16000
Cost: 700
Armament: 1 x Concussion Missile Launcher
3 x Flechette Cannon Turrets (Small degree turret)

11. Infiltrator Frigate
Role: Capture Frigate
Speed: 230
Attack: 53
Hit Points: 18000
Cost: 800
Armament: 1 x Concussion Missile Launcher
3 x Flechette Cannon Turrets (Small degree turret)

12. Carrier
Role:
Speed: 75
Attack: 200
Hit Points: 55000
Cost: 1700
Armament:

13. Destroyer
Role:
Speed: 115
Attack: 1100
Hit Points: 85000
Cost: 2000
Armament:

14. Battlecruiser
Role:
Speed: 69
Attack: 5404
Hit Points: 240000
Cost: 4000
Armament:

19. Shipyard
Role: Ship Production
Speed: 15
Attack: 550
Hit Points: 160000
Cost: ?
Armament: Many guns...
Weapon Locations: All over the thing
Production Slots: ?
Module Slots: ?
Sensors Slots: ?

20. Flagship
Role: Mothership
Attack: 120
Speed: 40
Hit Points: 200000
Production Slots: ?
Module Slots: ?
Sensors Slots: ?
Armament: 12 x Hull Defense Guns
Special Abilities: Many
Weapon Locations: All over the thing
Note: Without this baby, you be dead.

21. Resource Collector
Role: Collects material for processing into RU's
Speed:
Attack:
Cost:
Hit Points:
Armament: Not armed
Special Abilities: Resource Collection
Repair Ability
Salvage Ability

22. Mobile Refinery
Role: Resource Drop Off
Speed:
Attack:
Cost:
Hit Points:
Armament:
Special Abilities: Resource Drop Off
Weapon Locations: All over the thing

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

24. Proximity Sensor Probe
Role: Cloak Detector
Speed:
Attack:
Cost:
Hit Points:
Armament: Not Armed
Note: Once you move it once, you cannot move it again.

25. Sensors Distortion Probe
Role: Disrupts Enemy Sensors
Speed:
Attack:
Hit Points:
Cost:
Armament: Not Armed
Note: Once you move it once, you cannot move it again.

Unit | Role | Speed | Attack | Cost | HP | # |
--------+-----------------------+-------+--------+------+-------+-----+
| | | | | | |

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1. Scout
o Enhanced Sensors - 500 RU
- Special Ability: Ping
o EMP - 1500 RU
- Special Ability: EMP Blast

2. Interceptor
o Engine Level 1 - 300 RU
- Speed 325 + 83 = 407
o Engine Level 2 - 500 RU
- Speed 407 + 81 = 488

3. Bomber
o Improved Bombs - 1500 RU
- Anti-Subsystem bombs
o Egnine Level 1 - 300 RU
- Speed 260 + 65 = 325
o Engine Level 2 - 500 RU
- Speed 325 + 65 = 390

4. Gunship Corvette
o Level 1 Hull - 500 RU
- Health 1200 + 360 = 1560
o Level 1 Engines - 300 RU
- Speed 215 + 43 = 258
o Level 2 Hull - 750 RU
- Health 1560 + 360 = 1920
o Level 2 Engines - 500 RU
- Speed 258 + 33 = 291

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

6. Minelayer Corvette
o Minelaying - 750 RU
- Minelayer Ship

7. Pride of Hiigara
o Level 1 Hull
- Health 200000 + 100000 = 300000
o Level 1 Engine
- Speed 40 + 8 = 48

8. Resource Collector
o Repair
- Special Ability: Repair
o Level 1 Hull
- Health 2000 + 1000 = 3000

9. Mobile Refinery
o Level 1 Hull
- Health 18000 + 5400 = 23400

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TBC

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FIGHTER CLASS
Fighter Facility - 500 RU
- Allows Construction:
o Interceptor
o Bomber
- Allows Research:
o Interceptor - Level 1 Engines

