Star Trek: New Worlds - Andras Blakeandrasblake.com/files/guides/StarTrekNewWorlds.pdfThis, however,...
Transcript of Star Trek: New Worlds - Andras Blakeandrasblake.com/files/guides/StarTrekNewWorlds.pdfThis, however,...
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Table of Contents Credits 4 Intro 5 General Strategies 6 Cheats 9 Klingon Walkthrough 12
Mission 1 The Insult 12 Mission 2 The Green and the Gray 14 Mission 3 Into the Arena 16 Mission 4 Absent Friends 18 Mission 5 The Mask Slips 22 Mission 6 Knowledge is Power 24 Mission 7 Cry Havoc 26 Mission 8 Operation Retaliate 28 Mission 9 Keep your Friends Close 30 Mission 10 The Jaws of Death 32 Mission 11 Death Rattles 33 Mission 12 Checkmates 36 Mission 13 The Finest Hour 36 Mission 14 The Lost Tribes 37
Federation Walkthrough 40
Mission 1 Power Corrupts 40 Mission 2 A Harsh Lesson 42 Mission 3 A Piece of Paper 43 Mission 4 Into the Arena 45 Mission 5 Absent Friends 46 Mission 6 The Mask Slips 48 Mission 7 Cry Havoc 49 Mission 8 All that Glisters 51 Mission 9 Keep Your Friends Close 52 Mission 10 Jaws of Death 53 Mission 11 Death Rattles 54 Mission 12 Checkmates 56 Mission 13 The Finest Hour 57 Mission 14 The Lost Tribes 58
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Romulan Walkthrough 61 Mission 1 Et Tu 61 Mission 2 The Kingdom of the Blind 62 Mission 3 Into the Arena 63 Mission 4 Absent Friends 65 Mission 5 The Mask Slips 66 Mission 6 Cry Havoc 68 Mission 7 The Best Laid Plans 69 Mission 8 I Have Become Death 70 Mission 9 Keep Your Friends Close 71 Mission 10 The Jaws of Death 73 Mission 11 Death Rattles 74 Mission 12 Checkmates 75 Mission 13 The Finest Hour 76 Mission 14 The Lost Tribes 77 Summation and Thanks 79
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Credits 2000 by the Stratos Group - Not to be reproduced without permission from Zaxxon Content by Windaria Edited by Zaxxon Formatting by Windaria Check out the Stratos Group Homepage @ www.stratosgroup.com Website design by Jessi Conrad PDF conversion by Zaxxon Questions/Comments/Errors? E-Mail Windaria at [email protected] Using our material / Linking to the Guide This guide and all of its contents are copyrighted material. Use is restricted strictly to personal use. Do NOT copy, sell, or in any other way distribute the contents of this Guide without first obtaining written permission from Zaxxon. Readers wishing to link to the Guide may do so by linking to the above URL. Please link, and do not mirror files, as they are frequently updated. These rules are here so we don’t get ripped off; we aren’t trying to be all high and mighty… ;-) Thank you and have a nice day.
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Introduction In some games it’s easy to get through without having a guide. You can save
your progress in case you make a mistake, and the objectives are clearly laid
out. This, however, is not the case with Star Trek: New Worlds. Instead, you will
be unable to save, and some objectives are not easy to understand, or your units
will attack objectives that you need to scan, rendering the mission unbeatable.
To help you get through this game with as little headache as possible, the Stratos
Group has stepped in to present you with this, the Unofficial Strategy Guide for
Star Trek: New Worlds. While not yet a complete guide (Interplay will release
stats for the vehicles and structures so that those sections can be written shortly)
the Unofficial Guide to Star Trek: New Worlds should give you all the information
you need to painlessly get through the game. Inside you will find a very
comprehensive walkthrough, a bunch of strategies, and even a cheat to skip to
any level.
If you've been playing Star Trek: New Worlds, then you should be more than
familiar with the problems by now, and this guide could very well be your answer.
-Windaria
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General Strategies
Issue Capture Orders Early
While this is not a strategy exactly, it is drastically important. For some reason,
your forces do not seem to understand that there are certain structures that you
SHOULD NOT destroy. A great example of this is the first Klingon mission,
where your units attack the very Taubat Temple that you want to capture. This is
very annoying. You will often find yourself having to keep a tight reign on your
troops simply because they seem to have very little self control, and often blast
anything questionable, which can render some missions unbeatable.
Don’t Waste Turrets Protecting Mines
Where possible, Mines should ALWAYS be placed up high. This is done
because it is rare that the enemy will send a unit up onto the mountainous areas,
and also because a good majority of those areas do not have a way to get on top
of them. When placed close to an area where the enemy will have to go through
they provide excellent radar, and require Photon Artillery to assault. Providing
that they have an effective defense this can often prove invaluable near choke
points.
Chokepoints: When You Can’t Place a Mine, Place a
Generator
It sounds silly, but Power Generators have radar on them, and this can prove to
be a HUGE advantage. Any time you identify a choke point in getting to your
base, you should ALWAYS have some form of stationary radar there. While
Mines are preferable, since they also produce resources, Generators should be
used when a Mine cannot be placed close enough due to placing limitations.
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Proper Defense of Chokepoints
Whenever you identify a choke point that could allow units to siege your base, it
is in your best interest to place turrets there. For smaller choke points one Shield
Generator and the equivalent of 3 Disruptor Turrets will work wonders, placing a
Photon Defense Turret somewhere up high as to take out Photon Artillery that
might come for your Turrets. It is quite capable of stopping up ALL access into
your base like this.
‘Defending’ The Enemy Base & Snaking Your Way There
Because Generators have limited radar, and you receive the benefit of their radar
for even telling your units that you plan on constructing one, it is very easy to get
your radar over to the enemy base using the mountains. Once you place the last
Generator with radar over the enemy base, simply place a few Photon Turrets,
and maybe the equivalent of a Disruptor Turret here and there to defend in case
the enemy places some up top to combat your Photon Turrets, and you are set;
their base is yours.
It is important to note that if you queue up a lot of work for your Construction
Bees, like various upgrades, then you will be able to place the Generators, then
go back and cancel the production of all but the last Generator, and you will be
able to reap their benefit without actually having to pay for them.
Use Turrets Wisely
In this game the average Turret can take on 3 standard Tanks, and even several
of the super tanks like the Klingon Disruptor Tanks. Because of this, if you are
able to use Turrets exclusively, you will be in a far better position than the person
who uses mostly units. The problem, of course, is that you will lack the mobility,
but it is possible to use turrets in limited areas in such a way that the enemy will
not be able to approach your base. It is, however, always wise to keep a small
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backup force. Using the ‘snaking’ method you can even assault enemy bases
with Turrets, which proves to be vastly more effective than using units. Just be
careful that you don’t overdo it.
Manpower is a Precious Resource
While you may not think of the unit limit as a resource, it really is in New Worlds.
Sometimes, it is a resource that once spent you cannot get back. A good
example of this is Construction Bees, Cargo Bees, Work Bees, and Colony
Shuttles. Sure, in the beginning of a mission it can be a critical thing to build your
structures fast, but each one of those Construction Bees will take away from your
manpower, which later on in the mission can be a BIG liability. Once you stop
needing to construct buildings and you either need a few turrets or Disruptor
Tanks, you will kick yourself thinking that each of those additional Construction
Bees could have been an extra Disruptor Tank or turret.
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Cheats
Level Skip Cheat
This cheat is invaluable, considering how weird the save game system is for New
Worlds, and if the game ever crashes it tends to crash at the very end of the
game. Open up the game.ini file and look for the following 3 lines:
RomLevel=XX
KliLevel=XX
FedLevel=XX
These lines show your progress through the game, and determine what levels
you are able to play. What you need to do is set these numbers to something
high, like 40, and you will be able to play any mission in the game right from the
get-go.
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Walkthrough The walkthrough is divided into the following 3 sections, with a mission list at the
beginning of each:
Section 1: Klingon Walkthrough
Section 2: Federation Walkthrough
Section 3: Romulan Walkthrough
The 3 sections of the walkthrough cover the 3 playable races in the game,
running from their first mission to the last mission in each series. For each race
expect to play 14 missions, giving you a total of 42, well above par for most RTS
games. While much of the dialogue will prove to be similar between the 3, it is
worth the time playing through each side to get the different perspectives on the
events that are unfolding in the storyline.
When reading the walkthrough I will refer to the four directions used on a
compass, north, south, east, and west. This is done to increase the ease of
reading vs. using directions such as up, down, left, or right. Occasionally I may
slip, but I shall try not to. If you are confused as to which direction is north, then
simply press F2 for an isometric view and you will be looking north. The
compass up top should assist in this matter as well.
Training your senior officers is also taken as a given in this walkthrough. You will
need to train your officers on each mission, improving their efficiency. Some
objectives cannot be completed without a properly trained team as well, so you
will need to make sure that you train them on each mission.
You will also want to note that for the most part, base construction and resource
gathering has been ignored in the walkthrough, as I will assume that you know
how to do both instead of re-hashing it each time. If you want, you can play
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through the tutorial, as it will explain much. Occasionally, when it is especially
important to construct in a certain order or construct a certain building ASAP then
I will make special mention of that, such as when placing turrets on specific
chokepoints or when there is a need to construct them sooner than in other
levels.
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Klingon Walkthrough Klingon Mission List Mission # Mission Title Planet Stardate Mission 1 The Insult Taal 8988.1 Mission 2 The Green and the Gray Ixion 9004.3 Mission 3 Into the Arena Mazikaan 9041.4 Mission 4 Absent Friends Orgolio 9074.6 Mission 5 The Mask Slips Ap173.B 9092.1 Mission 6 Knowledge is Power Bursai IV 9115.2 Mission 7 Cry Havoc Al-Fadir 9133.4 Mission 8 Operation Retaliate Tancred IV 9169.4 Mission 9 Keep your Friends Close Pellion Blue 9224.4 Mission 10 The Jaws of Death Lupercal 9250.6 Mission 11 Death Rattles F’Thorc A 9264.5 Mission 12 Checkmates Cadimus II 9276.0 Mission 13 The Finest Hour F’Thorc A 9297.2 Mission 14 The Lost Tribes Cadimus II 9309.4
Mission 1: The Insult
Objectives:
• Construct a Vehicle Yard, Power Generator, Construction Yard, Resource
Processor, and Mining Station.
• Upgrade Colony Hub and Construct Disruptor Turret
• Investigate Antiproton Source
• Capture Taubat Temple (Optional)
• Destroy Taubat
Directions:
Begin constructing your colony and send your Science Vehicle to the cove to the
East. You will see the source of the antiprotons here. It is important that you
keep any vehicles that can attack away from this, as they will begin assaulting
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the Hubrin Fortress. If they destroy it you will not be able to complete this
mission.
After you are done scanning the object (you will need to put your science officer
onto your science vehicle to do so) move your science vehicle back to your base.
The Taubat will become offended that you moved onto their territory, but ignore
them.
Once you are able to construct a Mine, build it to the North, on the eastern side
of the rocks in the middle above your base. You will need to put a Disruptor
Tank and a Photon Artillery vehicle up here to guard it. Next take two more of
your combative vehicles and have them guard the opening to the southwest of
your base. The last two units can guard the northern end of your base, but make
sure to keep them close.
It is important on this mission, as with any other mission, to construct turrets.
This is because they are far more effective in combat than any tank that you can
build. Once you are able to construct a Shield Generator, place it at the
southwestern opening in your base. You will then need to construct two or three
Disruptor Turrets here so that the Taubat will not be able to enter this area of
your base.
Next place another Mining Station to the north, but this time on the western side
of the rocky outcroppings in the desert. Make sure that you can see on top of the
large mountainous area further to the west. You will need to see up top here so
that you will be capable of constructing Disrupter Turrets up there. Eventually
the Taubat will send vehicles along this, which will come down into your base. It
is important that you block them with 3 Disruptor Turrets spread across the width
of this mountainous area.
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At this point the Taubat will only be able to come down at you via the middle
area. Move all of your vehicles up the middle a bit, to where your mines are, and
make sure that the Taubat do not get past them. While you are holding this area
begin construction about 9 Disruptor Tanks. Once these have been constructed
move them north, along the eastern edge, and take out the Taubat house that is
up here. There is another Taubat house to the western side of the main area
here as well that you will need to take out.
