                                
            Star Trek Deep Space Nine: Dominion Wars
                                
                Unofficial Strategy Guide and FAQ
                                
                  by Kasey Chang (ksc1@aol.com)
                                
                   Released September 11, 2001

0    Introduction

0.1   A word from the author

A quick browse through the gamefaq.com shows that there is no FAQ
for this Star Trek game. So here's my version.

This is a FAQ, NOT a manual. You won't learn how to play the game
with this document, and I'm NOT about to add it to ease the life
of software pirates.

This USG only covers the PC version since that's the only version
that I have (and exist, as far as I know).

Some of you may recognize my name as the editor for the XCOM and
XCOM2: TFTD FAQ's, among others.

This FAQ is dedicated to all who lost their lives in the
terrorist attacks on the US East Coast (except those terrorists,
who deserves much worse for causing all those innocent deaths).
If you find this FAQ helpful, go give blood at your local blood
donation centers or donate to your local Red Cross.


0.2   Terms of Distribution

This document is copyrighted by Kuo-Sheng "Kasey" Chang (c) 2001,
all rights reserved excepted as noted above in the disclaimer
section.

This document is available FREE of charge subjected to the
following conditions:

1) This notice and author's name must accompany all copies of
this document: "Star Trek Deep Space Nine:Dominion Wars
Unofficial Strategy Guide and FAQ" is copyrighted (c) 2001 by
Kasey K.S. Chang, all rights reserved except as noted in the
disclaimer."

2) This document must NOT be modified in any form or manner
without prior permission of the author with the following
exception: if you wish to convert this document to a different
file format or archive format, with no change to the content,
then no permission is needed.

2a) In case you can't read, UNMODIFIED means just that:
UNMODIFIED. No banners, no HTML borders, no cutting up into
multiple pages to get you more banner hits, and esp. no adding
your site name to the site list. (Someone actually did that to
one of my FAQs.)

3) No charge other than "reasonable" compensation should charged
for its distribution. Free is preferred, of course. Sale of this
information is expressly prohibited. If you see any one selling
this guide, drop me a line at ksc1@aol.com.

4) If you used material from this, PLEASE ACKNOWLEDGE the source,
else it is plagiarism.

5) The author hereby grants all games-related web sites the right
to archive and link to this document to share among the game
fandom, provided that all above restrictions are followed.

Sidenote: The above conditions are known as a statutory contract.
If you meet them, then you are entitled to the rights I give you
in 5), i.e. archive and display this document on your website. If
you don't follow them, then you did not meet the statutory
contract conditions, and therefore you have no right to display
this document. If you do so, then you are infringing upon my
copyright. This section was added for any websites that don't
seem to understand this.

For the gamers: You are under NO obligation to send me ANY
compensation. This FAQ is dedicated to the victims of the
terrorist attack on the US East Coast. If you find this FAQ
helpful, go give blood at your local blood donation centers or
donate to your local Red Cross. And may God (whatever his name)
bless you.


0.3   Distribution

This USG should be available at Gamefaqs
(http://www.gamefaqs.com) and other major PC game websites (such
as gamesdomain.com, gamespot.com, etc.).

To webmasters who wish to archive this FAQ on their website,
please read the terms of distribution in section 0.2. It says
exactly what it says.


0.4    Other Notes

There is no warranty for this unofficial strategy guide. After
all, it depends on YOU the player.  All I can do is offer some
advice.

PLEASE let me know if there's a confusing or missing remark... If
you find an question about this game that is not covered in the
USG, e-mail it to me at ksc1@aol.com.  I'll try to answer it and
include it in the next update.

I've had several people who compliment or berate me for design of
the web page. As you can see, I just write the FAQ, so I'm NOT
responsible for the website! Please complain to webmaster of the
site!


0.5    The Author

I am just a game player who decided to write my own FAQs when the
ones I find don't cover what I want to see.  Lots of people like
what I did, so I kept doing it.

Previously, I've written Unofficial Strategy Guides (USGs) for
XCOM, XCOM2:TFTD, Wing Commander 3, Wing Commander 4, Fade to
Black, Spycraft, 688(I) Hunter/Killer. Mechwarrior 3, MW3
Expansion Pack, Need for Speed: Porsche Unleashed, and a few
more.