CORVETTE CLASS
Corvette Facility - 800 RU
- Allows Construction:
o Gunship Corvette Squadron
o Pulsar Corvette Squadron
- Allows Research:
o Gunship Corvette - Level 1 Engines
o Gunship Corvette - Level 1 Hull
o Pulsar Corvette - Level 1 Engines
o Pulsar Corvette - Level 1 Hull

Mover Facility - ? RU
- Allows Construction:
o Mover

FRIGATE CLASS
Frigate Facility - 1000 RU
- Allows Construction:
o Torpedo Frigate
- Allows Research:
o Torpedo Frigate - Improved Torpedoes
o Torpedo Frigate - Level 1 Engines
o Torpedo Frigate - Level 1 Hull

CAPTIAL CLASS
Capital Ship Facility
- Allows Construction:
o Carrier
- Allows Research:
o Carrier - Level 1 Engines
- Level 1 Hull
o Destroyer - Ship Technology

PLATFORM CLASS
Platform Facility
- Allows Construction:
o Gun Platform
- Allows Research:
o Gun Platform - Level 1 Hull
o Platform Ion Beam - Ship Technology

UTILITY CLASS

MODULE CLASS
Research Module - 1500
- 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 Scout - Enhanced Sensors
- EMP
o Bomber - Improved Bombs
o Pride of Hiigara (MS) - Level 1 Hull
- Level 1 Engines
o Resource Collector - Repair
- Level 1 Hull
o Mobile Refinery - Level 1 Hull
o Prox. Sensor Probe - Ship Technology

Advanced Research Module - 2250
- Allows Construction:
o Flak Frigate
o Marine Frigate
o Ion Cannon Frigate
- Allows Research:
o Minelayer Corvette - Ship Technology
o Flak Frigate - Level 1 Hull
- Level 1 Engines
o Ion Cannon Frogate - Level 1 Hull
- Level 1 Engines
o Defense Field Frigate - Ship Technology
o Pride of hiigara - Improved
Manufacturing
o Carrier - Improved
Manufacturing
o Battlecruiser - Ship Technology
o Sensors Dist. Probe - Ship Technology

Hyperspace Module - 1000 RU

Gravity Well Generator - 1500 RU

Cloak Generator - 750 RU

Fire Control Tower - 1500 RU

SENSOR CLASS
Hyperspace Sensors - 250 RU

Advanced Sensors Array - 250 RU

Anti-Cloaking Sensors - 250 RU

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-~==~->
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NOTE: Only hiigaran ships will be detailed here for now. Vaygr will
come later on.

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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 unequaled shipwise.
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.

Tactics to use with them:

Have scouts in a group and begin to EMP ships all over the place, then
quickly bring in your marines to cap them before they light up again.
Best way to get enemy stuff!

2. Interceptor

Interceptors are pure and simple fighter craft killers. These are the
ones with very little use now.

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.

Tactics to use with them:

3. Bomber

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

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

Tactics to use with them:

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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.

Tactics to use with them:

When using a minelayer remember one thing - the mines are massive
explosives. Hence they arent 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 dont
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 manouvreable and limited to only 10.

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

Tactics to use with them:

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1. Gun Platform

2. Ion Beam Platform

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1. Flak Frigate

2. Ion Cannon Frigate

3. Defense Field Frigate

4. Marine Frigate

5. Torpedo Frigate

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1. Destroyer

2. Carrier

3. Battlecruiser

4. Keeper of Sa'Juuk (Dreadnought)

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1. Shipyard

2. Mothership

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1. Collector

2. Mobile Refinery

3. Probe

4. Proximity Sensor Probe

5. Sensors Distortion Probe

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-~==~-
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1. Capital Phalanx

2. Frigate Line

3. Fighter Screen

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-~==~-
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OK. Welcome to Homeworld 2!

[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. Then build 3 int squadrons. Dont
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. 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. 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.