Next continue moving your forces forward and you will notice that the two sides
come together into another choke point. Place a Disruptor Turret or two here
and you will be able to keep the Taubat away from your base throughout the rest
of the mission. At this point simply build another 9 or so Disruptor Tanks, and
make sure you bring an APC or two with you, and move your forces up north into
the Taubat base. It is important that you keep your APC out of the main fight,
and take out their Taubat Defense Turret and Taubat Vehicle Factory. Once
both of these have been taken out, order your APC to capture the temple quickly,
so that your forces do not fire upon it.
Next, while your APC takes the structure destroy the Taubat houses that are up
here, and then send your forces down the southwestern passage from their base
that leads to the western passage in your base. Along here you should find a
force of Taubat vehicles that you will need to take out to end the mission. If you
have not completed the taking of the Taubat Temple, and destroying it, you may
wish to put this off until you have done so. While this objective is not necessary
in the least, it is rather fun to do.
Mission 2: The Green & The Gray
Objectives:
• Construct 5 Static Disruptor Systems
• Construct 8 Disruptor Tanks
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• Protect Allied Taubat
• Destroy Enemy Taubat Base
Directions:
Since you start this mission in an easily defensible area, be especially careful.
You will have Silicon, Magnesite Ore, and Talgonite deposits to the east,
Dolamide to the southeast, Kelbonite to the northeast, and Raw Dilithium to the
north and south, so you should not have many resource issues.
At the beginning of this mission bring your assault vehicles close to your base.
While you could send them through the only visible opening, you would then
neglect the opening to the cliffs behind your base. You will need to develop
turrets early to guard this position to the west.
Once you are able to construct a mine to the west, and send a scout north to
place a mine up there. It is best to keep them on the mountainous areas here,
even though the enemies can get to them. For the most part they should be
neglected.
When you are able to construct a Shield Generator, place it to the western
entrance to your base, then construct several Disruptor Turrets around it, and
maybe a Photon Turret or two. Once the turrets have been constructed, send all
of your units to the west. Begin constructing a large force now, and place a
shield generator as well as some turrets to guard this area of your base. You
should then not have to worry about any enemies getting near your base, so
send all of your units to the west so that you may guard the Taubat base.
Instead of simply building Disruptor Tanks, you may also wish to build a large
quantity of Disruptor Batteries to deal with the enemy base that you will
encounter soon.
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While constructing your forces send a scout up the cliff to the east of your base,
then down south. You should see the enemy base down here, and get the
evidence that you require. If you place a Photon Defense or two down here you
will be able to destroy many enemy structures without having to put yourself in
harm’s way.
Once you are finally ready have your units come down and wipe out the enemy
Taubat. Simply move your forces down to the south and attack any enemy units
that you come across.
Mission 3: Into the Arena
Objectives:
• Destroy the Taubat Settlement
• Capture the Temple
• Destroy the Temple (Given after it is captured)
Directions:
You start this level in a very poorly defensible position, so it is even more critical
that you get your base up and running fast in this level than the previous two.
While you start out with a few defensive structures, they will not be enough, so
make sure to not rely upon them too heavily. It is also important to note that on
this level you should not have to worry about the Romulans or Federation, as the
Taubat will probably destroy the Romulans before you are able to mount an
offensive, and to get to the Federation you would need to go through the Taubat
anyway, and complete your mission.
Because of this get your base built up quick, and send out a few scouts to check
out the area. You will notice that there are not any mountains for a good
distance from your base either to the north or to the east, but nonetheless this is
where you will want to build your mines. Construct your first mine on the
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mountainous area to the north in the Dolamide field. While you are here you
should also notice an easy defensible choke point. Remember where this is.
Next construct the next mine to the east of your base on the mountainous areas
there. You will find Dilithium, Talgonite, and Magnesite Ore fields out here.
There will also be a closer mountainous spot that has Silicon on it, and you will
want a Mining Station here as well.
Once you are finally able to place a Shield Generator, place it where that choke
point was up north. After the Shield Generator has been constructed, place two
Disruptor Turrets here as well.
To the east of this position you should see another choke point. Again, place a
Shield Generator and two Disruptor Turrets here, and again to the south at
another choke point. While building these defenses you should also be
constructing Disruptor Tanks to continue to defend your area.
There is really only one more chokepoint to the east of the last one, and once
this has been defended you will only need to worry about the area to your east,
toward where the Romulans are. For the most point Taubat and Federation
forces will simply run into your Disruptor Turrets and be destroyed, so they
become of little consequence. If any are able to get past, the turrets that you
started with in your base will fend them off easily.
Once your defenses are up, you will need to construct your attack force. Since
not many enemies will come from the now-open corridor to the east, you will not
need to leave more than one or two Disruptor Tanks behind. The reason that
one or two should be enough is because by now you should have your mines in
such a position that you will have radar coverage of any place from which an
enemy can come at you, so you will have advance warning.
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Take your units up north and you will notice an open-looking area in the center of
the map. You will find several turrets here, as well as the Taubat settlement.
First destroy the Taubat Defense Turrets and the Taubat Vehicle Factories. This
process may take two or three waves of your troops, but eventually you will be
able to destroy the Taubat settlement.
After the settlement has been destroyed you will need another force, along with
an APC or two for redundancy in case the one you bring gets destroyed. Take
this force up to the far northeast corner of the map. Up here you will find the
Taubat Temple. It is important that you take out the Taubat units, while keeping
your Tanks outside of firing distance from the Temple so that they do not attempt
to destroy it, as they will. When you are ready bring your APC up and have it
capture the Taubat temple. Due to what appears to be bad map design here,
your APC will most likely have problems doing this. What you need to do is try to
get the APC to the northwestern corner of the Temple, and then order it to
capture and it should do so. After it has been captured you will be ordered to
destroy the Temple. After the Temple is destroyed the mission will end.
Mission 4: Absent Friends
Objectives:
• Mine Resources, Fend off Hubrin
• Capture Taubat Hanger w/ an APC (Replaces first objective, becomes
available after distress signal is received)
Directions:
You will find yourself under HEAVY fire during this level, so it is very important
that you get up and running quickly. You will face a new race in this level, the
Hubrin. They can take out most of your tanks in one shot, so be careful. It is
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also important that you IGNORE the calls for help from the beginning. You can
carry out your mission later, for now you need to defend yourself.
Send 1/2 of your offensive units to the north of your base, and the other 1/2 of
your units to the south. You will need to place your mines on the mountainous
areas to the west of your base; they will give you radar, which you will need to
watch for Hubrin forces.
Immediately to the northwest of your base is the Federation base, but you should
not need to worry about it, as they should offer you very little trouble. Instead
they will act more as a buffer against the Hubrin than anything else.
After you are able to build a Shield Generator, place it at the bottom of the
southern passage, in such a way as the Hubrin have to bend the corner to see it,
and by that time it is too late. After it is placed, place 3 Disruptor Turrets here,
that way as soon as the Hubrin forces round this corner they will be destroyed.
After a while you may wish to place a Photon Defense Turret facing down the
passage to the west that they must come through, but for now it should not be
necessary.
If you have problems getting to this point, then you may wish to build APCs and
more Disruptor Tanks. These should help you to this point, but there is no real
way to get here by the books. Once you are able to build turrets though things
become easier.
Next, have a scout head north a bit and you will see an Advanced Mine. It is
Federation in design. Right before you get to it you should see two choke points
that are easily defensible, and will box in your base. What you want to do is put
a Shield Generator in each, and place 3 Disruptor Turrets next to the one on the
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western side, and two on the eastern side. This will completely seal off your
base, with one exception that should not be exploited for a while.
Within your defensive perimeter, to the west, is an opening that will let you up on
the mountainous area. After you have the north and south cut off with Disruptor
Turrets, move your troops up here and you will see a way down to the south.
Guard this until you can place two Disruptor Turrets here, with a Shield
Generator blocking any Hubrin that may wish to come up here. At this point you
should now be roughly safe, though it can be hard getting to this point, but the
tide is now turning.
Send a scout through the northern area, and see if you can run him through the
Federation base. If the Federation base has not been devastated yet, then this
may be overly problematic, and you may have to wait a bit. This is really
something that you need to finesse. After you are past the Federation, keep to
the northern area, and head east toward the cemented area; this is where the
Romulan base is. Do not actually enter it, but right before it you should notice a
little cul-de-sac area that is full of Dilithium. Send your scout up here so you can
get the radar to construct a mine. After this mine has been constructed have
your scout head to the southern area of the Romulan base, avoiding the Hubrin
forces.
To the south of the Romulan base you will find some expansive Silicon fields.
Place a mine or two here, as this will prove extensively helpful in gaining the
resources that you need.
Next run your scout into the Hubrin base so you can see where things are,
specifically see if you can find the Hubrin Fortress before it is destroyed. The
data you will gain from this suicide mission will be very helpful.
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Construct another scout and send him on top of the mountainous area to the
west of your base. If you have your scout go to the far southwestern edge of it
you will be able to look down at much of the Hubrin base. Begin constructing a
force of Disruptor Tanks, Photon Artillery, and Disruptor Batteries. These will be
used later, once they are constructed.
Build a Photon Defense turret next to where your scout is, looking down on the
Hubrin base. Then, look at the mountainous area that was just south of the
Hubrin Fortress that you saw earlier. From your scout you should have enough
radar distance that you can construct a Power Generator on this mountainous
area. The Power Generator will give you the radar you need to see the Fortress,
and construct some Photon Defense turrets what will assist you in taking out the
Hubrin Fortress, and their fixed defenses. After the first Photon Defense has
been placed, you may also wish to place one on the mountainous area just to the
north of the Hubrin Fortress. Have the two of these Photon Defense turrets take
out whatever they can, EXCEPT for the Taubat Hanger. This is where your
people were taken, so it is important that you keep the Photon Defense turrets
from attacking it, even if it means razing them.
After you have done as much damage as you can with your Photon Defense
turrets, raze them and place a few Disruptor Turrets in the Hubrin base. The nice
thing is that the Hubrin will ignore them until they are constructed, at which point
it tends to be too late. If you can get two being constructed at the same time,
then they will not be able to destroy both of them before they have taken out the
Hubrin that are close to them. It is important that you place any turrets out of
range of the Taubat Hanger though, as they will destroy it and you will lose the
mission.
Once enough havoc has been created in the Hubrin base, have your forces
move in and secure the area, carefully avoiding the Taubat Hanger. Once you
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are finally ready bring in one APC and have them capture the Taubat Hanger,
and the mission will end with you finding out that your forces are not in it.
Mission 5: The Mask Slips
Objectives:
• Destroy At Least 3 Taubat Workshops
• Scan the Metar Colony Core (After Workshops are Destroyed)
• Destroy the Metar Colony Core
• Survive
Directions:
You start this mission in a rather large and easily defensible position with only 3
choke points to worry about. There are also huge Talgonite fields to the south of
your position. Two of the chokepoints are to the east, and the third is to the
south. For the most part, the units that you start with should hold you until you
have developed Turrets, but you may wish to construct a few APCs during the
early parts of the mission, and several Disruptor Tanks once they are available.
It is also important to produce a force of 3 Photon Artillery, 3 Disruptor Tanks, 1
Scout, and 2 Disruptor Batteries for when you place defenses at the second
chokepoint.
When you are able to set up Mining Stations set them up on the western edge of
your base. There are large Talgonite fields here that will provide you with a good
amount of minerals here. Set up about 3 mines right away.
For the purpose of centralizing the areas that you need to defend, and blocking
off the most used chokepoints first, you will want to block the northeastern one
first. Send your scout up there accompanied by two Disruptor Tanks in case
anyone is waiting for you, and place a Shield Generator and three Disruptor
Turrets. This should hold for now, but you will want to construct more later on.
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Next, place another Shield Generator and three more Disruptor Turrets to guard
the lower western chokepoint. Again, you will want to construct more when you
are able to.
For now the southern opening to your base is the only way anyone can get in, as
the three turrets, if placed properly, should hold off any enemy forces. You may
also wish to construct a Power Generator at each position once you are able for
radar coverage.
