HOMEWORLD HINTS AND STRATEGY GUIDE

FOREWORD

This FAQ cannot be reproduced in anyway without my
permission.  If I do find it being used without my
permission, I will prosecute the criminal to the
fullest extent of the law.  If you need my permission,
please e-mail me.  
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VERSIONS
V.1 – FAQ finished and created.

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SHIPS
Fighter Class:
Defender-This ship is probably the best fighter in the
game, not for it’s offensive ability, but for it’s
defending ability.  Not only does it have powerful
guns and an accurate tracking system, it has a ton of
armor that can take lots of hits from fighter and
corvette guns and can also take about 7 or 8 missiles
before being destroyed.  It’s very slow (only 385m/s)
and can’t keep up with other fighters, but it isn’t
called a Defender for nothing.  It also has a very
long range of fire.
Scout-Not as bad as you would think this ships is.  It
has a small gun sure, but it speed and maneuverability
makes it a pretty good fighter.  It can avoid missiles
(longer then most ships anyway) and can avoid the fire
of other of other fighters as well.
Interceptor-The Interceptor is the upgrade of the
Scout.  This ship has less speed but has much greater
firepower and armor.  It can’t avoid fire as well as
the Scout, but can stand up to more hits and can hit
harder.  Twenty or so of these fighters in a Sphere
formation can seriously damage any ship (except a for
a Missile Destroyer or if there are escorts around).  
Attack Bomber-These are only good for taking down
Capital ships and corvettes.  These fighters have a
lot of firepower, but are very vulnerable to all
weapons of the game.  Don’t expect them to last a long
time in a fighter battle or if there’s a Missile
Destroyer around.  Launches orbs of superheated
plasma.
Cloaked Fighter (Kushan Only)-Not only does this ship
have a powerful gun, it can cloak!  Even with a
Proximity Sensor around, missiles won’t track them
while they are cloaked.  These fighters can be the
backbone of any fighter squadron.
Defense Fighter (Taidann Only)-No weapons.  But can
destroy incoming fire (except Ion Beams, missiles, and
mines).  Useful only if you are under attack by a
small group of fighters, or if you have a lot of them
around.
Corvette Class:
Light Corvette-The Scout of the corvettes.  These have
lots of speed and maneuverability (for a corvette) but
low armor and firepower.
Heavy Corvette-The better, upgraded version of the
Light Corvette.  Tons of armor and firepower, but low
maneuverability.  Can take down Capital ships in large
squadrons.
Multi-Gun Corvette-A better corvette for attacking
other fighters and corvettes.  Six independent guns
that can track quickly and track up to six targets at
once.  Don’t count on it to last long if there are
Capital ships in the area, though
Minelayer Corvette-A craft good only if you have the
time to lay a wall of mines.  If you are under attack,
don’t expect these ships to do much damage.  Only good
against Capital ships and fighters slowed down by
escorting Capital ships.
Salvage Corvette-A good decoy and can capture enemy
ships!  Enough Salvage Corvettes, and you can capture
any ship you want.  Here is a listing of how many
corvettes you need for each ship:
Any Fighter or Corvette-1 Corvette
Any Capital ship-2 Corvettes
Destroyer or Missile Destroyer-3 Corvettes
Heavy Cruiser or Carrier-5 Corvettes
Repair Corvette-Really useless.  These ships can
re-fuel fighters, but only one at a time.  Can heal
ships, but not as fast as a Support Frigate.
Capital Ship Class:
Support Frigate-Only good at healing Capital ships and
above and refueling and repairing fighters and
corvettes via its docking pads and repairing arms.  It
has a gun and a bit of armor, but it is so weak, it
can’t even destroy fighters.
Assault Frigate-Good at taking down corvette swarms
(but only if you have a lot of them), and can
sometimes hit fighters.  These ships are no match for
Ion Cannons though.  The only reason you should have
these in you fleet is if you have very few fighters or
no Missile Destroyers.  It has two Plasma Bomb
Launchers and four medium sized projectile weapons.
Drone Frigate (Kushan Only)-This ship can launch 24
armed drones.  An individual drone can barely risk a
Scout, but 24 of them can rip through fighter swarms. 
The frigate itself is also quite fast and
maneuverable, and can go in fighter formations and
break them apart while avoiding ramming fighters and
hurting itself and the drones (which can be
destroyed).
Defense Field Frigate (Taidann Only)-I really tried to
like this ship, as it sounded like a good ship to have
around.  But the area of defense it covers is really
small (if you hit Caps Lock, you can see for
yourself).  Only useful if you have a lot of them
close together, but you shouldn’t even build one of
them.
Ion Cannon Frigate-The first real firepower you get in
the game.  Only one cannon, but that cannon can damage
a Capital ship better then any other ship of a lower
class in one shot.  But don’t expect it to hit
anything lower than a corvette.
Resource Class:
Resource Collector-This ship’s name says what it does.
 Enough said.
Resource Controller-This ship acts as a drop off point
of resources from collectors.  It can also re-fuel
(but not repair) 6 fighters and 2 corvettes.
Super-Capital Class:
Destroyer-Here is a ship that you wish you could have
at the beginning of the game.  Two Ion Cannons and 2
large projectile weapons.  This should and will be the
backbone of any Capital ship fleet because of its
speed and firepower.
Missile Destroyer-Goes through fighters like a hot
knife through butter.  Its missiles are accurate and
fast.  The only things that can avoid the missiles are
Scouts and they can’t run forever.  The only down side
that, after a few seconds of firing, it missiles come
out at a crawl.  It can damage a Capital ship, but
only use the missile volley attack (hold Z then select
the target), which leaves it open for a few seconds
after using it while it replenishes its missile stock.
Heavy Cruiser-Ah, the Heavy Cruiser.  Need I say more?
 Slow, but powerful as hell.  It has 4 Ion Cannons
that have a 180-degree swivel and 6 massive projectile
weapons.  It could take down 2 Destroyers and still
have enough armor left for a couple of Assault
Frigates. A little slow, so only use in a Wall
formation or it will never get wherever you want it to
go before the action is over or you are defeated.
Carrier-A portable Mothership.  Can build ships up to
Capital Class and can dock and repair ships too.  It
can dock 50 fighters and 25 corvettes.  It also has a
ton of armor, so it is a good decoy.  Resource
Collectors can drop off resources at the carrier too.
Non-Combat Class:
Probe-Only good for getting a quick look at enemy
fleets.  Then it is usually destroyed in a blaze of
Ion Cannons or fighter fire.
Proximity Sensors-Can find cloaked ships and can also
be used as a scout as it doesn’t need fuel.  Though
they have little armor, they are second to speed only
by the probe and tying to the Scout.
Sensors Array-Can track enemy ships on the Sensors
Manager.  It can only verify where Motherships and
Carriers are, but can tell you how many ships are
moving around.
Research Ship-Can only research stuff.  It has a bit
of armor and you can build another ship to speed up
research and add some armor to the total amount.
Gravwell Generator-Can stop fighters and combat
corvettes (Light, Heavy and Multi-Gun only) dead in
their tracks.  While caught, fighters can’t move or
fire.  But your fighters can get caught in it to. 
Plus it can only be used until it’s power source runs
out, then it is just a derelict so retire it for some
resources.
Cloak Generator-Can cloak all ships (except the
Mothership and Carriers) within a substantial radius. 
It can be reused, but it has to slowly recharge.
Research Ship-You know what it is used for.  You can
build more then one to slap some more armor on it and
speed up research.