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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. 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
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. Order
the other two to attack the middle right red dots. Dont forget to
tell all your fighters/bombers to go to aggressive mode.
5. Once the fighter facility is gone start attacking the carrier
itself. Dont worry about protecting the bombers they wont be
harrassed by fighters for very long. They may lose one or two of the
ships but not enough to warrant worrying about it. The fighters start
to attack them but get called off to attack the transports so dont
worry about them.
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, dont worry about it, vettes are too slow to
make it in time. When the two ints are done hi-tail it to the bottom
left two and defend them. Then begin on vette facility.
7. You will see that a small group of frig's hyper in and start
cainin one of your transports. Dont worry about it. Captain soban
hypers in behind them and causes them to about face and engage soban
instead of the transports. When the 3 on the right are done and the
carrier is taking a beating, bring the ints from the right to equal
parts on the left. So 2 ints to the middle left, and 2 onto the top
left. When the bottom left is clear bring those up to the middle left
to help out.
8. By now the top left and bottom left should be clear and the
carrier almost dead. When the vette facility is done start on a
gunvette squadron. The frigs should be pretty much toast by now. Send
all your ints to take out the remaining bombers and fighters. When
they are all gone bring all of them over to the carrier if its still
alive.
9. Now would be a good time to start research on the fighters
upwards.

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].


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Wicked! I get lotsa time and resources to make more sheeps! 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 gome. 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 are safe until you kill that lone
fighter. One more thing - dont worry about the SY it will be fine - it
will repair itself.
3. OK when you are satisfied that you are successfully built
up/researched send a fighter to waste the last SY attacker and await
the inevitable carrier near the second patch where your refineries and
coll WERE but arent now. As you are doing this send the entirity of
your fighters and vettes to an area just above the second patch.
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. As soon as
battle has begun tell your coll to move to the carrier. I hotkey my
coll to 0 and my refineries to 9. 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 way tell the coll to harvest the
wreckage.
5. You will get swarmed with fighters, vettes and infs frigs. 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. You should
have been given a carrier. Use it to start producing 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 takle the fighters on the 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 dont get too close to it.
Alternatively you can use your vettes 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 dont bother you again with your own fighters
and vettes (if you didnt use them for the carrier) and ensure the
infs dont 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. You should then use your coll to harvest the two right
carrier wreckages as there is not real threat from one carrier that
can only produce infs.
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 dont 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.
Cutscene insues before you win the mission.

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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 you have if you need the RU's.
2. Go to first hyperspace area and clear the area of fighters with your
pulsar wing. Use bombers on the frigs and cap ships whilst your pulsars
take out the fighters. Remember the bombers are only for the cap ships
so they need protection from the fighters/vettes.
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.
4. Once captured, move onto the next one and repeat the process. The
AI wont attack the gates after about a min or two. They will forget
about them.
5. Before you take out the last inhibitors, WAIT. You still have to
face the inevitable frig wall. By this time they should show up. Once
you have spotted them use your pulsars to take out the fighters whilst
your bombers stay back. As soon as the fighters are wasted, move your
bombers in to help in taking out the frig's. You will be supprised
how easy those things are to take out with just pulsars and bombers.
Take out the Assaults before the HMF as the assaults have anti-fighter
weapons.
6. Now that those are dealt with, use the last captured gate to hyper
to the 3 carriers and start wasting them. Ignore the destroyer until
you have destroyed the 3 carriers and the incoming fighters and HMF.
7. 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 dont tell it
to cap it yet.
8. 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 cap frig in to cap it.
9. 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.
10. Finally start to bring your pulsars, bombers and destroyer over
to the asteroid in the middle of the map (have a look and you will see
it. There should be a carrier there.
11. Now use your flaks to take out the last of the inhibitors and you
will be hypered to the staging area. 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.
Take it out, grab the resources and then search the map for anything
thats 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 6-8 vette squadrons and bombers.

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

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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 suppport.
Likewise with the frigs.