While your units protect the southern passage, send the 3 Photon Artillery, 3
Disruptor Tanks, 1 Scout, and 2 Disruptor Batteries down the southern passage,
and east as soon as they are able to. You should find the Metal Colony Core, as
well as the Active Portals here, along with the Taubat Hangers. Have your
Photon Artillery assault the Taubat Defense Turrets, and let your Disruptor
Batteries take out the Taubat Hangers, keeping them out of range until the turrets
are destroyed, while your Scout finds the rest of the turrets. Your Disruptor
Tanks are to be used to dissuade any enemy units that come near, with help
from your Disruptor Batteries when necessary. Overall it should not be hard to
destroy 3 Taubat Hangers, or all of them for that matter.
Once this objective is complete it is imperative that you DO NOT scan the colony
core yet. When you do you will let loose the most dangerous enemy in the
game, and you should not be prepared to handle them yet. Instead locate the 3
Active Portals, and place a Power Generator next to each one of them on the
mountainous areas, along with a Photon Defense turret. This will enable you to
destroy the portals as soon as you can. You will also want to block off the
southern passage of your base with AT LEAST 6 Disruptor Turrets, along with an
extra Disruptor Turret on each of the eastern chokepoints. After these Disruptor
Turrets have been placed, add a Photon Defense turret on the mountainous
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areas next to each chokepoint, then place 3 Disruptor Turrets around the area
where enemy units can get up on the mountainous areas to the east of your
base. By now you should have noticed this spot, as an enemy should exploit it,
popping up on your radar.
If you have had problems getting to this point, because the Taubat act before you
are able to stop them, then you may wish to simply try getting everything together
soon or send a few Photon Artillery down early and see if you can destroy three
Taubat Hangers without any aid.
When you are finally ready, send a Science Vehicle to the Metar Colony Core
and perform a science scan on it; you will not need an officer. As soon as the
scan is complete, the Metar will start coming from the portals, so have your
Photon Defense turrets begin blasting the portals, as well as on the Core itself.
You will want to take them all out, just to be on the safe side. After the core is
destroyed a Warbird will pick you up, but you will have to survive for about 10
minutes.
If you are having defense problems, or problems assaulting the Metar with your
turrets, then you may wish to use more. For example, between the 3 choke
points and the 2, I aimed at each Metar structure, I probably had constructed 30
turrets. If you use many of them then you will practically be ironclad.
Mission 6: Knowledge is Power
Objectives:
• Build a Science Block w/Special Weapons Wing & Two Photon Turrets
• Locate the Escape Pod Containing Dogh
• Locate the Escape Pod Containing the Data Core
Directions:
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Because you will be starting when the Metar have an active colony, it is a very
good thing that you only have one choke point to worry about. It may look like
two, but if you follow them south, and bend to the west a bit you will see that they
come together. You will not want to go past this point, however, as it will trigger
a response that you will not be prepared to deal with for some time.
When building your base it is important that you DO NOT waste time on
ANYTHING other than Turret development in the beginning. You will need your
construction bees to focus on this exclusively, as the Metar will come in soon,
and you will not be able to handle them otherwise. It is, however, wise to build
about 5 APCs while you wait.
First construct your Construction Yard, then your Science Station, and then
revolve back and forth upgrading the 3 structures until you are able to build an
Arsenal. Once this is constructed go to the southern chokepoint, where ALL of
your units should be waiting, and build a Shield Generator, then 3 Disruptor
Turrets. After these are completed build a Photon Defense turret on either side
of the valley that leads into your base, and you should be temporarily secure. If
you performed quickly enough you should get this done before any Metar units
attack.
Next go back and construct your Resource Processor and Mining Stations, then
construct your base as normal. It is quite possible that, so long as you even
have a science vehicle in your base, you can beat this level without ever having
to use any units or leave your base. Instead of using a science vehicle, it is
possible to just get the two necessary pods on radar. Because of this, using
Power Generators to reach them can allow you to beat the level with ease.
If you want to beat the level using units, you’ll want to use about 10 cloaking
tanks to remove the Taubat and Metar blockades. Simply have them head out
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and explore the map to the southwest, and to the west. You will inevitably see
several blockades; have them all get really close by moving them constantly
without attacking so that they don’t decloak until they are all there, then order
them to open fire. Once the blockades are clear move your science vehicle to
the one to the southwest, then bring a huge group of forces and destroy the
Metar and Taubat base to the west, and bring your science vehicle through the
canyon at the far end to the escape pod. Personally… it is easier just using a
generator jump.
Mission 7: Cry Havoc
Objectives:
• Capture the Klingon Science Block
• Capture the Klingon Arsenal
• Capture the Klingon Construction Yard
• Capture the Klingon Colonial House
• Destroy all Taubat and Metar Forces
Directions:
Due to what I can only assume is a bug, you will need to leave your APC at
captured structures, so that your forces do not attack them. It is also annoying
that your forces even attack the structures that you are to capture, so you will
need to be very careful. Your base is to the south of your starting position, but
do not take your forces out of your base yet.
Wait for the Taubat Artillery first, and destroy them once they arrive. There are
approximately 4 that will come to attack your hub. After that, your hub should not
be attacked any more. Because of this you can then take all of your forces, save
two Disruptor Tanks to make sure, away with you on this mission. It is wise to
leave the two Disruptor Tanks just incase any enemies slip past your forces.
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Take your forces west, then south under the bridge. To the southwest of here
you will find the old Federation base. Destroy everything here, including the
Active Portal that remains. Remember to keep your 4 APCs protected in the
rear, as you will need all 4 of them.
After leveling the Active Portal, along with the Federation Science Block and the
Taubat Houses head east. To the east, which should be south of where you
started, you will find your old base, along with an Active Portal, some Taubat
Houses, and a group of Metar. Have your assault units move in, and once they
are close order your APCs to capture each building as they appear. This will
prevent your forces from destroying the structures here, and will enable you to
effectively attack the enemy. If your APCs are far enough back, then they should
not arrive to any one area until your forces have cleaned that spot out.
At this point you may choose to construct a base or not. It is quite possible to
complete this mission without constructing new forces, but they can make it quite
easy. Personally I would recommend creating more units to guard this base
while your forces continue on. It is important to also note that the Metar base is
directly to the south, but it is best saved for last. You should not receive more
than a dribble of attacking units from it anyway.
Once you feel ready, have your forces move to the east and you will find the
Romulan base, which is also infested with Metar. Destroy everything here and
head further to the east and you will find the Romulan starting point on this level.
By now the Metar should have infested it, and you will most likely not see any
Romulans. If you do, however, destroy them as well. While I have yet to see
any Metar to the north of here, you may wish to investigate that area to be sure.
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To the south of here you will find the Federation starting point. Treat this the
same way as you did the Romulan starting point, and vaporize everything. From
this point head to the west and you will come to the Metar base. By now you
should have the Metar base blocked in. Simply move all of your forces upon the
base, and be careful to treat their Turrets delicately. If you have missed any
units then you will have to go on a bug-hunt for them, which can get annoying.
Within the Metar base you will find a Taubat Temple, 2 Taubat Defense Turrets,
3 Phaser Defense Turrets, Metar Colony Cores, a Metar Colony Core, an Active
Portal, a couple Taubat Hangers, and a bunch of Taubat Houses. Once every
Taubat and Metar has been destroyed the mission will end.
Mission 8: Operation Retaliate
Objectives:
• Destroy All Metar Colony Cores & Active Portals
• Destroy 75% of the Metar
Directions:
At the beginning of this level it will look as if you are in a very poorly defensible
position. While this is true, you are capable of easily remedying this, but you will
need to act FAST. Do not waste time working on your base in the beginning
before going on the offensive, instead queue up a structure or two, order your
Vehicle Factory to construct a group of APCs, approximately 5, and head south
with the rest of your forces.
You will come to the Taubat base down here. Use your Photon Artillery to
destroy the two Taubat Defense Turrets down here, then bring in the rest of your
units (except the APCs which you construct, those will need to go to the northern
chokepoint) and destroy ONLY the two Taubat Hangers. Do not bother with the
houses, as you will need to act fast. Use your Scout to locate them if you need.
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After the two Taubat Hangers have been destroyed, have all of your forces
except the Scout and Photon Artillery head back to your base. You should have
encountered a couple Metar by now, but at least they will have less reason to
head south, with the Taubat base destroyed, and you will not have to face many
Taubat forces at all.
At this point you will need to focus on protecting the area where enemies may
come down the mountain to the west, and the choke point up north. Have your
Photon Artillery destroy the Taubat Temple and Taubat Houses down south,
while you Scout spots the two good mineral veins for you to mine down there.
As soon as you can construct turrets (and you should have constructed many
vehicles in the meantime, but nothing else yet, just go for turrets and vehicles)
look at the area where vehicles can come down to the west. Immediately above
that, on the mountain there, you should see a nice chokepoint that is easily
defensible. Place a Shield Generator there along with three Disruptor Turrets.
After these have been placed continue to construct units, and maybe a few
turrets, along the northern choke point, but do not move yet.
You may occasionally have one Metar that will run around your base, but it
should not pose a huge threat. Simply have a Disruptor Tank or two back there
to take them out, but be sure to focus your attention to the north as Metar can
stream through there at times.
If you have any resource issues then you will want to send a Scout as far north
as you can, past the Metar units that patrol here. You will find great resource
fields that can really give you a boost.
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While focusing on the northern chokepoint (again, this cannot be emphasized
enough) construct a Power Generator as far to the west as you can. You will
want to construct yet another (cancel the construction of the first if you can) and
you should be within radar of the Metar base. Build a Photon Turret in such a
position as it will be able to fire on the Active Portal that is within range, then
build another Power Generator further west and construct another Photon Turret.
You should be able to destroy one of the Metar Colony Cores there, along with
an Active Portal or two, providing you place them well. While doing this you will
receive aerial assistance, but do not count on it. Instead continue to mass your
forces, and place turrets to defend the northern channel (a wall of them across it
at least, and maybe a couple leading up to it).
When you are finally ready move your units toward the Metar base simply move
in and destroy the Metar. Once you reach this point it is not overly hard, but you
will want to focus more on the Active Portals, so that you have as few Metar to
deal with as possible.
Mission 9: Keep your Friends Close
Objectives:
• Perform an Engineering Scan of the Federation Hub
• Destroy Primary Federation Shield Generator
• Perform a Science Scan of the Metar Colony Core
Directions:
This mission will begin with you placed in a rather poorly defensible position.
You will have an opening to the southwest of your base, and two openings to the
north. While the opening to the south can be guarded with two Disruptor Tanks,
the northern areas will need a good deal of attention.
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If you need any resources on this level beyond what is near your base, simply
send a Scout to the south, as far as you can go below your base, and you will
find EXPANSIVE Dilithium fields, that will give you all of the minerals you need.
For the beginning of the level, however, the minerals near your base should be
sufficient.
It is also important to know that you will need to act fast simply because the
Federation will not last long, with the Romulans and Metar pounding on them
they will fall quickly, so you will need to get your forces into position as soon as
possible, and even defend them to an extent.
Build two Construction Bees in the beginning, then research your way up to
turrets ASAP. As soon as you can construct a Shield Generator place it over the
southern opening, then place three Disruptor Turrets around it. After they have
been placed look at the two northern openings. The eastern one can take a
diagonal line of turrets covering the whole thing, and you will want to place two
more turrets back from the front line. This should give you adequate protection
with only one chokepoint to worry about.
While constructing the turrets it is important that you construct a large force. You
will want about 4 Photon Artillery, along with a Scout, a Science Vehicle, and as
many Disruptor Tanks or Disruptor Batteries as possible. After you take your
forces out of your base you will want to construct about 4 more Disruptor
Batteries to keep around your base at various points, to make sure that if
anything gets past your turrets you will be able to take them out.
When you finally have enough forces, take them out of the choke point, and have
them head to the northwest of your base. You may let your forces destroy
whatever structures they come across, except the Hub. Once your forces
actually reach their base, however, let the Photon Artillery take out the turrets,
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and order the construction of an APC. Once the APC has been constructed
construct another, and order the first to capture their hub. This will keep your
units from destroying the Hub.
