INTRODUCTION
We are the Keepers of Kadesh.
For 14 generations we have protected The Garden from the unclean Turanics
who wanted to consume it. At times other species entered it. 7 generations
ago, a Girrak vessel made contact with us. They joined and are now our
brothers. But one generation ago we met the Kushan - who may well be our
true brothers. For the first time in known memory, someone defiled The
Garden and escaped. We need to find and punish them. We have built a new
Worldship [that's how the Kadesh Motherships are called] prototype for
travels outside The Garden. It took a long time to find volontiers for
the crew, as we don't know what awaits us. But now we are ready.
MISSION 1 - The Garden of Kadesh
Armada Command (the voice of
the Kadesh ambassador from Homeworld) presents to you Strategy Center,
a fleet intelligence-type character.
You are supposed to prepare
your Worldship prototype (named The Hypership) for hyperspace. Another
Worldship is close to assist you. Suddenly, a Turanic Assault Carrier hyperspaces
in with Repulse Frigate escorts (a new Turanic ship model) and launches
waves of strike craft. The other Worldship's commander says "These Turanics
never learn" and launches Advanced Swarmers and Fuel Pods to take out the
frigates and the Carrier. You're left with the task of taking out the Turanic
Resourcers first, then the strike craft. The ships you can build so far
are Swarmers, Support Corvettes and Scouters. Once the Turanics are dead,
the other Worldship advises you to build a Researcher (a lot like the Research
Ship of Homeworld), which just became available. Then it hyperspaces out.
Once the Researcher is complete, you can research two basic techs that
give you nothing ("corvette chasis" and "frigate drive"), plus "salvaging
ability", so you can build Salvagers (corvette class). Nothing more to
do here, hit the hyperspace button.
Note #1: This map is overflowing
with resources, but you can't harvest any, because you don't have the necessary
ships.
Note #2: The "swarmer drive
& chasis" research is already done when you start the game. It allows
you to build swarmers. The "corvette drive" tech is also pre-researched.
It allows you to build Support Corvettes.
MISSION 2 - Diamond shoals
Between the missions, Command
tells you he decided to go towards the edge of the galaxy, which appears
to be the origin point of the Kushan. So you end up in Diamond shoals [Remember?].
Strategy points out the obvious asteroids. Your mission is to make sure
the Hypership isn't destroyed by them. But since it'd be rather hard to
destroy them with swarmers, the only choice is to navigate the Hypership
between them. It's actually a bit faster than the Kuun-Lan, with a particullary
quick turn rate. Once you've cleared the field, Command says "A few asteroids
aren't moving. We could use the asteroid material to build ships. This
would be a profanity in The Garden, but out here, with no enemy ships to
trap, it might be our only way to gather resources. Salvage an asteroid
for further studies." Once you've salvaged it, the Harvester is available
for construction. You can also research "Fighter drive & chasis", which
gives you nothing yet. And you can hyperspace.
MISSION 3 - The Great Wastelands
You just hyperspaced in the
middle of nowhere. The map is pretty much empty, with only a few dust clouds
scattered about. Your first objective is to harvest. Once the Harvesters
return with the first load, two Turanic Assault Carriers hyperspace one
next to each other. They start launching Fighters and Standard Corvettes.
But that's just the first wave. They're also building Ion Array Frigates.
Strategy says: "They're obviously trying to take their revenge. Destroy
them." You get a new research option: "frigate drive & chasis", which
allows you to build the Fuel Pod (frigate class). Once the first Assault
Carrier is destroyed, the other one retreats and hyperspaces. You can harvest
whatever is left, and then hyperspace.
MISSION 4 - Turanic Base
You continue your journey. When
you exit hyperspace, you find out the Turanics haven't really retreated.
As a matter of fact, they were calling for reinforcements. There is a Turanic
Outpost on the map, but they haven't detected you yet. They will, though,
quite soon. You must take the time to harvest and build up your fleet.
