Star Trek: Armada II

Platform

zScore

65%

Star Trek: Armada II

Developer:Mad Doc Software Genre:Action Release Date: Download Games Free Now!

About The Game

Star Trek: Armada II is the sequel to the original popular real-time strategy game set in the Star Trek Universe. Battle through 27 missions divided into three different scenarios: Federation, Klingons and Borg. It also adds a new level of strategy and realism by allowing players to command from a 3D tactical view.

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Star Trek: Armada II

Star Trek: Armada II Review

By Adrienne Dudek |

With every new Star Trek game comes inexplicable feelings of apprehension and anticipation. On the one hand, the promise of gallivanting about a richly defined universe partaking first-hand in the kinds of things that all science fiction buffs dream of is tantalizing and orgasmic (so you're obviously not as big a fan as me). On the other, a slew of disturbing images of failed attempts of past clutter your mind, inhibiting any hopes of greatness. Armada II is no different. On one level, the prospects of playing out a real-time strategy game based on and in keeping with the Star Trek universe is awesome, but then again, failure to deliver on expectations the fiction inherently brings with it could be detrimental to the package as a whole.

In brief, Armada II is the fully 3D RTS sequel to 2000's Star Trek: Armada, a game based out of Next Generation universe. Romulans, Federation, Species 8472, Borg, Klingon, Cardassian, and Ferengi are all accounted for (Federation, Klingon, and Borg being playable in the single-player campaign, with the rest making cameos and only going controllable in multiplayer and skirmish modes, sans the NPC Ferengi). Plot? The Borg have been repelled back into the Delta Quadrant and StarFleet is on a mission to chase them down and engage the enemy on their home turf. All the while the Klingons are left behind in the Alpha Quadrant to keep the peace in the absence of their ally. Throw in Species 8472, and the always devious Romulans and Cardassians and you've got quite the explosive situation...

Paramount amidst the additions to last year's outing (no pun intended) is Armada II's revitalized 3D interface. The prior incarnation took place entirely on a 2D plane and only featured 3D graphics as an aesthetical attribute (the same formula Conquest : Frontier Wars followed, for those wanting a frame of reference). Armada II, on the other hand, incorporates its now refined, but still Armada 3D graphics engine in a fully 3-dimensional sector of space (as far 3D as monitors go anyway).

Direction and ordering are as standard as ever, only now, the new elevation factor is managed by depressing the shift key and moving the mouse either above or below the "zero plane" to send units to the desired z-axis coordinate. Thankfully, subsequent ordering will not cause units to revert to the zero plane. All things ordered remember the level at which they were directed, and will stay at this height until told otherwise.

Keeping track of everything from different angles and distances is now possible via a new camera control option that allows for all manner of tilting and rotation known to man (accomplished by holding down both mouse buttons or a middle button while in the "tactical view"). But playing from a traditional overhead perspective ("strategic view") is still both possible, and even advised (probably why the game defaults to this perspective).

The new 3D camera system actually works fairly well, but goes sadly untapped. Even though the tactical view eliminates the grid and fog of war (two potentially sight obstructing objects) and allows for the scope of the environments to be fully appreciated, because against the computer there exists little tactical advantage to changing the Z elevation of your units (aside from the negligible differences a change in formation offers), the strategic component of a fully 3D battlefield only comes into play during bouts of multiplayer. In this respect, Armada II suffers from a similar degree of AI identification problems that plague so many other games of all different types. That is to say, you might not be able to see the enemy because they are positioned deep in the bowels of a nebula, poised to secretly strike, but they will certainly see you, regardless of where you might be. Unlike you or I, the computer never forgets to check its radar, nor does it confuse asteroids and debris with enemy fleets. A great assortment of toggles, sliders and switches have been included that let you customize your experience to a virtually unseen degree (including even how fast or slow the computer can build, effectively making them supreme cheaters if you so desire), but Armada II will never emulate a true human opponent. Tactics and play as far as solo gaming go are then best left on the easily manageable 2D plane, as in 3D the only discernable benefit is the brainpower required to manage another axis.

Multiplayer scenarios differ at this. Sending one fleet of ships below and to the left under the guise of a passive nebula, and sending another on a direct course to conflict spell the ultimate combination of diversionary tactics. A lot of this is simply due to whether your eye will be able to identify what's coming and from where, but the effect ultimately adds that extra sense of required perception admirals need, that type of perception and attention vital to creating a more engrossing experience. Still, surprisingly enough, the control and manipulation of an additional axis of play retain a degree of simplicity that make advanced positioning worthwhile even in actual combat situations. Again, this all goes only as far as multiplayer is concerned.

So, though its principle and purpose are noble, the implementation and development of the 3D interface go unutilized; nevertheless, this new interface never draws from the title, and as such, won't be cause for score depreciation.

Other new additions have been made, and significant changes have taken place, but many of the problems I took issue with the first time around make a second appearance. The biggest of my gripes yet to be addressed is that the game saunters too far off from its source.

Combat, for one, doesn't feel or look indicative of what the Star Trek experience represents. Ship construction and deployment occur in swarms and success in battle relies heavily on who has the most of the most powerful as well as the usage of outlandish special attacks (outlandish even for Star Trek). Initially it looked as if this gripe might have been rectified. Vessels moved into position while laying down phaser and torpedo fire. However, once at their designated coordinate, battles revert to the sit there and fire like crazy variety (very un-Trek like). Equally depressing, constructing as many Sovereign class vessels as is humanly possible is still the name of the game. In the fiction, these ships are massive, expensive, valued and cherished machines -- each with personality and character. Here they're but shallow hulls, lifeless cannon fodder. There is no appreciable evolution and development of starships. Just as StarCraft necessitated the creation of hundreds of mindless units to seize victory, Armada II also values numbers over experience.