As soon as their turrets are down (you may wish to place Disruptor Tanks where
their turrets were to keep them from re-building them) have your Science Vehicle
perform an engineering scan on their Hub. You will need your engineering officer
on board the Science Vehicle to do this.
After the scan has been completed have your forces destroy their Shield
Generators, then you will automatically beam Sarek out.
Next take your forces and move them north. You should not encounter much
resistance at this point. Simply head north, destroy the Active Portal, then
continue through a nice ravine up here that bends to the east. Once you are out
of the ravine head east, and you should see two smooth spots on the ground.
These should be almost directly north over the mountains from your base. Have
your forces secure this area, while keeping them away from the Metar Colony
Core. When you can, scan the core with your science officer onboard, and the
mission will end. Too bad you don’t get to destroy the Metar or Romulans on this
level as an objective…
Mission 10: The Jaws of Death
Objectives:
• Mine 100 more Dilithium Than What You Started With
• Mine 50 more Transparent Aluminum Than What You Started With
• Protect the Hubrin Guide
Directions:
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Like many missions that you come up on now, you will be HIGHLY unable to
properly defend yourself on this level, so do not try to ward off chokepoints.
Instead build a large force of units on this level.
At the beginning of this mission move about 4 or 5 units around the Hubrin unit,
you cannot let him die. Keep watch on him throughout the mission.
While you are supposed to be working with the Federation and Romulans, more
or less, it is important to know that they will do little but attack you.
Once you get together about 5 Disruptor Batteries, you will want to take them to
the southwest and destroy the Taubat base here.
For the most part you can just ignore both the Taubat and Metar though. Instead
keep your base simple, only really building a few units. Place two mines on the
Kelbonite fields up north, then a mine or two on the Dilithium fields to the south.
Eventually you will mine enough and the mission will end. For the most part, this
should prove to be a rather easy mission.
Mission 11: Death Rattle
Objectives
• Construct 4 Vehicle Yards and Either 3 Advanced Generators or 5 Power
Generators.
• Research the Containment Pillar (After necessary base improvements are
made)
• Repair the Containment Pillar (After pillar is deployed)
• Defend the Containment Pillar (After pillar is fixed)
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Directions
This will be one of the hardest missions that you have played yet. You will not
have any defensible areas worth speaking about, so you will have to rely more
on the weaker units than the turrets. There is an opening below your base, an
opening down the cliff directly to the north, and huge openings to the northeast
and northwest.
The other thing to be aware of is that the Metar have units that cloud your radar,
and that you cannot see. They also have units now that can launch photons
faster than you can fire with a Disruptor Tank, and each shot can take out a
Disruptor Tank. Because of this you will want to use mostly Disruptor Batteries.
At the beginning of this mission get 3 working vehicle yards up, and research up
to Disruptor Batteries and Photon Defense Turrets as fast as you can. You will
also want to construct 3 Scouts. While this is happening take 4 of your Disruptor
Batteries and send them up the northeast passage to the flat spot on the ground,
there is a Hubrin Observer here that you will want to protect. The rest of your
forces should be scattered along the perimeter of your base, with 2-3 Disruptor
Batteries to the south of your Hub. While you can get away with 1 or 2 in the
beginning, you will NEED to have 3 once you are able to construct Disruptor
Batteries.
Next examine the map. You will notice that you are at the far end of a large oval-
like shape, as the northeast and northwest paths join again to the far north.
Where the come together at the other end is a HUGE Metar and Taubat base,
complete with 4 Active Portals. This mission is made MUCH easier if you can
destroy these 4 Active Portals.
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Run your scouts up the northwest passage and you will notice some large
Dilithium and Silicon fields here. Place your Mining Stations in this area, as the
eastern area is crawling with Metar. The Silicon fields are especially helpful.
Once you have used the radar on the Scouts to place the mines, head further
north and you will see the first Active Portal. Just try to run past the turret
protecting it and hide behind it. Place a Power Generator and Shield Generator
on the cliff behind the Active Portal, then move west and you should see a large
rock area that juts up between two Active Portals. Place a Power Generator in
the middle of it, and a Shield Generator to either side of it, then move your
Scouts further west and place a Shield Generator and Power Generator on the
cliff area above the last Active Portal.
After all of your Shield Generators and Power Generators have been placed,
place two Disruptor Defense turrets next to each Shield Generator and begin to
pound on the Active Portals until they are destroyed. This will make this mission
WORLDS easier, vs. leaving them alone and letting the Metar continually come
out of them and wreak havoc on your forces.
When you are ready to construct all of the Vehicle Yards and Generators that are
required you will want to have about 3 extra Advanced Generators, and make
sure that you have about 6 Disruptor Batteries around the Containment Pillar
area, a Disruptor Turret at each corner, a Photon Turret to the south of it, and a
Shield Generator also to the south of it. Lastly, you will want to have a Science
Vehicle next to it as well. It will come under heavy fire once constructed so be
careful.
Finally, construct whatever parts of the base you have not yet, and research the
Containment Pillar. It will then be automatically launched, but a problem will be
found in it. Get a science vehicle next to it and it will correct the error, then you
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will simply need to survive for a little while, a task that is made easy by the
previous destruction of the Active Portals, and the mission will end.
Mission 12: Checkmate
Objectives:
• Protect the Vehicle Yard
• Research the Anomaly Device
Directions:
While I believe that this mission was intended to be hard, it is very far from it.
The only thing that you need to construct is a Science Block. As soon as the
Science Block is constructed research the Anomaly Device right off, then have a
few Disruptor Tanks follow it when it launches and after about 20 seconds of it
moving around the mission will end. Maybe you were supposed to research up
to a certain level before being able to research the device itself, so maybe this is
a bug, but the mission takes less than 2 minutes to complete.
Mission 13: The Finest Hour
Objectives:
• Survey Metar Colony Core w/ a Science Vehicle
• Protect the Containment Device
Directions:
At the beginning of the mission make 3 Photon Artillery and 6 Disruptor Batteries
and send them to the Containment Device, scattered around as close to it as you
can get them. This should provide enough protection until you can construct the
same turret arrangement that you used on the last mission.
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Instead of using the turrets as you did on the last mission, you will instead want
to mass Disruptor Batteries on this mission. Simply build up your base using the
same mines as last time, and protect it in the same way with about 13 Disruptor
Batteries grouped around it, paying close attention to them. You may take a
while to build up the Disruptor Batteries, but that’s ok. Protect your base as best
you can until you construct an extra 15 or 20 Disruptor Batteries, then send them
up the northeastern route. While they are moving north construct a Science
Vehicle and an APC, but construct the APC first as you will NEED it.
When your Disruptor Batteries get up north have them begin walking through the
enemy base destroying everything in their path. That should be enough, but if
ever your Disruptor Batteries are destroyed simply construct another force.
Once the Metar Colony Core comes into view, order the APC to capture it, then
move your Disruptor Batteries past it and out of range in case your APC gets
destroyed on the way. This will ensure that your Disruptor Batteries will not
destroy the Metar Colony Core, which you need to scan.
After you are past the Metar Colony Core simply continue to decimate their base,
then move your Disruptor Batteries around the Metar Colony Core without
actually getting within firing range (stop your APC before it can actually capture
the core). When it is safe bring your Science Vehicle up and scan the Metar
Colony Core.
Mission 14: The Lost Tribes
Objectives:
• Capture Metar Temple & Research Sentient Anomaly Device
• Capture Metar Colony Core - Starship
Directions:
38
Unlike the Federation, on this mission you will not have the luxury of removing
the Metar to make this mission easy. Instead, as attempting to build a base is
nearly futile, you will need to perform a quick decisive strike on the Metar base,
completely ignoring yours (you won’t be coming back to it anyway), hoping that
you can complete the mission before your Hub is destroyed.
Take the units that you have at the beginning and run them directly to the Metar
base at 262:316, keeping your APC and Science Vehicle behind your Disruptor
Tanks, as you will need them to survive to complete the mission. While your
units are moving begin production of a Construction Yard, Vehicle Yard, Science
Block, then another Vehicle Yard. The Science Block is necessary for
researching the Sentient Anomaly Device, and the rest are to provide fodder to
buy you time. Because of this you will want to queue a bunch of APCs when the
yards are complete, but hopefully this mission should not last that long.
When your Disruptor Tanks arrive at the Metar base you will want to take out the
two closest turrets. Avoid hitting the closer Metar Colony Core as much as
possible, as this is the one that you will want to capture since it is the easiest to
reach. You will want to move your Science Vehicle in slowly as you take out the
second turret so that you can scan the Taubat Temple as well, and make sure to
scan and research the results before actually capturing the Metar Colony Core.
This is very hard to do, and can take several tries. The best approach I've had is
to bring my units just outside of the range of the first turret, then move them in a
line to the left, staying just outside of range the whole time, and when I have a
long line of troops all just outside of its range, order them to attack. If you're very
lucky you will only lose 4 Disruptor Tanks on the first turret, otherwise if you
played well, 6. The second turret will most likely take out all but 1 or 2 Disruptor
Tanks, so it is important that you are careful without taking very long.
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If all goes well and you move swiftly, you should be able to finish the mission
rather expediently, in less than 5 minutes if you are very fast. The longer that
you take the harder it is, and a wonderful ending sequence will await you.
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Federation Walkthrough Federation Mission List Mission # Title Planet Stardate Mission 1 Power Corrupts Karazin 8987.8 Mission 2 A Harsh Lesson Jeddart 9006.1 Mission 3 A Piece of Paper Fico Hydra 9020.9 Mission 4 Into the Arena Mazikaan 9041.4 Mission 5 Absent Friends Orgilo 9074.6 Mission 6 The Mask Slips AP173.B 9092.1 Mission 7 Cry Havoc Al-Fadir 9133.4 Mission 8 All that Glisters Durac Iota 9150.6 Mission 9 Keep Your Friends Close Pellion Blue 9224.4 Mission 10 Jaws of Death Lupercal 9250.6 Mission 11 Death Rattle Tybalt Major 9264.6 Mission 12 Checkmate Cadimus II 9276.0 Mission 13 The Finest Hour Tybalt Major 9297.2 Mission 14 The Lost Tribes Cadimus II 9309.4
Mission 1: Power Corrupts
Objectives:
• Construct Resource Processor, Power Station, Construction Yard, Vehicle
Yard, and Accommodation Block
• Conduct Medical Scan on Taubat Settlement
• Conduct Engineering Scan on Taubat Temple
• Capture Taubat Temple (after engineering scan)
Directions:
After a short while the Klingons will come in and begin attacking you, so keep
your forces close. Also remember that after some more time the Klingons will
come from the east, where it looks as if you are protected. Two or three Phaser
Vehicles will be able to handle them though.
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Simply construct your base as well as you can, constructing your Resource
Processor, Power Station, Construction Yard, Vehicle Yard, and Accommodation
Block. Once those are constructed toss up a few Static Phasers around your
base. Next construct about 10 Phaser Vehicles, along with an APC and a
Science Vehicle, in case you do not have either of the latter two.
When you are ready to complete this mission take 4 Phaser Vehicles and your
APC and look to the southeast. You should spot a bridge between two
mountainous areas. You want to move these troops to the west of the bridge,
and DO NOT cross under it yet.
Next take the rest of your Phaser Vehicles and a Science Vehicle and move
them to the south. Eventually you should spot a Taubat House. Move your
troops south of the ridge that it is to the north of, and you will spot the Taubat
settlement. At this point leave your Phaser Vehicles behind and move the
Science Vehicle into the Taubat settlement.
Look at the house in the middle of the Taubat settlement and perform a medical
scan on it with your medical officer onboard. While the Taubat will tell you that
you need to leave holy ground right away, ignore them. You should have
approximately 7 minutes to complete what you need to on their land.
After the Science Vehicle has conducted the medical scan move it west and you
will come to the Taubat Temple. While the Science Vehicle is moving have your
Sickbay research the Taubat Plague. Once the Science Vehicle comes into
range of the Taubat Temple perform an engineering scan. This will reveal the
problem that you have come to remedy. Once the engineering scan is
completed have your APC capture the Taubat Temple and the mission will end.
