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HOMEWORLD: CATACLYSM WALKTHROUGH
by Briareos Kerensky (briareos_hf@tiscali.it, briareos_HF), ver 3.X.
Table of Contents
1-Update History
2-History Briefing
3-Technology Briefing
4-Tactics Briefing
5-Formations Briefing
6-Ranks
7-Ships Briefing
8-General Tactics
9-Multiplayer Tactics
10-Walkthrough
11-Easter Eggs
12-Credits and misc
****************
1-UPDATE HISTORY
****************
16/10/2002- version 3.X. Updates only.
29/08/2002-version 3.X. Updates, additions and corrections.
23/07/2002-version 3.X. Other submissions!
17/03/2002-version 3.X. Wonderful. Someone still plays this great game. A
submission after nearly a year from the last one!
9/04/2001-version 3.X. I recieved a mail today. Someone asked me to give my CD
key because he/she lost is package: no way. Let me clearly state this: *N*O*
*W*A*Y*. Do not ask me for such things.
12/03/2001-version 3.X. Added in infos based on the new patch released by
Sierra (version 1.01).
Later versions (2.X). These versions will contain only your submissions.
02/12/2000-version 2.0a. Added the final (I think so) sections, Easter Eggs and
Ranks. Consider them an X'mas present ;)
30/11/2000-version 2.0. Final release! Walkthrough completed. I'll upload any
suggestion once every week if there are. Thanks for reading, and be ready for
more FAQs ;)
27/11/2000-version 1.8. Guess what? New, missions, of course! Numbers 10, 11,
16 and 17.
25/11/2000-version 1.6a. 100 Kbs reached and passed! Added missions 8 and 9.
24/11/2000-version 1.6. Added missions 6 and 7. Other minor corrections.
23/11/2000-version 1.5. Ship description is now complete, with full Somtaaw,
Beast, Turanic and Taiidan Ships. I alwasy though that these two sub-chapter
would be useless, but after some mission I decide to add Bentusi and Hiigaran
ships under the same section. Section 7 and 8 now online and I'm waiting your
ideas. Re-started the game to write down mission objectives and refresh memory
about initial missions, but reached mission 16. Walthrough section now contains
mission 1, 2, 3, 4 and 5. Minor corrections in all sections and text formatted
with WordPad.
19/11/2000-version 1.0. Section 2, 3, 4, 5 and 10 fully completed. Section 6
needs Beast, Turanic and Taiidan ships deascription, but it contians all
Somtaaw ships. Sections 7, 8, 9 are under way. Currently playing mission 8, but
with few multiplayer experience.
******************
2-HISTORY BRIEFING
******************
15 years have passed after the Kushan finally reached their Home, Hiigara, and
killed the Taiidan Emperor. In these 15 years, the surviving Kushan built a new
society on Hiigara by waking up the colonist kept in cryogenic sleep; however,
these colonist had a rude awakening, as the first thing they did know was that
Kharak, the planet where they left family and friends was burned by the Taiidan
Imperial Fleet just before the MotherShip left the system. A number of these
colonists, called Sleepers, committed suicide. In the meanwhile, the Taiidan
Empire was torn apart by internal wars, and only a small number of planets was
willing to create a new Empire, this time called the Taiidan Republic, willing
to help the Kushan, the original inhabitants of Hiigara, to rebuild their
lifes. However, the Imperial Fleet, was willing to rebuild a new Empire, and
most officers left the Republican army for independent actions against the
Hiigarans, with the help of the Turanic raiders, an other plague of the know
universe.
On Hiigara, the Kiith built a new Council, to ensure equal rights to every
Kiith; soon the power of council fell in the hands of the major Kiiths, leaving
only few choices to the smallest ones. One of these Kiith, the Soomtaw, aided
by other minor Kiiths conquered the right to use the orbiting MotherShip, now
used as shipyard, for 45 days. Kiith Soomtaw built two vessels, the Faal-Corum
and Kuun-Lan, each nearly big as the MotherShip. The Soomtaw is a mining Kiith,
and these two massive ships were intended as independent vehicles for
long-range mining duties. A third vessel, this time a Frigate, the Clee-San,
was built for research duties. The Clee San is currently in the Coruc-Tel
System, while the Faal-Corum is in a deep-space mission. You will take command
of the Kuun-Lan and its fleet, which are returning to Hiigara, but...