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RESEARCH
Fighter Tech:
Fighter Drive-Researching this allows you to build
nothing, but then you can research Fighter Chassis and
Defender Sub-Systems.
Fighter Chassis-Once researched, you can build the
Interceptor, your first good Strike Craft, and allows
you to research Plasma Bomb Launcher, Cloaked Fighter,
and/or, Defense Fighter.
Defender Sub-Systems-You can now build the Defender. 
Use it for only defending.
Plasma Bomb Launcher-Now you can build Attack Bombers
Cloaked Fighter (Kushan Only)-Researching this allows
you to build the small and stealthy Cloaked Fighter.
Defense Fighter (Taidann Only)-Once researched, you
can build the Defense Fighter.
Corvette Tech:
Corvette Drive-Now you can build the first corvettes,
the Light Corvette (multiplayer) or the Repair
Corvette (Single Player).  This also allows you to
research Corvette Chassis.
Corvette Chassis-Different for multiplayer and single
player.  In Single Player, you can build the Light
Corvette.  In Multiplayer, you can build the Salvage
Corvette.
Heavy Corvette Upgrade-You can build the upgrade of
the Light Corvette, the Heavy Corvette, once this is
researched.
Fast Tracking Turrets-You can build those fighter
killers now, the Multi-Gun Corvette.
Minelayer Tech-You can build Minelayer Corvettes.
Capital Ship Tech:
Capital Ship Drive-Allows you to build the Support
Frigate and the Resource Controller.
Capital Ship Chassis-Allows you to build you first
warship, the Assault Frigate.
Ion Cannons-Now we are hitting the big time.  This is
your first major warship, the Ion Cannon Frigate.
Super-Capital Ship Drive-Now you can build the heavy
hitting, fast moving, all around good ship, the
Destroyer.
Guided Missiles-Now you can build the bigger, better
fighter killer, the Missile Destroyer.
Super-Capital Ship Chassis-Now the portable
Mothership, the Carrier, is free to build.
Heavy Guns-Now the mighty warship, the Heavy Cruiser,
can be built and deployed to wipe out any Capital Ship
your opponent can throw at it.
Non-Combat Tech:
Proximity Sensor-Having trouble finding cloaked ships?
 Not any more with the Proximity Sensor around.
Sensors Array-Now you can verify where your enemy’s
Mothership, Carriers, and other ships are located.
Gravity Well-After researching, you can stop fighters
dead in their tracks
Cloak Generator-Now, after researching, you can cloak
all your ships.

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GENERAL HINTS
The most important hint in the game is probably
collect all resources after a mission.  The only
exception to this is if there is a chance your
collectors will be destroyed.
The CPU will always follow a target once it spots it. 
Use this to your advantage to capture or destroy it.
The Mothership can heal itself pretty fast, so don’t
be afraid o use her a decoy if there aren’t that many
enemy heavy hitters around.
There is no salvage limit in the game, so keep on
salvaging whenever an opportunity arises.
Use Evasive tactics when moving Capital ships and
Aggressive when attacking.
If you spot a ship you can’t build yet, capture it. 
Not only does this give you an advantage, sometimes
you can build your own version of the ship you just
captured.
If you aren’t near the Mothership, the CPU will
probably go for the biggest ship it sees.  Though it
usually goes for the first ship it sees.  In any case,
make sure a Carrier is there first or is the biggest
ship you have and the CPU will go for it.  These ships
can survive a long time under enemy fire and will
allow you to get some cheap hits on the enemy.
This is a bit cheap, but if you lose too many ships in
a mission, go into the pause menu and go to load
mission.  Select the mission you are on and restart
it.  Hopefully, your last save on the mission was not
just before you needed to restart it.
Use the quick docking option to get your ships out of
the mission quickly.  They will automatically return
to the Mothership.

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SHIP HINTS
Fighters are good all around craft.  A big enough
group of any fighter type can take out anything
(except Missile Destroyers).
Light corvettes are only good against a solitary
Capital ship or small swarms of fighters.
Heavy Corvettes are good against a small group (2-3)
of Capital ships and larger swarms of fighters.
Multi-Gun Corvettes are only good against fighter
swarms and horrible against Capital ships because of
their low firepower and armor.
Minelayers are only good if you have enough time to
lay a wall of mines.  In a battle, they are pretty
useless as they have low maneuverability and speed. 
Any weapon in the game can hit them.
Assault Frigates are only good against an attack of
other Assault Frigates and corvettes swarms.
Ion Frigates are the best ship for taking out other
small Capital ships.
Drone Frigates can rip through fighter and corvettes
swarms.  They can also destroy mines.
Missile Destroyers are only good against fighters as
their missiles do little damage to Capital ship armor.
 Although the missile volley attack can do some damage
to Capital ships, but is only good if you have a full
load of 32 missiles.
In multiplayer games, the Carrier will serve as a
housing for Fleet Command if the Mothership is
destroyed.
Destroyers are the best Capital ship because of their
speed and firepower.

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FORMATIONS

Delta-This is a standard formation.  Never use this
formation in a battle.  Your fighters can’t maneuver
well and there fire will be spread out.
Broad-This is another formation never to be used in
battle.  It is good to move small batches of fighters,
but the disadvantages are the same as the Delta
formation.
X-This is a good formation.  It allows the fire from
the fighters to be concentrated so it does more
damage.  It doesn’t allow for much mobility, but this
doesn’t posse a major problem.
Claw-This is the best formation in the game.  It
allows for some mobility and its firepower
concentration is second only to the Sphere formation.
Wall-This formation is only useful for Capital ships
because it allows all the ships to move at the same
speed and it concentrates their fire.  Don’t use it
for fighters.
Sphere-This is the best formation to choose when
escorting a ship or when you want to do some damage
real fast.  The fighters circle the target and fire on
it from all directions.
Custom-This is self-explanatory.  You put the fighters
in a formation and then hit this.  They will stay like
this until you assign them another formation.
Military Parade-This is the formation that your ships
appear in when going into or out of hyperspace.  To
put them into this formation, select the ships and the
Mothership and hit Tab.

