Homeworld walkthrough



Table of Contents

I - Introduction

Legal Info

Version History

II - The Fleet

001.0 - Fighter Class 

002.0 - Corvette Class

003.0 - Resource Class

004.0 - Frigate Class

005.0 - Super-Capital Ship Class  

006.0 - Non-Combat Class 

007.0 - Mothership Class

III - General Strategies 

001.0 - Offense 

002.0 - Defense 

003.0 - Resource Collecting 

IV - Multiplayer Strategies 

001.0 - Starting Out 

002.0 - Developing Your Fleet 

003.0 - Finishing On Top 

004.0 - Adapting 

V - Single Player Walkthrough 

001.0 - Kharak System 

002.0 - Outskirts of Kharak System 

003.0 - Return to Kharak 

004.0 - Great Wastelands Part 1 

005.0 - Great Wastelands Part 2 

006.0 - Diamond Shoals 

007.0 - The Gardens of Kadesh 

008.0 - The Cathedral of Kadesh 

009.0 - Deep Space - Sea of Lost Souls 

010.0 - Super Nova Research Station 

011.0 - Tenhauser Gate 

012.0 - Galactic Core 

013.0 - The Karos Graveyard - The Shining Hinterlands 

014.0 - Bridge of Sighs 

015.0 - Chapel Perilous 

016.0 - Hiigara  

Welcome to my Homeworld FAQ. 

Any questions, comments, corrections, or contributions are welcome, my email 

is tarrun75(at)gmail(dot)com. Please make sure to add something related to 

Homeworld in the subject line so I don't have to figure out what game you're 

talking about. Also, questions regarding something that's already covered in 

the guide will not be answered. Credit will be given to anything sent to me 

that I add or major corrections. For corrections, please email me only if 

it's something really important, something that will clearly confuse anyone 


Legal information:

This document is copyrighted Tarrun 2006.

This guide may not be reproduced under any circumstance except for personal 

or private use. It may not be placed on any web site, magazine or otherwise 

distributed publicly without advanced written permission. This guide may not 

be used for profit, and may only be used on the following websites: 

- http://dlh.net

- http://www.gamefaqs.com

- http://www.mogelgott.de 

Use of this work on any other web site or as a part of any public display is 

a violation of copyright and is strictly prohibited.

Version History: 

First Submission: Version 1.0 

II - The Fleet

001.0 - Fighter Class 

001.1 - Defender 

Cost: 65 RUs

Firepower: 10

Maneuverability: High  

Max Velocity: 385 m/s

Coverage: 11% 

Armor: 325 

Mass: 10 tons

Strengths: Heavy armor means that Defenders are best used as a wall to 

protect other ships.

Weaknesses: Defenders don't really excel in anything, and it has a very low 

firepower, so don't plan on destroying anything without a lot of these 


001.2 - Scout 

Cost: 35 RUs 

Firepower: 12

Maneuverability: Very High  

Max Velocity: 1000 m/s 

Coverage: 12% 

Armor: 110 

Mass: 8 tons 

Strengths: Scouts are quick to build and are good for annoying capital ships 

while your Salvage Corvettes slip in and steal the grand prize. And because 

of how inexpensive they are, they're great to kamikaze into your enemy. 

Weaknesses: Weak, both in firepower and armor. They might be able to survive 

because of their speed, but don't expect them to destroy anything by 


001.3 - Interceptor 

Cost: 55 RUs

Firepower: 26

Maneuverability: Very High  

Max Velocity: 875 m/s 

Coverage: 12% 

Armor: 160 

Mass: 10 tons

Strengths: Better than a Scout in almost every way without increasing the 

cost very much. If you actually expect to get anything out of a wing of 

fighters, Interceptors are a great way to go. Just make sure to have them in 

groups of 25 or higher. 

Weaknesses: In terms of the fighter class, none. Its only drawbacks are weak 

armor and firepower, but that's why it's a fighter. Interceptors do become 

fairly obsolete against more powerful opponents, though.

001.4 - Cloaked Fighter (Kushan only) 

Cost: 85 RUs

Firepower: 25

Maneuverability: High  

Max Velocity: 775 m/s

Coverage: 4%

Armor: 150 

Mass: 10 tons

Strengths: Like the name implies, it's a cloaked fighter. You can attack 

enemies without being seen.

Weaknesses: More expensive than the other fighters without getting very much 

in return. It also takes a while to build, and it doesn't score very high in 

the firepower department. 

001.5 - Attack Bomber 

Cost: 85 RUs 

Firepower: 42 

Maneuverability: Very High 

Max Velocity: 750 m/s 

Coverage: 12%

Armor: 100 

Mass: 10 tons

Strengths: The most powerful fighter out there, Attack Bombers are good for 

taking on capital ships and Resource Collectors. They're particularly deadly 

when you have a group of corvettes protecting it.

Weaknesses: Without that escort, your Bombers won't stand a chance against 

the enemy's Strike Craft or Missile Destroyers.  

Defense Fighter (Taiidan only) 

Cost: 85 RUs

Firepower: 0

Maneuverability: High  

Max Velocity: 875 m/s

Coverage: 80%

Armor: 300

Mass: 75 tons

Strengths: It shoots down incoming attacks.

Weaknesses: It doesn't actually attack anything. More often than not it's a 

better idea to have an escort that can fight back guarding your valuable 


002.0 - Corvette Class 

002.1 - Light Corvette 

Cost: 135 RUs

Firepower: 9 

Maneuverability: Medium 

Max Velocity: 575 m/s

Coverage: 16%

Armor: 900

Mass: 150 tons

Strengths: Higher armor means that Light Corvettes will last longer than the 

fighters. They're also pretty cheap. 

Weaknesses: Fairly slow and poor firepower. Instead of these, spend the same 

amount of resources on Interceptors. 

002.2 - Heavy Corvette 

Cost: 250 RUs

Firepower: 23 

Maneuverability: Medium  

Max Velocity: 520 m/s

Coverage: 33%

Armor: 1700

Mass: 150 tons

Strengths: Well protected and fairly powerful, Heavy Corvettes are great for 

wiping out Strike Craft. Have five or six of these things guard your Resource 

Collectors against Strike Craft and forget about them (until you can build 

Multi-Gun Corvettes, that is). 

Weaknesses: They're more expensive than most Strike Craft and are still 

pretty slow. 

002.3 - Repair Corvette  

Cost: 150 RUs

Firepower: 5 

Maneuverability: Low  

Max Velocity: 500 m/s

Coverage: 0%

Armor: 1200

Mass: 150 tons

Strengths: It repairs your ships. It's also pretty useful to kamikaze. 

Weaknesses: Very weak. Support Frigates are usually a better choice. 