You can find some of them on my KC Game Nexus website at
http://www.geocities.com/TimesSquare/Alley/6275

If you need to write me, send e-mail to ksc1@aol.com.


0.6   Disclaimer/ Copyright Information

Star Trek: Deep Space Nine Dominion Wars is a trademark of Simon
& Schuster. Star Trek: Deep Space Nine copyrighted by Paramount
Corporation. Star Trek: Deep Space Nine Dominion Wars is designed
by Gizmo Industries (Gizmo Games).

This USG is not endorsed or authorized by Simon & Schuster,
Paramount, or Gizmo.

Most information compiled in this USG has been gathered
independently through the author's efforts. If it appears similar
to tips offers in any other FAQ or guides, it is probably because
we came to the same conclusion. Some information or tidbits have
been gathered through the various DomWar forums, such as the one
on gaming.startrek.com. Thanks to all the participants, who are
too numerous to list here.

Contributions and corrections are appreciated. Please send to
ksc1@aol.com.


0.7   Spoiler Warning

The USG contains spoilers about all missions in STDS9: Dominion
War (hereby referred to as DomWar). Only get enough help to get
past the hump, so you don't spoil the sense of accomplishment.


0.8   The Most Frequently Asked Questions

General Questions

Q: Can you send me Dominion War?
A: Why should I?

Q: Can you send me the manual (or portions thereof)?
A: Ditto.

Q: Can you tell me how to play the game?
A: Read the manual, which is that little booklet in the inside
cover of your CD case.

Q: What are the key commands?
A: Read the manual, or look in the game under preferences /
keyboard.

Q: What's the latest version?
A: As of 6-SEP-2001, it's 1.03. Download it from
http://www.dominionwars.com. You can see the version number in
the lower right hand corner of the "main menu". V1.04 is due ANY
DAY now (hopefully next Monday)

Q: My box did not come with Star Trek: Starship Creator Warp II!
A: Apparently the non-US version (different distributor) did not
include this bonus disc.

Q: How do I change screen resolution in the game? How about
gamma?
A: The game ONLY runs at 800x600. The manual is incorrect. Can't
switch gamma yet. Wait for V1.04.

Q: Any mods? Editors?
A: Nothing yet. Supposedly a mission editor may become available
later, but it's NOT official.

Fleet Setup Questions

Q: How do I use device ______? What devices should I use?
A: See the device section. With V1.03, all the devices are
automatically equipped onto the ship. Previous versions may
require you to right-click the device to "equip" the ship with
it.

Q: Can I save my fleet setup?
A: Hit EXIT button. The menu should pop up allowing you to save.

Q: I can't figure out the save interface!
A: Click on one of saved games (or even AUTOSAVE). Hit backspace-
key until the name at the bottom box is gone. Enter new save game
name (no space allowed). Hit enter-key to save. To overwrite
existing game, don't change the name.

Q: What do the different crews do?
A: Security: capture enemy ships, or guard against capture.

Engineering: repair damage to ship. Cannot repair destroyed
components.
Command: allow ship to go above 1/4 impulse.

General Mission Questions

Q: My shields drop for no reason!
A:You probably entered a nebula. The computer should have warned
you "entering nebula". Shields don't work in the nebula.
Sometimes ion storm is also referred to as a nebula.

Q: One of my ships just stopped responding to commands!
A: If you captured enemy ship(s), this can sometimes happen. The
only way to regain control is to destroy the captured ship(s)
until you are back to six ships (or less).

Q: What is that triangle with rounded corners on the screen/map?
A: That's one of your objectives. Remember the briefing screen?

Q: What's that tall thin box with a little head and tail on the
screen/map?
A: That's a patrol point. You have to reach (fly near) all of
them in the mission to accomplish one of the objectives, usually
patrol.

Q: Some of my ship's items are inoperative no matter the number
of engineers!
A: Destroyed items cannot be repaired.

Movement Questions

Q: I ordered warp speed then one of the ships just blew up!
A: Your ship had a warp-speed collision with something else. Next
time, turn the ships to the right heading, let them spread out a
bit first, THEN order warp speed. And make sure there's nothing
in their way. Order warp speed for each ship separately may help.

Q: My ship just keep popping into and out of warp!
A: You ordered it to attack a target AND warp speed. It's trying
to do both. Instead, click near your objective to set the
destination. After the ship(s) come out of warp, THEN order the
attack.