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TACTICS

Evasive-Your ships will sacrifice firepower for speed.
 This results in a higher speed and slightly more fuel
usage, along with slightly decreased firepower.
Normal-Your ships systems are balanced between engines
and weapons.
Aggressive-Your ships transfer power to their weapons
away from their engines.  They will do more damage,
but will have less speed.

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CHARECTERS

Fleet Command-This is the person that oversees all the
operations of the Mothership.  She I is also known as
Karen Sjet.  She had herself integrated into the core
of the Mothership to serve as its brain.
Fleet Intelligence-This is the system that handles
anything that requires a tactical solution by
analyzing probe and sensor data.

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THE STRATEGY GUIDE (SPOILER WARNING!)
Note: You will notice I never tell you when to refuel
or repair your ships.  You will have to make this
decision.  Also, the formations you choose are by you
alone.

Mission 1:Kharak System
This is only a test.  Follow the instructions and you
will do fine.  However, complete all research before
making the hyperspace jump to the outskirts of the
Kharak system.

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Mission 2:Outskirts of the Kharak System
You will arrive in the outskirts.  But the Khar-Selim
isn’t there.  Start researching Corvette Chassis and
after that, Heavy Corvette Upgrade, but do not send a
probe to the Khar-Selim.  You will trigger something
you are not prepared for.  Start harvesting.  Don’t
bother building another collector just yet.  Harvest
everything but the three dust clouds near the
Khar-Selim’s beacon.  Then build Interceptors so you
have at least 12 (16 is preferred) and build at least
2 Heavy Corvettes (4 is preferred).  Assign them a
single group number.  Then, let your collector head
out to harvest the three clouds near the Khar-Selim. 
Once the collector reaches the Khar-Selim, things will
happen real fast.  A swarm of fighters, corvettes, and
a missile corvette attack the Mothership.  Concentrate
your fire on the fighters, then the corvettes.  This
squadron is easily handled and should only inflict
minor, if any, damage.  Now, re-fuel and/or repair
your fighters and corvettes and tell them to guard the
Salvage Corvette in the Sphere formation.  Now tell
the Salvage Corvette to head toward the now destroyed
Khar-Selim.  When it gets there, let it go up to the
main compartment and start downloading.  About halfway
through this operation, more fighters and corvettes
will attack.  You Strike Craft will be stationed just
off the Khar-Selim.  They will fire upon the
descending fighters and destroy them.  When the
corvette is finished, it will head back toward the
Mothership.  Your Strike Craft will follow it all the
way back, firing on any ships that get to close.  When
the Salvage Corvette is safely docked, it replays the
last mission recording from the Khar-Selim.  When that
is done, more craft will attack the Mothership.  This
part will take a while to finish and you may lose some
ships.  But, as Fleet Intelligence will soon point
out, your forces are much superior.  Soon,
Intelligence also points out that there is a large
power signature nearby.  You may have already
discovered it, but there is a powerful enemy Carrier
reinforcing their Strike Craft.  DO NOT attack the
Carrier.  It is much more powerful then normal
Carrier.  Not only does it have two Ion Cannons, it
has a rapid-fire deck gun that can kill your fighters
in short order.  Just continue killing the enemy
fighters and corvettes until the Carrier begins to
retreat them.  Now, once the Carrier is gone, start
building a bit.  Make sure you have at least 12
Interceptors and 2 Heavy Corvettes and then build
Salvage Corvettes for a total of 6, then Hyperspace
back to Kharak.

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Mission 3:Return to Kharak
Once you hyperspace in, you will notice that the
Scaffold is destroyed along with Kharak.  Then
suddenly a group of 4 Assault Frigates open fire on
your defenseless Cryogenic Trays.  To get to the tray
before the frigates open fire, continually select your
fighter group with the group number you assigned them
in the previous mission until all of them are
selected.  Then, send them in Evasive tactics straight
for the trays.  You should be able to get there before
the Assault Frigates fire a shot.  Then get your
Salvage Corvettes over there, also in Evasive tactics.
 Once they get there, have two corvettes go to capture
one frigate each.  Go for the three that still are
together, as one usually breaks off from the group and
goes above the trays.  Once you capture a frigate
though, the other frigates will attempt to get them
off there friends back.  But if you go for the ones
that are still together, this shouldn’t be a big
problem.  Also, as you capture a frigate, make sure
the fighters no longer fire on that one.  Once the
first frigate is captured, send the two corvettes back
to get the last one.  When the first frigate enters
the Mothership, you will get to the tragic (but cool)
destruction of Kharak.  Then, once the corvettes let
go of a frigate, send them to collect the trays. 
Don’t worry if one got destroyed, it won’t matter in
the game.  When all those tasks are done, start
harvesting and researching Capital Ship Chassis.  You
“reverse-engineered” Capital Ship Drive when you
captured the first frigate.  This means you got it
automatically.  There aren’t that much resources here,
but it will be enough to get started for the next
mission.  Build a Resource Controller and then, when
everything is harvested, researched, or salvaged, jump
to the next area.