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Mission 2: A Harsh Lesson
Objectives:
• Construct a Vehicle Yard, Construction Yard, Mining Station,
Accommodation Block, Transporter Pad, and Resource Processor
• Mine 120 More Dilithium Than You Started With
• Perform Science Scan of Metar Colony Core
• Perform Medical Scan of Metar Colony Core
Directions:
During this mission you will be under CONSTANT assault, but do not worry, as
the Orion Pirates are super weak and will be largely unable to do any actual
damage; their hit and run tactics prevent them from actually damaging any
structures. Simply consider them gnats.
At the beginning of the mission have your Phaser Vehicles surround your base,
keeping off of the area that you will be building on. This will enable your Phaser
Vehicles to ward off the Orion Pirates. While they can do damage to your
vehicles, you should have enough time in-between attacks for your vehicles to fix
themselves.
Construct your base as you would normally, making turrets a high priority. Once
you are finally able to build Shield Generators place one in the chokepoint to the
south of your base, and build about 4 turrets across the gap here. Then look to
the other chokepoint to the southeast: while this one is much larger, about 6
turrets should do the trick. This will prevent the Orions from coming into your
base, and will do a great deal to destroy the ones already in your protected zone
when they come too close to the turrets.
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After you have protected your base with the Turrets build up a force of about 4
Phaser Vehicles and one Science Vehicle. Move your units to the southernmost
point on the map. When you come close your Tricorder will show the presence
of a structure. Keep the Phaser Vehicles away from it, but move your Science
Vehicle right next to it. The crash site (or archeological site) is around 046:351
on your Tricorder. The Orion Pirates that you will face along the way should not
prove to be a problem.
When your Science Vehicle gets next to the crash site have it perform a science
scan with your science officer onboard. After the science scan is done go back
to your Science Block and research the data. Upon researching the data they
will inform you that you need your medical officer to perform a medical scan, so
have your medical officer go to your Science Vehicle and perform the medical
scan. After researching the medical scan they will discover a virus, and will issue
antibodies to your colonists.
Mission 3: A Piece of Paper
Objectives:
• Build a Power Generator, Vehicle Yard, Construction Yard, Sickbay,
Transporter Pad, and Science Block
• Protect the Taubat Colony from Klingon Aggressors
• Protect Hub from Romulan Saboteurs
Directions:
Your base in this mission is easily defensible, having very few chokepoints to
cover, and the objectives are relatively easy. For your mineral needs there is a
protected cove with huge Silicon fields to the south.
On this mission you will want to make good use of turrets, protecting the
northeastern trench, and the northwestern lakes area. You will also want to
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watch the northern entrance to your base as well, as you will have enemies
stream down the one area where they are able in the mountainous area to the
north.
At the beginning of this mission send your scout into the corridor to the northeast
to watch for enemies, and the rest of your forces to the northwest to guard the
lakes here. You will also want to take two of the Phaser Vehicles and have them
guard the Taubat Temple to the far northwest.
The Romulan Saboteurs you will not have to worry about for the most part, as
they will come in early and are easily dealt with. Just wait until you have taken
out enough Romulan vessels and that objective will be complete.
The Klingons, on the other hand, will be a bit more difficult. You will want a force
of about 10 Phaser Vehicles, or more, to head northwest, quite a distance, until
you see a large cement area. There will be a group of Klingon Photon Artillery
and Disruptor Tanks up here that you will need to destroy. After this has been
done the mission will end.
While completing this mission you will probably want to place turrets around the
various chokepoints into your base, which are easy to defend. You will also want
to place at least two Static Phasers next to the Taubat Temple, for protection, as
soon as you can. It is important not to let this structure fall.
Even though it does not make sense that you only need to destroy these small
forces, vs. the large number of enemies that come at you and are present on this
level… that is all that you need to do.
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Mission 4: Into the Arena
Objectives:
• Expand the Colony 3-Fold
• Explore the Radiation Source w/ Science Vehicle
• Capture the Taubat Temple w/ an APC (After scan is complete)
Directions:
This is one of the easier missions that you will encounter. You only have two
chokepoints that you need to worry about and your objectives are easy. At the
beginning of the mission divide your forces between the two chokepoints. One is
to the southwest of your base, and the other is to the southeast. The
southeastern one looks like two chokepoints, but if you follow them they will meet
together in one chokepoint that is REALLY easy to defend because the enemy
has to turn a corner before they get to your forces, forcing them to be in range of
any phaser fire from your units or turrets.
If you need any resources in constructing your base then send a scout south, to
a large mountainous mass. You will find some sizeable Silicon and Dilithium
fields on this mountainous area. These are easy to mine and you will not have to
worry about protecting them.
Since both the Romulans and Klingons are on the southern side, with the Taubat
in the middle and you and the radiation source on the northern end, you will be
left alone for most of this mission. While the Klingons and Romulans will
occasionally attack you, they need to go through the Taubat first, who act as your
allies on this mission.
All that you need to do is build an APC and Science Vehicle to complete your
mission. While normally an escort is necessary, it is not on this mission. If you
are very careful in instructing the two vehicles you will be able to complete your
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objective without the escort being necessary, though it is very helpful if you do
decide that you need a Phaser Vehicle or two. You will want to send them to
381:292 on your Tricorder.
While preparing to send the APC and Science Vehicle you will want to build your
colony until that objective is complete, making sure that you guard those two
chokepoints heavily. After you feel ready, send the APC and Science Vehicle to
their destination, and you will find a Taubat Temple. Make sure that the APC
does not get too close when you send them.
After they arrive have the Science Vehicle perform a Science Scan, with an
officer onboard, on the Taubat Temple. After the scan is complete have your
APC capture the Taubat Temple and, providing your base is of adequate size by
this point, the mission will end.
Mission 5: Absent Friends
Objectives:
• Monitor Hubrin Activity, Mine Resources, Expand Colony
• Rescue Captured Personnel (replaces previous mission)
Directions:
Forget everything that they tell you during the mission. This mission will be the
hardest yet, as the Hubrin are capable of destroying Phaser Vehicles in one shot,
and can wreak havoc on an unprepared base. When they tell you that the
members of your colony are captured, ignore them and DO NOT send any units
after them for quite some time.
If you have any resource problems head west, then north as soon as you are
able to and you will run into a valley full of Dilithium that the enemy forces ignore.
Further to the west you will see a large cement area. This is where the Romulan
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base is located. Since their base gets destroyed soon you will be able to mine
the Silicon fields to the west and south of it.
Looking at your base you should notice a rather large chokepoint to the west,
and anywhere from one large chokepoint to three small chokepoints to the east
of your base. You will want to defend each of these with Static Phasers and
Shield Generators as soon as you are able to. The western choke point will
require about 8 Static Phasers and two Shield Generators, and the eastern ones
will require a distributed 8 Static Phasers and two to three Shield Generators
combined. You will want to protect the western chokepoint first, however,
because your units rally next to the eastern chokepoints.
After you have your turrets placed you will be relatively safe from the Hubrin,
though getting here is not easily done. Once you are ready though you will want
to try to get a Scout next to coordinates 099:284, in the heart of the Hubrin base.
If a Scout is too difficult then you can try to use a generator jump, by using the
radar of the Power Generators to get this area on your radar. What you want to
do is place a Power Generator or two on the mountainous area directly to the
south of the Hubrin Fortress. This will provide you with the radar coverage you
need to construct Photon Defense turrets in their base to destroy their turrets,
and the Hubrin Fortress itself.
While you are wreaking havoc on the Hubrin base construct a force of
approximately 10 Phaser Vehicles and 3 APCs. You will need the Phaser
Vehicles for cover fire, and to destroy whatever Hubrin units you are able to,
while one of your APCs takes the Taubat Hanger that is in the middle of the
Hubrin base. When you are ready simply have your units head out the eastern
end of your base and run down the canyon that runs to the southwest right into
the center of the Hubrin base.
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When your Phaser Vehicles get close to the Hubrin base you will want to order
one of your APCs to capture the Taubat Hanger, so that your Phaser Vehicles do
not attempt to destroy the hanger. This is a precarious situation as, like with all
structures that you need to capture, your units to not listen to your orders and fire
on them the first chance they get. After you manage to capture the Taubat
Hanger the mission will end with you discovering that your forces are not present
in the Taubat Hanger.
Mission 6: The Mask Slips
Objectives:
• Scan the Taubat Workshops
• Scan Metar Colony Core
• Survive
Directions:
This mission will be extremely hard, while not your first encounter with the Metar,
considering that you will be severely strapped for resources during this mission it
is exceedingly difficult.
It may take a long time to construct the turrets that you will need during this level,
but this level is definitely one on which to take your time. The Taubat will
constantly assault the Klingons and Romulans, so you should not need to worry
about them for most of the level, simply leave them alone and focus on your
base. You will, however, want to scan for resources; there are some to the west
of your base all up until you reach the Klingon base, and there are some to the
east of the Romulan base. Mine both areas extensively.
Anyway, construct your base to the best of your abilities, warding off chokepoints
with Static Phasers for protection. You will want to ward off each chokepoint with
at least 3 Static Phasers for the smaller ones, and as many as 6 for the larger
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chokepoints, with Shield Generators on each. You will also want 2-3 Photon
Defense Turrets on the mountainous areas to your north. This will require you to
build approximately 25 turrets to successfully defend your base. While this
leaves very little room for units, this should not be a problem after your defenses
are in place.
When you are finally ready, construct a force of 10 Phaser Vehicles and one
Science Vehicle and have them head north. Up here you will see the Metar
settlement, which is currently dormant. Have your Science Vehicle scan all of
the Taubat Workshops and Active Portals. After this is done place a Photon
Defense turret or two over each of the Active Portals, along with a Shield
Generator and Power Generator. This will give you defense, radar, and the
ability to assault the Active Portals as soon as they become active.
After everything is in place move your Science Vehicle near the Metar Colony
Core and bring your Phaser Vehicles back into your base for defense. When
everything is ready have your Science Vehicle scan the Metar Colony Core.
Immediately Metar will start streaming forth, attacking you, the Klingons, and the
Romulans – this is why you wanted to leave them alone until this point.
Fortunately they will take quite a bit of the Metar offensive. Right after scanning
the Metar Colony Core order your Photon Defense turrets to target ONLY the
Active Portals.
After the Active Portals are destroyed the Metar will not last much longer. You
will simply need to survive for a while and eventually you will be evacuated.
Mission 7: Cry Havoc
Objectives:
• Capture and Hold the Klingon Science Block
• Recover Computer Core From Science Station at Wrecked Main Colony
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Directions:
At the beginning of the mission queue the construction of 8 APCs to assist your
forces. While they are being constructed build your base to a point that you are
able to construct Static Phasers and Shield Generators. After you are able to
construct them place them around your base. This will effectively keep your Hub
from being destroyed after you pull your units to complete your two objectives.
After a while, when you are able, construct Phaser Vehicles. You will want to
have about 4 extra with you when you bring your forces away, and you will
probably want to construct an extra 4 on top of that for base protection after you
leave.
When you finally have enough troops pull them out to the following Tricorder
coordinate: 243:189. Here you will find the ruined Klingon base that has the
Science Block that you need to capture. There will also be 3 Active Portals here.
Order an APC to capture the Science Block, and level everything else to the
ground.
After you capture the Klingon Science Block your units will rush inside and find
your kidnapped people, transporting them out and completing one of your
objectives. After this is done have your units move west, and slightly to the North
to coordinates: 284:107. This is where your old base was, and where your
Science Station is now. When you reach this point simply capture your old
Science Station and your men will rush inside and obtain the computer core.
Once this is done the mission will end.
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Mission 8: All that Glisters
Objectives:
• Escort Tug and Dormant Metar to Federation Colony
• Research Dormant Metar
Directions:
You will be severely resource strapped on this mission, so it is important to not
overbuild your base. There are only two places where you can reasonably mine
due to the terrain, and one of them is only at the edge of the Dilithium field on the
mountainous area to the south of your base, while the other is in a large cove to
the northeast. While Metar and Hubrin forces will attack them, do not place any
defenses around them, as the Metar and Hubrin tend to move away before they
are destroyed, giving them time to repair. You simply will not be able to spare
the resources for defenses anyway.