Once they descover you, the 3 Carriers positioned near the base send out
Resourcers and start building ships. You must destroy the outpost. You'd
better do it fast, before they have the time to build up a fleet. Once
the Outpost is destroyed, all Turanics hyperspace out. But the Outpost
was at the margin of a debris field. One of the derelicts seems to appear
and dissapear from sensors. You must investigate and then salvage the object.
Once that's done, you can research "cloaking ability", which, toghether
with the "Fighter drive & chasis", allows you to build the Striker.
You can also upgrade your scouters to become cloaked. And the mission is
complete.
MISSION 5 - Outskirts of unknown
system
Strategy is really bugged by
those Turanics. It's time to destroy them once and for all, at least so
he thinks. You've tracked down the 3 Carriers. They're spread out widely,
so you can take them out one by one. There is a problem however: there
seems to be a huge wall of mines protecting one of them. Once you've taken
out the other two, if you approach the wall, Command will inform you he
thinks there's a way to duplicate that technology. You can research "mine
laying" and after that you can build the Miner corvette (corvette class).
"Cloaking ability" is an upgrade for this ship, to make it invisible. If
you already researched it, the upgrade is done automatically. Did I mention?
If you lay mines near the wall, your mines and theirs will annihilate each
other. And if your corvettes are cloaked, the enemy mines won't track them.
Once the third Assault Carrier is destroyed, Command discoveres a strange
derelict ship. You must take the Hypership (yes, the Hypership) close to
study it, as it might have unexploded warheads dangerous to Salvagers.
Well, what do ya know? It's the Khar-Selim! Command realizes this is a
Kushan vessel, and you're on the outskirts of the Kushan home system. Maybe
the Turanics work for them [yeah, right]. So you must hyperspace to the
only planet in the system that could be habitable... Kharak, of course!
But before that you're informed that the technolgy recovered from the Khar-Selim
allows you to build the Resource Station (a sort of resource controller).
Normally you'd have to research "compressed storage" to get it, but now
the research is done automatically.
MISSION 6 - Kharak
"Holy Garden! What in the name
of Kadesh happened here? This planet has been scorched... it's orbit is
full of debris. There appears to have been a large structure of some kind
in orbit." That's what Command says at the beginning. Strategy points out:
"The planet is still habitable, at least the polar regions are. I detect
destroyed cities and large water-covered areas at the poles. The marine
life survived whatever happend here. Marine life! Incredibble! This world
is a paradise! And it's here for us to colonize. Not to mention all the
orbital debris we can use to build a defence fleet. I'm signaling back
home to send two Worldships to prepare the area for our colonists". You
can salvage all the orbital derelicts for RUs, but there's nothing to harvest.
At some point, a Bentusi Exchange ship arrives. After a long (and I mean
long) dialogue you find out what happened to this planet and it's name
- Kharak. But Command doesn't believe the story with the Taiidan Empire
and the Kushan Exiles. Just then, the two Worldships arrive and start unloading
construction material to the surface, as well as a few thousand volontiers
to rebuild the cities. Many more colonists said they'd come if Kharak proves
to be safe. Command asks the 2 Worldships to activate their hyperspace
inhibitors. The Bentusi say: "What, you are trapping us here". And Command
goes: "You are lying to us. You will prepare to be boarded and we will
find out the truth". And guess what the Bentusi say? "WE WILL NOT BE BOUND!!!"
Oh, my, that's a lot of Super Acolytes you're launching! The other two
Worldships have to defend their transports, so you're on your own. Your
objective: Destroy all the Super Acolytes, but not the Bentusi Exchange.
After a while the Super Acolyte waves stop and the Bentusi surrender. Just
then the Worldships report they've finished unloading but are holding position
to maintain the inhibitor field. You have to send 5 corvettes or 10 fighters
to dock with the Bentusi Exchange. In a few moments they return with info
and dock with The Hypership. Command says: "We are so terribly sorry, can
we ever make up for what we've done". And the Bentusi respond: "Our fighters
are automated vessels. We drive them from inside our Ship, using a complex
telepathic system. You haven't killed anyone. You can make up for your
mistake with resources, and we will offer you an exchange". Well, the exchange
is terribly expensive. 5000 RUs for "defense field" tech. You have to do
it, it's an objective. At least you don't have to research it yourself.