002.4 - Salvage Corvette  

Cost: 220 RUs

Firepower: 0 

Maneuverability: Low

Max Velocity: 425 m/s

Coverage: 0%

Armor: 1500

Mass: 400 tons

Strengths: They steal enemy ships. Not only does this eliminate one ship that 

you'd have to destroy anyway, but now you can use it against your enemy. 

Salvage Corvettes are the key to winning any game in Homeworld; in the single 

player game, you gain ships that you normally wouldn't be able to until later 

at a bargain. Do the math: four Salvage Corvettes steal an enemy's Missile 

Destroyer (it takes three, but we'll assume one is destroyed). That means you 

score a 1500 RU ship for 880 RUs. And remember, Salvage Corvettes can be 

reused, so that's the low estimate. 

Weaknesses: They're fairly slow, which makes them an easy target to knock out 

if they come at a ship head-on. And any intelligent player will attack your 

group of Salvage Corvettes before you get the chance to steal anything.

002.5 - Minelayer Corvette  

Cost: 295 RUs

Firepower: 183 

Maneuverability: High  

Max Velocity: 425 m/s

Coverage: 100%

Armor: 1800

Mass: 150 tons

Strengths: The mines are small, which makes picking them out if you aren't 

really looking a chore. The mines are also pack a punch, and even a capital 

ship will go down if it gets caught in a field. 

Weaknesses: Space contains a lot of wide, open space, so there's a good 

chance no one will ever stumble upon your group of mines unless they're 

placed in a heavily trafficked area (directly in front of the other 

Mothership or in patches of resources). 

002.6 - Multi-Gun Corvette  

Cost: 225 RUs

Firepower: 19 

Maneuverability: High

Max Velocity: 695 m/s

Coverage: 74%

Armor: 1400

Mass: 150 tons

Strengths: Multiple guns with high armor and coverage. Multi-Gun Corvettes 

will annihilate any Strike Craft. Good for escorts.

Weaknesses: Technology-wise, don't expect to see these for a while. And 

Multigun Corvettes won't make a dent against frigates or capital ships. 

003.0 - Resource Class 

003.1 - Resource Collector 

Cost: 650 RUs

Firepower: 0  

Maneuverability: Low   

Max Velocity: 325 m/s

Coverage: 0%

Armor: 10800

Mass: 400 tons

Strengths: It collects resources for you, isn't that enough? It's also the 

largest ship that you can kamikaze.  

Weaknesses: It can't protect itself and it doesn't automatically repair. 

Collectors also attract enemies looking to interrupt your flow of resources, 

so make sure to send an escort with them or risk having to replace it. 

003.2 - Resource Controller 

Cost: 680 RUs

Firepower: 0 

Maneuverability: Very Low  

Max Velocity: 300 m/s

Coverage: 0%

Armor: 13600

Mass: 600 tons

Strengths: If you order a Controller to guard your Collectors, it'll follow 

them around, drastically decreasing the time it takes for a Collector to drop 

off its resources and begin harvesting again. They can also repair and refuel 

fighters and corvettes, which means they won't have to leave the Collectors 

that they're protecting to refuel.

Weaknesses: Like the Collector, without any weapons, the Controller won't be 

able to defend against the enemies that will surely come after it. 

004.0 - Frigate Class 

004.1 - Assault Frigate 

Cost: 575 RUs

Firepower: 82 

Maneuverability: Low 

Max Velocity: 325 m/s

Coverage: 33%

Armor: 16000

Mass: 400 tons

Strengths: The Frigate's turrets allow it to fire in multiple directions, 

unlike the Ion Cannon Frigate. It's one of the few non-Strike Craft ships 

that can take on Strike Craft. 

Weaknesses: It doesn't really serve any distinct purpose. If there's a 

specific job you need done, there's always a better ship to use than the 

Assault Frigate. 

004.2 - Support Frigate 

Cost: 425 RUs

Firepower: 28 

Maneuverability: Very Low  

Max Velocity: 450 m/s

Coverage: 1%

Armor: 12000

Mass: 400 tons

Strengths: Repairs and refuels Strike Craft, and can repair capital ships at 

200 points per second. Great for using as a secondary base that's closer to 

your target.  

Weaknesses: None, really. Its firepower and coverage are laughable, but you 

aren't building a Support Frigate with the intentions of using it to fight.

004.3 - Drone Frigate (Kushan only)

Cost: 800 RUs

Firepower: 0 

Maneuverability: Very Low  

Max Velocity: 325 m/s

Coverage: 0%

Armor: 16000

Mass: 400 tons

Strengths: Good for protecting other ships. 

Weaknesses: The drones don't provide a lot of firepower; it's useless against 

anything stronger than a corvette. 

004.4 - Defense Field Frigate 

Cost: 800 RUs

Firepower: 0 

Maneuverability: Very Low  

Max Velocity: 325 m/s

Coverage: 100%

Armor: 17600

Mass: 400 tons

Strengths: Same as the Drone Frigate. It has different abilities, but it gets 

the same job done: protecting larger ships that are vulnerable to Strike 


Weaknesses: Same as the Drone Frigate. Missiles, ions, and mines aren't 

affected by it.

004.5 - Ion Cannon Frigate 

Cost: 650 RUs

Firepower: 138 

Maneuverability: Low  

Max Velocity: 300 m/s

Coverage: 3%

Armor: 15000

Mass: 400 tons

Strengths: With its highly concentrated ion beam, you'll be able to begin 

considering taking on super capital ships and Motherships. 

Weaknesses: Low maneuverability and coverage; because of the single ion beam, 

the Ion Cannon Frigate has to completely shift its position before aiming and 

shooting. You'll be fine against the slow-moving capital ships, but they 

don't stand a chance against Strike Craft. 

005.0 - Super-Capital Ship Class

005.1 - Destroyer 

Cost: 1350 RUs

Firepower: 347 

Maneuverability: Very Low   

Max Velocity: 315 m/s

Coverage: 41%

Armor: 44000

Mass: 1800 tons

Strengths: The addition of turrets along with ion cannons means that, unlike 

the Ion Cannon Frigate, Destroyers can fend off Strike Craft, just not very 

well. Regardless, Destroyers are the backbone of your Battle Group, and will 

wreck havoc against almost any ship it encounters. Probably the most 

satisfying ship to steal with a group of Salvage Corvettes. 

Weaknesses: Expensive, and they take a while to build. 

005.2 - Missile Destroyer 

Cost: 1500 RUs

Firepower: 450 

Maneuverability: Very Low  

Max Velocity: 295 m/s

Coverage: 100%

Armor: 42000

Mass: 1000 tons

Strengths: It fires powerful homing missiles that will utterly decimate 

Strike Craft. Always have at least two of these with your Battle Group and 

you'll never have to worry about being picked apart by formations of fighters 

ever again.   