Q: I can't issue accurate movement orders by clicking in the 3D
screen!
A: Try clicking the location on the mini-map (scanner map)
instead. Zoom in to be more precise.

Q: My captured ships won't go above 1/4 impulse!
A: You need to beam over some Command (red) personnel.

Specific Mission Questions

Q: How do I beat the Defiant/Argolis mission?

A: Take on ONE ship at a time, and take out BOTH generators
before you start on the OWPs. If you still have problem, read the
mission walkthru.

Q: How do I rescue Tom Riker? Which ship is he on?
A: The Keldon he's on has crew of 960 instead of the regular
200+. Get between the prison planet and Cardassia Prime (the
planet in the northwestern corner) and take on all the Keldons
that come along. If you still have problems, read the mission
walkthru.

Q: I can't finish mission ______! I've destroyed or captured
everything!
A: In some missions you must destroy the objective instead of
capturing it. This particularly applies to the Dominion missions.
Engage the self-destruct (see the cheat section) on the item in
question should solve it. See also bug list.

Misc. Questions

Q: What's with the micro-quantum torpedoes on the Achilles? I
never see them shoot!
A: Known bug. Wait for V1.04 patch.

Q: What's this about importing Starship Creator Warp II captains?
A: Those captains can only be used in Multiplayer games,
according to Gizmo.

Q: Where are the cheat codes?
A: See last section

Q: Can I play the movies outside the game?
A: The game uses the popular BINK video format. You can download
a player from http://www.radgametools.com. The movies are on the
CD in the VIDEO subdirectory and should also be in the install
directory on the HD.


1    Game Information
Dominion War is a real-time starship tactical combat simulation
in a 2D world that simulates starship combat in the world of Star
Trek: Deep Space Nine.

The game is set during the Dominion War, when the Federation and
the Klingons attempt to defeat the Dominion invasion. Your first
mission start you off in the Badlands, and progress to either
defeat of the Dominion and invasion of Cardassia Prime (Fed side)
or conquest of Earth (Dominion side).

There are two single-player campaigns of 10 missions for each
side. No branches.

There is no resource building or gathering during the mission. In
this aspect it is similar to Myth. Instead, you are allocated
certain amount of credits. You use these to outfit your fleet
with captains, ships, devices, and/or additional crew.

Once your fleet setup is complete, you launch the fleet into
combat into 3D combat, through the movement is only 2D (just like
Star Trek).

All the ships have the appropriate weapon arcs and special
equipment as such. Several of ships have been created just for
this game. The ships range from class 1 (really small and weak)
to class 5 (battleship type) and are nicely detailed. All the
weapons emanate from the appropriate positions on the ship. You
can even use transporters to capture other ships, or beam anti-
matter charges onto other ships and so on.

At the end of mission, the captain may gain (or even lose)
experience, and perhaps be promoted (demoted?), and thus eligible
to command different ships. They can also receive commendations,
which adds to their effectiveness in certain areas.

There is no "difficulty level" per se. There is a difficulty
multiplier bar that adjusts some AI factors like weapon hit
percentage, sensor range, and such.

Multiplay is supported through Windows Directplay with both host
and client possible. There are a variety of game types. Please
see your README file for details. You can also play through
Gamespy Arcade (free copy included on CD).


2    The Ships
Here we discuss the ships available to each faction. Keep in mind
that you usually don't get that much of a selection in the game
until the very end.

Please note that the ships have a DIFFERENT set of numbers in
multiplayer, where all the ships are balanced. Cardassians no
longer have the worst ships in multiplayer, so please don't write
me that I got the wrong numbers. It is right. for single-player.


2.1   General Comments

In general, two ships of one class are about equal to ONE ship of
the class above it. For example, it takes two class 1 ships to
match one class 2 ship, and so on. That's assuming shields and
all such are working, and not counting any devices. As ships
aren't that expensive, it does pay to upgrade.

Info here is going to be somewhat different from the manual or
even the website, as these are the info that actually made it
into the game.

In general, class 1 ships are useless. You really want class 2 or
better.

The ships are listed with their stats like this: shields /
weapons / impulse speed / cost.


2.2   United Federation of Planets (Feds)

In general, the Feds have the best ships all around. Their ships
are a bit slow, but nicely shielded, and good firepower. Feds use
photon torpedoes (with quantum torpedoes on some ships or as
upgrades) and phasers.