************************
3-TECHNOLOGICAL BRIEFING
************************
In this secton you'll find description of the technology you have to research
to obtain new vessels during the game. A brief description of weapon types is
also provided.
----------------
--WEAPON TYPES--
----------------
+ Mass Drivers: projectile weapons. The weapon itself is small, so you'll find
at least a small-caliber gun on every Fighter. Bigger ships will have
mass-drivers in their secondary turrets. In Cataclysm, projectyle weapons are
useful against fast strike crafts, as they travel at an higher velocity and do
moderte damage to their thin armors. They have short/medium range values. Later
in the game Mass Drivers will be upgraded to Energy Cannons, a more powerful
version of the Guns with same stats.
+ Energy Beams: Capital Ships only. The most common energy beam is the ion
beam, mounted on a number of ships. Only Super-Capital Ships carry them in
turrets, as an ion cannon is usually big as a whole Frigate. Medium/long range
weapons with high damage values, mainly useful against Capital Ships, though a
turret-mounted cannon can deal with Strike Crafts and reduce them in scraps
within seconds.
+ Missiles: Missiles are the only weapon limited by ammunition supplies, but
bigger ships can build them automatically, so just make an intelligent use of
them. They were first developed to provide anti-Fighter capabilities to Capital
Ships, but then engineers began to develop smaller missiles to provide a more
powerful punch to Corvettes and Fighters. Though their damage value is lower
than the Beam's one, they are fired in groups and have a longer range.
+ Fields: some ships come equipped with a field generator capable of deflecting
enemy weapons or generating gravity wheels to stop enemy's Strike Crafts. Those
shiled are useful to protect valuable ships (Carriers, Cruisers,
MotherShips...) or to trap enemy vessels. The third type of field is the
Stealth, capable of masking crafts to enemy eyes and standard sensors. Only
advanced sensor suites will detect Stealth (or cloacked) units.
+ Plasma Bombs: large plasma spheres that do a lot of damage; they are a bit
slow, however, and the only crafts carring them are the Beast/Taiidan Attack
Bomber and the Taiidan Assault Frigate. Very effective against large ships and,
if they hit, against fighters.
+ Infection Beam: Only available to the Beast. Its Super-Capital Ships, as well
as the Beast MotheShip, use it. This beam infects enemy vessels and make them
fight for the Beast. Work only on Strike Crafts and Frigates, so use the
biggest ships you have to deal with the listed enemies. Note that the Beam
lasts for nearly 10 seconds and can infect every Strike Craft or Frigate is hit
within this arc of time.
------------------------
--SOMTAAW TECHNOLOGIES--
------------------------
FIGHTER DRIVE
Research in: Hangar Module
Pre-requisites: none
Lead to: Advanced Fighter Drive, Linking Technology
Needed for: Acolytes, Mimics
Notes: you need it for producing fighters. You have to research for it in
multiplayer and in the campaign mode you begin with this ability.
ADVANCED FIGHTER DRIVE
Research in: Hangar Module
Pre-reuisites: Fighter Drive
Lead to: nothing
Needed for: nothing (upgrade for Seekers, Acolytes and Mimics)
Notes: this will make your fighters (but not ACVs or MCVs) move faster.
LINKING TECHNOLOGY
Research in: Hangar Module
Pre-requisites: Fighter Drive
Lead to: nothing
Needed for: ACVs and MCVs (upgrade for Acolytes and Mimics)
Notes: will allow to produce Composites Vehicles from the hangar bay or by
linking two Acolytes/Mimics
FRIGATE DRIVE
Research in: Hangar Module
Pre-requisites: nothing
Lead to: Advanced Frigate Drive
Needed for: Dervish, Hive
Notes: needed for all Frigates
ADVANCED FRIGATE DRIVE
Research in: Hangar Module
Pre-requisites: Frigate Drive
Lead to: nothing
Needed for: nothing (upgrade for Dervish, Hive)
Notes: like the Advanced Fighter Drive, will this will make your Frigates
moving faster
DESTROYER DRIVE
Research in: Hangar Module
Pre-requisites: nothing
Lead to: Advanced Destroyer Drive
Needed for: Shaman, Deacon
Notes: needed for Carriers and Destroyers
ADVANCED DESTROYER DRIVE
Research in: Hangar Module
Pre-requisites: Destroyer Drive
Lead to: nothing (upgrade for Shaman, Deacon)
Needed for: Archangel
Notes: needed for the almighty Archangel and like the other Advanced Drives
will make your Ships move faster.