1. This one is realitively 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 of 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 are really that big but they may catch you unnawares. 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.
3. When the attacks come you will be happy to see that they are
concentrated. Rather they are all over the place. HMF's, assaults,
strike craft and even scouts are all over the place. Assign your
fighters to take em out 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 dont want this, make sure you send your strike
craft in to intercept as soon as you see they are beginning their
attack.
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.
That means that there is still one left. This is the problematic one.
Mainly because its the bigger one of the three. Now grab your ints
and send them directly at the middle garrison.
5. Once it has spotted them, hit the [D] key and watch as they start
to chase. Now here comes the tricky part. A good idea to kill them
all with almost no losses is to draw them out into their speed
groups. The fighters are the fastest but are the weakest. The HMF's
and assaults are the strongest but are the slowest.
6. Bring your D to about half way between your MS and the third
garrison. This will be your meat packet. Now bring all of your flaks
out to just a little behind the D and place them on evasive [F2].
Place the part of the fighters (all minus the ints) and all of the
vettes about the same place as the flaks and put them on evasive
also.
7. OK now what we want to happen is this - whilst drawing the enemy
group out to the defensive line, we will be drawing the fighters
into clear view of the flaks, who will waste them like gravy. Since
the frigs are slower they will lag behind and become bomber prey.
This takes a little bit of finesse to acheive but the results are
well worth the effort.
8. Now with your ints tell them to get close enough to the enemy to
warrant them giving chase. When they get close enough to fire tell
your ints to dock. Just before they give up the chase tell them to
stop. They should then begin the chase again. Now repeat the
process until the fighters are within firing range of your D. When
this happens grab your flaks and tell them to start wasting the
enemy fighters. Let your ints dock as being their last command.
They will be wasted by the bomber vettes otherwise. Tell your D to
start preying on the HMF's whilst you tell your bombers to start on
the assaults. Last of all use your vettes to begin on the fighters
and frigs. If any of your frigs gets hit with a missile salvo,
immediately grab him and send him back to the MS. When your flaks
are done with the fighters and vettes, tell them to go back to the
MS also. Leave your vettes, bombers and D to finish of whats left.
9. Now all thats left is to bring your D over to the oracle, waste
some HM plats, a carrier and a SY and bingo you are done with the
vaygr. Send a carrier to the oracle and start collecting the
wreckage from the carrier and SY. Once you are satisfied, send a
marine or inf to dock with the oracle.

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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 didnt have anything else. I left
that mission missing one pulsar squadron and 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. Dont 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 rigth
there is a little gap. Move the coll to about that far but in the
middle. Dont 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 rigth across the entire length of the map. As long as he stays
outside of the movers range he will be fine!
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 dont 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. 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 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 begin the 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. Warning! Make sure your
torps are distant enough from the MS that they wont fire on the damaged
mover in the clutches of your coll! 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 beleive 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 debreifing 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.

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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.
Dont 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 beleive it gives you a little
more time.
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 shouldnt have a problem if you send aboutten. You will
lose a few but the 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. Dont 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.
5. As soon as you wipe them out, you will get a major bashing from the
right and right-top. Move all of your fighters to the direct right of
your MS and await the fighters. Soon a fleet of at least 12 frigs and
a destroyer will turn up on the right. Use your destroyers to take it
out with the help of your bombers.
6. Now comes the hard part. You will now be attacked from three fronts
all at once. A good idea would be to use your movers to take out the
debris all the way to the top left and take out the carrier there to
cut off that line of attack. Replenish the movers with more if you
lost too many. First take out any debris within range of that carrier
and if possible send in a 'few' bombers to help the movers with the
carrier. They shouldnt be harmed by the radiation as the movers should
have taken out all of the debris. The debris is causing it so taking
out all of the debris will illiminate the radiation and allow
non-movers to go into that area. The biggest bit of debris cannot
be destroyed so make sure no craft gets too close to that. You can
tell where the radiation is by the fog or dust you can see zoomed in.
7. As SOON as the carrier on the top left is gone bring EVERYTHING
back to the MS as your gunna need everything you have got in the way
of fighters/vettes. As they come in be prepared for wave after wave
of frigs and fighters. Just keep on your toes and keep an eye on the
health of ships. If a fighter squadron is going into the red, tell
them to dock. Allocate some coll to repair any damaged frigs asap.
8. As soon as you get a short break in the fighting, send in the
movers to the right to take out their carrier. Dont worry if you dont
do all that much damage. If your movers get wasted too easily then
build some more and start wasting debris instead. Concentrate your
fire on the debris and ignore the enemy. As soon as enough of the
debris is gone around the enemy carrier, send in the bombers. Just
make sure there is no visible fog near it or else the bombers wont
get very far. 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 carrier goes down you have
one more thing to do. Well two but one more to make things easier.
Start taking out debris on the left and 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 defenses 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.