2.2.1     Sabre (Class 1) [3/3/6/2000]
Sabre is like cannon fodder. Its weapons will barely scratch a
bigger ship. Even right at the very beginning you should use
Steamrunner instead.


2.2.2     Steamrunner (Class 2) [5/3/5/4000]
Start with this ship. It is not bad for its class, but a little
low on firepower compared to Escort-class, but you get plenty of
these vs. ONE Escort-class.


2.2.3     Oberth (Class 2) [5/1/6/2000]
Oberth is a research ship that has virtually no weapons, but VERY
good sensor range.


2.2.4     Escort (Class 2) [5/6/5/6000]
Many people think of this as the Defiant-class. It's not QUITE
the overwhelming superior ship you see in the episodes, but it is
the best class 2 ship. There's only one of these ships available.


2.2.5     Troop Carrier (Class 2) [1/1/3/2000]
Also known as the transport or freighter, this ship allows you to
carry a lot of troops for massive invasions. You should not need
to buy one ever. If a mission calls for one, one will be
provided.


2.2.6     Akira (Class 3) [6/6/4/6400]
Akira heavy cruiser is a good heavy cruiser. Which is about all
there is to say. :-)


2.2.7     Achilles (Class 4) [9/8/4/10000]
This ship comes into play late, the only ship of her class, and
experimental (according to the plot). It is worth the wait
though. Think of it as the bigger brother to the Defiant would
not be far off, as it has pulse phasers, quantum torpedoes, AND a
spine-mounted phalanx-array of EIGHT micro-quantum-torpedo
launchers. It can defeat any other class 4 starship, and is a
good match with even some class 5's.


2.2.8     Galaxy (Class 5) [10/9/4/12000]
Battleship of the Federation, this ship has the highest weapon
rating of any ship in the game and shields to take a LOT of
damage (one of the highest shield rating in the game) so it can
"take a lickin' and keep in kickin'". It can be a real ship
killer with the quantum torpedo upgrade.


2.3   Klingon Empire (Klin)

Klingon ships all come with cloaking device, less shields, and
faster speed under impulse. Klingons use disruptors and
torpedoes.

(Question: can Klingons use quantum torpedoes?)


2.3.1     B'Rel (Class 1) [2/2/7/2000]
Cannon fodder, just like the Sabre. This one has even LESS
shields and power than the Sabre!


2.3.2     K'tinga (Class 2) [3/3/5/4200]
You need quite a few of those to hit a class 3. Don't even think
about taking on a class 4. Even within Class 2 it's under-
matched.


2.3.3     K'Vorcha / K'vort'cha (Class 3) [5/6/5/6200]
Pretty balanced ship. For a Klingon. (The game is not very
consistent on the spelling)


2.3.4     Vorcha (Class 4) [6/6/4/9000]
This attack cruiser will be your only Class 4 ship for a while,
and it's actually not bad. Just remember it carries less shields
than your equivalent Fed, so remember to rebalance shields more
often, and pull it out of battle if need be. And of course, it's
nowhere NEAR as good as an Archilles class starship.


2.3.5     Negh'Var (Class 5) [7/8/3/12000]
The Klingon battleship, it's actually LARGER than the Galaxy-
class, but not quite as well shielded or armed.

There's only one of these around also, so don't use these up too
fast.


2.4   Cardassian Union (Card)

Cardassian ships are quite weak overall, and require numbers to
overwhelm their enemies. Think of their ships as one class LOWER
than their actual stats.


2.4.1     Hideki (Class 1) [1/2/8/2000]
Your Cardie cannon fodder. Don't use at all. It's VERY fast so it
can chase down some freighters, but won't survive in high-threat
environments.


2.4.2     Norin (Class 2) [2/3/5/3800]
Cardassian answer to the Defiant, it still can't stand up to one
in a fight. It may last long enough until help arrives.


2.4.3     Tonga (Class 3) [3/5/3/6000]
As all Cardy ships, this one is weak.


2.4.4     Galor (Class 4) [4/3/3/8000]
Your typical Cardassian ship. Weak. Extremely weak compared to
other class 4's.


2.4.5     Keldon (Class 4) [5/4/4/9000]
Keldon is improves somewhat upon Galor. It's still a little below
average.


2.4.6     Hutet (Class 5) [6/6/3/13500]
This ship is so huge, it's more than 60% longer than a Galaxy-
class! However, its firepower and shields are quite wimpy, and it
cost too much for the money. It can't even match the Negh'var in
terms of shield and firepower.