At the beginning of this mission you will want to get a vehicle yard up and fast,
first cranking out APCs, then alternating between APCs and Phaser Vehicles as
soon as possible. While that is happening you want to research until you can
construct Photon Defense turrets, then place them on the southern end of the
mountainous area to the south of your base, overlooking the Metar Active Portal.
It is important that you destroy this ASAP, because while you have limited
resources on this level, they do not.
Next place a Photon Defense Turret overlooking the Hubrin respawning area.
This will keep them under control, to a degree. Once this is in place start
stationing at least 3 Shield Generators around your base, then several Static
Phasers, keeping the alternating APC / Phaser Vehicle construction going. Since
the Metar and Hubrin will make regular trips to your base, you should never really
end up with a large supply of troops during the beginning of the mission; instead
they do better to provide a buffer while you improve your base.
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After you finally do build up a supply of troops, about 15 between the Phaser
Vehicles and APCs, have your troops head down into the Metar base. By now
the Active Portal and Phaser Defense Turrets should be completely destroyed,
leaving you a cleanup duty to perform. Remove any Metar that remain, and then
proceed to the Tug. The Tug will, under your escort, head through the now-
ruined Metar base, then up to your base.
When the Tug reaches your base research the Dormant Metar, and the mission
will end.
Mission 9: Keep Your Friends Close
Objectives:
• Scan Romulan Colony, Locate Weapon & Beam it Out
• Destroy Primary Romulan Shield Generator
• Science Scan Metar Colony Core & Research Findings
Directions:
You will start this mission in the worst position of all the factions present: right in
the middle of everyone. Luckily your base is already built to a degree, so you will
only need to upgrade it a bit to be in business.
The Romulans are to the south of you, but you will want to ignore them for as
long as possible, tending first to the Metar and the Klingons, removing them from
the picture. The Klingons are across a mountainous body to the east of you, and
will need to be destroyed before they start bringing in Disruptor Batteries, and the
Metar are to the northeast, requiring transport through a canyon to reach the
area you are at.
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After building up your base a bit, and constructing more units, you will need to
place turrets and Shield Generators along the valley. This will prevent the Metar
from being able to enter into your base area from their main base. While moving
a Scout into the valley you will also pass by one of two scattered Active Portals
that are detached from the Metar’s main base. You will want to order several
units up to this position to destroy it as well.
Once the majority of the Metar has been dealt with you will want to focus your
attentions to the Klingons, and remove them from the map. This can be easily
done with a squad of some 12 Phaser Vehicles, 4 Photon Artilleries, and a
Mobile Shield Generator. Have them move up to the Klingon base, getting the
mountainous areas around it within your radar. Once you are able to, order the
construction of a Photon Defense turret or two and move your troops in. Near
the end of this battle the Photon Defense turrets will begin picking off whatever is
left from your units moving through here, so with your units make sure to focus
more on their Vehicle Yard, Shield Generators, turrets, and Hub.
After you have dealt with the Klingon base, move whatever forces remain to
coordinate 199:222, to the west of the Romulan base. Keep them here while you
construct another force. Between whatever you have left from the Klingon base
assault, and whatever you construct, you will want to have another combined
force that is comparable to what you assaulted the Klingons originally with. Once
everything is prepared take both forces into the Romulan base, attacking from
two directions.
Mission 10: Jaws of Death
Objectives:
• Process 100 Dilithium & 50 Transparent Aluminum
• Protect the Hubrin Guide
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Directions:
This is one of the easier missions which you will need to complete, so do not fret
about constructing a large base or anything. In fact, the more you build on this
level the harder it will be to complete due to the resource gathering requirements.
Because you need to protect the Hubrin guide, it is imperative that you bring 4 of
your initial Phaser Vehicles, and one Mobile Shield Generator over to surround
him ASAP. He is very easy to protect, as you will not come under any sort of
heavy fire, but you will need to make sure that he is safe.
For resource gathering, there is a Kelbonite field to the west, and a Dilithium field
to the northeast, place one Mining Station over each as soon as you can. You
will not want to build much of your base up, just enough to be able to construct
Phaser Vehicles and Static Phasers should you end up needing the firepower.
The only offensive vehicles that you will want to construct, however, are 4 APCs.
If used correctly with the Mobile Shield Generators these will help soak up any
damage in protecting your base.
Simply let your two mining stations mine, and eventually you will complete the
mission. Do not worry about the Klingons, Romulans, or Metar, they will
occasionally assault your base but it will not be anything major. This is, if
anything, an annoyance actually as the Klingons and Romulans are supposed to
be working toward the same goals now, but no matter.
Mission 11: Death Rattle
Objectives:
• Construct 6 Hydroponics Farms and Either 5 Power Generators or 3
Advanced Generators
• Construct a Functioning Containment Field Device
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Directions:
Considering that the Federation missions are supposed to be harder than the
Klingon missions, you may be very disappointed by this mission. With the
exception of Checkmate, this is one of the easiest missions that you will face
containing the Metar. While their base does not easily lend itself to a Photon
Defense turret assault, it is a complete pushover if you bring even a mediocre
force of units against it, and the Metar forces come at you so lightly that you
should easily have time enough to build the units at that.
At the beginning of the mission send about 4 Phaser Vehicles and a Mobile
Shield Generator down south to coordinates 158:233. Down here you will find
your Hubrin guide, and you will want to protect him. While you do not need to, it
is the nice thing to do, the Federation thing to do.
While you are protecting the Hubrin build your base as you normally would, but
make sure to construct about 3 Vehicle Yards so that you can build your units
quickly enough. You will also want to construct a Scout and send it to the far
reaches of the map, as far away from your base as possible while avoiding the
northeastern corner where the Metar are located. Whenever you find a
mountainous area that is sufficiently far from your base place a Mining Station on
it. You should not have any resource troubles on this level, but you will not want
to mine any mountainous areas close to your base. To the northwest you will
find some large flat areas with minerals on them as well, and so long as they are
far from your base these are fine to mine as well.
Next, after your base has been constructed to a satisfactory level WITHOUT
completing your objectives (construct only one Hydroponics Farm) build 15
Phaser Vehicles, 5 Photon Artillery, and 3 Mobile Shield Generators.
Considering that you will not need a more than approximately 8 Static Phasers
around your base, you should not have any manpower problems with this. You
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will, however, also want to construct a few more Phaser Vehicles to guard your
base just incase once your other units pull out.
When you are ready bring your units to 388:287, or somewhere around there.
The Metar / Taubat base is rather sizeable, and is quite spread out, making it
easy to pick it off section by section. After it has been destroyed you should not
have any problems completing the rest of your goals.
After the Metar / Taubat base has been annihilated bring whatever units are left
back to your base, incase any enemy were away from their base at the time.
This will allow you to construct the Hydroponics Farms and Advanced
Generators with ease.
Once you are able to research and construct the Containment Pillar move a
small force of units, including a Science Vehicle, down to protect it. It will be at
the same location that you sent your units down to protect the Hubrin guide at
earlier. After they get there begin research on the Containment Pillar.
The Containment Pillar, on the first try, will be flawed. Since you already have
your Science Vehicle next to it, however, you will be able to readily correct the
error, and the mission will end after you have done so, though it will take a
minute or two.
Mission 12: Checkmate
Objectives:
• Research & Construct Anomaly Device
• Protect Vehicle Yard
• Protect Anomaly Device
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Directions:
As with any other race, this mission is incredibly easy. Do not bother with
constructing a base; do not worry about the Metar, Klingons, or Romulans.
Simply build your Construction Yard, then a Science Station. After these have
been constructed research the Anomaly Device and it will be launched after
approximately a minute. So long as you have kept your forces together, just
north of your base, the Metar should not swarm you yet. When the Anomaly
Device is launched it will head north to somewhere near 274:381.
Mission 13: The Finest Hour
Objectives:
• Survey the Metar Colony Core w/ a Science Vehicle
• Protect the Containment Pillar
Directions:
For this mission you will return to the same planet that you were on during Death
Rattle: Tybalt Major. Sadly enough, you will start the level the same way that you
did in Death Rattle, and the Metar have rebuilt their colony. Instead of
constructing the Containment Pillar, however, you need to protect it this time.
This, and the fact that the Metar will come at your base a little more often, makes
this mission harder than Death Rattle, much harder. You will also need to scan
the Metar Colony Core.
Because you need to protect the Containment Pillar, however, you will want to
immediately send down a Mobile Shield Generator, 3 Phaser Vehicles, and
Advanced Artillery. This will give you a little leeway before you need to reinforce
it with more troops, but for now you will need the rest for your base.
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Research and construct your base until you are able to build turrets, and then
begin placing Static Phasers and Shield Generators around your base. You will
need to be able to defend your base once you pull out your troops, and while you
build up you will need the Static Phasers to keep your base from being
destroyed. You will also want to place anywhere from 2 to 4 Static Phasers, and
at least one Shield Generator around the Containment Pillar. By the time you are
able to do so your units that are protecting it should have been hit hard, and you
will probably be just in time saving them.
While this is going on keep building APCs, then Phaser Vehicles alternating with
APCs. This will also provide the much-needed defense of your base, along with
the beginnings of an assault team, for when you go to scan the Metar Colony
Core.
When you are finally ready take a force of 10 Phaser Vehicles, 2 Photon Artillery,
and a Science Vehicle and move them to coordinates 248:344, to the east of
your base. From here carefully move them to 327:289. If you take this route it
should bypass much of the Metar forces, and enable you to get in and scan the
Metar Colony Core with only needing to deal with one turret. The final coordinate
that you want to move to is 383:284, which will put you next to the Metar Colony
Core. It is important that when it comes into view that you keep your assault
vehicles back, as they will attempt to destroy it if they get too close. After it has
been scanned the mission will end.
Mission 14: The Lost Tribes
Objectives:
• Capture Metar Temple & Research Sentient Anomaly Device
• Capture Metar Colony Core - Starship
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Directions:
Welcome to one of the hardest missions on the game. If you have read the
message boards you will see people flaming about how hard this mission is.
Well, this is halfway true. The mission can be intensely difficult, or very easy,
depending on how you play it. The cinematic at the end is WELL WORTH the
wait at that.
You will find 6 Metar Active Portals divided into 3 groups, each group also having
2 Phaser Defense Turrets. In addition to this there is also a central Metar base,
at which you will find a Taubat Temple, 3 Metar Colony Cores, and 4-5 Phaser
Defense Turrets. If you act fast, in the first 10 minutes, you should be able to
destroy each of the 6 Active Portals. You will find the groups at 248:359,
195:324, and 294:229, and their base at 262:316.
At the beginning of this mission move your 4 Advanced Artillery units, a Mobile
Shield Generator, and your Science Vehicle to the west and you will see 2
Phaser Defense Turrets and two Active Portals. Use your Science Vehicle for
radar and the Advanced Artillery units to destroy all 4 enemy structures. The rest
of your units should be moved around your base for protection.
Meanwhile you will want to begin construction on your base. Focus on getting
two Vehicle Yards up and running, producing as many APCs, then Phaser
Vehicles, as you can. While you will occasionally see Klingon units, and possibly
even a Romulan or two, ignore them unless they confront you directly and begin
assaulting your base. Other than making sure that you keep producing vehicles
you should not have to worry about your base on this level, so long as you keep
your units spread around it, making sure that some cover the northern end in
case a Metar unit or two slips past your defenses.
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After you have annihilated the two Active Portals here you will want to move your
Advanced Artillery units, and Science Vehicle south near point 195:324. Watch
your units carefully to make sure that you do not stray into the line of fire for any
turrets, but make sure that you destroy both Active Portals here.
At this point you have destroyed 2/3rds of the Metar Active Portals on this map,
and you should have only taken about 5 minutes. If you have skillfully navigated
your units you may only be down one or two, but should still be able to take out
the third deployment. To do this, move your units first to point 192:291, then to
254:251. This should keep your units away from the Metar base, just out of
reach of the Romulan forces, and enable you to approach the 3rd group of Active
Portals rather quickly.
Next simply head north to point 294:229 and destroy the two Active Portals and
Phaser Defense Turrets here. After this is done simply move your forces east
and you will come to the Metar base at coordinates 262:316. Destroy the Phaser
Defense turrets around it if you are able, and then move a few APCs and another
Science Vehicle if you need one from your base over to your forces at the Metar
Base. Make sure that you only destroy the Turrets while you are doing this, as
you will need to capture the Metar Colony Core and scan the Taubat Temple.