This, combined with the "frigate drive & chasis" lets you build the
Attack Frigate. Strategy asks the 2 Worldships to drop the inhibitor field.
The Bentusi hyperspace and your mission is complete.
MISSION 7 - The cathedral of
Kadesh
Between the missions Command
tells you what you've found out about the Bentusi. Nothing new from Cataclysm,
except you find out they weren't lying. Now you return to Kadesh, your
adventure seems to be over. When you return there are some Worldships on
the map, and also a lot of Kadeshi Colony Ships, hyperspacing one by one
to Kharak. Your bosses congratulate you for a job well done. Just when
you feel this campaign is over, a Somtaaw (yes, Somtaaw) Carrier and 5
Hive frigates hyperspace on your back. They attack you and Strategy says:
"We've never seen ships like these before, salvage one of those frigates
and destroy the rest". That's easier said then done, with all the strike
craft launching from the Carrier. The other Worldships won't help you but
they will go after any enemy workers and other ships that approach them,
attacking with Multibeam Frigates. Once you're finished with the Somtaaw,
Command informs you that these are Kushan ships, allies (a bit like servants)
of the Turanic Raiders! The frigate captain managed to kill himself before
we could find out more. This needs to be investigated and you head for
the Galactic Core. But before that, your bosses tell you that you'll probably
need Multibeam Frigates and Advanced Swarmers to fight whatever awaits
you at the Galactic Core. You can research "ion cannon tech" and "spinning
chasis", that allow you to build the Multibeam Frigates (just like the
ones from the original Homeworld). You can also research "advanced swarmer
components", after which you can build Advanced Swarmers.
Note #1: You can't harvest anything
on this level. Your Harvesters just won't take the "harvest" command.
Note #2: The swarmers of the
Hive Frigates are now called "hivebots", in all conditions.
MISSION 8 - The Outer Rim
This is the Outer Rim dust bank.
Needless to say the map is full of asteroids and dust clouds. Some of them
harvestable, some not. Turanic and Somtaaw ships are hiding there. There
are no Carriers, but there are plenty of powerful ships around. You have
to navigate through the dust bank to find a safe position to hyperspace
from. While you're on you way, Command tells you that the scientists think
they can design a corvette-class ship with 2 fighting modes. You can begin
researching "engine-guns", which allows you to build the Dual Corvette.
The dust bank is hiding the enemies from your sensors, but it's also hiding
you from their sensors. You'll only be attacked by the ships you come in
visual range with. Near the end of the dust bank you'll come across some
Sentinels and/or Guardians (a Turanic ship). You'll get the objective to
salvage one of them to study their miniature shield emitter. Once that's
done you can research "mini-defense field", which gives you the Defense
Corvette. When you get out of the dust bank all enemy ships see you and
you get a huge armada on an intercept course. Hyperspace immediatelly.
Note: The Somtaaw Multi-Beam
Frigates are now called Multi-Cannon Frigates in all circumstances.
MISSION 9 - Alien colony planet
You hyperspaced at some distance
from an inhabited world. You want to study it, not attract attention. The
map is pretty rich in resources. The first thing to do will be to send
a scouter towards the planet. It will see many Taiidan ships, and also
a Tai Carrier. At some point it will run into a prox sensor net and be
detected. The Taiidan commander will say: "Identify yourself, trespasser!"
A Carrier with 2 Heavy Cruisers will hyperspace right on top of The Hypership.
Fighting them would NOT be a good idea, so Command starts to negotiate.
You find out these are the republican Taiidan, the only Taiidan around.