Caring for and developing units, valuing experienced ones over rookies, should have been a fundamental of the combat system. If the cost of units were raised slightly, and their importance reprioritized, the implementation and progression of advanced evasive maneuvers and general AI intelligence and prowess in combat could have been seamlessly integrated. Because a myriad of AI related options are already available, having units get better as they get older doesn't seem like it would be that trying of a task. Imagine a small fleet of battle hardened Galaxy class vessels asserting their superior AI routines (fictionally attributed and balanced by experience). They would dart around opposition, use the environment to their advantage, know to do things they would be expected to do. They would be lethal flagships of the fleet instead of chubby, almost stationary turrets.

Crazy secondary attacks make a return appearance. The decidedly un-Trek overly advanced abilities of some of the craft (the duplication one for instance) once again immeasurably deplete the rabid fanboy allure the game's fiction holds on me. It's these kinds of attempts at taking everything to the next level that ultimately drain the title of its single most distinguishing factor, its license. It's Star Trek that differentiates Armada II from the competition, but attempting to cram everything the fiction has ever offered into one brief game cheapens it all. So I like steak and potatoes, I also like Lucky Charms and apple pie... Should I then combine all three into a blender and drink it down? Armada thinks so. This approach is wrong. It's not fifty Borg ships fighting crazy Psychonic Blasting Romulans taking on Gemini Effecting Humans that makes Star Trek appealing. It's the cautious, meticulous implementation of these things that create such a wondrous universe (the very reason why TNG was praised and Voyager's over indulgence scorned). The battles should have importance, the encounters should be new and astonishing. Instead it's like, "Hey, there's some more of everything all at the same time."

There is light at the end of the tunnel. Armada II may not feature the amount of development and focus on starships as I'd like, but it does offer much the way of configurable AI. A wealth of sliders and options allow for behavioral patterns ranging from explore, to search and destroy, to defend ranges. Send a fleet of ships to randomly search about the map, or delegate them to systematically seeking out and eradicating the last vestiges of an opposing force (critical if you enjoy playing with the game speed cranked). In addition to this, aggressive tendencies can be managed by setting your armada to green, yellow, or red alert status. These indicators determine the frequency of pursuit and how they will break from their standing orders to engage the enemies.

The developed AI routines and still somewhat suspect combat come accentuated by warp speed and a more complex, refined economy that now allows for trade between outposts and the NPC Ferengi. The warp speed functionality acts as a turbo for moving your vessels about the map, but doesn't nearly add the tactical value that multiple maps did for Conquest (despite craft in warp transit being more susceptible to damage and such). It's a bit more plausible and true to the fiction, but just ends up amounting to a speedier means of locomotion. As far as the economy goes, the addition of resources and trading of resources for still other resources can get a bit tiresome, but ends up unobtrusive and manageable after a spell of consistent play.

Armada II does not graphically trounce its competition (being neither better than Dune or Conquest). It does accurately and acceptably render the various craft and structures of the fiction, but never overly impresses. Scale is developed much more consistently and believably but some of the new designs seem a bit out of place. The sly, mysterious, and sleek green Romulan design we see on its war bird vessel does not carry over to the rest of that race's units, now majorly covered in brown feathers, (more akin to the design present in Kirk's era). Another problem in design resides in how units and structures invariably clump together and become hard to differentiate between. What the hell am I shooting at? What the hell am I shooting with? What the hell am I using to make what I'm shooting with? Some of this could have been alleviated by a Conquest planetary-centric construction scheme, but a lot of it is inherent in the fiction.

Sound effects and music could have been taken directly from the show's vast library and are all superb, that includes the various little unique quips craft commanders give off when you order them about. Devious sounding Romulans, bloodthirsty Klingons, smug Cardassians, etc., all are represented and clichéd to brilliance.

While it ends up a solid, more refined, feature robust RTS experience opposed to its progenitor, it's still not the strategic Star Trek game fans such as myself have been so eagerly awaiting. Armada II's often times too much too fast. But this actually carries over decently from a strictly gameplay standpoint when basis and license are not taken into consideration. Its frantic play may only be Star Trek in name, but it is fun nonetheless.

As far as sequels go, this one excels admirably. The plethora of new features and changes are bold and carried over well. Many of which may go unused, but there existence alone is commendable. Regardless, the 3D aspect is not as developed as Homeworld, nor is the visual acuity or strategic depth as pronounced and patiently crafted as Conquest: Frontier Wars'. What's left then is not a markedly excellent foray into the genre or the fiction, but a fun, good play for casual fans of the universe and the genre. Die-hards of both RTS titles and Star Trek will find it to be only a passing amusement.

-- Ivan Sulic


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Star Trek: Armada II Cheats

Press enter and type in the following:CheatEffectcanofwhoopassIncrease ship AIshowmethemoneyMore DilithiumkobayashimaruWin Current Missionkobayashimaru_lostLose Current MissionyoustopmecoldFaster Ship ProductionavoidanceFaster Crew ProductionscrewyouguysimgoinghomeBrings up the Boot List in MultiplayerphonehomeChat list in multiplayernomoreshipsEnemy's science ships disappearimouttastepwithrealityEnter Gamma Quadrant

Star Trek: Armada II Game Walkthrough

Star Trek Armada 2 Walkthrough/FAQ by Simon 

Version 1.0a

This FAQ is only being shown on . Feel 
free to email and ask questions. My email is 
swiles_1987@hotmail.com. I'll return all emails that 
don't contain abuse or contain anything that is in the 
FAQ. Please also email me if you find any errors in my 
work. You may not copy any part of this FAQ.

WARNING: THIS FAQ CONTAINS SPOILERS.

This FAQ has no ties what so ever to Activision/Paramount
respectively.

Version Info.