Weaknesses: Its missiles aren't as effective against other capital ships. In 

a one-on-one battle, the other ships will usually win. And after the initial 

volley of missiles, Missile Destroyers can only fire one or two missiles at a 

time without recharging.

005.3 - Heavy Cruiser 

Cost: 3700 RUs

Firepower: 921

Maneuverability: Very Low   

Max Velocity: 250 m/s

Coverage: 100%

Armor: 90000

Mass: 10000 tons

Strengths: Incredibly high firepower and armor, the Heavy Cruiser will 

obliterate any capital ship it targets. It has turrets all around it as well, 

which makes salvaging one a real chore.  

Weaknesses: Very slow, very expensive, and it takes forever to build one. 

Anyone with half a brain will send their entire Battle Group after the Heavy 

Cruiser first, so without an escort of other capital ships it's a sitting 

duck. Unless you know how to use it, don't waste the resources building a 

Heavy Cruiser - you can get three Destroyers for almost the same price. 

005.4 - Carrier 

Cost: 2000 RUs

Firepower: 109

Maneuverability: Very Low   

Max Velocity: 300 m/s

Coverage: 100%

Armor: 72000

Mass: 10000 tons

Strengths: It's a miniature version of your Mothership that can build Strike 

Craft and Frigates. A great strategy in multiplayer is to build one of these 

with a heavy escort and send it to hide in a dust cloud, leaving your 

Mothership defenseless. When the other player destroys it, hyperspace your 

Carrier to their own Mothership and take them out. 

Weaknesses: Without the ability to build capital ships, using one as a last 

resort to survive won't get you very far. It also won't be able to defend 


006.0 - Non-Combat Class 

006.1 - Probe 

Cost: 30 RUs

Firepower: 0 

Maneuverability: Very High  

Max Velocity: 4000 m/s

Coverage: 0%

Armor: 800

Mass: 25 tons

Strengths: Four times as fast as a Scout, and it's cheap. It's a good tool to 

use when you want to get an idea of what your fleet is getting into. But be 

ready to survey the area, because people hate being spied on and will 

immediately go after a probe if they find it.

Weaknesses: Its engine can only be used once, so make sure you're on target 

when you send it off.  

006.2 - Proximity Sensor 

Cost: 50 RUs

Firepower: 0   

Maneuverability: Very High 

Max Velocity: 1000 m/s

Coverage: 0%

Armor: 800

Mass: 25 tons

Strengths: Let's you know when cloaked enemies are in the area. They're also 

fast, cheap, and quick to build. Keep them around your Mothership and main 

Battle Groups to avoid be caught by surprise.  

Weaknesses: They have almost no defenses, so you'll have to build a few of 

them if you plan on attacking groups of cloaked ships, particularly fighters. 

006.3 - Sensors Array 

Cost: 800 RUs

Firepower: 0 

Maneuverability: Very Low   

Max Velocity: 280 m/s

Coverage: 0%

Armor: 4500

Mass: 300 tons

Strengths: It let's you see every ship on the map, and Heavy Cruisers, 

Carriers, and Motherships actually appear on the sensors manager. Everything 

else is still a red dot, but now there's a red dot for every ship instead of 

one dot representing an entire group. It's good to have one to get an idea of 

what's going on.

Weaknesses: It takes a lot of researching to get one, it's slow, and it 

doesn't have any defenses. 

006.4 - Research Ship 

Cost: 700 RUs

Firepower: 0 

Maneuverability: Low 

Max Velocity: 280 m/s

Coverage: 0%

Armor: 7500

Mass: 300 tons

Strengths: Probably the most important ship in your fleet, next to the 

Mothership. Without one, you can't research new technology and build newer, 

better ships.  

Weaknesses: Defenseless. 

006.5 - Gravity Well Generator 

Cost: 800 RUs

Firepower: 0  

Maneuverability: Very Low  

Max Velocity: 325 m/s

Coverage: 0%

Armor: 8000

Mass: 400 tons

Strengths: Immobilizes Strike Craft and prevents anyone from hyperspacing 

into your area. 

Weaknesses: Strike Craft can still attack it even if they can't move. And 

since capital ships aren't affected by it, you know the first thing they'll 

do is target your Gravity Well Generator to rescue their Strike Craft. 

006.6 - Cloak Generator 

Cost: 500 RUs

Firepower: 0 

Maneuverability: Very Low  

Max Velocity: 325 m/s

Coverage: 0%

Armor: 6000

Mass: 400 tons

Strengths: Can cloak small groups of ships for a limited amount of time. If 

you combine a few Cloak Generators working at different times (while one is 

cloaking, the others are recharging), you can keep ships cloaked 


Weaknesses: Slow, and far down the technology tree. The only time I've ever 

used Cloak Generators was in the Bridge of Sighs level. 

007.0 - Mothership Class

007.1 - Mothership 

Cost: N/A

Firepower: 7500 

Maneuverability: N/A  

Max Velocity: 50 m/s

Coverage: 60%

Armor: 160000

Mass: 5000000 tons

Strengths: It stores your ships, builds new ones, and can take a beating. 

Without it, you can't play the game. 

Weaknesses: Motherships can't defend themselves, and they can only move by 

making hyperspace jumps. 

III - General Strategies 

001.0 - Offense 

001.1 - Strike Craft

- Strength in numbers 

This one's a no-brainer. With a few exceptions, Strike Craft are similar 

enough that in an even match, you're bound to lose as many fighters as the 

enemy will. Besides sending a Scout to spy on someone, always keep multiple 

wings on hand. 

- Different Strike Craft are better in different situations 

Again, this should be obvious. As a blanket statement, it's always good to 

have about twenty Interceptors, twenty Defenders, and fifteen Scouts as your 

Strike Craft's foundation. An extra group of fifteen Heavy Corvettes can 

knock out any escorts the enemy capital ships, and later on a group of twenty 

Multi-Gun Corvettes will plow through any formation of fighters like it's 

nothing. On the other hand, Attack Bombers are pretty much the only Strike 

worth using against capital ships, along with Heavy Corvettes.

- Sphere formation is the best way to attack lone capital ships. 

Strike Craft suffer from a lack of firepower, so you'll want your attacks to 

be highly concentrated. In Sphere, all of your shots become a constant stream 

of fire, quickly knocking down the ship's armor. This only works if the 

capital ship is left unguarded, though, because having your ships that close 

together makes them easy to target and destroy by other Strike Craft.