Some 10 years ago the Imperials saw the prosperity of the Republic and
realized the error of their ways. But the Turanics didn't and tried to
find new allies. The Somtaaw agreed to join forces with them, as they hungered
for more power. The Somtaaw now live on the Angel Moon, toghether with
their kiith allies. They are the Turanics' alllies, but are inferior in
rank. So you just ran into a friendly colony planet. Command is reluctant
to belive it at first. The Taiidan understand and, as a gesture of good
will, they give you the "plasma bombs" tech, so you can build Plasma Bombers.
You can also research "small GravWell", which, toghether with the "plasma
bombs" tech, gives you the GravWell Frigate. Soon, a huge Somtaaw fleet
hyperspaces close to the planet. A very big battle begins. The Taiidan
can win only if you stop the Somtaaw reinforcements. So you join the battle.
Once the Somtaaw are destroyed, Command finally believes the Taiidan and
decides that it's time to jump out.
MISSION 10 - Deep Space
Strategy decided to continue
your journey to Hiigara to get to the bootom of this. For now you've arrived
in a nearly empty region of space, to answer a distress call. It's comming
from a fast-moving ship of some sort and you have to investigate. You find
a Kushan interceptor running from a Turanic fleet of cap ships. It looks
comical at first, then you realize the Turanics are waiting for the interceptor's
fuel to run out. You receive another distress call: "This is colonel Karan
Sjet to all Hiigaran ships in range. Please respond. Code Red. Turanic
attack!" Strategy sends a message: "We meet again, Sjet!" Karan says: "A
Kadesh vessel? Here? Please help me! I'm being pursued by the Turanic Raiders
and running out of fuel!". Strategy agrees and you get the objective to
escort the interceptor to The Hypership for docking, then eradicate the
raider fleet. Once that's done, Karan explaines what happened on Hiigara:
a civil war is raging. On one side is kiith Somtaaw with their allies,
the Manaan and Soban. On the other side is kiith Nabaal, with Sjet and
Paktu as their allies. The Somtaaw have pledged alligeance to the Turanic
Raiders and plan to split up the Galactic Core with them. They need the
Turanic support to succeed. Nabaal is trying to get the Taiidan on their
side, but the Taiidan don't want to be involved in another conflict. The
Bentusi watch in silence. In order to get the Taiidan to ally with them,
the Sjet plan to help the Taiidan realize their dream: rebuild their Mothership,
but this time a Republican Mothership, one that can build a fleet to protect
the Republic forever, one that can internally build Super Capital ships
on the battlefield. But for this you need to recover the Kushan Mothership,
which the Somtaaw threw away in the Karos junkyard before anyone knew their
plans. While Karan says these things, you have to fight off waves of Somtaaw
ships. Then you can research a new tech: "super capital drive & chasis",
which gives you another tech: "heavy guns", that allows you to build the
Annihilator. Once you're finished researching you can hyperspace. You could
stay, but the Somtaaw waves never stop.
MISSION 11 - The Karos graveyard
Between the missions, Command
asks if you could help by allying with them, since you DO have a Mothership-class
vessel. Karan is quick to agree and thank you, but your Hypership and it's
single fleet aren't powerful enough. When you hyperspace in, Karan warns
you about the Junkyard Dawg. She says that her ships destroyed it when
they were here the last time, but there could be more than one. That's
right, there is another Dawg around. It's a bit slower and looks different.
You'll have to destroy it, using GravWell Frigates. Once you've done that,
Command tells you the scientists report they could make a bigger GravWell.
You can research "large GravWell", which gives you the GravWell Generator.
Karan points out the presumed location of The Mothership and get out of
The Hypership in her interceptor. You have to escort her to The Mothership
so she can become Fleet Command once again. You have to clear the way of
Autoguns. On the way Strategy says that in future missions it would be
best to have more advanced sensors. You can now research "mobile sensors",
and then you can build the Explorer. When you get to the ping you see the
Kushan Mothership severly damaged. Karan's interceptor docks with it and
she says: "Drives online. Hyperdrive online. Hangar online. Sensors online...
FLEET COMMAND ONLINE." All the lights of The Mothership are turned on.