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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 peices
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 peices 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. Dont 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.
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 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 dont
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.

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

[Counter Attack]

In Short:

TBC

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

[Keepers of Sajuuk]

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.
3. Soon Bentus will appear close to your fleet and tell you that they
can fix the great cannon. 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 ~ 8 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 wouldnt 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 unbeleivably powerful keepers. They have a dual
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 doesnt 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 didnt take too many losses. All I lost were a
few frigs.

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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 peices.
Waste the enemy fleet who steal the third peice.

1. This one is pretty easy. First off. Send a coll with two DFF as
protectors to grab the first and second peice that are the closest.
Send the rest of your coll fleet to start on resources. Send
refineries to help em out.
2. Your fleet will be set upon by a D, a few frigs and some fighters.
Take out the fighter escorts with either your own fighters/vettes or
with flak frigs.
3. Now concentrate on the D with your D, frigs and BC (if you have
them yet). Once that is gone, take out the frigs with ease.
4. Pretty soon you will be told about an enemy vaygr fleet stealing
the third peice. Send all of your heavies directly over to them. Dont
worry about radiation as the only radiation is within 1km of the
actual core peices. As long as your ships dont 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 BC. 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 BC 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 peice. If
you want time to build/research etc then dont pick up that peice for a
while. If not send a coll in to retreive 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 retreiving 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.

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HOLY MOG! 8-15 BC's and 15 D's!?!?! You are joking right?

[Thaddis Sabbah]

In short: Build max cap ships and frigs and be prepaired 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.

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.
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 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.
3. Send whatever collectors you have to mine for RU's in the nearby
patch and move any refineries you have to theat location. 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, hold down [y]
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 and BC's send your entire plat group to about halfway between them
and your BC's. Send in your pulsars to start on the fighters and
bombers to start on the D's. Once the bombers finish off at least one
or two of the D'd start on the missile launchers on the BC's as they
are the painful weapons. 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. Remember the main target of the fighter screen is to
take out the D's and the BC's main armament - the missile launchers.
6. Once you are losing way too many of the fighter screen pull them
back behind the frigs. 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.
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 dont move up anything yet. Make sure nothing moves anywhere.
Unneccessary losses are not a good thing.
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 firefight. Make sure your DN has a
good firing posi. Concentrate all of your fire on one BC then when that
one goes up, hit the next and so on.
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 dont 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.
10. Now comes your ace. You should have a full compliment of plats
ready from the yards. Just as the BC's are coming into range of your
BC's move the whole group right into the middle of em and deploy them
and begin to manually fire them all at one BC causing it to start
firing its guns at the plats and NOT your ships! The plats dont do
enough damage but it keeps fire from your ships long enough to pummel
them down to very little health! As an optional you can move your
fighters and bombers in to help finish them off but this is up to you.
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 bottom right to attack your MS. 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 D with maybe 5-8 Frigs left.
12. 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. With your new force you should wipe
them out pretty easy. Send makaan running and then do a scout ping to
find the enemies for the wreckage to salvage. Only then would it be a
good idea to finish the mission with a cap frig.

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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 nearest
power generator to the vaygr SY.
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 to that they stay in good
repair. Begin construction of max ion plats.
3. Your fighters/vettes and bombers should easily grease their
autoguns with the vaygr fighters and frigs at the gate power
generator. Dont worry about the other two generators as it makes
no difference if they are taken out.
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 dont let them overtake your BC's
or they will be the ones made into soup.
5. Pretty soon the fighters attacking the gate will be turned into
dust. Take your bombers and vettes and start on the frigs that are
still attacking the gate. They will take a little while longer but
will eventually bite the dust too.
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. Dont 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 orginal
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. Beleive 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 thats 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. Idealy 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.
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 replacable
frigs like marines, ions, flaks and torpedoes. If you have any vaygr
frigs, just leave them be. If you have soban still, dont 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 shouldnt 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!