- Claw formation is the best formation to use against opposing Strike Craft 

When fighting groups of Strike Craft or Missile Destroyers, Sphere formation 

is suicide. With Claw, your ships remain mobile while only sacrificing a 

small part of that constant stream of fire. 

- Attack enemy Resource Collectors 

If they can't harvest resources, then they can't build more ships, right? 

Early on, if you see a Collector far enough from the main Battle Group, send 

your Strike Craft to pick away at them while your own Battle Group deals with 

the enemy's. Besides, Collectors are quick enough and take irregular paths 

that they'll be able to escape from your slower Battle Group. 

Obviously, Attack Bombers will work the best, but make sure to have a group 

of Multi-Gun Corvettes with them to take care of the Collector's own escort. 

Of course, if you're looking to do this early on, Heavy Corvettes and 

Interceptors will get the job done as well. 

Likewise, this strategy can also be applied to Research Ships in multiplayer 


- Use Salvage Corvettes to capture enemy ships

I don't think I can say this enough: Salvage Corvettes are the key to being 

successful in Homeworld. It's the easiest and most cost-efficient way to 

build your fleet, and at the same time it takes a ship from your enemy to use 

against you. 

One of the better ways to capture ships is by having a small group of Ion 

Cannon Frigates coax a Destroyer or two to chase after it. While your 

Frigates return to the Mothership, send in your group of Salvage Corvettes at 

an angle to capture as many ships as you want. By the time they realize 

what's going on, it'll be too late to shift around and attack. 

Another great strategy to use involves Cloak Generators. By keeping a small 

group of Salvage Corvettes, along with an escort of Multi-Gun Corvettes or 

Interceptors, invisible until the last moment, you can sneak out with a nice 

prize without even being noticed. 

Here's a list of how many Salvage Corvettes you need to capture a particular 


Strike Craft - 1 Salvage Corvette 

Frigates - 2 Salvage Corvettes 

Destroyers - 3 Salvage Corvettes 

Heavy Cruisers - 5 Salvage Corvettes 

Carriers - 5 Salvage Corvettes 

Keep in mind that Strike Craft can only be salvaged if they're immobile, 

either from a Gravity Well Generator or a lack of fuel. It's also a good idea 

to send one extra Salvage Corvette than needed, just in case one is 

destroyed. This way, you can still capture it, instead of leaving it swinging 

in circles until another ship comes by and targets the other Corvettes. And 

if you don't need it, simply send it to steal something else or follow after 

the others back to the Mothership.

- Missile Destroyers spell disaster for Strike Craft 

For the most part, capital ships aren't able to seriously defend against 

Strike Craft, but Missile Destroyers almost make using them obsolete. The 

best strategy to use is to distract it with a small group of Scouts flying in 

evasive tactics at first to draw the initial volley of missiles. Afterwards, 

send your Attack Bombers in on evasive and simply continue pounding it. 

On the other hand, not having a Missile Destroyer in your own fleet is an 

entirely new level of foolishness. 

- When all else fails, kamikaze 

Sure, it's a cheap shot, but it's actually pretty effective, particularly 

late in the game when your enemy has multiple Missile Destroyers protecting 

its fleet. It's always worth keeping Attack Bombers and Heavy Corvettes, but 

your weaker ships like Interceptors and Scouts will do more damage this way 

than trying to survive and attack. This also applies to Resource Collectors, 

which are the biggest ship you can kamikaze. Once you reach the point where 

you've built your fleet, consider sending them headlong into your enemy's 


001.2 - Capital Ships and your Battle Group

- Keep your Battle Group in Wall formation 

Wall formation isn't just the best, but probably the only formation worth 

using with your big, lumbering capital ships. It prevents your ships from 

getting tangled together, and it allows you to align them and attack a single 


- Have at least two Missile Destroyers in your Battle Group 

It was mentioned before, but it's worth repeating. With a pair of Missile 

Destroyers around, Strike Craft have almost no chance of making a dent in 

your powerful capital ships' armor before being shot down.  

- Concentrate your attacks on one ship at a time 

Sure, it's easier to simply drag a box around the enemy fleet and let your 

Battle Group take care of them, but unless you have an incredibly stronger 

fleet you won't be as successful. Think of it this way, you each have five 

ships that do the same amount of damage, and you order you ships to attack 

one at a time while they attack all five at once. Yeah, more of your ships 

are taking damage, but you're destroying theirs five times faster. And as 

each ship goes down, you decrease their overall firepower while yours remains 

the same. By the end of the battle, you'll have a few damaged ships, but 

their ships are now space junk.

- Always make sure to have enough firepower - and then some

Never go into a battle without at least having an idea of what you're up 

against. Before deciding to attack, send a probe out to see how many ships 

are waiting for you. You should have enough firepower to wipe out an enemy's 

Battle Group, with a large escort of Multi-Gun Corvettes and Attack Bombers 

to keep smaller capital ships and Strike Craft at bay. In multiplayer games, 

you also have to worry about Salvage Corvettes stealing your ships and being 

able to do enough damage to drain 160,000 points from the opposition's 


002.0 - Defense 

002.1 - Escorts 

- Strike Craft are the best ships for escorts 

This is important for several reasons. For one, if you have capital ships 

guard other capital ships, it means you're dividing your fleet. And as I 

mentioned above, you really don't want to unnecessarily divide your fleet. 

Second, Strike are quick enough to move from one place to another in case 

they get separated from what they're protecting. And just to top it off, 

Strike Craft are quick and cheap to build, so you don't have to worry about 

losing and replacing them. 

- Sphere formation is the only formation to use with an escort 

The idea behind surrounding a ship in a large sphere is that any incoming 

fire will hit the escort, not the ship that they're protecting. Of course, 

Sphere isn't the best offensive formation, so you'll want to make sure you 

have enough firepower to at least hold off anything that's going to attack 

you. If you need that extra punch, stick with Claw. 

- They're called "Defenders" for a reason 

Early on when your fleet consists mainly of Strike Craft, you'll want to 

protect any capital ships you already have. While some of the more expensive 

ships like the Heavy Corvette are great to use, the Defender - as the name 

implies - is designed to defend stuff. For its price, the Defender has good 

coverage and armor. 

- Mutli-Gun Corvettes are the best anti-Strike Craft ship 

Once you finish researching the technology, Multi-Gun Corvettes are the best 

ships to use for escorts. A strong Battle Group to attack enemy capital ships 

with an escort of Multi-Gun Corvettes to deal with other Strike is almost 


002.2 - Defending the Mothership 

- Have a diverse fleet defending your Mothership 

Don't try to guess what the enemy will throw at you. With a strong fleet of 

quite a few different types of ships, you'll be prepared for anything. For 

example, you can have as many Destroyers and Ion Cannon Frigates as you want, 

but without a Missile Destroyer or Strike Craft to defend against enemy 

Strike, you're in trouble. 