But suddenly some of the derelicts prove to be Somtaaw MCVs. You must protect
The Mothership, since it's damaged already. Once it's fully repaired, 5
Somtaaw Dreadnoughts hyperspace in. You have to jump out as soon as possible.
MISSION 12 - The Labyrinth
Between the missions, Karan
Sjet says: "The Mothership has been severely damaged. It's only able to
build non-combat ships, as the weapon builders are destroyed. I'll inform
kiith Naabal. The Taiidan remain our only hope for a Mothership-class battlefield
vessel, with a large number of fleets. I thank you again for your help."
Strategy suggests using the Kushan Mothership as a harvesting base, and
Karan agrees. You arrive in a big dust cloud, with small unharvastable
asteroids. There's a complicated path of such asteroids leading out of
the cloud. The Mothership is harvesting dust clouds. You're not allowed
to harvest them. After a few seconds, a large Somtaaw vessel hyperspaces
in. It's the Faal-Corum, the Somtaaw secondary Command Ship. It's moving
in to harvest the dust clouds with an insanely big escort fleet. You have
to run away, but without being detected. The Mothership will follow your
Hypership. You have to move through the complicated path of asteroids,
known as The Labyrinth. On the way you'll find some Somattaw vessels that
you have to destroy before they warn the Fall-Corum. Command says the best
thing to do is to take them by surprise, and the research division thinks
it can invent a large cloaking vessel. You can research "cloaking field",
which allows you to build the Cloak Generator. You must make sure the Mothership
and Hypership stay in The Labyrinth at all times. Near the end you find
a missile launcher derelict that you have to salvage (it's an objective).
After you've done that you can research "missile launchers", and then you
can build the Multi-missile Destroyer. Once you reached the end of the
Labyrinth, you're far enough to jump out without being detected.
MISSION 13 - Kadiir Nebula
In between the missions, Karan
points out the best place to hide the Mothership and harvest resources
is the Kadiir Nebula. There's an abandoned Imperial base there. You can
dismantle is and give the important components to the Taiidan, like the
large hyperdrive. This would help them build their Mothership. When you
hyperspace in the nebula, all looks quiet. You have to investigate the
probable location of the abandoned base. Before heading for it, you can
harvest the huge resources. Once you scout out the ping, you'll see the
heavily damaged base, with a Turanic Outpost next to it. It appears the
Turanics are trying to put it back online. This Outpost has some upgrade
modules, including hangars that can build even Super Capital ships. Strategy
starts talking about attacking it, but stops when a friendly hyper signature
it picked up. It's a Nabaal Carrier, the Veer-Rak! And it has some powerful
escorts. They're here to help Karan. But the Outpost just finished building
an Assault Carrier. You must protect The Mothership's resourcers and fight
the Outpost. The Veer-Rak is buisy with the Carrier and can only send a
few ships against it. Once the Outpost is destroyed, the Nabaal won't need
any more help and you can concentrate on the base. Also, Command tells
you the scientists can begin researching "carrier components", so you can
build the Shield Carrier.
Your next objective is to dismantle
the damaged base. You do that by using your harvesters on it. The base
will break into pieces, some of which will explode. You have to salvage
the "Large Hyperdrive" and the "Super Hangar". The rest will be handled
by the Kushan salvage corvettes. You have to deliver the 2 components to
the Taiidan on Gozan IV, where they're secretly building their Mothership.
MISSION 14 - Gozan IV (Taiidan
shipyard)
You arrive near the huge Taiidan
scaffold and The Mothership under construction (in close orbit around Gozan
IV). The Taiidan have been informed of your arrival. There's a Destroyer
there to escort you to the shipyard. While The Hypership follows it, the
Taiidan salvage corvettes get the Hyperdrive and Hangar and rush towards
the scaffold. When you get there, you see the large guard fleet with 3
Carriers, 6 Heavy Cruisers and so on. The Taiidan tell you the components
you brought saved one year of build time! They thank you and agree to join
your cause. The bulk of the guard fleet hyperspaces out to meet the Nabaal
and offer their help in an ongoing battle. You're left with patrolling
duty as the rest of the fleet guards The Mothership. They give you a patrol
route. When you get at a long distance from the Taiidan, a crippled Bentusi
ship just jumps in next to you. They say "The Raiders have sent their Core-Outpost
against us. They do not respect The Unbound. Our neutrality must end."