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Mission 4:The Great Wastelands #1
After you jump in, Fleet Intelligence will tell you to
move your Resource Controller as close to the asteroid
field as possible.  Instead, tell you controller to
“guard” your collector.  This will make the controller
follow the collector around.  But, before you start
collecting, you have to build some ships.  Build
Interceptors so you have at least sixteen and build
Heavy Corvettes until you have at least ten.  Then
build Salvage Corvettes until you have nine, you are
going to do some major stealing in this mission.  Tell
these to guard your controller.  Order your collector
to start harvesting.  Once it drops off the first load
of resources, a unknown ship will make an approach to
your Mothership.  They will announce that they are the
Bentusi, a trading civilization.  Once your ambassador
returns from his trip, you are brought to the Bentusi
Exchange screen.  They are going to sell you Ion
Cannon technology.  Make this trade, but not yet.  You
can wait for your collector to bring in more resources
before the trade as long as you stay in the exchange
screen.  You will need to do this, as you will need to
build some Ion Cannon Frigates right after the trade. 
Wait until you have about 1900 resources.  Make the
trade then.  The Bentusi will then warn you about the
approaching Turanic Raiders, who are the Taidann’s
servants.  They say they will return with more trades,
but in a weird way.  A bit after they leave, the same
fighter and corvettes from the Khar-Selim will descend
on your collector and controller.  Leave the Assault
Frigates you captured at home, you will need them
guarding the Mothership.  If you have the required
amount of Interceptors and Heavy Corvettes, you should
be able to fend them off with minimal losses.  Once
the Carrier has run out of fighter and corvettes to
launch, six deadly Ion Array Frigates hyperspace near
your Mothership and open fire on it.  Don’t send your
fighters back to defend the Mothership you won’t need
to.  But this is where the Salvage Corvettes come in. 
Send a group of three toward the two on the sides and
one on the group on the back.  It only takes two to
capture a frigate, but one corvette will usually be
destroyed.  But if one doesn’t get destroyed, send the
corvette that is standing around to another frigate. 
Have your frigates go after the group in the back of
the Mothership in Evasive tactics so they won’t hurt
them as much.  This fire is to just push the frigates
back.  If you notice one of the enemy frigates
smoking, do not attack it, you want to capture every
one of these frigates, you will need them.  Continue
capturing until all of the frigates are on your side. 
After this, another Carrier will go for your
Mothership.  It has an escort of two Ion Array
Frigates, so capture them and concentrate all fire on
the Carrier.  You also don’t want to have your Strike
Craft defend the Mothership from the Carrier either. 
Remember, the Turanic Carriers have excellent defense
against Strike Craft. When it starts to smoke, it
begins to retreat don’t let it!  If it escapes, you
lose the mission.  Once the Carrier is gone, finish
harvesting the area if it hasn’t been harvested out
yet, then hyperspace.  A small note on Ion Array
Frigates, unlike your Capital ships, they cannot
repair themselves over time.  You will have to repair
them with Support Frigates or Repair Corvettes.

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Mission 5:The Great Wastelands #2
You start the mission in an “empty” region of space
where the fleet that destroyed Kharak is hiding. 
There are plentiful resources in this mission and you
will be competing for them in the end of the mission,
so build another collector if you can.  First, do not
follow Fleet Intelligences instructions to send a
probe to investigate the thicker portions of the
resource deposits.  But during my travels, I
discovered that if any ship crosses a line 49
kilometers from the Mothership, you would trigger the
Taidann assault.  So build two probes and send them
along each dust cloud vein exactly 49 kilometers. 
This will act a mark to warn your ships if they get to
close.  Now, order the controller to guard your one or
two collectors and tell them to start harvesting. 
Make sure they only harvest one dust cloud line.  When
they reach the probe marking the 49 kilometer spot,
stop them and have them harvest the next line of dust
clouds until they reach the other probe.  Now send
them back to the Mothership.  For this mission, you
will need at least 10 Ion Frigates or Ion Array
Frigates, with plenty of Interceptors and Heavy
Corvettes as escorts.  The Taidann fleet here has a
lot of Strike Craft, including a new type of one.  I
like building 40 Interceptors and 20 Heavy Corvettes
(this may sound like a lot of resources to spend, but
you will need all of those fighters).  When you have
your fleet ready, assign the fighters a group number
and the Capital ships another number.  Now put the
Capital ships in a Wall formation and send them
straight down the center of the two dust cloud lines
escorted by ALL your fighters and corvettes (except
Salvage Corvettes).  Make sure you are parallel to the
upper line though.  When you cross that 49-kilometer
line, Fleet Intelligence will tell you that, “Ship
profiles and marking match those from the recording at
Kharak.  There is no doubt that this is the fleet. 
Destroy them.”  Your small fleet is now approached
three slightly damaged Assault Frigates and Strike
Craft.  Break off your fighters to get the enemy
fighters, and leave your frigates moving forward.  But
keep an eye on your fighters to see if they should
retreat or not.  Now concentrate fire of your frigates
on each of the enemy Assault Frigates.  After that
start, three more slightly damaged Assault Frigates
approach you.  After destroying these, two Taidann
Destroyers come after you.  These ships are very
powerful, so if you aren’t careful, you could die
right here.  If your fighters are done with the
enemy’s, have them attack one of the Destroyers and
have your frigates destroy one of them.  There will be
more fighters approaching. If you engage them, Fleet
Intelligence will tell you that they are a new type of
fighter, the Defender.  You can research the tech
later, just leave it for now, but destroy the
fighters.  Now, you will see the Taidann Carrier.  But
there will also be three Ion Cannon Frigates moving up
from below you.  Destroy the Ion Frigates then the
Carrier.  Remember to concentrate your fire.  When the
Carrier is destroyed, all other remaining Capital
ships on the Taidann side head for your Mothership. 
This should be only a Destroyer and a Support Frigate.
 Use your Salvage Corvettes and send an extra corvette
to each (see above for corvette capture listing).  You
should be able to capture both and add some
significant firepower and some healing ability to your
fleet.  If you have any other Salvage Corvettes, send
them out to capture the Taidann collectors.  If you
don’t capture or destroy them, they will kamikaze into
the Mothership!  Now, send out your collectors and
controller to harvest this area dry.  Also research
everything you haven’t yet.  Now build a single group
of 15-25 Attack Bombers for the next mission and
assign a single group to every ship you have except
fighters and collectors.  When the area is harvested,
make the hyperspace jump.

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Mission 6:Diamond Shoals
This is the simplest mission in the game.  But simple
doesn’t always mean easy.  In this mission you have to
destroy asteroids before they impact with the
Mothership.  You do this by “Force Attacking” them
(holding down Ctrl+Shift and selecting a target).  To
get your easily hit ships out of the field, use the
group number you assigned them in the last mission and
send 50 kilometers out to the right of the Mothership
and down as far as you can get them.  Now, use you
Attack Bombers and Interceptors to destroy the
asteroids and send out your collectors to harvest. 
There seems like a lot of resources in this mission,
but there isn’t.  Most of the asteroids are not
harvestable.  Oh yeah, you can put the Support Frigate
you captured behind the Mothership to heal it if it
gets hurt.  There are a total of three waves of
asteroids.  You must quickly force attack asteroid
after asteroid or your fighters will sit around and
get hit by asteroids.  During all this, you can now
research Super-Capital Ship Drive.  This allows you to
build Destroyers.  Remember to only destroy asteroids
heading for the Mothership, as most will miss it. 
When you clear the field, the Bentusi will show with a
new trade, Drone Technology for 500 resource units. 
Buy it right away.  When Fleet Command asks about
advice for getting through the nebula, the Bentusi
say, “We hear nothing there.  Even the Taidann fear
the Great Nebula.  No one returns.”  Now its time to
build some ships.  Build at least 40 Defenders and at
least 20 Heavy Corvettes, although you can do this in
the next mission.