ARMOR LEVEL 2
Research in: Armor Module
Pre-requisites: nothing
Lead to: Armor Level 3
Needed for: nothing (upgrade for all ships)
Notes: will make ships stronger
ARMOR LEVEL 3
Research in: Armor Module
Pre-requisites: Armor Level 2
Lead to: nothing
Needed for: nothing (upgrade for Hive)
Notes: will make ships stronger
FORCE FIELD LEVEL 1
Research in: Armor Module
Pre-requisites: nothing
Lead to: Force Field Level 2
Needed for: nothing (upgrade for Sentinels)
Notes: will block incoming projectiles
FORCE FIELD LEVEL 2
Research in: Armor Module
Pre-requisites: Force Field Level 1
Lead to: Force Field Level 3
Needed for: nothing (upgrade for Sentinels)
Notes: will block incoming projectiles and missiles
FORCE FIELD LEVEL 3
Research in: Armor Module
Pre-requisites: Force Field Level 2
Lead to: nothing
Needed for: nothing (upgrade for Sentinels)
Notes: will block incoming projectiles, missiles and energy beams.
HOLOGRAPHIC PROJECTOR
Research in: Engineering Module
Pre-requisites: nothing
Lead to: nothing
Needed for: Mimics, MCVs
Notes: will allow you to build and mask Mimics.
SUPPORT SYSTEMS
Research in: Engineering Module
Pre-requisites: nothing
Lead to: nothing
Needed for: nothing
Notes: will allow to produce more ships (each Kuun-Lan module will provide 10
by Briareos Kerensky (briareos_hf@tiscali.it, briareos_HF), ver 3.X.
Table of Contents
1-Update History
2-History Briefing
3-Technology Briefing
4-Tactics Briefing
5-Formations Briefing
6-Ranks
7-Ships Briefing
8-General Tactics
9-Multiplayer Tactics
10-Walkthrough
11-Easter Eggs
12-Credits and misc
****************
1-UPDATE HISTORY
****************
16/10/2002- version 3.X. Updates only.
29/08/2002-version 3.X. Updates, additions and corrections.
23/07/2002-version 3.X. Other submissions!
17/03/2002-version 3.X. Wonderful. Someone still plays this great game. A
submission after nearly a year from the last one!
9/04/2001-version 3.X. I recieved a mail today. Someone asked me to give my CD
key because he/she lost is package: no way. Let me clearly state this: *N*O*
*W*A*Y*. Do not ask me for such things.
12/03/2001-version 3.X. Added in infos based on the new patch released by
Sierra (version 1.01).
Later versions (2.X). These versions will contain only your submissions.
02/12/2000-version 2.0a. Added the final (I think so) sections, Easter Eggs and
Ranks. Consider them an X'mas present ;)
30/11/2000-version 2.0. Final release! Walkthrough completed. I'll upload any
suggestion once every week if there are. Thanks for reading, and be ready for
more FAQs ;)
27/11/2000-version 1.8. Guess what? New, missions, of course! Numbers 10, 11,
16 and 17.
25/11/2000-version 1.6a. 100 Kbs reached and passed! Added missions 8 and 9.
24/11/2000-version 1.6. Added missions 6 and 7. Other minor corrections.
23/11/2000-version 1.5. Ship description is now complete, with full Somtaaw,
Beast, Turanic and Taiidan Ships. I alwasy though that these two sub-chapter
would be useless, but after some mission I decide to add Bentusi and Hiigaran
ships under the same section. Section 7 and 8 now online and I'm waiting your
ideas. Re-started the game to write down mission objectives and refresh memory
about initial missions, but reached mission 16. Walthrough section now contains
mission 1, 2, 3, 4 and 5. Minor corrections in all sections and text formatted
with WordPad.