When you ask about the Core-Outpost, the Bentusi tell you it's the Turanic
flagship. It's a mothership-class vessel, just like all their outposts,
but it has unequaled capabilities. It took many special upgrade modules
to make it like that. When the dialogue is finished, a Somtaaw an Turanic
mixed fleet hyperspaces further on. The Bentusi say: "The Beastslayers
are serving the Raiders now. As flicker-lives pass, Bound communities change
so much... we regret this outcome." They start launching Super Acolytes
against the Somtaaw. You must protect the Bentusi ship, as it is heavily
damaged. The Super Acolytes can handle the Somtaaw, but you must make sure
none of them get salvaged. The Somtaaw lost the Super Acolyte data soon
after destroying the Beast and they must not get it back. After a few minutes,
the Taiidan send ships to help you against the Raiders. But the Somtaaw
prepared an ambush with leeches and workers to salvage the ships. You must
destroy the workers before it's too late. Just repair the ships to remove
the leeches. The Bentusi will destroy the Somtaaw before the Taiidan arrive,
but not the Turanics (because they're far away and the Bentusi just protect
themselves). The Turanics sent a lesser oupost, not the Core-Outpost. You'll
fight against them with Taiidan help. You have to watch out for their Ambushers
disguised like asteroids. Once the Turanics are destroyed (including the
Outpost), the Taiidan thank the Bentusi for protecting the shipyard and
give them some frigates as escorts. In their turn, the Bentusi thank you
and give you about 10 Super Acolytes as escorts. They're not under your
control though. They just stay with The Hypership and protect it, and you
keep them at the next levels. The Bentusi also have a wide choice of upgrade
techs for you and the Taiidan. If you have the money, grab them all.
MISSION 15 - Taiidan-Re (sector
001)
You see an in-game cutscene
with the completed Taiidan Mothership being released from the scaffold.
It looks the like the one in Homeworld. Then it moves next to The Hypership
and they both hyperspace out with their fleets. When the actual mission
begins, you and The Mothership arrive near Taiidan-Re, the Taiidan homeworld.
It has the biggest defense fleet you've ever seen (5 Carriers and 10 Heavy
Cruisers, not to mention the rest). And they're fighting the Somtaaw. As
a matter of fact the Taiidan nearly won already. Their ships advance towards
the leader of the assault, the Faal-Corum. Before you can get there, they
blow it to ashes. The Mothership then moves in the middle of the Taiidan
fleet and starts building ships (especially super cap ships). The Hypership
goes a bit further to harvest resources. After a few minutes of harvesting,
the Kuun-Lan (the Somtaaw Command Ship) arrives at the far end of the map.
The Somtaaw say they consider the destruction of the Faal-Corum as an act
of war and ask the Taiidan to surrender. Then the Taiidan say:
"You were once our allies against
The Beast. You saved the galaxy. But this doesn't justify your greed for
power. WE DECLARE WAR!"
The Somtaaw answer:
"You'll pay for this, Taiidan!
YOU WILL PAY!!!"
6 Somtaaw fleets (each centered
around a Carrier) hyperspace in a giant "sphere formation" centered on
The Mothership. Then they start moving towards it. The Taiidan go after
them and they meet half-way. This will be the single biggest battle in
Homeworld history. The Kuun-Lan won't get involved in this. It will move
away from the battle with it's escorts to harvest and build reinforcements.