Version 1.0
First few federation Missions and objectives for all 
Federation and Klingon mission's.

Version 1.0a
Added a few more Federation missions and objectives 
for Borg missions. Also added disclaimer. and made
lines shorter.

Next Version: More Federation mission updates.

Last update: 5th November 2003

This Faq contains:

1.    Introduction to ST: Armada 2

2.    Single Player Mission
2.1   Tutorials

2.2   Federation Campaign
Mission 1:   Invasion
Mission 2:   Lifelines
Mission 3:   Recovery
Mission 4:   Along the Neutral Zone
Mission 5:   Into The Breach
Mission 6:   Inferno
Mission 7:   The Cavalry
Mission 8:   Data Retrieval
Mission 9:   Staging Grounds
Mission 10:  There And Back Again
2.3   Klingon Campaign
Mission 1:   Uprising: A Dagger at Zarush
Mission 2:   Executioner
Mission 3:   Brave New Worlds
Mission 4:   Blockade
Mission 5:   The Unknown Prize
Mission 6:   The Romulan Connection
Mission 7:   Battle of Crucis Major
Mission 8:   Trojan Horse
Mission 9:   To Cardassia And Victory
Mission 10:  The Final Battle
2.4   Borg Campaign
Mission 1:   Werewolf Pack
Mission 2:   Pink Slips
Mission 3:   Interdiction
Mission 4:   There Goes the Neighborhood
Mission 5:   The Catch
Mission 6:   Interception
Mission 7:   Strange Bedfellows
Mission 8:   Tidal Wave
Mission 9:   The Maw
Mission 10:  Rifts

3.    Multiplayer Games
3.1   Federation Strategy
3.1a Units Strengths/ Weaknesses    
3.2   Klingon Strategy
3.2a Units Strengths/ Weaknesses    
3.3   Romulan Strategy
3.3a Units Strengths/ Weaknesses    
3.4   Borg Strategy
3.4a Units Strengths/ Weaknesses    
3.5   Cardassian Strategy
3.5a Units Strengths/ Weaknesses    
3.6   Species 8472 Strategy
3.6a Units Strengths/ Weaknesses   

4. Disclaimer

1. Introduction to the ST: Armada 2 World

In this game you will have to manage an economy, build a 
fleet and defeat the enemy. This is allotof things but 
hopefully this FAQ will help.

2. Single Player Mission's

2.1 Tutorials

If you have not played ST: Armada 1 then I would advise 
you go through this to get an understanding of what the 
game is about. If you did play ST: Armada 1 then it is 
a good idea to go through this because there are new 
races to fight against and new ships for the old races. 
It also helps with finding each races weakness.

2.2 Federation Campaign

Mission 1: Invasion

Brief: 

The Borg have invaded the Regula Badlands and colonized 
a world there.  In response, Starfleet has dispatched 
the Enterprise to the Badlands with orders to both 
eliminate the Borg presence and determine how the Borg 
got so deep in the Alpha Quadrant without being detected.

Aims:

* Build Research Facility to allow construction of 
Akira-class and colony ships (You will use the Research 
Facility in later missions to research new technologies)
* Colonize planet Regula II
* Build Orbital Processing Facility to provide Metal
* Eliminate all Borg in Regula Badlands (including ships,
stations, and Borg colony world)
* The Enterprise must survive

What to do to win:

You start off with a Starbase, Shipyard, 2 Construction 
Ships,2 Arika, 1 Galaxy and 1 Venture Class Ships and 
the Enterprise-E. Tell the Venture Class to go scouting 
and put it on green alert. Tell the construction ships 
to build a Mining Facility at both dilithium moons. 
Build a ship at the Starbase and move it north. When the 
mining facilities are complete build 4 mining freighters
from the Starbase and tell 2 to mine from one asteroid 
and the other 2 the other asteroid. Build 5 Defiant class
ships and also move them north. You will find a rocky 
planet. Build an orbital mining facility and tell the 
5 defiant classes to defend it. Next move the Galaxy 
class and 2 Arika Classes North-East to the plant Regula 
2 with a construction ship that built a mining facility. 
Decommission the other construction ship. When the 
construction ship gets to the planet build an orbital 
mining facility and tell the 3 ships to defend it. Build 
5 more defiant and put them with the enterprise 
in-between your 2 mining facilities. Now you have a good 
economy set-up. Build 2 more venture classes and tell 
them to scout. Wait till you have enough metal and build 
a research facility below your shipyard. When complete 
build a colony ship and colonise Regula 2. Start building 
lots of Arika Classes. You will start running out of crew
after about you have about 20 Arika Classes. Send about 
20 Arika Classes the bottom right corner of the map. 
Destroy all the stations in this area. After take your 
ships back to your base and collect the rest of the Arika 
classes that have been built and repair your other ships.
Next send them to the top left of the map. You will find 
a Borg base and other ships. Attack the base then the 
other ships. Try not to let any assemblers escape because 
they will build else where. Leave your ships there and 
move the Arika classes from your base that have been 
built and move them to your 2 planets because they may 
get attacked by the Borg if any ships escaped. You will 
need about 25 Arika classes to destroy the other base in 
the top right corner. So when you do destroy it. When you 
feel thearea is secure send the Enterprise-E and the 
Galaxy still if it has not been destroyed to destroy the 
Borg home world. After that take your Arika Classes south 
from the home world where there is a Borg mining facility 
destroy. If you have not won by this point send the rest 
of your Arika's on search and destroy. When all Borg have 
been destroyed you will have won.    

Mission 2: Lifelines

Brief: 

Admiral Fleming is in charge of the base at Alpha Theta 
VI.  He has a small armada there (not under your command) 
to use in fighting off attacks, but he will need your 
help. We must re-supply the base at Alpha Theta VI. To do 
this, construct cargo ships, load them with metal, 
dilithium, and latinum at the nearby trading station, 
and send them to the outpost's trading station.