The scan of the Taubat temple should happen automatically when you get close
enough. Simply research the results then capture the Metar Colony Core and
the mission will end. You want to make sure that you research the results before
capturing the Metar Colony Core; otherwise you may not be able to complete that
objective. Once everything is done, however, sit back and watch an incredible
ending sequence.
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Romulan Walkthrough
Romulan Mission List Mission # Title Planet Stardate Mission 1 Et Tu Sakuntula 8988.4 Mission 2 The Kingdom of the Blind Taphet 9006.2 Mission 3 Into the Arena Mazikaan 9041.4 Mission 4 Absent Friends Orgolio 9074.6 Mission 5 The Mask Slips Ap173.B 9092.1 Mission 6 Cry Havoc Al-Fadir 9133.4 Mission 7 The Best Laid Plans Hrimfrai 9187.3 Mission 8 I Have Become Death Tarikon 8 9204.6 Mission 9 Keep Your Friends Close Pellion Blue 9224.4 Mission 10 The Jaws of Death Lupercal 9250.6 Mission 11 Death Rattle Tybalt Major 9264.7 Mission 12 Checkmate Cadimus II 9276.0 Mission 13 The Finest Hour Tybalt Major 9297.2 Mission 14 The Lost Tribes Cadimus II 9309.4
Mission 1:
Objectives:
• Build a Construction Yard, Vehicle Yard, Power Generator, and
Accommodation Block
• Destroy 3 Rival Cloaked Tanks
• Scan Taubat Temple & Ruins
• Optional – Locate & Destroy Rival Base
Directions:
When this mission begins, move your 4 Disruptor Tanks next to your Mining
Station. After about a minute the 3 rival cloaked Disruptor Tanks will appear, and
you will be able to complete that objective with ease.
After the enemy Disruptor Tanks have been annihilated you will want to begin
constructing your base. Once you have a Vehicle Yard you will want to construct
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2-4 APCs, and then move onto Disruptor Tanks when you are able. You will
receive a constant stream of attacks from the enemy Romulans on this level, so
be careful.
When you have approximately 6 Disruptor Tanks and 2-4 APCs you will want to
move them south to coordinates 165:323. Here you will find a token enemy
base, with a few Cloaking Tanks around a Hub and Power Generator. Destroy
everything then research it back at your base.
The next task is to research the ruins. Move a Science Vehicle to 302:162 and
run a few scans. After you have scanned the Active Portals return to your
Science Station and first research the enemy base, then research your scans of
the site. After both are complete your mission will end.
Mission 2: The Kingdom of the Blind
Objectives:
• Build a Construction Yard, Vehicle Yard, Science Station, & Utility Hospital
• Destroy all Orion & Taubat Units & Buildings
• Supply 50 Units of Dilithium
• Capture Taubat Temple - Optional
Directions:
For the most part this mission should prove to be rather easy. The Orions and
Taubat will come by attacking you occasionally, but you should easily have time
to construct your base, mine the Dilithium fields to the northwest, and build up a
sizeable force of units.
After you have about 20 Disruptor Tanks, or any other combination of offensive
units, take about 3/4ths of them to coordinate 268:172, and make sure that you
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include at least one APC. If you have already acquired enough Dilithium then
this may not be overly important, but otherwise it can really help.
When you get to the enemy base order your APC to capture the Temple while
the rest of your units simply lay waste to every other structure around. After
everything has been leveled, providing you have met the Dilithium requirement
and killed all enemy units, the mission will end.
Otherwise you will probably spend the next 10 minutes on a bug hunt, searching
for enemy units. It really helps, if you need to, to construct Power Generators
everywhere, covering the playable area with radar.
Mission 3: Into the Arena
Objectives:
• Capture & Control 30% of the Taubat Settlement
• Locate Taubat Temple w/ Science Vehicle
• Secure Taubat Temple & Make Reactor Safe (After Temple is Scanned)
Directions:
This will prove to be an easier mission, as both the Federation and Klingons are
easily removed, and the Taubat will pose little threat. It is important, however,
that you construct a good-sized force of units to deal with the immediate enemy
threat, as you will encounter a rather constant trickle of enemies into your base.
Because of the nature of your situation at the beginning of this level, you will
want to put off defending yourself with turrets and instead focus on building a
large force of units. One of the major problems that you will encounter, however,
is a severe lack of resources that are close to your base. Sure to the southwest
of your base there are some nice resource pockets on the mountainous areas,
this runs out fast. Because of this you will want to send out scouts and scout the
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tops of various mountainous areas and you will be able to find most of your
mineral requirements.
While your scouts are out, you may want to have one find their way behind the
Klingon base (to the west of it) and behind the Federation base (to the north of
it). From each of these positions it is quite easy to setup a Shield Generator, and
a couple turrets, though no more than 3, and completely devastate their bases,
destroying most all structures while staying out of the range of any turrets that
they construct. If you do decide to follow this route, then the Klingon base is
somewhere near 062:090, and the Federation base is around 427:063. This is
probably the quickest way to do away with them, as this can be done before
either of them, or yourself, has a significant force of units. This will leave just you
and the Taubat, for all practical purposes.
Next send up a Science Vehicle to coordinates 389:307, where you will find the
temple. You will want to also send about 5 Disruptor Tanks and an APC with it,
as there are several Taubat units up there. After you have scanned the Taubat
Temple you will be ordered to secure it and stabilize the reactor. This is easily
done with the APC.
The only thing left to do now is finish off the Taubat. You will want to move a
force of about 15 APCs and 2-3 Photon Artillery units to coordinates 288:196.
Here you will find the Taubat settlement that is comprised of 6 Taubat Hangers,
several Phaser Defense Turrets, and a couple Taubat Houses. You will want to
carefully destroy everything but the Taubat Hangers, making sure to capture
them instead of destroy them. After you have captured the Taubat Hangers, the
mission will end.
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Mission 4: Absent Friends
Objectives:
• Spy on Hubrin, Mine Resources, Prepare Colony Defenses – Temporary
• Rescue Captured Comrades – Replaces Previous
Directions:
This mission is, by far, easier than the same mission for either the Klingons or
Federation, and you will receive temporary assistance from a Romulan Bird of
Prey in the early stages, which clearly shows you the Hubrin base.
When the Bird of Prey starts flying over, take advantage of the radar that it
provides and place a Power Generator on the mountainous bit that is just south
of the Hubrin Fortress, around coordinates 101:279. This will enable you to have
permanent radar over their base, allowing you to place Photon Defense turrets
once you are able.
Other than that, focus entirely on your base. There are Dilithium and Silicon
deposits scattered about, most notably to the south and west of your base, as
well as in a canyon to the northeast. You will want to focus more on building a
strong force of units rather than turrets in the beginning though, as they will be
more capable of defending your base. Keep around 20 offensive units at all
times until you are ready to end the mission, resorting to APCs if you have to.
After you are able to construct Photon Defense turrets, you will want to place 2 of
them next to the Generator, and take out the Hubrin Fortress, along with the two
Phaser Defense Turrets that are around it. This will enable you to spread a few
Disruptor Turrets on the ground around their base (keeping them out of range of
the Taubat Hanger). After your Disruptor Turrets have dealt with the bulk of the
Hubrin units, you will want to take anywhere from 8 Disruptor Tanks to 10 APCs
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to the Taubat Hanger, secure it, and capture it. Once it is captured the mission
will end.
Mission 5: The Mask Slips
Objectives:
• Capture 3 Taubat Workshops for Study
Directions:
Unlike the other races, you will not be able to let the Klingons or Federation
survive to take some of the Metar attacks, instead you are entirely too wide open
and weak in the beginning, so you will need to do something about them, and the
Taubat, quickly.
In the beginning of the mission you will want to move your forces just north of
your base and begin building and researching until you can build a Shield
Generator. When you are able to you have probably survived quite a few Taubat
attacks from the north, so you should know where to place it. Look up north for
the tightest choke point, near the Taubat base, and place your Shield Generator
a bit back from that, then construct 3 Disruptor Turrets quickly. This will prevent
most of the Taubat from coming into your base, but still leaves their Taubat
Hangers. To remedy this situation on the mountainous area slightly north of the
chokepoint place a Photon Defense turret. This will remove the Taubat Hangers
pretty quickly.
Next you will need to construct two Scouts and send one behind the Federation
Hub at coordinates 091:201 and one behind the Klingon Hub at coordinates
251:165. In the Klingon base, just north of their Vehicle Yard, place a Shield
Generator, then two Photon Defense turrets and one Disruptor Turret. Use your
turrets to remove the Klingon units back here first, as you will come under assault
rather quickly. After the bulk of them are removed they will largely leave you
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alone. Use your Disruptor Turret to take out their Vehicle Yard, Construction
Yard, and Advanced Generators, focusing more on the Vehicle Yard. Your
Photon Defense turrets should be focusing on the Klingon Hub exclusively the
whole time. Eventually it will be destroyed and your 3 turrets will be able to clean
out most of their base.
For the Federation base you will want to move your scout closer to the opening
of the canyon that it is in and you will see the Federation Hub. On the
mountainous areas next to it, on the western edge of their base, along the
opening of the canyon, you will want to place 4 Photon Defense turrets, then one
down below after they have been constructed. Then take out both Shield
Generators and their Hub. Their Hub will take quite some time, but after it is
down the rest of their base will fall easily.
When you are taking out both of these bases it is important to leave their turrets,
will leave your base largely safe, while still leaving something for the Metar to
tangle with.
After the Taubat, Klingon, and Federation bases have been removed you will
only have the Taubat Hangers, Active Portals, and the Metar Colony Core in the
center. You will want to raze all nonessential and non-defensive structures at
this time (any turrets around the enemy bases that aren’t protecting your base)
and construct a Power Generator on the mountainous areas over each Active
Portal. After these have been finished move your forces in and capture 3 of the
Taubat Hangers, then construct Photon Defense turrets overlooking each Active
Portal. Make any last minute preparations for all out war, and when you are
finally ready perform a science scan on the Metar Colony Core.
Once the scan is completed Metar will start coming through the Active Portals.
When they do order your Photon Defense turrets to start assailing the Active
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Portals and the Metar Colony Core. Destroy them as fast as you can and the
defense of your base will become rather easy. After a while you will be
evacuated by a passing Bird of Prey.
Mission 6: Cry Havoc
Objectives:
• Capture Klingon Arsenal & Defend Until Anti-Mater Fields are Configured
Directions:
This is one of the easier missions that you will have to play. Instead of worrying
about your base on this level, simply build about 15 APCs. Don’t bother building
many structures (other than a Utility Hospital to increase your unit count if you
need, and a structure or two to the south of your base to increase the targets that
anyone raiding your base will have before they start firing on your Hub), as you
will not need them. Instead focus on getting enough units, then select 4 to leave
behind in defense of your base.
Take the rest of your units straight to point 244:223, or close to it. When they are
all caught up move them west and have the first APC that gets close to the
Arsenal capture it. After it has captured the Arsenal simply protect it with the rest
of your units and eventually the mission will end.
Of the various missions, this is one of the few that is very direct, and that doesn’t
require you wasting a lot of time hunting down the enemies. Instead you have a
very clear task, that is easily carried out – providing that you are capable of not
taking too long in doing it, before the Metar come assaulting your base, and
providing that you can do it without losing your Hub back at your base.
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Mission 7: The Best Laid Plans
Objectives:
• Escort Transports to Outpost
• Capture & Search Metar Colony Core
Directions:
This mission can be very hard, or very easy depending on how you play it. For it
to be easy you have to, for the most part, disregard your base and hope that you
complete the mission without your Hub being destroyed. If you are able to, then
you will be victorious without having to take too long. Considering that resources
will be VERY scarce, this is the most logical way to approach this mission
anyway.
In the beginning of the mission you will start out with the camera overlooking your
new base. You will need to quickly pan northeastward to your old base, and
select all of the units in it. From here move them southward. You will need to
navigate a series of canyons to get to your new base, and there will be Metar
along the way. The easiest way to get through this is to always stick to the
southeastern wall while you move your units. You will encounter the least Metar
if you follow this path.