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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. As soon as
your are done building frigs, get started on ion plats. If you dont
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 the lower left
with a D or two and a few frigs and a small amount of fighters.
Allocate a few squadrons of bombers and movers to waste them. They
should fall quite easy. About the same will immediately do the same
but from the front. They are so easy prey to the might of your BC's
and D's with pulsar support.
2. Now high-tail your minelayers out in front of your heavies and
totally mine the absolute crap outta the area directly ahead of your heavies.
Dump the mines almost out of range of your BC's
main guns/ion cannons. 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 them.
3. When they 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, er, 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 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 aka SY 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.
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 shouldnt 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.

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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.

1. This mission is a PAP. Really it isnt 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 SaJuuk 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 SaJuuk
there for the time being. Send out your entire force to help with the
hiigaran defense. Note: You dont really have to do jack, but its a
good feeling helping someone who has just said that they arent 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 dont 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 gargantuam Planet Killers.
Huge missile batteries. First of all these are defenseless. Second of
all they only launch missiles that are extremely weak. And finally
only the SaJuuk 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 SaJuuk can hyperspace on its own.
Hyperspace it to the far left SY marked on the sensors manager with a
ping. Dont 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 rigth planet killer and start
killing the carrier, then the planet killer itself. Make sure that
the missiles that do get launched dont 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 SaJuuk 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 and 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


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TBC

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Submit yours!

Richard Shannon:
"One of my favorite tactics for Hiigaran warefare is to equally split
my ships, since the limits are even numbers, ie:
7 Interceptors
7 Bombers
6 Gunships
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 untill I have surrounded the enemy and move everything
in at once and overwhelm my opponent. Works just about every time."


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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~

Current sites WITH permission to host this guide in its current
version* (permission granted):
GameFAQ's http://www.gamefaqs.com
ActionTrip http://www.actiontrip.com
IGN FAQ's http://faqs.ign.com/
Cheats.DE http://www.cheats.de

*This guide should not have been hosted on any site other than
GameFAQ's prior to v0.55. Only GameFAQ's should be hosting any
version prior to v0.55. This includes v0.1, 0.2, 0.3, 0.4, 0.45 and
0.5.

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

Current sites WITHOUT permission (black listed), and will NEVER be
granted permission are as follows:
911 Codes http://911codes.com
9 Lives http://www.9lives.ru/eng/
Cheat Index http://cheatindex.com
Cheat Matrix http://cheatmatrix.com
Cheat Search http://cheatsearch.com
Cheatstop http://www.panstudio.com/cheatstop/
CNET Gamecenter http://games.netscape.com/Faqs/
Console Domain http://www.consoledomain.co.uk
Dirty Little Helper http://dlh.net
Games Domain http://www.gamesdomain.com
Game Express http://www.gameexpress.com
Games Over http://www.gamesover.com/
Mega Games http://www.megagames.com
Ultimate System http://www.flatbedexpress.com
VideoGaming.net http://www.videogaming.net/
Cheat Code Central http://www.cheatcc.com

I do not support FAQ stealers.

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.

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 insues
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.

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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.
Homeworld Shipyards - For some data on ships, weapon names etc.
GameSpot - For the same reason above (although personally I dont like
GS)
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 - 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.

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.

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Ten most loved features of HW2
1. Better graphics - Those explosions are just hot!
2. Same quality story as HW1 and HW:C - I havent even finished it yet
and I think its got the same quality story as HW1.
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 havent changed
the kickass formula in 4 years, now thats something.
5. They improved the task bar and put things on the same screen!
6. That dam DN gun, fooook its HOT!

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.
4. Everything is now shithot at one thing and terrible at anything
else.
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

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 couldnt 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 dont 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!

~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 didnt 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 dont 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 beleive should be altered in any way, then dont
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 thats 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.

Regards,
Mouse.