That being said, don't build ships for the sake of wasting resources. To 

effectively defend the Mothership, you should have a strong group of frigates 

and maybe a spare Destroyer or two as your main defensive Battle Group with a 

large wing of Multi-Gun Corvettes, Attack Bombers, and Heavy Corvettes. You 

may want to include a few Gravity Well Generators to immobilize Strike Craft 

and Proximity Sensors to reveal any cloaked ships. If you have the spare 

resources, consider building an extra Missile Destroyer to keep at home. 

- Make sure your Battle Group is prepared for an attack 

This means setting them up in a formation and positioning them correctly. 

Frequently check the sensors manager for any red dots moving towards your 

position, and have your Battle Group facing in that direction. There's 

nothing worse than watching the enemy blast away at your Destroyers while 

your capital ships slowly spin around to counter-attack. 

003.0 - Resource Collecting

003.1 - Using and defending Resource Collectors

- Your Collectors should always be harvesting 

This is common sense. If you don't use them, your Collectors end up being a 

waste of resources. For best results, send them to the largest pack of 

resources first and then order them to harvest. That way, you'll be getting 

more resources in a shorter amount of time. 

- Send Resource Controllers to guard your Collectors 

Perhaps the most annoying part of collecting resources is when you need RUs 

immediately and have to wait for your Collector on the other side of the map 

to reach a Controller or the Mothership. Ordering your Controller to guard 

the Collectors ensures that the Controller will be as close as possible to 

your harvesters at all times. Ideally, you'd want the Controller/Collector 

ratio to be 1:1, but this is probably unrealistic. Still, two or three 

Collectors to a Controller is fine. 

- Never send out an unprotected Collector 

Unless you have the entire map to yourself (after one of the single-player 

levels, for example), an unprotected Resource Collector is a dead Resource 

Collector. An escort of Heavy Corvettes, Attack Bombers, and Multi-Gun 

Corvettes will keep them safe. 

Likewise, make sure your Controllers are protected even more, since they'll 

be the main targets for your opponent. Another positive is that Controllers 

can refuel Strike Craft, and you can send the extra ships out to one of your 

Collectors if it's attacked. 

Later in the game when you have the extra resources, send out a small group 

of Ion Cannon Frigates near the main resource areas in case your Collectors 

come across anything bigger than an Assault Frigate. 

003.2 - Attacking enemy Resource Collectors 

- Attack enemy resource teams early and continuously 

In multiplayer games, the first thing you should do is create a wing of 

Interceptors to go out and hunt the enemy Collectors. As the game progresses, 

add Attack Bombers and Multi-Gun Corvettes to deal with the Collectors and 

Strike Craft escorts, respectively. 

- Don't attack Collectors unless you can win 

The one time you shouldn't be aggressive against enemy Resource Collectors is 

when they stay close to their Motherships. In this case, it's better to leave 

them alone rather than risk losing your ships. In multiplayer games, more 

often than not you'll find that you and the other player set unspoken 

boundaries where it's safe to harvest without having to worry about being 

attacked. Of course, if they cross into your territory, feel free to let them 


- Destroy the Controllers first, and then the Collectors 

Just like you want to attack the ship with the most firepower in a major 

battle, it's a good idea your ships on the most important part of the 

resource team - the Controller. Once it's destroyed, the Collectors will have 

to retreat all the way back to the Mothership, giving you enough time to 

chase them down and destroy (or salvage) them. 

IV - Multiplayer Strategies 

001.0 - Starting Out 

Your first goal is to build a few Resource Collectors and Research Ships: 

three or four of each is good. You'll want to build the Collectors first, 

though, since technology is useless without the resources to put them to use. 

As each ship is built, immediately begin using it. The multiplayer games 

start out as a race to see who can harvest and research the fastest and most 

effectively, so an idle Collector or Research Ship is a waste. 

Early on, one question that you'll probably be asking is, "What should I be 

researching?" You have so much technology available to you and you'll 

eventually want all of it, but where to start? While it may seem logical to 

start with fighters and work your way up to capital ships, it's actually 

better to research Capital Ship Drive first. For one, you'll be able to build 

a Resource Controller, which means you'll be getting resources more 

frequently. After you have Capital Ship Drive, begin researching Capital Ship 

Chassis and Ion Cannons, it'll allow you to build Ion Cannon Frigates and 

it's a step towards Destroyers. Also consider building a few Assault Frigates 

in the meantime.  

But you do still need Strike. Decide at the beginning which Strike class 

you'll be using more and use them exclusively, at least in the beginning. On 

one hand, Defenders are good for protecting your frigates early on, but 

Multi-Gun Corvettes wipe out any Strike Craft foolish enough to attack you. 

Whichever you decide doesn't really matter, but the fact that you only 

advance one class at the moment gives you an advantage over someone who tries 

to get both at the same time. 

But besides building ships, is there anything in terms of offense you should 

be doing? Well, nothing much, but there's always ways to harass the other 

player regardless of how far along you are. In the very beginning, send out a 

group of Scouts to attack the enemy's Research Ships. Remember that they're 

trying to research as quickly as possible, and if you manage to destroy their 

Research Ship before they can add a second one to it (which double its armor) 

they'll just have to spend that much more time building a replacement. If 

it's burning up and about to explode, you can always kamikaze into it to 

finish it off. 

But if a suicide mission isn't your thing, there's always the option to go 

after Resource Collectors. At this point, it's unlikely that they're very 

well protected, which is the perfect opportunity to attack. Max out your 

Scouts and hunt them down. Like destroying a Research Ship, it hurts to 

replace it. 

002.0 - Developing Your Fleet 

Alright, so you have a large harvesting operation going on and enough new 

technology to play with - it's time to get serious about building a fleet. 

The first step towards this is to build a group of Ion Cannon Frigates. 

They're the best ship you have at the moment, and they'll more or less hold 

their ground for the rest of the game. From here, it depends on how your 

opponent is playing. If you find that they're attacking you and your Resource 

Collectors, focus on researching and building more advanced Strike Craft, 

either Attack Bombers and Interceptors or Heavy Corvettes and Multi-Gun 

Corvettes. If you've been relatively left alone, it probably means they're 

planning an attack, so you'll want the extra firepower to survive it. 