Aims:

*Build cargo ships
*Make contact with the outpost's trading station
*Re-supply the station with 1500 metal
*Re-supply the station with 1500 dilithium
*Re-supply the station with 1500 latinum
*Do not let either trading station be destroyed

What to do to win:

When you start tell your 2 Venture Classes to search and 
put them on green alert. Move the Galaxy Class and Arika 
Class forward in-between the 2 turrets. Build another 
Mining facility next to the other moon. Build 1 
Construction ship and 6 Mining freighters from the 
Starbase. 2 Mining Freighters for each moon and the other 
2 for the Latinum to the south. When the Construction ship
is built build a Shipyard from it and when the other 
construction ship has finished move it north and put an 
orbital mining facility around the planet. Build 10 Sabre
Class ships. When the first 5 are finished send them 
through the wormhole to Alpha Theta VI to defend the base 
against the Borg. When the other 5 are finished send 
them. Now we need to build 2 more turrets between the 
original 2 and a sensor array with them. With the other 
ship start construction on a research facility then a 
science station. Build 5 defiant classes to defend your 
base. When the research facility is done build 3 colony 
ships. Send one through the wormhole to Alpha Theta VI 
one to the planet north and one to the planet south. Now 
build a venture class and 5 Streamrunner classes. Then 
start making lots of Arika Classes. When the Streamrunner 
and venture are complete tell the venture to defend one 
of the Streamrunner and put it on green alert and low 
movement. Just use the Streamrunner to attack the sensor 
arrays and turrets while keeping a safe distant don't 
select the venture class it will just follow along. Send 
about 6 Arika's through the wormhole to the other base 
to defend it with whatever you have left of the others.
Now you should have lots of dilithium not so much metal 
and latinum. Sell dilithium and buy metal till you have 
at enough for the mission. You need to build 9 cargo 
ships. Fill 3 with metal 3 with latinum and 3 with 
dilithium use all the Arika class to defend them and 
send them through the passage between the base that the 
Streamrunner made to the other trading station and off 
load all the cargo and then you win.

Mission 3: Recovery

Brief: 

Starbase 176 has picked up the encrypted signature 
frequency from the blackbox of the USS Douglass, a 
Nebula-class vessel unaccounted for after the Borg 
assault. It is entering the system with several 
unidentified targets, and has likely been assimilated. 
You must reacquire the Douglass before it can leave the
system -- it may contain data critical in locating how 
and where the Borg have been entering the Alpha Quadrant.  
The Federation Marines aboard your Iwo Jima-class 
assault ships have been trained for just such an action.

Aims: 

*Secure Starbase 176
*Build a Science Station, so that you can build 
Torpedo Turrets to defend the base
*Recover the Douglass.
*Do not let the Enterprise be destroyed
*Do not let Starbase 176 be destroyed

What to do to win:

When you start this mission take all your ships to the 
Starbase apart from the 2 Iwo Jima Class ships. Move 
these around the map beam people on board the ships and 
repair them. Decommission everything apart from the 
ships the Starbase and the shipyard. Decommission the 
research facility because it is too far out to be 
defended successfully. Now decommission the Streamrunner 
classes because they'll end up destroying your own ships. 
Recrew the shipyard and start building Sabre and Defiant 
classes to defend your base. Send any Venture Classes 
scouting on green alert. Now build 2 construction ships 
make one build an orbital processing facility and other 
one to build a research facility close to the base. When 
the research facility is complete build a science station 
and another construction ship so you have 3 and start 
defending the base with turrets when the science station 
is complete you can also build torpedo turrets. Defend 
the base well because you will be attacked by Borg cubes. 
When you have a research facility start building Arika 
classes as well as sabre and defiant classes. You now 
need to hold out until the USS Douglas comes. When it 
does send a fleet of Arika Classes on green alert so 
they don't destroy the Douglas. You'll have to attack 
by clicking on the ships when in green alert. Attack the 
Douglas and beam people aboard when shields go down to 
catch it. When the ship is yours you win.

Mission 4: Along the Neutral Zone

Brief: 

Destroy the Borg presence in this sector.  The 
Enterprise should appear shortly to help.  Be careful 
not to stray into the Neutral Zone.  Researching Tachyon 
Grid can help you see cloaked Romulan ships that are 
patrolling behind the Neutral Zone. Building the Vulcan 
Research Institute will allow you to upgrade your ships' 
life support capabilities to better withstand the 
nebulas' effects.

Aims:

*Research Tachyon Grid to help detect Romulan Patrols
*Build a Vulcan Research Institute to upgrade your 
ships
*Build an Advanced Shipyard
*Build Repair Ships
*Repair the Enterprise
*Destroy all Borg in the sector
*The Enterprise must survive

What to do to win:

When you start off move all your ships east till you 
find a planet with a dilithium moon. Tell one 
construction ship to build a Starbase north of the 
planet in line with the western edge. Build the 
mining facility just above the moon and a little west. 
When that is complete build an orbital mining facility 
around the planet. When the Starbase has been built 
build a shipyard to the west and down from the 
Starbase close to the planet. Use the Starbase to 
build 2 mining freighters to mine from the moon. Use 
the other construction ship to build turrets around 
the base in an arch. Build another construction ship 
to build a trading station below the dilithium moon. 
When the shipyard is complete build defiant and sabre 
class ships to defend with and put them in an arch 
with the turrets. Put them along the arch and on low 
movement so they don't wonder away from the base. Also 
build a research facility to the west of the base and 
north of the shipyard. Build a colony ship and colonise 
the planet. Upgrade the Arika's weapon and the defiant 
and also the detect cloak. (By the way the Romulans 
will only attack if you attack them. If a ship goes 
into there space you have a warning of about 2 minutes 
before they attack). Start Building 5 Arika's to defend 
with then start making loads and put them below the 
shipyard. Also build a science station so you can build
torpedo turrets. When the science station is complete 
start building turrets (Both kinds and sensor arrays 
so you can see farer). If you start to run out of 
dilithium buy some with the latinum and if that runs 
out start selling some metal. When this is complete 
start building about 10-15 Arika's and a Vulcan 
Research Institute below the trading station. Upgrade 
the shields and start building about 3 repair ships. 
After that keep the Institute researching upgrades. 
Tell the Arika's to defend the repair ships and when 
it says the Enterprise-E is about to appear send them 
there. When the Enterprise arrives repair it and tell 
Arika's to stay near the point where they got in ready 
for the Borg cubes that will come and attack. Destroy 
the cubes and take all ships back to base ready for 
repair. Now build a Colony ship and an Advanced 
Shipyard below the first one. Start building Galaxy 
class ships. Put the Enterprise-E next to the start 
base and put in on low movement and high special 
weapon. When you have 5 Galaxy Class Ships send them 
and 10 Arika's across to where you started and attack 
the Mining Facility there. Go up and a little across 
and attack the mining facility there. Then send the 
ships up to the nebula you had to go through to get to 
the Enterprise-E and just before you go through head 
west and you will see a Borg base and mining facility. 
Destroy both. Get the colony and colonise the planet 
there. Leave your ships there next to the planet till 
the planet has shield. Then take the Galaxy Classes 
back to your base for repair and group them with the 
other galaxy's you have. If you need more metal or 
dilithium send a construction ship up to the planet 
and build there. When you have 16 Galaxy classes send 
them to the top of map at the sensor that's there. 
Move along from this to find a wormhole. Go through 
it and destroy the 2 bases to the north. Don't attack 
the turrets because when you have killed the base the 
computer decommissions them if not destroy them after. 
Go back to the 2 dilithium moons to make sure there 
is no Borg there. You now need to just find the 
remaining and kill them to win.

Mission 5: Into The Breach

Brief: 

The Borg Transwarp Portal is somewhere in the Regula 
Badlands.  You must build up an armada, find the Portal, 
and secure it for our own use.  You may need to research 
improved shields to survive in the vast Nebula clouds.

Aims: 

*Locate the Borg Transwarp Portal in the Regula Badlands.  
*Take over the Portal
*Do not let the Enterprise be destroyed
*Do not let the Portal be destroyed

What to do to win: 

When you start build a colony ship and lots of defiant 
and sabre classes. Move all ships into one group and 
move them near your Starbase. Start all the mining 
freights mining from the dilithium moon. Colonise the 
planet you can see with the colony ship. You'll find 
a mining facility on its own, just decommission it. 
Now build an orbital facility at both planets using your 
construction ships. You'll find 3 cargo ships near each 
trading station tell them to trade between both station's
 to create latinum. Look for the upgrade centre and 
upgrade the Arika's special weapon and start building 
only Arika classes. Use whatever ships you have to defend 
with. The Arika's you are building will be used to attack
with later. Send your 5 venture classes (if you still 
have them, if not just send what you have) out scouting 
on green alert. Now you should use about 16 Arika's to 
go to the west of Starbase. You'll find a purple nebula. 
Go round it from the south and up. You'll find a Borg 
shipyard and some sensor arrays and a few ships. Destroy 
whatever Borg vessels come your way. After send them back 
for repair and collect about 20 Arika's and move north 
of the planet. You'll find a few Borg station and some 
ships. Just destroy them all. Now you need to start 
defending in 2 places. There will be a gap in the 
asteroids to the north of your base defend here with half 
of the ships you have another half at the wormhole (which 
is located to the north east of the M-Class planet to the 
side of the red nebula at the eastern edge of the map). 
I had about 8 Arika's, 4 defiant and 4 sabre classes at 
the wormhole and gap in the asteroid. I would advise to 
build move if you need before moving on to the next part 
of this walkthrough. Group these 2 groups as 1+2 on low 
movement and high special weapon and in the assault wall 
formation. Colonise the M-Class planet and the K-class 
planet to north of where your defending the gap in the 
asteroid. Leave the Enterprise-E next to the Starbase on 
on low movement and high special weapon usage. Now send 
constructions ships to build at all planets and dilithium 
moons that are in the area you have taken control of. 
Remember you need 3 mining freighters per dilithium moon. 
Stop building Arika's and build a science station, 
advanced shipyard and Vulcan research institute. Upgrade 
the Aegians special weapon and the Sovereign's special 
weapon at the research facility and start upgrading the 
weapons and shields at the Vulcan research institute. 
Build 4 Aegian, 6 Galaxy class and 6 Sovereign's classes. 
Group them as 3 and put them on medium movement and 
medium special weapon and in assault wall formation. 
Build 10 Iwo Jima Class Assault ships and label them 
group 4. Send them north through the gap in the asteroid 
and destroy all station and ships till you reach the 
wormhole. When you get here destroy the torpedo turret 
them move back and make sure the ships are in a line to 
the right of the wormhole. Change them to low movement 
and bring fleets 1+2 to there position and do the same. 
Send fleet 3 to round to find the Transwarp portal. 
Destroy the station accept the portal. When it says 
there's a large vessel coming through retreat fleet 3 
back to the other ships. A tactical cube will come you 
way. I destroyed it easily with the vessels I have 
listed above. After it has been destroyed. Use fleet 3 
to destroy remaining stations around the Transwarp gate 
then send these ships away. Use fleet 4 to take the 
Transwarp gate using transporter attack. You win.