After you have reached your base send a scout to the northwest of your base
and you will find a mineral field that you can safely mine. Place two Mining
Stations here (after you’ve built your base to a point where you are capable of
operating them) and return to your base. You will need to construct
approximately 8 Cloaking Tanks and 4 Cloaking APCs. You will then want to
move them north, using the ‘move without attacking’ option. While they are on
the move you will also want to begin constructing as many APCs as you can to
handle any Metar that come your way.
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A ways up north you will find 3 flat areas. The middle one is the Metar Colony
Core. Move your units to the west of the western one, which is an Active Portal.
Use them to destroy the Active Portal, without having to engage any Metar. This
is a precarious position, but if you finesse it correctly you will be able to pull it off.
Next have all of your units save one APC assault the Metar Colony Core. After
they have damaged it a bit, and have most likely been destroyed by the Metar in
the area, order your last APC to capture the Metar Colony Core. Fortunately, it
will not have to decloak to perform this operation. Providing that the Metar
Colony Core was damaged to the point where its shields are down, you will be
able to capture it without any further problems. Now simply hold on for the
mission to end.
Mission 8: I Have Become Death
Objectives:
• Capture & Hold Federation Science Block
• Research & Construct Alien Device
• Destroy Klingon Base w/ Alien Device
Directions:
During this mission you will need to face all 3 of your enemies, but they should
fortunately give you a little breathing room in the beginning to setup your base.
The Metar base is located near 126:327, the Federation Base is near 349:323,
and the Klingon base is near 222:343. You will find Magnesite near 190:131,
Dolamide near 080:357, and Silicon near 153:369. While you may find these
minerals in other places, these 3 places have been especially easy to mine.
You will want to be able to construct photon turrets early, and you will need to
place them over the Metar and Klingon bases. In the Metar base you will want to
destroy both Active Portals ASAP, and in the Klingon base your goal is to take
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out the Vehicle Yard. Since, in my experience, they do not rebuild it you should
be fine with just that. Otherwise make sure that you destroy the Storage Facility
as well as the Hub to prevent them from building any units. Otherwise, when you
begin to cripple the Federation base, they sometimes will send in a force of units
that appear to target their Science Block.
After the Metar and Klingon bases have been crippled to the point where they are
unable to produce any more units, place a couple Photon Defense turrets over
the Federation base (providing you watch them VERY carefully over the
Federation base to ensure that they do not destroy the Science Station).
While this is occurring you will, of course, want to construct Turrets near the
northern and southern choke points, and keep units near the western passage
down into your base. This should keep you rather safe, once you have the
turrets set up and the enemy unit producing capabilities have been removed.
When you are finally ready, move a force of approximately 10 Disruptor Tanks
and 1 APC into the Federation base. Use the Disruptor Tanks to protect the APC
and take out any remaining defenses while ordering the APC to capture the
Science Block. After you have captured the Science Block you will be able to
research the Alien Device.
Simply research the Alien Device and it will automatically launch, homing in on
the Klingon base. When it reaches the Klingon base it will destroy their base and
1/6th of the planet surface, but you will complete your mission.
Mission 9: Keep Your Friends Close
Objectives:
• Destroy the Primary Klingon Shield Generators
• Perform an Engineering Scan on the Klingon Hub
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• Perform a Science Scan on the Metar Colony Core
Directions:
You start this mission in an easily defensible position that should prove to be
simple to maintain. Your goals will prove to be easy to complete, and resources
surround the lower areas of your base. The Klingons and Federation will soak up
the bulk of any Metar attacks, so what reaches you will be few and far between.
At the beginning of the mission begin building your base and produce
approximately 10 APCs. These will be used for defense early on, and to assist
your Science Vehicle when you scan the Klingon base. You should not need to
construct any turrets for base defense, however a few Photon Defense turrets
will be helpful in the Klingon base.
When you are finally ready to begin assaulting the Klingon base you will want to
keep two things in mind. It is absolutely essential that you DO NOT destroy the
Klingon Hub, or let any Metar destroy it. Because once you start to weaken the
Klingon base to the point where you can take out their Shield Generators and the
turrets that would destroy your Science Vehicle, this can be rather difficult-- you
may wish to construct a few turrets around their base to defend it. Make sure,
however, that they are also out of range of the Hub.
To begin picking off the Turrets around the Klingon base you will want to place
Photon Defense turrets on the mountainous areas to the south and west of their
base. Make sure that you place Shield Generators there and be prepared to
rebuild one or two. To get them within radar you will need to send a Scout
through their base to the west of yours. Be quick to build the a Power Generator
or two as it is very likely that your Scout will get picket off.
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After you have destroyed both Shield Generators and their turrets move in the 10
APCs that you constructed originally and a Science Vehicle or two for
redundancy. When your Science Vehicle gets close to the Klingon Hub you will
want to order it to perform an engineering scan of the Hub with your engineering
officer onboard. Once the scan is complete go back to your base and construct a
force of approximately 10 Disruptor Tanks and 2 more Science Vehicles, and
order them to join your forces in the Klingon base.
When your two unit groups have joined together have them move to the north of
the Klingon base, then to the northwest. You should see an opening in the
mountainous area to the north. Move your units through that and eventually it
will bend to the east. If you continue to the east you will find the Metar base.
Have your assault units take out their defenses, and then order a Science
Vehicle to perform a science scan on the Metar Colony Core and the mission will
end.
Mission 10: The Jaws of Death
Objectives:
• Process 100 Dilithium and 50 Transparent Aluminum More Than What
You Started With
• Protect the Hubrin Guide
Directions:
This should prove to be a rather expedient mission. You will want to avoid
building as much as possible, therefore only build a Construction Yard, Resource
Processor, and two Mining Stations. When you are able to build the first Mining
Station place it on the Dilithium fields on the mountains to the south, as the
enemy will not be able to reach it there.
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For the second Mining Station you have a choice of where to place it. You may
either place it to the northeast in the Taubat base, or search the map for another
Kelbonite deposit for it. If you choose to place it in the Taubat base then do not
worry, as they do not sit and attack it, they merely fire pot shots at it as they
pass. Apparently they don’t consider a Mining Station to be a threat.
While mining the Kelbonite and Dilithium you will want to deploy your forces
around your base, making sure to move a few units next to the Hubrin Guide. If
you move fast enough then this mission will be over in a matter of minutes and
no severe fighting will need to take place.
Mission 11: Death Rattle
Objectives:
• Construct 4 Vehicle Yards and Either 5 Power Generators or 3 Advanced
Generators
• Research & Construct a Functioning Containment Field Device
Directions:
This mission can be one of, if not the, hardest mission unless you know the trick
to it. You will be overrun with Metar swarms so fast unless you act VERY
quickly.
When the mission first starts send your scout south. The Metar base is located
at 083:253, surrounded by a mountainous belt. While it looks as if there are
many valleys where the Metar and Taubat units can get through, there are
actually only 3. They are located at 125:295, 099:328, and 087:344.
From what I can only assume is a(nother) bug with the AI, if you plug up all 3 of
these passages, the Metar will not be able to pass through them, and tend not
get close to whatever structure you use as a blockade to destroy it. Because of
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this you will want to use the radar from your Scout to place 2 Power Generators
side by side blocking each of the 3 canyons, then, when you are able a Shield
Generator just incase the Metar try to attack, and even a few Photon Turrets to
be safe.
Once this is done you will not have to contend with any Metar or Taubat units
except those who are already through the canyons, which should be very few.
Simply build the necessary structures, then research the Containment Field
Device, and it will be placed automatically at coordinates 191:355.
After the Containment Field Device is placed a flaw will be found in it. You will, at
this point, need to send a Science Vehicle down to it and you will discover the
flaw, and then fix it. This takes approximately 6 minutes, however, so if you have
removed the Metar threat, this can prove to be very… action deprived.
Nonetheless, when the Containment Field Device is operational the mission will
end.
If you were unable to block the Metar, then you will be, for most of this mission,
just to repel their attacks. Build as many Disruptor Tanks as you can, you will
need them. Sending a Scout into their base to destroy the 3 Active Portals would
also be recommended.
Mission 12: Checkmate
Objectives:
• Research & Construct the Anomaly Device
• Protect the Vehicle Yard
Directions:
As with the rest of the races, this mission serves more to move the story along
than anything else. Simply build a Construction Yard then Science Station and
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research the Anomaly Device. After it is researched it will be launched and head
west. It will travel a very short distance into the Metar base and then the mission
will end. This should not take long and should not require any actual combat,
simply wait and the mission solves itself with your carrying out those 3 steps.
Mission 13: The Finest Hour
Objectives:
• Scan the Metar Colony Core with a Science Vehicle
• Protect the Containment Pillar
Directions:
At the beginning of this level build a second Vehicle Factory and begin pumping
out APCs while you construct the rest of your base, going straight for Shield
Generators, and place one in each of the 3 choke points out of the Metar and
Taubat base. After they have been blocked with the Shield Generators place a
few Photon Defense turrets around to keep their units down, and send a Scout
in.
Once the Scout is in their base send it for the south end, trying to get one of the
mountainous areas down there on radar. As soon as one is place a Power
Generator there (preferably the mountainous spot between the two southern
Active Portals) and let the Scout die. This will give you a position where you can
place a couple Photon Defense turrets so that you can destroy those two Active
Portals.
After they have been destroyed place more Power Generators on the
mountainous area of their base so that you have most of it mapped. This will
give you a good picture of their base. The next things that you want to destroy
are the third Active Portal, then the Taubat Hangers. Once these are gone your
Turrets will naturally begin to take out their units.
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When your Photon Defense turrets have destroyed enough of the Metar and
Taubat units and turrets you will want to move in an adequate band of Disruptor
Tanks and a Science Vehicle. When you are able to move your Science Vehicle
next to the Metar Colony Core and scan it, then the mission will end.
Mission 14: The Lost Tribes
Objectives:
• Capture Metar Temple & Research Sentient Anomaly Device
• Capture Metar Colony Core - Starship
Directions:
This mission, much like its Klingon counterpart, will not afford you the luxury of
removing the Metar threat to give you enough time to complete the mission
leisurely. Instead you will need to make a decisive strike on the Metar base right
at the beginning.
Move all of your units, assault units first, near coordinates 262:316. As soon as
you see the first Phaser Defense Turret you will want to destroy it, and the two
near the Taubat Temple. It is essential that you keep your units from destroying
the Temple, but that you destroy all 3 of these Phaser Defense Turrets. The
game does give you enough units to carry out this task, but barely so you will
need to be careful. Make sure that you protect your scout, Science Vehicle, and
regular APC.
While this is happening build a Construction Yard then a Science Station ASAP.
As soon as the Science Station is up and running you should have been able to
get your Science Vehicle close enough to the Taubat Temple to scan it. After the
scan is complete research the results then capture a Metar Colony Core and the
mission will end.
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If you have done this fast enough your base will not be destroyed, and you
should not have seen any Metar, unless they moved fast at which point you will
see one or two, but you should be able to avoid confronting them. The mission
should take no longer than 5 minutes and after it is over you will be able to watch
an excellent cinematic.
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Summation & Thanks Star Trek: New Worlds was a wonderful project to be able to work on, one of
those guides where I'm not sick of the game by the time I am finishing up, and for
that I have Interplay, largely, to thank. Great game guys (at least, once that one
little problem that we are all familiar with is fixed, and yes I mean the in-game
save feature).
Next, it is very important to thank the guys who, if it weren't for them, you'd not
have any of these guides that I've worked on. Yeah, that's right, I'm talking about
the wonderful guys at Stratos Group. We've had a lot of successes recently, and
I can't stress enough how much I would like them to continue. We've become
more than just a bunch of people who work together; I think that to a large
degree we've become friends.
Lastly, there is one other group of people who I need to thank, and that is the one
and only Star Trek: New Worlds clan: Colonial Soldiers. Sometimes it can be
hard working on a guide alone, but having the guys at Colonial Soldiers, and the
Interplay boards, to help out by answering questions has really given me a lot of
push to get this guide done. So, hats off to you guys.
Stay tuned to www.stratosgroup.com for the complete guide, coming soon and
including vehicle and structure sections!