Super-Capital Ship Drive is the important one, since it'll allow you to build 

Destroyers. Don't jump at Heavy Guns just yet, it takes forever to research 

and there are better technologies to have right now - Guided Missiles, for 

example. A Missile Destroyer would be a significant addition to your fleet, 

but I'm getting ahead of myself. After Super Capital Ship Drive, return to 

researching Strike Craft technology. If you using fighters, you want to go at 

least as far Plasma Bomb Launcher tech for Attack Bombers. For corvettes, 

Fast-Tracking Turrets, and the Multi-Gun Corvettes that result, are a must.  

You'll want to make sure you have enough protection around you Collectors and 

Controllers so that you won't have to worry about them while you build up 

your fleet. A group of Heavy Corvettes and Multi-Gun Corvettes or Defenders 

and Interceptors for each ship is enough, although you may want to consider 

adding a few Assault or Ion Cannon Frigates later on. 

Attacking enemy Resource Collectors becomes extremely important at this 

point, because the resources that are gained now are probably going to be 

used to build the capital ships that will be attacking your Mothership. A 

group of Ion Cannon Frigates, along with Multi-Gun Corvettes or Defenders 

will be powerful enough to quickly wipe it out, along with its escort. 

But the most important part of this stage of the game is building your Battle 

Group. The Ion Cannon Frigates you hopefully have are a good start, but 

you'll need more - a dozen if possible. Besides that, three or four 

Destroyers and a pair of Missile Destroyers will serve as the extra firepower 

you'll need to take out the Mothership and its capital ship escort. 

Note: Heavy Cruisers are nice to have, but more than likely you won't have 

time to build one. They take forever to build, and it's probably not worth 

sitting around while it's being built. 

003.0 - Finishing On Top 

Before heading out to your opponent's Mothership, take the time to build a 

Probe and send it out to spy on the other player. There's a good chance it'll 

be spotted pretty quickly, but you'll still have enough time to get a glance 

at where they stand. Obviously, if you don't think you have enough firepower 

to eliminate their own fleet and then the Mothership, start building more Ion 

Cannon Frigates and Destroyers immediately. Conversely, make sure you aren't 

being probed either; they're relatively easy to spot if you're looking for 

them, and the less your opponent knows about you the better off you are.   

That being said, when you think you're ready, send you Battle Group out to 

attack, but make sure to leave a group of capital ships back at the 

Mothership in case she's attacked. After all, by this point in the game, 

it'll be the most vulnerable with the majority of your Battle Group out, and 

the last thing you need is to get to the Mothership just to have the other 

player's Battle Group hyperspace in and find your Mothership defenseless. A 

good defense for the Mothership is a large wing of Ion Cannon Frigates with 

plenty of Attack Bombers. Besides that, any Strike Craft that are good 

against other Strike (Multi-Gun Corvettes, Heavy Corvettes, Defenders) should 

hang around as well to deal with enemy Strike. 

Also, consider building a Heavy Cruiser for an added boost of firepower. It's 

a tough choice whether to leave it at home or send it out with the rest of 

your Battle Group, and both have their pros and cons. 

Keep in mind that your Battle Group, even with Missile Destroyers, still need 

Strike Craft to protect it. Build a large wing of fighters or corvettes to 

tag along and attack those pesky Attack Bombers that are thrown your way. 

As for actual capital ship combat, do only as much fighting as you need to. 

Concentrate your attacks on the more powerful ships (Heavy Cruisers and 

Destroyers) first. Getting the big guns out of the way early makes it easier 

to plow through the rest of their fleet and reach the Mothership relatively 


And once you do reach the Mothership, hit it with everything you have. Even 

if there are a few straggling Ion Cannon Frigates, you should have more than 

enough firepower to destroy their Mothership before the remaining fleet can 

wipe out your Battle Group. Of course, if you're playing with multiple 

players you obviously can't do this, but hopefully that's a given. 

004.0 - Adapting

004.1 - Specific Game Options 

004.11 - Carrier-Only or Low Resource Games 

In both situations, the games move much quicker that the standard one. 

Because of this, you may have to rely solely on fighters or frigates. While 

your opponent is busy researching Heavy Guns for that Heavy Cruiser, you'll 

have a strong fleet of Assault Frigates and Ion Cannon Frigates that can take 

out their Mothership. The key here is to only build ships that are quick and 

cheap, the limited resources make the more advanced ships a waste of RUs.    

As for Carrier-Only games, you might even want to forget about capital ships 

all together. If you've played the single player missions then you know how 

well Strike Craft can be against a Carrier. Again, the key here is speed. If 

you can throw together a powerful fleet of Strike Craft while the other 

player is wasting time building Ion Cannon Frigates, nine times out of ten 

you'll come out on top. 

004.12 - High Resource Games 

On the other hand, those long, high resource games are just about the 

opposite to the previous style of gameplay. With enough extra resources, by 

all means invest in that Heavy Cruiser and extra Destroyer. Another 

interesting note is that the extra time you have gives you the option to 

bring Salvage Corvettes into play. It's a little more difficult to pull off 

than it is against the game's AI, but the rewards are that much more 


Cloak Generators are also used more often, since you now have the time to 

research for them. In fact, combining Cloak Generators with Salvage Corvettes 

can be a great way to increase your fleet or gain an extra Resource 

Collector. Of course, your opponent might be thinking the same thing, so make 

sure to have a handful of Proximity Sensors on hand. 

004.2 - Multiple Opponents 

Multiple players are unique for the obvious reasons. You now face the 

possibility of fighting on multiple fronts, as well as having to quickly 

regroup after eliminating a player. 

For the most, the first two parts are the same, since you'll need to get to 

the point where you're powerful enough to fend off and hunt down enemy Battle 

Groups. However, beyond that point things get tricky. The most important rule 

to keep in mind is that you can't get into all-out wars with a single player. 

Anyone with a brain will stand on the sidelines while you and your target 

duke it out, and then attack you both with a full fleet when you're at your 

most vulnerable. 

So how do you prevent this from happening? The best answer is alliances. If 

you can team up with another player, you not only gain their firepower for 

the time being, but that also eliminates them as a threat. Sure, you'll have 

to fight later, but worry about that when it comes up. 

With or without an alliance, always go for the weakest players first. It 

might seem a bit dirty, but it means one less enemy that'll eventually attack 

you. If you see some action on your sensors manager, send a Probe out to see 

what's going on and who's winning. Players who have been weakened by recent 

battles are perfect targets, as are the ones who have lost their Resource 


Conversely, it might be better to team up with the weakest players and go 

after the strongest player first. If you notice one player is particularly 

powerful, it probably means that the other players have noticed it as well, 

in which case forming an alliance to get rid of the greater threat is the 

only way to stay alive long enough to make it to the end of the game. After 

all, even an incredibly strong fleet will have trouble fighting up to three 

different opponents at the same time. 