Mission 6: Inferno

Brief: 

The USS Enterprise has led a veteran task force into a 
dark, unexplored part of the galaxy. Starfleet has fought
its way behind enemy lines, and it's your job to rid this 
sector of Borg forces.  Scour the sector if necessary, 
but do not let any Borg escape.

The Borg Transwarp Portal is our only way home. It is 
imperative that it is captured and held secure, otherwise 
all our efforts will have been in vain.

Aims: 

* Capture the Transwarp Portal
* Eliminate all Borg in the sector
* The Transwarp Portal must survive
* Enterprise must survive

What to do to win: 

This is where it gets slightly harder.

Mission 7: The Cavalry

Brief:

We've received a distress signal from the USS Allegheny, 
flagship of the Federation Third Fleet. The Enterprise 
has been dispatched to provide assistance.

Aims: 

* Use a Repair Ship to repair USS Allegheny
* Eliminate the Borg from system J-356
* The Allegheny must survive
* The Enterprise must survive

What to do to win: Future Version

Mission 8: Data Retrieval
 
Brief: 

Find the Borg Nexus. Use assault ships to take it 
overwithout destroying it. Once you hold the station, 
send in your Data Retrieval ship. After it has finished, 
escort it back to your Starbase. The Temporal Research 
Station can provide you with an excellent area effect 
weapon against the Borg.

Aims:

*Build a Temporal Research Facility
*Locate the Borg Nexus 
*Take Over the Borg Nexus
*Escort the Data Miner to the Nexus
*Protect the Data Miner while it gathers intelligence
*Escort the Data Miner back to your Starbase
*Do not let the Enterprise or the Data Miner be destroyed
*Do not destroy the Borg Nexus

What to do to win: Future Version

Mission 9: Staging Grounds

Brief: 

The data taken from the Borg Nexus indicated the 
approximate location of the staging ground that the Borg 
have been using to launch their assaults into the Alpha
Quadrant. Search System J-361 for the precise location of 
the staging grounds. Reinforcements are on their way, so 
it is crucial that the Borg aren't alerted to your 
presence -- set all of your forces on Green Alert, and 
don't engage.

Aims:

*Locate and assess the strength of the Borg staging 
grounds while waiting for reinforcements
*Do not let the Enterprise be destroyed

The Federation reinforcements have arrived. Orders are to 
launch a full assault on the Borg staging grounds. The 
Nebula-class vessels in your fleet are outfitted with 
Shield Disruptors to assist in the assault.

*Destroy the Borg staging grounds
*Do not let the Enterprise be destroyed

The Borg base has been destroyed. Get the Enterprise and 
the rest of the fleet to the extraction point -- preserving
your ships is paramount, so engage enemies only if 
unavoidable.

*Destroy the Borg staging grounds
*Bring the Enterprise and your fleet to the extraction 
point in the upper right sector of the system
*Do not let the Enterprise be destroyed

What to do to win: Future Version

Mission 10: There And Back Again

Brief: 

The Enterprise has been ordered to build up defences 
around the Transwarp Portal and to assist incoming fleets 
as they make their way home. The Transwarp Portal is our 
only way home. Protect it at all costs.

Aims:

* Escort incoming fleets to the Transwarp Portal
* Do not let the Transwarp Portal be destroyed
* The Enterprise must survive

What to do to win: Future Version

2.3 Klingon Campaign

Mission 1: Uprising: A Dagger at Zarush

Brief:

The Cardassians have launched a sneak attack against the 
Federation and wiped out the Alpha Quadrant's main 
reserve fleet. It is now up to the Klingon Empire to 
defeat the Cardassian uprising, starting by holding the 
line at Zarush in the Pearl Nebula. You may be able to 
use the surviving Federation stations to build some 
rudimentary Federation ships, but you will need to build 
Klingon stations quickly.

Aims:

*Take back the planet Vanoshan
*The planet Zarush must not be taken over
*Martok must survive

HINT: Find and repair the few surviving Federation ships 
and stations

What to do to win: Future Version

Mission 2: Executioner

Brief:

The rebellious Cardassians have established two bases in 
the Doltec system and are threatening to overrun our 
Starbase there. There also exists the possibility that 
Kestian, an industrialized and highly populated world in 
the system, might throw its support behind the rebellion 
if we are driven out of the system. To ensure this does 
not happen, Chancellor Martok has authorized the use of 
excessive force in reducing Kestian to a smouldering 
cinder.

Aims:

* Construct a trading station
* Research Gravity Mines
* Research Tachyon Detection Grid
* Eliminate all Cardassians in system (including colony 
at Kestian)
* Captain Bek'Ta must survive
* Starbase Ejyowaw-10 must survive

HINT: Set up a trading route between two Trading Stations.
This will help you generate additional latinum.

What to do to win: Future Version

Mission 3: Brave New Worlds

Brief:

With the Zarush and the Enebrian systems secure, 
operations to drive back the Cardassians have begun. 
Your new target is the Efate system. There are several 
worlds in this system that are rich in mineral wealth 
and currently uninhabited. Your orders are to colonize 
these worlds so they can provide the industrial capacity 
to support the coming operations in the Cardassian Union.

Aims:

*Build a Starbase
*Build a shipyard
*Construct a colony ship
*Eliminate any Cardassian presence
*Colonize all planets of the Efate System 

What to do to win: Future Version

Mission 4: Blockade

Brief:

Defeat in the Efate System has left the Cardassian front 
line crippled by a lack of resources. Though they've 
taken a strategically important world in the Mornaur 
System, they won't be able to hold it without further 
resources. Information taken from the Romulans indicates 
that a re-supply convoy is en route to Mornaur II -- and 
breaking the Cardassian front line depends on making sure 
that not a single ship reaches the planet.