The Taiidan Mothership will do the same. You'll have to help the Taiidan
by escorting their resourcers and fulfilling some objectives, like taking
out a certain Dreadnought or salvaging a Deacon Destroyer, or destroying
Somtaaw workers. At some point the Taiidan send a Heavy Cruiser against
the Kuun-Lan. But the Kuun-Lan fires the siege cannon and blows it to hell.
That's when Command points out that cannon's power and that you need massive
and very powerful ships against it. You can then research "massive weapons
systems" to be able to build the Battlecruiser, the biggest warship in
your arsenal. The Taiidan eventually get the upper hand and crush the Somtaaw.
Then they repair their fleet and go after the Kuun-Lan. But it doesn't
wait for them. The Kuun-Lan and it's fleet do a quick hyperspace retreat.
The Taiidan thank you for your help and ask for it again in a highly important
mission. You agree and the mission is complete.
Note #1: The Somtaaw Destroyers
are now called Deacon Destroyers (they're Deacon-class Destroyers).
Note #2: During this mission,
you can't attack the Kuun-Lan or move your ships in the range of the siege
cannon. They just won't take your order and say: "That's suicide!"
MISSION 16 - The Badlands
A few seconds after you arrive,
the Taiidan Mothership hyperspaces in as well. This area is strategically
placed between regions controlled by the Turanics. By taking over it you
can cut their territory and reinforce your fleet by harvesting the countless
resource asteroids. But it won't be easy. The Core-Outpost is here to defend
it. First, you have to scout out it's presumed position. Once you find
it, you also get spotted. The Raiders say:
"You fools! You'll never leave
this place alive!"
3 Outposts and a tight group
of 4 Assault Carriers arrive at different positions across the map, with
their fleets. The Core-Outpost also has a powerful escort. The Taiidan
signale the Kushan for reinforcements. 3 Kushan Carriers arrive. You divide
the tasks: The Taiidan will attack the Outpost close to the resources,
the Kushan will attack the Carriers and you have to take out the other
two Outposts. Then you split up. The Outposts and Carriers are building
ships and harvesting. The Core-Outpost is doing the same, but unlike the
others it won't send it's ships directly against you and your allies, it
will send them to guard the others. You have to move against a stream of
ships comming your way. As time passes, different upgrades become available
for researching. When the Outposts and Carriers are destroyed, the Core-Outpost's
commander says:
"You may have won a battle,
but you will lose the war!"
And it hyperspaces out with
it's escort fleet. Now all you have left to do is destroy any remaining
Raider ships. You and the Taiidan thank the Kushan for their help as they
leave for Hiigara. The Taiidan Mothership and it's large fleet stay here
to guard the region until reinforcements arrive. You decide to go and see
Hiigara, your homeworld.
MISSION 17 - Hiigaran system
When you arrive, you find Hiigara
under siege. The Turanics and Somtaaw are attacking from 2 different sides.
The Kuun-Lan and the Core-Outpost are leading the assault. The Taiidan
hyperspace in to help the Kushan. You ask what can you do to help and the
Nabaal kiith-sa answer:
"All the Kushan fleets are here
defending Hiigara. The Taiidan sent everything they could spare from their
own battles. We are getting the upper hand but the enemy must not receive
reinforcements. We know that some Turanic and Somtaaw fleets are waiting
just beyond Gekhlan, the fifth planet in the system. Don't let them get
here, or Hiigara falls!"
The Hypership immediatelly hyperspaces
to the given coordonates and that's when the mission really begins. There
are 2 pings on the map that you have to scout out. One to the left and
one to the right of The Hypership. But before Strategy is finished telling
you that, two Bentusi Exchange ships arrive in front of The Hypership.
They are here to help you with some vital information. The group on the
left is a Somtaaw fleet lead by 4 Carriers. The one on the right is a Turanic
Raider fleet lead by an Outpost and 2 Carriers. They're on their way to
Hiigara, but they've spotted you and are getting ready for an attack. The
Bentusi also tell you about the Turanic homeworld, Tura-Noch. It's the
fourth planet of a system not far from Hiigara. The system is hidden by
it's own asteroid belts. The Bentusi wish you good luck and leave. You're
left with the "simple" task of destroying the 2 fleets, that attack you
from two sides. Command says:
"The enemy will probably jump
to Hiigara if they're almost defeated. We must prevent this. So far our
Hypership hasn't been able to accomodate a hyperspace inhibitor like the
ones back home. But our scientists think they could design a custom-made
inhibitor."
