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The Unofficial Guide to Star Trek: New Worlds By The Stratos Group

Star Trek: New Worlds - Andras Blakeandrasblake.com/files/guides/StarTrekNewWorlds.pdfThis, however, is not the case with Star Trek: New Worlds. Instead, you will be unable to save,

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The Unofficial

Guide to

Star Trek: New Worlds

By

The Stratos Group

2

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

3

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

4

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.

5

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

6

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.

7

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

8

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.

9

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.

10

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

11

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.

12

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

13

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.

14

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

15

• 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.

16

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

17

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.

18

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

19

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

20

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.

21

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

22

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.

23

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

24

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:

25

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

26

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

36

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.

37

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.

39

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.

40

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.

41

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

44

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!