Aims:

*Locate Mornaur II
*Research Tachyon Detection Grid in case the Cardassians 
are using cloaked escorts or patrols
*Do not let your fleet be destroyed
*Do not let any ships from the convoy reach Mornaur II

What to do to win: Future Version

Mission 5: The Unknown Prize

Brief:

A Cardassian "Quantum Singularity Ship" was detected on 
the far side of the Ket'sch Tor Belt. Periodically, 
wormholes appear in the area, allowing direct passage 
into the sector where the ship is located. Currently, 
Mislyv'ee-27 is not capable of the mission that lies 
ahead. Extend Mislyv'ee-27's capabilities, build up a 
suitable fleet, and bring honour to your house!

Aims:

* Find a way into Cardassian space
* Locate and capture the Kulinor-class "Quantum 
Singularity Ship"
* Bring the captured ship to Starbase Mislyv'ee-27
* Do not allow the "Quantum Singularity Ship" or 
Mislyv'ee-27 to be destroyed
* Chancellor Martok must survive

HINT #1: Building the Gre'thor Armory will enable you to 
build torpedo turrets.

HINT #2: Construction ships have multiple functions.

What to do to win: Future Version

Mission 6: The Romulan Connection

Brief:

Using the utmost Klingon diplomacy, we must express our 
displeasure with the recent actions of the Romulan Empire.
Conquer and colonize the Romulan planets, and demonstrate 
the power of the Klingon Empire!

Aims:

* Destroy the Romulan base
* Conquer and colonize the planet "Polacki"
* Conquer and colonize the planet "Er'hik"
* Conquer and colonize the planet "Pinaloe"
* Do not allow your Starbase to be destroyed
* Do not allow Martok to be killed

HINT: Defence is an important part of offence.

What to do to win: Future Version

Mission 7: Battle of Crucis Major

Brief:

The Cardassians, led by Gul Kentar, are trying to take 
over the Crucis Major system. You must defend the system 
and destroy all Cardassian ships, stations, and colonies.

Aims:

*Build a Shockwave Station
*Build a Jach'eng Class Super Ship at the Shockwave Station
*Destroy all Cardassian ships, stations, and colony worlds
*Martok must survive

HINT: The Jach'eng is very useful at taking out clusters 
of turrets or stations.

What to do to win: Future Version

Mission 8: Trojan Horse

Brief:

You won't have enough firepower to battle through the 
Cardassian defences. Capture a Cardassian ship, transfer 
the deactivation codes onto it, and send it to the 
Cardassian Starbase to deactivate the turrets. If a 
Cardassian vessel sees any of your Starbases, do not let 
it return to report at the main Cardassian base.

Aims:

*Capture a Cardassian ship
*Escort it to your Starbase to transfer deactivation 
codes
*Send it next to the Cardassian Base to deactivate the 
turrets. 
*Destroy the Cardassian Shipyards
*Do not allow any Cardassian stations to see your ships
*Do not allow any Cardassian ships to detect your 
Starbase and report back to the Cardassian base
*Martok must survive

HINT #1: Use Commando Teams to take over Cardassian ships.
HINT #2: Cloaked ships on Green Alert can remain 
undetected.

What to do to win: Future Version

Mission 9: To Cardassia And Victory

Brief:

We are now in the heart of Cardassian space, and very 
close to stamping out this unjustifiable uprising. 
Strengthen your fleet in preparation for a final assault 
on their homeworld, Cardassia Prime.

Seize control of the other planets in the system, restore 
order to the rebellious populations, and secure the 
resources necessary for our decisive victory. Eliminate 
all Cardassian forces that stand in our way.

Aims:

* Use Assault ships and secure Cardassia Prime
* Use Assault ships and secure the neighbouring 
Cardassian worlds
* Chancellor Martok must survive

What to do to win: Future Version

Mission 10: The Final Battle

Brief:

Gul Kentar has retreated to the Hurik system. Here, the 
Cardassians have constructed their primary Quantum 
Singularity Research Facility.  This facility must be 
destroyed to prevent the Cardassians from using its 
technology against us again. Gul Kentar must pay the 
ultimate price for his involvement in this insurrection. 
No quarter will be asked and none given.

Aims:

*  Destroy the Quantum Singularity Research Facility
*  Eliminate Gul Kentar
*  Martok must survive

What to do to win: Future Version

2.4 Borg Campaign

Mission 1: Werewolf Pack

Brief:

The Borg Queen and a number of Borg combat ships have 
been stranded in the Alpha Quadrant after the collapse 
of the Transwarp Portal.  Communication and re-supply 
from the Delta Quadrant are cut off. You must raid 
Federation and other Alpha Quadrant cargo ships and other 
ships in order to begin rebuilding the Borg.

Aim:

*Research the Auto-Assimilator at your Modification Centre
to help capture ships
*Acquire 3000 Dilithium. Capture & recycle cargo ships 
(& other ships)
*Acquire 3000 Metal.  Capture & recycle cargo ships 
(& other ships)
*The Borg Queen's Diamond must survive
*Do not let any of your stations be destroyed

HINT: Placing your ships on high special weapon autonomy 
and no movement autonomy is the best way to set ambushes.

What to do to win: Future Version

Mission 2: Pink Slips

Brief:

We must eliminate both Species 8472 and the Federation 
from this grid. Species 8472 is a powerful enemy and the 
assimilation of Federation ships, stations, and technology 
will aid us in our battle against them. It is imperative 
that we eliminate both Species 8472 and the Federation 
from this grid if we are to proceed through it unhindered.

Aims:

*  Research Auto-Assimilator
*  Eliminate Species 8472 and the Federation from this grid
*  The Borg Queen's Diamond must survive

HINT: Use the Auto-Assimilator to assimilate Federation 
Steamrunners and then use them against the Federation 
turret emplacements.