19/11/2000-version 1.0. Section 2, 3, 4, 5 and 10 fully completed. Section 6
needs Beast, Turanic and Taiidan ships deascription, but it contians all
Somtaaw ships. Sections 7, 8, 9 are under way. Currently playing mission 8, but
with few multiplayer experience.
******************
2-HISTORY BRIEFING
******************
15 years have passed after the Kushan finally reached their Home, Hiigara, and
killed the Taiidan Emperor. In these 15 years, the surviving Kushan built a new
society on Hiigara by waking up the colonist kept in cryogenic sleep; however,
these colonist had a rude awakening, as the first thing they did know was that
Kharak, the planet where they left family and friends was burned by the Taiidan
Imperial Fleet just before the MotherShip left the system. A number of these
colonists, called Sleepers, committed suicide. In the meanwhile, the Taiidan
Empire was torn apart by internal wars, and only a small number of planets was
willing to create a new Empire, this time called the Taiidan Republic, willing
to help the Kushan, the original inhabitants of Hiigara, to rebuild their
lifes. However, the Imperial Fleet, was willing to rebuild a new Empire, and
most officers left the Republican army for independent actions against the
Hiigarans, with the help of the Turanic raiders, an other plague of the know
universe.
On Hiigara, the Kiith built a new Council, to ensure equal rights to every
Kiith; soon the power of council fell in the hands of the major Kiiths, leaving
only few choices to the smallest ones. One of these Kiith, the Soomtaw, aided
by other minor Kiiths conquered the right to use the orbiting MotherShip, now
used as shipyard, for 45 days. Kiith Soomtaw built two vessels, the Faal-Corum
and Kuun-Lan, each nearly big as the MotherShip. The Soomtaw is a mining Kiith,
and these two massive ships were intended as independent vehicles for
long-range mining duties. A third vessel, this time a Frigate, the Clee-San,
was built for research duties. The Clee San is currently in the Coruc-Tel
System, while the Faal-Corum is in a deep-space mission. You will take command
of the Kuun-Lan and its fleet, which are returning to Hiigara, but...
************************
3-TECHNOLOGICAL BRIEFING
************************
In this secton you'll find description of the technology you have to research
to obtain new vessels during the game. A brief description of weapon types is
also provided.
----------------
--WEAPON TYPES--
----------------
+ Mass Drivers: projectile weapons. The weapon itself is small, so you'll find
at least a small-caliber gun on every Fighter. Bigger ships will have
mass-drivers in their secondary turrets. In Cataclysm, projectyle weapons are
useful against fast strike crafts, as they travel at an higher velocity and do
moderte damage to their thin armors. They have short/medium range values. Later
in the game Mass Drivers will be upgraded to Energy Cannons, a more powerful
version of the Guns with same stats.
+ Energy Beams: Capital Ships only. The most common energy beam is the ion
beam, mounted on a number of ships. Only Super-Capital Ships carry them in
turrets, as an ion cannon is usually big as a whole Frigate. Medium/long range
weapons with high damage values, mainly useful against Capital Ships, though a
turret-mounted cannon can deal with Strike Crafts and reduce them in scraps
within seconds.
+ Missiles: Missiles are the only weapon limited by ammunition supplies, but
bigger ships can build them automatically, so just make an intelligent use of
them. They were first developed to provide anti-Fighter capabilities to Capital
Ships, but then engineers began to develop smaller missiles to provide a more
powerful punch to Corvettes and Fighters. Though their damage value is lower
than the Beam's one, they are fired in groups and have a longer range.
+ Fields: some ships come equipped with a field generator capable of deflecting
enemy weapons or generating gravity wheels to stop enemy's Strike Crafts. Those
shiled are useful to protect valuable ships (Carriers, Cruisers,
MotherShips...) or to trap enemy vessels. The third type of field is the
Stealth, capable of masking crafts to enemy eyes and standard sensors. Only
advanced sensor suites will detect Stealth (or cloacked) units.