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Mission 7:The Gardens of Kadesh
When you enter this area, intelligence will point out
that energy and resource levels are so high, that
sensors are being scrambled.  They say they will
adjust the sensors, but the sensors never improve. 
Start harvesting, but keep all your collectors and
controllers selected along with the Mothership.  This
is so you can quickly put your resource team back in
the Military Parade formation.  Also assign a single
group number to every ship with a powerful gun.  This
means assign a number to every ship except resource
ships, Support Frigates, and Repair Corvettes.  Also
retire any Attack Bombers.  They will be useless in
this mission.  After a few minutes of harvesting,
intelligence will say that an object is approaching
the Mothership.  You send your ambassador and he talks
with another ship.  This ship’s pilot says that if you
want to join the garden’s forces, you will live.  But
also says that if you have come to “consume” the
garden, you will be destroyed.  The ambassador then
says if you will be given time to charge your engines,
you will leave peacefully.  However, this guy says no
one leaves the garden.  He then heads back to his
Mothership, which launches tons of fighters at you. 
Good thing you assigned a group number, quickly select
those ships and have them attack every ship at once. 
But, soon after they begin to attack, the ships begin
to fall back.  No, they aren’t retreating they are
re-fueling.  Use this time to get in some cheap hits,
as they are vulnerable when re-fueling, and destroy
their Fuel Pods.  You have to continue to ward off
attack after attack of these fighters.  And do not
attack the enemy Mothership.  It will simply disappear
into hyperspace, and then reappear.  Just wait until
command announces that the hyper drive is ready and
then fire it up and use quick docking.  What?!  The
jump failed due to some kind of inhibitor field. 
Guess what, it is the Kadesh Mothership.  It then
sends even more fighters at you.  Now, you go over and
attack.  Bring every ship in the group to attack it. 
After a short time, it jumps out of there for good. 
You now have all the time in the world to research
Fast Tracking Turrets and harvest this resource rich
area dry.  When everything is done, restock your
fighter squadron.  Build Defenders so you have at
least 40 and retire all your Heavy Corvettes to make
room for at least 24 Multi-Gun Corvettes and get
resources.

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Mission 8:The Cathedral of Kadesh
When you exit hyperspace, you will notice you are
still inside the nebula.  Not only that, you are
surrounded by three Kadesh Motherships, all of them
hyperspace inhibitors.  In the beginning of the
mission, the same ship approaches you and offers you
one more chance to join the garden’s forces.  But, of
course, you decline.  You are then attacked from all
sides by the same forces as last mission.  Just follow
the same tactics as last mission.  Hit everything at
once with everything you got.  But the Kadesh throw in
another ship to the fray.  The Multi-Beam Frigate. 
These babies pack 4 Ion Cannons in to one spinning
ball of death.  The good news, you can capture them
with only two Salvage Corvettes. Although you won’t be
able to capture them all at once, you can minimize any
damage by using the Support Frigate you captured way
back in mission 5.  Remember to not attack the
Multi-Beam Frigates.  They are an irreplaceable part
of the game and are death to Capital and Super-Capital
ships alike.  Continue to hit their fighters and
capture Multi-Beam Frigates.  After what seems like an
eternity, fighters stop attacking and frigates stop
spinning.  When this happens, take every thing you got
and head toward one of the Kadesh Motherships behind
your Mothership.  When you attack them, they slowly
start to turn toward your Mothership to attack it. 
These Motherships don’t have as much armor as yours
does, but it can still take a lot of damage.  Once the
first one is turned to space dust, head for the other
one.  Once both of them are destroyed, the rest of any
Kadesh forces begin to retreat to a point on the map. 
Do not, I repeat, do not head their now.  By now, your
fighters are probably yelling at you for refueling and
repairing.  You have all the time in the world now, so
repair and refuel every single one of your ships using
the Mothership and Support Frigate.  Make sure no
fighters and corvettes dock with the controller, as it
can’t repair ships.  Now, before heading out, build
Salvage Corvettes until you have at least fourteen. 
You will need these for the seven Multi-Beam Frigates
waiting for your capture on the trek to the last
Kadesh Mothership.  When you are organized, put all
your Capital ships into a Wall formation and then
guarded by all remaining fighters and corvettes. 
Start moving toward the final Mothership with all your
Capital ships with fighters and Salvage Corvettes in
escort.  Your first obstacle is the smallest bunch of
fighters that are quickly removed from your way.  Then
comes the seven Multi-Beam Frigates.  Just send in
your Salvage Corvettes, as these frigates won’t fire
on you until you fire on them.  Capture all of them
and continue on.  You don’t have to wait for them to
be captured, but it would be a good idea, as you will
need to destroy this Mothership quickly.  When you
reach the point where the Kadesh Mothership is,
intelligence will point out that the wreckage around
it matches perfectly with the ship found on Kharak. 
It seems that you share a common root with these
people; too bad you have to kill them.  When you
attack the final Mothership, send in your corvettes
and Defenders first.  This will draw attention away
from your Capital ships, which it tries to ram.  The
round head of the Kadesh Mothreship can obliterate any
ship, even a Destroyer, in one shot, so sending in the
Strike Craft first will make it try to ram them.  When
the Mothership is distracted, send in your Capital
ships on Evasive tactics.  When they open fire on the
Mothership, it will turn to ram your big ships.  But
if you have plenty of stolen and built Ion firepower,
it shouldn’t get one.  When you destroy it, you have
all the time in the world to harvest this region’s
rich resource deposits.  It takes a while, but is well
worth the wait.  When I finished this mission, I had
over 10000 resource units.  That may not sound like a
lot, but in the single player mode, it is.  You may
have noticed some Fuel Pods on the way to the
Mothership, capture these while harvesting.  You can’t
refuel at these, but they can be retired for 1000 Ru’s
each.