Then you can research "hyperspace
inhibitor", which is an upgrade for The Hypership and Shield Carriers.
The Hypership will be able to prevent any enemy hyperspacing for a while,
before it needs to recharge. A Shield Carrier will be able to do the same,
but only for the enemies within a 30 kilometer radius. This is the last
tech you can research in the game. When you attack the Somtaaw or Turanic
Carriers, as well as the Turanic Outpost, you must make sure they can't
hyperspace (using The Hypership or a close enough Carrier). Otherwise they
jump to Hiigara and your mission is failed. It will be a very hard battle.
Once you destroyed them, the mission is complete.
MISSION 18 - The Angel Moon
The Kushan and Taiidan won the
battle! Hiigara is safe. When they got to the Core-Outpost, it hyperspaced
out with the whole Turanic armada saying that the Somtaaw have betrayed
them and are now their enemies. The Somtaaw have nowhere to run and have
retreated to a close orbit around the Angel Moon. The Taiidan-Kushan alliance
is re-grouping around Hiigara. They don't have the firepower or morale
to fight the cornered Somtaaw with their Kuun-Lan. You have to do it for
them. You arrive close to the Angel Moon with the Somtaaw fleet all around
you. Your mission is to destroy them all. And there's also the objective
to annihilate the Kuun-Lan. Beware of their siege cannon! Once the Kuun-Lan
is destroyed, the remaining Somtaaw will panic and run all over the place
before settling down and re-grouping. When they're dead as well, you get
a message from the Alliance (Taiidan-Kushan) defense fleets who can't stop
thanking you for your help. You saved Hiigara and the Taiidan republic.
But they're not at all safe. Not as long as the Turanics can strike again.
You must go to their homeworld to finish them once and for all.
MISSION 19 - Tura-Noch (Turanic
home planet)
You hyperspace in a very small
asteroid field, the only place on the map not filled with Turanics. But
they detect you as soon as you arrive and start sending wave after wave
of ships against you, from all directions. You must survive first, then
start taking them out. The Core-Outpost has a huge escort. When it gets
crippled, it will try to hyperspace to the other side of the planet. You
must use a hyperspace inhibitor to stop it. When you finally destroy it,
the Turanics retreat to the part of the map closest to the planet, in a
dense giant-wall formation. They're trying to stop you with everything
they have. You must get rid of the turanic threat forever. Annihilate them
all! Once you've done that, Command sends a victory message to Hiigara.
The Taiidan Mothership and it's fleet arrive. In a few seconds, the Kushan
Mothership jumps in as well, with two Carrier's fleets for escorts. They
are here to land armies on Tura-Noch and take over this planet. You go
to Hiigara.
ENDING
This isn't actually a mission,
but an in-game "movie". There's an autosave at the beginning, though. You
can't command your ships during this cut-scene. Just sit back and watch.
The Hypership and it's fleet arrive near Hiigara. There's a Kadeshi Shield
Carrier there to meat you! You follow it and get to a place with two rows
of Multibeam frigates. The Hyperships follows the Carrier between the two
rows. When you get at the end of it, 3 Worldships are waiting for you,
escorted by Taiidan and Kushan vessels. They're your bosses from Kadesh
here to congratulate you and make official contact with your Kushan brothers.
From now on, Kadesh is no longer a dangerous place. The Kushan, Taiidan
and Bentusi are welcome there. And some Kadeshi want to visit Hiigara,
but there are no permanent colonists. Some of your ships will stay behind
because their crew wants to visit the homeworld. In the mean time, The
Hypership hyperspaces to Kadesh as Command says:
"Co-ordonates set. We're going
home!"