V - Single Player Walkthrough 

001.0 - Kharak System 

Primary Objectives: 

- Harvest asteroids

- Construct a Research Ship 

- Destroy the target drones using a formation

- Destroy the target drones using tactics 

- Capture a drone using a Salvage Corvette 

Secondary Objectives: 

- Research Fighter Chassis 

New Technology: 

- Fighter Chassis 

- Corvette Drive 

Overview: It's taken many years and a lot of work, but the Mothership is 

finally ready. Before making your first hyperspace jump, though, a few trials 

need to be completed.

Fleet Construction: You begin with a small group of Scouts and a Resource 

Collector, but you'll need to build a Research Ship and a Salvage Corvette.

This is basically an introduction level for anyone who skipped over the 

training session, so don't expect much out of this level. 

You can knock out the first two objectives almost immediately. Begin 

constructing a research ship with the RUs you have already and send your 

Resource Collector out to harvest the area. When the Research Ship is 

completed, don't forget to research Fighter Chassis technology and Corvette 

Drive after that.

When Fleet Intelligence prompts you, assign your Scouts to a group and set 

them up in a formation - any formation - and attack the drones. When they've 

been destroyed, head over to the second group of drones and attack them in 

either aggressive or evasive tactics. When they're finished, send the group 

back to the Mothership for refueling and repairs. 

Afterwards, Fleet Intelligence announces, "The next trial will test the 

performance of the Salvage Corvette. Build one and capture the Target 

Drone here." 

Do exactly that. Your Research Ship should have already researched 

Corvette Drive technology, so you'll be able to build a Salvage Corvette 

right away. Capture the drone and bring it back to your Mothership. 

Well, that was exciting. Before making the hyperspace jump, let your 

Collector finish harvesting the area and build a group of six 


002.0 - Outskirts of Kharak System 

Primary Objectives: 

- Send a probe to the Khar-Selim

- Defend the Mothership 

- Salvage the Khar-Selim 

- Defend the salvage team

- Destroy the attacking fleet

Secondary Objectives: 

-  Investigate the power source 

New Technology: 

- Corvette Chassis 

- Heavy Corvette Upgrade 

Overview: You're first hyperspace jump is successful. Well, almost. You've 

mis-jumped, but at least you're still in one piece. After failing to make 

contact with the Khar-Selim, Fleet Intelligence pinpoints the support ship's 

beacon and orders you to send a Probe to investigate. 

Fleet Construction: Add about six or seven Interceptors and four Heavy 

Corvettes to your Scouts. The enemy isn't very strong, so that should be more 

than enough firepower. 

Don't go near the Khar-Selim just yet. Instead, have your Collector harvest 

the area and begin researching Corvette Chassis technology. When that 

finishes, research the Heavy Corvette Upgrade, which will allow you to build 

Heavy Corvettes. In fact, it would be a good idea to build four of them as 

soon as you can, if you run out of resources your Collector should be 

dropping off another batch any time. 

Divide your Strike Craft into three groups: one of your Scouts, one of 

Interceptors, and another of Heavy Corvettes, and send a probe to the Khar-

Selim. The ship has been destroyed, and the enemies that did the deed appear 

and head towards your Mothership. Order your Scouts to attack the two 

Fighters that are ahead of the group, and have your Interceptors and Heavy 

Corvettes take on the main pack of six Fighters and three Corvettes before 

they reach the Mothership. 

Your Strike Craft should pass this test with flying colors, so have them 

regroup as Fleet Intelligence tells you to retrieve the Khar-Selim's data 

recorder. Send a Salvage Corvette out to do so, but make sure to have your 

group of Heavy Corvettes guarding it (preferably in a sphere formation). As 

the salvage team is returning, more Fighters appear, but they don't stand a 

chance against the escort of Heavy Corvettes. After the Salvage Corvette is 

safely aboard your Mothership, focus your Interceptors and Corvettes on the 

three waves of Fighters thrown at you. Again, thanks to the group of 

Corvettes, this shouldn't be a problem. After watching the final recording of 

the Khar-Selim, another wing of Fighters and Corvettes will stage a final 

strike against you. With your Heavy Corvettes initially focused on their 

Corvettes and the Interceptors battling the Fighters, this should be a one-

sided match. 

With only a few enemy units left, Fleet Intelligence locates the source of 

the fighters - a Carrier. It's tempting to properly punish them for what they 

did to the Khar-Selim, but resist the urge to follow after it. Clean up any 

remaining crafts that haven't docked with the Carrier, and then return to 

your Mothership for repairs. 

Like before, don't immediately hyperspace away. Finish harvesting around the 

Khar-Selim and build as many Salvage Corvettes as you can for the next 

mission. A total of eight would be ideal, but you may only have the RUs for 

an additional six to go along with the one you already have. As long as most 

of your Strike Craft is still intact, don't worry about building anything 


Before making the hyperspace jump, group your Salvage Corvettes into groups 

of two. 

003.0 - Return to Kharak 

Primary Objectives: 

- Defend the Cryo trays

- Capture an enemy ship using two Salvage Corvettes

- Salvage the Cryo trays 

New Technology: 

- Capital Ship Drive 

- Capital Ship Chassis

Overview: There's a surprise waiting for you when you return to Kharak. The 

entire planet is engulfed in flames, and the Scaffold has been destroyed. And 

it just so happens that there's an attack squad arriving to wipe out the Cryo 

trays that contain the last of your population.  

Fleet Construction: Your Strike Craft should still be intact from the 

previous mission, so don't worry about adding anything. However, build as 

many Salvage Corvettes as you can before hyperspacing from Level 2. Eight 

would be ideal, but seven will still work.

You have almost no time to prepare for this, as the group of Assault Frigates 

will be in range of the first Cryo trays within a few seconds. Send your 

entire Strike Craft out to intercept them, but keep them on evasive tactics 

and don't focus them on a single one. With the Frigates distracted, send your 

Salvage Corvettes in to capture all four of them. 

Now here's where it becomes tricky, because the Assault Frigates will attempt 

to pick off the Salvage Corvettes latching onto the other Frigates. If you 

have eight, this shouldn't be a problem as long as you keep them out of the 

Frigates' lines of fire for as long as possible. If you have less than that, 

you'll have to adapt to how they spread out. They seem to fall into a pattern 

of three staying together with one drifting over to the far right, which 

works out perfectly. 

With seven (or any odd number, really) Salvage Corvettes, order your 

Interceptors to harass the three Frigates that are together as cover for the 

six Salvage Corvettes. Send the Scouts and Heavy Corvettes to distract the 

fourth Assault Frigate until the seventh Salvage Corvette can latch on. He 

won't be able to drag it in, but the Frigate will be stuck swinging around in 

circles while its partners are hauled into the Mothership. After the first 

Frigate is captured, send a second Corvette to bring the final Frigate in. 