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Mission 9:The Sea of Lost Souls
This is the most boring mission I played.  When you
first jump in, Fleet Command says there is an anomaly
in the area.  Send a probe to investigate.  You may
have to send two, as the first might not pick up what
waits in the anomaly.  When the probe does pick up,
intelligence will state that the ships “escorting” the
alien ship are active.  They recommend you destroy the
alien ship.  But, you can’t do it with Capital ships;
they will be taken over by the control field
surrounding the alien ship.  The only ships that
aren’t affected are Strike Craft.  So, start building
Attack Bombers, at least 30 or so.  Also build about
15 Scouts to distract the ultimate fighter killer
taken over by the alien ship, a Missile Destroyer. The
Scouts are able to dodge its missiles long enough for
your Attack Bombers to do some significant damage. 
But, even though this rarely happens, the Scouts
actually survive long enough to some significant
damage to the Missile Destroyer. If this ever happen,
pull the Scouts out of there.  Send them toward the
alien ship until you can see it.  Now put the Scouts
on Evasive tactics and send them toward the ghost ship
along with any other fighters you have (Interceptors,
Defenders, Attack Bombers).  The Missile Destroyer and
the alien’s ship’s escorts will turn to attack the
Scouts, but most fire will miss them.  Now, send in
your Attack Bombers, Defenders, and Interceptors to
attack the ghost ship.  They should be on Normal
tactics.  The Scouts will distract the Missile
Destroyer but the other ships will start targeting the
other fighters.  You can put the Interceptors and
Attack Bombers in a formation, but this will hamper
their mobility, so it isn’t advised.  Have them attack
the alien ship and only the alien ship.  You get the
ships protecting the alien ship once the control field
is down, including the Missile Destroyer.  After a
bit, intelligence will point out that your weapons are
having a minimal effect on the ship but each strike
causes a tiny flux in the control field.  This is
practically a halfway point.  Hopefully, at least some
Scouts are still distracting the Missile Destroyer. 
When the control field is finally down, you get all
the ships in the control field.  You can also build
your own Missile Destroyers once you capture the enemy
one.  Now you have to send a Salvage Corvette to
examine the alien craft.  Send it now.  When it
returns, the Bentusi show up again.  They offer you
Super-Capital Chassis in exchange for the information
of the alien ship.  That’s easy taking it!  You will
not have to spend resources buying this tech and the
alien ship also allows you to research Gravity Well
tech.  The Bentusi also promise to bring your case
before the Galactic Council.  They say even the
Taidann answer to them.  Now, start harvesting.  There
may not seen like a lot of resources here, but there
are.  It takes a long time, but it is definitely worth
it.  If you can (you should be able to) build an even
number of Destroyers and Missile Destroyers (3 in each
ship group) to add to what should already be a
powerful fleet made up of mostly captured ships.  If
you want to have some fun, you can go attack the alien
ship.  Don’t worry about being caught in the control
field as it is disabled.  You can’t destroy the ship
either, but it is so cool watching the Ion Cannons
blaze and the missiles explode and the cannons fire. 
A spectacular display of firepower.  Jump to the next
mission when harvesting and research is complete.

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Mission 10:Super Nova Research Station
When you jump in, you will notice the supernova in the
background flaring very brightly.  First send your
collectors and controller(s) to the group of asteroids
on the right of the Mothership.  When they leave the
dust surrounding the Mothership, they begin to get
hurt because of the radiation.  Don’t worry; they
won’t get destroyed on the way to the asteroids.  But
your expensive Capital ships can also be hurt and the
beating they are going to take in this level will just
add to it.  Don’t bother telling them to harvest you
can do that later.  First, array a combination of Ion
Cannon Frigates, Destroyers, Missile Destroyers, and
Multi-Beam Frigates in a single wall formation. 
Second, research Proximity Sensor tech.  Also wait for
intelligence to tell you can research Minelayer Tech. 
I’ve seen in other strategy guides that you should
take the mostly unguarded routes to the station, but
it was way to hard to stay in the dust.  It is easier
to stay in the dust in the heavily guarded route
because the red dots on the Sensor Manager act as
beacons to tell you where to go next.  When you
arranged your ships, send them to the first red dot in
the dust paths.  You will encounter some Interceptors
and Heavy Corvettes.  These are easily handled by your
Missile Destroyers.  The next red dot turns out to a
wall of mines with a Minelayer Corvette.  “Force
Attack” the mines to get them out of the way then
attack the minelayer.  Proceed to find several more
minefields and another minelayer.  After this, you
will face a challenge.  Not a big one, but the ships
that face you will pose a significant threat.  The
next opposition along the dust field is two Destroyers
and a Heavy Cruiser.  Before attacking, bring in the
Support Frigate you captured way back in Mission 5 to
heal any ships that are damaged.  Now move you wall
forward slowly, until the Destroyers start to come
after you.  If you timed it right, only the Destroyers
will approach you and not the heavy Cruiser.  This
makes things much easier.  Remember to concentrate
fire on one ship and only fire when they are in range.
 When the two Destroyers are gone, heal your ships
again and head toward the Heavy Cruiser.  If the Heavy
Cruiser approaches along with the Destroyers, try to
hit a Destroyer as hard as you can, destroying it if
possible.  Then fire on the Heavy Cruiser until it is
destroyed, then hit the remaining Destroyer.  Now it’s
a steady “downhill” trek to the research station
through the radiation.  Remember to heal any ships
damaged before going down.  Now head straight toward
the station.  As you near the station, you will see
two Assault Frigates.  Ignore them for now and go
straight past them.  Once you see a Carrier, fire on
it with all you got.  Intelligence will warn you that
if it escapes it will alert the Taidann fleet to you
and then you lose the mission!  When it is gone,
destroy the entire fleet surrounding the station. 
They are all Ion Frigates and Assault Frigates.  Also
watch out for two groups of five Assault Frigates
returning to protect the station.  Save the fighters
for last.  When every single enemy ship is gone, fire
on the research station.  When it is destroyed, move
your ships so they are no longer being hurt by
radiation and just leave them there for now.  Now
start harvesting the two large clumps of asteroids to
the left and right of the Mothership.  While
harvesting, build three small groups of Scouts (5 in
each) and name them Group 1, 2 and 3.  They will be
needed once the next mission starts.  Also build
Salvage Corvettes until you have 14 -18.  The next
mission holds a good prize.  Make the jump when
everything is completed.

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Mission 11: Tenhauser Gate
This is a simple shoot em’ up.  Taidann forces are
attacking the Bentusi with three Destroyers, a Heavy
Cruiser, four Ion Cannon Frigates, and an Assault
Frigate.  Take your small Scout groups and have each
group of five Scouts to attack the Heavy Cruiser, one
of the Destroyers, and one of the Ion Cannon Frigates.
 If you attack one of them, the whole group will fire
on you.  Don’t worry about the Assault Frigate; it
will protect the rest of his ships.  Now array your
Capital ships.  Have them destroy any of the ships
that are still close to the Bentusi ships except for
the Heavy Cruiser.  If any were drawn away, leave them
alone for now.  Now send your Salvage Corvettes after
the Heavy Cruiser.  The Cruiser will instantly turn to
fire on the approaching corvettes.  Hopefully, it will
fire on the ones that are waiting in a line so the
ones actually going to capture the Cruiser won’t have
those Ion Cannons to worry about.  When you capture
the Heavy Cruiser, check to see if any Destroyers or
Ion Cannon Frigates have been drawn away from the
Bentusi ship and capture them too.  When all ships are
destroyed or captured the Bentusi will reveal how you
were exiled from your homeworld.  When that is over,
enter the Launch Manager and click the Remain Docked
button.  You’ll see why in the next mission.  Then
build up your Salvage Corvettes again so you have
14-18 again.  Jump to the next mission after that.