+ Plasma Bombs: large plasma spheres that do a lot of damage; they are a bit
slow, however, and the only crafts carring them are the Beast/Taiidan Attack
Bomber and the Taiidan Assault Frigate. Very effective against large ships and,
if they hit, against fighters.
+ Infection Beam: Only available to the Beast. Its Super-Capital Ships, as well
as the Beast MotheShip, use it. This beam infects enemy vessels and make them
fight for the Beast. Work only on Strike Crafts and Frigates, so use the
biggest ships you have to deal with the listed enemies. Note that the Beam
lasts for nearly 10 seconds and can infect every Strike Craft or Frigate is hit
within this arc of time.
------------------------
--SOMTAAW TECHNOLOGIES--
------------------------
FIGHTER DRIVE
Research in: Hangar Module
Pre-requisites: none
Lead to: Advanced Fighter Drive, Linking Technology
Needed for: Acolytes, Mimics
Notes: you need it for producing fighters. You have to research for it in
multiplayer and in the campaign mode you begin with this ability.
ADVANCED FIGHTER DRIVE
Research in: Hangar Module
Pre-reuisites: Fighter Drive
Lead to: nothing
Needed for: nothing (upgrade for Seekers, Acolytes and Mimics)
Notes: this will make your fighters (but not ACVs or MCVs) move faster.
LINKING TECHNOLOGY
Research in: Hangar Module
Pre-requisites: Fighter Drive
Lead to: nothing
Needed for: ACVs and MCVs (upgrade for Acolytes and Mimics)
Notes: will allow to produce Composites Vehicles from the hangar bay or by
linking two Acolytes/Mimics
FRIGATE DRIVE
Research in: Hangar Module
Pre-requisites: nothing
Lead to: Advanced Frigate Drive
Needed for: Dervish, Hive
Notes: needed for all Frigates
ADVANCED FRIGATE DRIVE
Research in: Hangar Module
Pre-requisites: Frigate Drive
Lead to: nothing
Needed for: nothing (upgrade for Dervish, Hive)
Notes: like the Advanced Fighter Drive, will this will make your Frigates
moving faster
DESTROYER DRIVE
Research in: Hangar Module
Pre-requisites: nothing
Lead to: Advanced Destroyer Drive
Needed for: Shaman, Deacon
Notes: needed for Carriers and Destroyers
ADVANCED DESTROYER DRIVE
Research in: Hangar Module
Pre-requisites: Destroyer Drive
Lead to: nothing (upgrade for Shaman, Deacon)
Needed for: Archangel
Notes: needed for the almighty Archangel and like the other Advanced Drives
will make your Ships move faster.
ARMOR LEVEL 2
Research in: Armor Module
Pre-requisites: nothing
Lead to: Armor Level 3
Needed for: nothing (upgrade for all ships)
Notes: will make ships stronger
ARMOR LEVEL 3
Research in: Armor Module
Pre-requisites: Armor Level 2
Lead to: nothing
Needed for: nothing (upgrade for Hive)
Notes: will make ships stronger
FORCE FIELD LEVEL 1
Research in: Armor Module
Pre-requisites: nothing
Lead to: Force Field Level 2
Needed for: nothing (upgrade for Sentinels)
Notes: will block incoming projectiles
FORCE FIELD LEVEL 2
Research in: Armor Module
Pre-requisites: Force Field Level 1
Lead to: Force Field Level 3
Needed for: nothing (upgrade for Sentinels)
Notes: will block incoming projectiles and missiles
FORCE FIELD LEVEL 3
Research in: Armor Module
Pre-requisites: Force Field Level 2
Lead to: nothing
Needed for: nothing (upgrade for Sentinels)
Notes: will block incoming projectiles, missiles and energy beams.
HOLOGRAPHIC PROJECTOR
Research in: Engineering Module
Pre-requisites: nothing
Lead to: nothing
Needed for: Mimics, MCVs
Notes: will allow you to build and mask Mimics.
SUPPORT SYSTEMS
Research in: Engineering Module
Pre-requisites: nothing
Lead to: nothing
Needed for: nothing
Notes: will allow to produce more ships (each Kuun-Lan module will provide 10
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