What to do to win: Future Version

Mission 3: Interdiction

Brief:

Sensors have indicated indigenous shipping and re-supply 
activity in this grid. Assimilate or destroy all enemy 
shipping vessels. Establish a Nexus and build up forces 
sufficient to clear the grid of indigenous species. 
Increase resources and technology through assimilation.

Aims:

*Construct a Nexus
*Construct Wedges for taking over enemy vessels
*Destroy the indigenous stations
*Do not let the Nexus be destroyed

What to do to win: Future Version

Mission 4: There Goes the Neighbourhood

Brief:

The Borg require additional resources and drones. Colonize
planets in Grid 967. 

Scouts have detected an unassimilated species present in 
Grid 967. If local planets are already inhabited, 
assimilate them.

Aims:

* Construct a Nexus to gain a foothold in the system
* Build a Technology Assimilator to incorporate and absorb 
the enemy's special weapons
* Colonize all planets in Grid 967 and extract valuable 
resources
* The Borg Queen's Diamond must survive

HINT: Use the Harbinger to strike enemy defences from a 
distance, and the Tactical Cube to overpower even the 
strongest warships.  The Sphere special weapon, 
Regeneration, can be researched at the Modification 
Centre, and new ship upgrades are available at the Borg 
Ship Upgrade Facility.

What to do to win: Future Version

Mission 5: The Catch

Brief:

We must relocate the Federation vessels known as 
'USS Danvers' and 'USS Tonawanda' to Nexus 4288.Residual 
tachyon particles have been detected on their hulls, and 
we must analyze and disassemble these vessels.  Finding 
the Tachyon Nebulas will enable us to re-activate the 
Transwarp Portal.

Aims:

*Construct a Recycler
*Relocate the vessels 'USS Danvers' and 'USS Tonawanda' 
to Nexus 4288 
*Do not allow Nexus 4288 to be destroyed
*Do not allow the two prototype vessels to be destroyed

HINT #1: Make good use of your repair ships.
HINT #2: Wormholes work in two directions.

What to do to win: Future Version

Mission 6: Interception

Brief:

The Klingons have captured a wounded Species 8472 vessel. 
This is a necessary asset, and we must acquire it.  

Assimilating the planet Choktu will provide the drones 
needed to build up an attack force. Destroy the Klingon 
base and assimilate the Klingon Imperial Research 
Institute.

Aims:

*Assimilate the planet Choktu 
*Construct a Nexus
*Destroy the Klingon base
*Assimilate the Klingon Imperial Research Institute
*The Borg Queen's Diamond must survive

HINT: Use Wedge-class vessels to assimilate the Research 
Institute.

What to do to win: Future Version

Mission 7: Strange Bedfellows

Brief:

In order to enter fluidic space and destroy Species 8472 
the Collective requires the assistance of the Federation. 
The Borg must rebuild the Transwarp Portal, travel to the 
Delta Quadrant, and rescue Picard.

Aims:

*Locate the Tachyon Nebula
*Destroy all Species 8472 ships near the Tachyon Nebula
*Build 10 Energy Cannons or Torpedo Turrets around the 
Tachyon Nebula
*Bring three Assemblers to the Tachyon Nebula to build 
the Transwarp Portal
*The Borg Queen's Diamond must survive

What to do to win: Future Version

Mission 8: Tidal Wave

Brief:

We have entered into a temporary alliance with the 
Federation. Our goal is to eliminate Species 8472 and 
secure the area around the Fluidic Rift.

Aims:

*  Eliminate Species 8472 from this grid
*  The Borg Queen's Diamond must survive
*  The Enterprise must survive

What to do to win: Future Version

Mission 9: The Maw

Brief:

Fluidic space is absent of all known resources. Success 
requires that resources be gathered before the final 
assault is made. Secure the area, and protect the 
Federation ships and stations from 8472 assaults. They 
will gather the necessary resources.

The Federation insists on inserting probe vessels into 
Fluidic Space to gather data on Species 8472. We must 
protect the ships as they make their way towards the Rift.
Success is imminent. The Borg predominates inferior 
life-forms.

Use the Federation shipyard, Evren Prime, to construct 
the vessels.

Aims:

* Acquire 20,000 units of dilithium
* Acquire 20,000 units of metal
* Construct and escort at least 5 Federation scout 
vessels into the Rift
* The Federation Starbase must survive
* The Federation shipyard must survive
* The Enterprise must survive
* The Borg Queen's Diamond must survive

HINT: Some Federation turrets and sensors are operational, 
but cannot be decommissioned.

What to do to win: Future Version

Mission 10: Rifts

Brief:

The Federation and Borg fleets are in fluidic space.  
Re-supply is only through cargo ships coming through rift 
Alpha.  Somewhere in Fluidic Space an unknown 8742 entity 
is creating and stabilizing three rifts (code-named Alpha,
Beta, and Gamma).  

HINT: The Federation has sent the USS Incursion, a unique 
ship equipped with a Holo-Generator that allows it to be 
disguised as an enemy ship. This may be useful for 
exploring the map.

Aims:

* Build a Federation Trading Post to receive supply 
shipments.
* Find rift Beta
* Find rift Gamma
* Prevent any 8472 fleets from travelling through rift 
Alpha
* Prevent any 8472 fleets from travelling through rift 
Beta
* Prevent any 8472 fleets from travelling through rift 
Gamma
* Find the Rift Maker
* Destroy the Rift Maker
* The Borg Queen's Diamond, the Enterprise, and the 
Incursion must survive

What to do to win: Future Version

3. Multiplayer Games

Future Version

4. Disclaimer

I will not take any responsibility for any damages caused 
by this FAQ. Use this Faq at your own risk.
_ _ _ _
(C) Copyright 2003 Simon Wiles

 
                    

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