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Mission 12: Galactic Core

This mission starts out fast.  When you get out of
hyperspace you will probably notice that three Gravity
Well Generators with three Support Frigates each
surround you.  If you didn’t click Remain Docked
button in the Launch Manager, the Missile Destroyer
and Assault Frigates approaching your Mothership will
destroy some or most of your Strike Craft.  But your
Capital ships should make short work of these first
ships.  Strangely though, Salvage Corvettes don’t
count as Strike Craft.  In other words, FREE SUPPORT
FRIGATES!  Manually launch you Salvage Corvettes and
put your fleet on Evasive tactics so they don’t
destroy the Support Frigates or Grav Well Generators
(if you destroy the Grav Wells, the Support Frigates
retreat).  You should have about 14 Salvage Corvettes
so you should be able to capture all but two Support
Frigates at once.  Once you capture all the Support
Frigates you can, destroy the Grav Wells.  Now build a
few Proximity Sensors and send them a couple thousand
kilometers in front of the Capital ships on the left
side of the Mothership.  These are to detect the soon
approaching cloaked Ion Cannon Frigates.  When you
destroy the Ion Frigates get ready for some major
battling.  Look at the Sensor Manager, see those red
dots on the sensors, those are two massive Carrier
groups.  Move your entire group into the field.  Leave
the fighters at home to protect the Mothership.  Move
quickly into the field toward the closest red dot. 
This could be a Carrier group or just a Resource
Collector, destroy it if is a collector.  The Carrier
groups tend to stick to the center of the field, so it
is probably a collector.  When you see a Carrier
group, destroy the defense fleet first.  This is
usually 4-6 Ion Frigates and a hell of a lot of
fighters.  Destroy the Carrier after all defenses is
wiped out.  Then go for the next one.  Destroy it in
the same way.  Then hurry back home.  If you look at
the sensors, you will notice another red dot moving
all over the map.  This is the Taidann’s main attack
group, which includes a Heavy Cruiser, five Ion Cannon
Frigates, and lots of Defenders.  This doesn’t sound
like much but it can easily destroy the Mothership if
it is undefended.  If you hurried in the field you
will usually have lots of time before the Heavy
Cruiser even gets close to the Mothership.  Sometimes
even, the Heavy Cruiser never approaches the
Mothership.  This doesn’t happen often, but it does
give you an advantage, as the Defenders will run out
of fuel and be unable to follow.  The only problem of
this is after you destroy the Heavy Cruiser.  This
triggers an event that you need to be close to the
Mothership for.  Anyways, when you destroy the cruiser
a heavily damaged Elite Guard Destroyer comes out of
Hyperspace near you Mothership, being piloted by a
Captain Elson who wishes to defect to the Kushan.  In
other words, he wants to join you.  Eight
Interceptors, two Assault Frigates, and two Ion
Frigates are pursuing them.  The Destroyer can survive
for a bit longer.  But unless you help the crippled
Destroyer, it will be destroyed.  When you have
destroyed everything, and I mean everything, have your
collectors start to harvest.  Also capture any Support
Frigates that escaped you Salvage Corvettes and any
enemy collectors that are just sitting around.  The
captain will tell you of an abandoned communications
array in a ship graveyard that he can use to signal
the rest of his rebel fleet.  Then make the jump to
the next region.  You don’t really have time to
research the two techs in this level during the
fighting, as one thing usually leads to the next.  So
research the Cloaked Fighter and Cloak Generator techs
before jumping to the next mission.

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Mission 13: The Karos Graveyard

You come out of hyperspace on the edge of the
graveyard.  Fleet Intelligence will give you the
location of the communication array.  It is at the
opposite end of yard.  Send a probe through the
graveyard straight at the array.  When it is in the
yard, auto-guns will start firing at it.  These guns
are stationary, but quite deadly to slow moving
Capital ships.  But the biggest threat to your Capital
ships is the Junkyard Dog (that’s what the game calls
it, I’m not making it up).  This small but souped up
version of a Salvage Corvette can capture any ship. 
This, plus the fact that it is practically invincible,
makes it very deadly.  When this guard does capture a
ship, it will drag it off to a nearby hyperspace gate
and send it through, never to be seen again.  Then it
will come back for another ship.  Don’t worry about
ships being captured when near the Mothership, the
dog’s range is completely limited to the junkyard
(although it will follow ships out of the yard to
capture them).  The only way to bypass this major
threat is to take the roundabout way around the
junkyard.  Take some Missile Destroyers (3-4) and
build about 15 Scouts or Light Corvettes.  Both have
advantages.  The Scout has greater speed so it can
avoid the fire of the auto-guns better, but the Light
Corvette has better armor so it can sustain more hits.
 Which ever you build, tell them to guard the Missile
Destroyers and send the Missile Destroyers to the very
top or bottom of the map.  While doing this, start
researching Heavy Guns tech.  When they get there,
send them across the map to the point right below the
communications array.  When they get there, send them
up to about 10 km from the bottom (or top) of the
junkyard.  When the Junkyard Dog, the moving red blip
on the sensors, nears the front of the yard (near the
Mothership), send the Missile Destroyers up (or down)
to the communications array.  When you near it,
auto-guns will open fire.  Take these out with your
Missile Destroyers.  But this will alert the dog to
your trespassing.  It will take one of those
hyperspace gates to get to you quickly, and then go
for one of the Missile Destroyers.  When you get to a
suitable distance from the communications array,
select your Scouts and then click the array.  The
Scouts will now dock with the array.  Continue taking
out auto-guns.  By this time, one of your Missile
Destroyers will have been captured and has been or is
in the process of being dragged off.  One of the
Scouts should be able to dock with the array.  When
this happens, Captain Elson will communicate with his
rebel group then hyperspace out of there.  Now,
quickly select the hyperspace jump button and select
Quick Docking.  This will get any ships left in the
junkyard out before being destroyed or captured.
 