With an even six Salvage Corvettes, follow the same pattern, except after the 

three Assault Frigates are captured, focus all of your energy on the final 

Frigate. This is actually a little more difficult to do than capturing all 

four of them, because the other Frigate has a tendency to attack your salvage 

teams. Just make sure to keep your Heavy Corvettes on it from the beginning 

to ensure its destruction as quick as possible.  

Either way, when the threat is eliminated, order your Salvage Corvettes to 

bring in the Cryo trays. Don't worry if one or two of them were destroyed, 

the only reward for protecting all of them is personal satisfaction. And 

don't forget to begin researching Capital Ship Chassis technology; you 

automatically gain Capital Ship Drive for capturing the enemy Assault 


As always, harvest every last dust ball in the area before hyperspacing. You 

should add enough Interceptors and Heavy Corvettes to have fifteen of the 

former and eight of the latter, as well as at least two Assault Frigates. 

Spend the rest of your RUs on Salvage Corvettes. You need a total of sixteen 

for the next level, but you'll have time to build more early on. If you 

aren't interested in capturing enemy ships, either save those resources for 

later or build a Resource Controller. 

004.0 - Great Wastelands Part 1 

Primary Objectives: 

- Begin collecting resources

- Protect the fleet from Turanic Raiders 

- Destroy the retreating Turanic Raider Carrier

Secondary Objectives: 

- Build and deploy a Resource Controller 

New Technology: 

- Ion Cannons

Overview: The previous two missions have made your trip home much more 

complicated. Interrogation of the captured captain has revealed that a 

powerful empire ordered the destruction of Kharak because you broke a four-

thousand year old treaty preventing you from developing hyperspace 

technology. So instead of simply returning to Hiigara, you're going to have 

to fight your way through. But first thing's first: Revenge against the fleet 

that destroyed Kharak and the Khar-Selim.

Fleet Construction: You'll want to build a Resource Controller early on in 

this level, as well as fifteen Interceptors and eight Heavy Corvettes. If you 

have at least two Assault Frigates from the previous mission, you'll be set. 

Like before, invest the rest of your resources into Salvage Corvettes; by the 

middle of the level you'll want sixteen. 

Follow Fleet Intelligence's advice and begin harvesting the resources. If you 

have a Controller already, order it to guard the Collector. This way, it'll 

follow the Collector around, making it easier and quicker for resources to be 

dropped off. 

If not, don't worry about it. But after one batch of resources, begin 

building one. Around this time, Fleet Intelligence reports that another 

Mothership is closing in, one with power readings that are off the chart. But 

luckily, it's just the Bentusi, and they're more interested in trading than 

fighting. They offer you Ion Cannon technology for 300-500 RUs, but don't 

accept it just yet. In the time that it took for the cinematic to play out, 

your Collector should be full and your Controller - if you began building it 

this level - should be just about completed. 

If you want to capture a lot of ships, hold off accepting the Bentusi's offer 

for now. If not, accept right away and build three or four Ion Cannon 

Frigates to make up for the ones you would've captured. Otherwise, wait until 

the Bentusi are prepared to leave before accepting; it'll give you Collector 

enough time to gather more resources. 

Either way, as they leave, they warn you that Turanic Raiders are about to 

ambush you; or more specifically, your Resource Collector and Controller. 

Send your Strike Craft and Frigates out to protect your resource team and 

begin building as many Salvage Corvettes as possible until you reach the 

magic number of sixteen. I know it's frustrating to continue pouring 

resources into Salvage Corvettes, but this is the last time you'll have to 

for a while, and it'll really pay off in the long run. 

With your team of Salvage Corvettes, position them around your Mothership in 

this fashion: one group of two on each side about seven and a half kilometers 

away and four groups of two behind it twelve kilometers away. The remaining 

four should be sent out to where your Strike Craft is, except well off to one 

side to keep them out of the action. 

By now, a dozen Turanic Fighters should be tangling with your Strike Craft, 

but with a more powerful fleet than before you should finish them off easily. 

A second wave of Fighters and Corvettes will appear afterwards, but they too 

will fall to your fleet. 

But the Turanic Raiders wise up, and decide to send a group of five Missile 

Corvettes into the battle. These things will obliterate your Interceptors if 

you let them, but Heavy Corvettes are able to withstand their attacks long 

enough to destroy them. After the majority of the units are destroyed, 

another wing of Missile Corvettes appear, along with the host Carrier and a 

pair of Ion Array Frigates. 

Send your Heavy Corvettes to wipe out the new group of Missile Corvettes; and 

after your Interceptors finish off the last of the Turanic Strike Craft, send 

them to annoy the Carrier and Ion Array Frigates. At the same time, order 

your Frigates to go after the Carrier and the four Salvage Corvettes to steal 

the two Ion Array Frigates. If you don't eliminate the Carrier's escort, 

they'll attack your Frigates, making it impossible to destroy the Carrier in 

time. That's right, there's a time limit here; if you let the Carrier escape, 

the game is over. To prevent that from happening, switch all of your ships' 

tactics to aggressive and hit the Carrier as hard as you can.

A few minutes after the Carrier appears, six Ion Array Frigates hyperspace 

directly around your Mothership. But if you positioned your Salvage Corvettes 

beforehand, they'll appear directly above your salvage team. Quickly capture 

all six of them (remember, you can select ships and move the camera while the 

game is paused) and return to the battle with the Carrier. 

There really isn't much more you can do at this point. If you gain control of 

an Ion Array Frigate before the Carrier is destroyed, send it out to aid your 

fleet. As long as you attacked it early, though, they should be able to 

handle it by themselves. 

With the Carrier destroyed, send your fleet back to the Mothership and wait 

for the salvage team to "officially" capture all of the Ion Array Frigates. 

Your resource team is probably done harvesting by now, so use the extra 

resources to build up your Strike Craft. If you didn't capture at least four 

or five Ion Array Frigates, consider building enough Ion Cannon Frigates to 

have a total of eight Frigates, regardless of whether they're of the Ion, Ion 

Array, or Assault variation.

Besides that, though, have at least twelve Heavy Corvettes and twenty 

Interceptors. If you captured all of the Ion Array Frigates, then you have 

more than enough Salvage Corvettes already. If not, you'll want at least ten 

going into the next level. 

Leon Hurley
Senior Guides Co-ordinator

I'm GamesRadar's Senior Guides Co-ordinator, which means I run GamesRadar's guides and tips content. I also write reviews, previews and features, largely about horror, action adventure, FPS and open world games. I previously worked on Kotaku, and the Official PlayStation Magazine and website.