-----------------------------------------------------------------------

Mission 14: Bridge of Sighs

Before I get started, let me point out that this will
be a very long mission, even if you do it completely
properly.  You start on the outskirts of a Taidann
defense perimeter guarding a hyperspace inhibitor
preventing you from entering the Hiigara system using
a hyperspace jump.  The task in this area is to
destroy the hyperspace inhibitor then get out of there
A.S.A.P.  This is easier said then done.  One look at
the sensor manager reveals a huge sphere of Taidann
ships.  These are Ion Frigates to be exact, and they
seem a bit more powerful then normal.  On the inside
of the sphere are some rather potent defenses by
themselves.  This includes three cloaked Destroyers,
tons of fighters, a Heavy Cruiser, and a Carrier.  You
should already have a huge fleet by now, and you will
need almost every single ship.  But don’t just charge
in right now.  This is a chance to bulk up your fleet
even more.  Before you do anything though, build some
Heavy Cruisers to go with any you might have right
now.  Then assign groups to your Salvage Corvettes in
twos.  You should have some Proximity Sensors by now
(you used them in mission 12), so select one and send
it toward the part of the sphere right in front of
your Mothership.  When it is close enough, the Ion
Frigates will start to home in on the sensor.  When
they get within a couple thousand meters of the
sensor, turn it around and head back for the
Mothership.  But don’t go too far in front of the
frigates.  If you do they will stop following the
sensor.  Just continue stopping and starting.  Do this
until you are close enough to the Mothership that you
can see it.  Now select your Salvage Corvettes (using
the group numbers) and tell each group to capture a
frigate.  If you brought to many frigates along with
the sensor, select some of the Scouts or Light
Corvettes from the last mission as well to run decoy
for your salvagers.  When you capture this batch of
frigates, there should be a small hole in the
defensive sphere.  After completely salvaging the
frigates (they have come out of the Mothership and are
under your control), send the sensor back for some
more ships.  Repeat this until there is a large enough
hole for your battle fleet to slip through without
alerting the rest of the sphere, until you attack the
inhibitor that is.  Take your entire battle fleet;
except for fighter and Support Frigates, forward
through the hole you have created.  And make sure you
take at least 2 Proximity Sensors.  If you alert any
other Ion Frigates, kill them before continuing.  When
you reach the inhibitor, attack each one of the
spinning sections.  If you get attacked by any of the
ships inside the sphere, kill them then fire on the
inhibitor again.  When it is completely destroyed (all
the sections are gone), jump to hyperspace and use
quick docking.

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Mission 15: Chapel Perilous

This is the second hardest mission in the entire game.
 When you jump in, select every ship of your battle
fleet and go into the sensor manager.  Move them
toward the red dot in the manager (the one between all
the others).  Fleet Intelligence will soon point out
that this is an object that will collide with the
Mothership and must be destroyed.  When going to it,
don’t let the smaller ships get ahead of your bigger
ships (Heavy Cruisers, Missile Destroyers, or
Destroyers).  When you reach the object, you will see
that it has a rather good escort of Destroyers and
tons of Assault Frigates.  Forget about the though. 
Fire on the object using Evasive Tactics.  I can’t
stress using Evasive tactics enough.  If this thing
can wipe out a Mothership in a single blow, guess what
it can do to your fleet.  Now, this is where the last
hint in the General Hints section comes into play. 
This is the only mission I have had to restart on
because the damn rock kept ramming my ships.  You must
end this level with as many ships as possible.  You
are on the verge of penetrating the Hiigara solar
system, and the Taidann will throw everything they
have at you.  Before leaving, assign a group number to
your Support Frigates (and Repair Corvettes if you
have them) and another to your battle fleet.  When the
object is destroyed, jump to hyperspace using quick
docking.

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

Mission 16:Hiigara

This is the last mission.  But trust me, it isn’t
easy.  Between missions in the cinematic, you lose
Fleet Command.  She will no longer be able to run the
Mothership.  When you jump in, you are almost
instantly under threat.  Before you do anything,
assign your Support Frigates to heal the Mothership. 
When the Taidann start firing, its health will drain
rapidly.  Send your collectors out along with the
controllers to harvest.  Then the first attack wave
hits with a bang.  A Heavy Cruiser, 2 Missile
Destroyers, 2 Destroyers, 5 Ion Frigates, and 5
Assault Frigates.  Take out the Heavy Cruiser first,
and then destroy the rest, remembering to concentrate
your fire on a single ship at a time.  During this, 5
Ion Cannon Frigates approach from below your
Mothership and Attack Bombers approach from above. 
When you have taken out the main Taidann Fleet, kill
the Ion Frigates.  The Attack Bomber do only one pass
at the Mothership then they break off.  Do not engage
them.  After winning this battle, finish healing the
Mothership then heal your fleet.  Soon, another fleet
emerges from hyperspace behind and above your
Mothership.  This force includes everything from the
first attack except for one more Destroyer and no
Missile Destroyers.  They will take a while to get to
the Mothership though.  However, another fleet appears
just in front of your Mothership.  This is the same
kind of fleet from the first attack.  Destroy them in
the same way.  If you are quick, you should be able to
kill all of them before the fleet behind your
Mothership gets there.  When you win, you will have a
bit of time to heal and rebuild, but not much.  If you
paid attention to Fleet Intelligence, you would notice
another fleet approaching from behind and below your
Mothership.  The fleet includes a Heavy Cruiser, 9 Ion
Frigates, and 9 Assault Frigates.  Just as they reach
you though, intelligence reports another fleet jumping
in just on top of you and says, “We are being
overwhelmed.”  Wait a tick, that’s not a Taidann
fleet, its Captain Elson!  And he brings some help. 
He jumps in with his Elite Guard Destroyer, some Ion
Frigates, Assault Frigates, and Missile Destroyers. 
He gives you command of his Assault Frigates and
Missile Destroyers, but assign them to go with the
captain.  He will need help.  Finish the other Taidann
Fleet with your own fleet then hurry after Else with
everything you have got.  If it has a gun, use it. 
Elson will approach a Carrier, but this Carrier is
loaded with fighters.  The will kamikaze into his
Destroyer.  If you have the ships he gave you command
of with him, they won’t do too much damage.  When you
destroy the Carrier, he heads for the prize, the
Taidann Mothership.  Go for it with everything you’ve
got.  Before you get there, however, you have to go
through 3 Heavy Cruisers, each with Support Frigates
healing them.  Concentrate on one at a time then carry
on when they are destroyed.  But Mothership is loaded
with fighters ready to die for their cause.  Some of
your ships should have caught up to Elson by now (they
should have by the cruisers), so level every gun on
the Mothership.  If you have any fighters, kamikaze
them if you want.  If you are like me however, I think
the pilots of those fighters have gone through enough
to be able to see their homeworld.  When the
Mothership is destroyed, you win and the Bentusi come
again, along with the Galactic Council.

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ACKNOWLEDGEMENTS

I would like to thank my two brothers for allowing me
the time I need to do this strategy guide and Sierra
and Relic (whose home office is based where I live)
for making the game that changed the RTS world from
which no one will ever match.

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FOOTNOTE

If you have any suggestions for this strategy guide,
like things I should add, different routes around
different problems, spelling and grammar mistakes, if
it is something that bugs you, feel free to e-mail me
at t_bone_567@yahoo.com.   Anything that helps other
players in this game is welcome.