2.5   Dominion / Jem'hadar (Dom)

Jem'hadar ships tend to be slightly weaker than other races'
ships except Cardassian ships.

Most Jem'hadar ships have two names, a short name and a full
name. Both are listed, full name first.


2.5.1     Attack Ship / Fighter (Class 1) [2/3/6/2200]
Actually not too bad for a class 1. May be a match for Sabre.


2.5.2     Strike Cruiser / Cruiser (Class 2) [3/4/4/4200]
Not too bad for a class 2, but can't match the Feds, esp. the
Defiant.


2.5.3     Battlecruiser (Class 3) [5/5/4/6200]
Now the ship gets interesting, as it's quite good.


2.5.4     War Cruiser / Warship / Super Cruiser (Class 4)
     [7/7/3/9000]
Warship is actually quite good for its class.


2.5.5     Super Carrier / Carrier (Class 5) [10/8/3/10500]
The only Class 5 that can stand toe to toe with a Galaxy-class.
And it's cheaper.


2.6   Ship Table (Single-Player)

Leve Facti  Name                Cost  Shields   Weapon    Speed
l    on                                                      
     
1    Fed    Sabre               2000     3        3         6
                                                             
     Klin   B'Rel               2000     2        2         7
                                                             
     Card   Hideki              2000     1        2         8
                                                             
     Dom    Fighter             2200     2        3         6
                                                             
2    Fed    Steamrunner         4000     5        3         5
                                                             
     Fed    Oberth              4000     5        1         6
                                                             
     Fed    Troop Carrier       2000     1        1         3
                                                             
     Fed    Escort              6000     5        6         5
                                                             
     Klin   K'tinga             4200     3        3         5
                                                             
     Card   Norin               3800     2        3         5
                                                             
     Dom    Strike Cruiser      4200     3        4         4
                                                             
3    Fed    Akira               6400     6        6         4
                                                             
     Klin   K'vort'cha          6200     5        6         5
                                                             
     Card   Tonga               6000     3        5         3
                                                             
     Dom    Battlecruiser       6200     5        5         4
                                                             
4    Fed    Achilles           10000     9        8         4
                                                             
     Klin   Vorcha              9000     6        6         4
                                                             
     Card   Galor               8000     4        3         3
                                                             
     Card   Keldon              9000     5        4         4
                                                             
     Dom    Supercruiser        9000     7        7         3
                                                             
5    Fed    Galaxy             12000     10       9         4
                                                             
     Klin   Negh'var           12000     7        8         3
                                                             
     Card   Hutet              13500     6        6         3
                                                             
     Dom    Supercarrier       10500     10       8         3
                                                             
As you can see from this chart, pattern is clear: the Feds have
the best ships around, and Cardassians have the worst.

Remember that these numbers are NOT the numbers seen in
multiplayer.


2.7   Other ships

Some other ships can appear in the game as enemies or friends, or
you can choose them in multiplayer.  Some of these numbers are
from multiplayer so they may not be accurate for single player.

(Any one have REAL stats for these ships?)

Class 1: Maquis Raider (3/3/5?)

Class 2: Bajoran Patrol ship (2/3/5?)

Class 3: Ferengi Marauder? (4/8/4?)

Class 4: Breen Assault (can be chosen in some Dominion missions)
(8/9/4) (6/11/4 in MP)

Class 5: Romulan D'deridex "Warbird" (10/9/3?)


3    The Captains
I'm not going to list all the captains here because there is not
enough room, and their stats change as you play the game so
listing them here would be useless.

You need a captain that is rated at least the class of ship you
plan to assign him/her to. You can put Sisko (starts as Class 4)
on the Defiant (Class 2), but you can't put Dax (starts as Class
2) on the Achilles (Class 4).

As each captain fights, they will gain experience, and grow in
rank and ratings (and cost more credits).

It is possible for a captain to LOSE experience and rank, usually
by losing the ship. Captains don't die in this game. One that
lost his/her ship usually lose 1500 experience points. Depending
on how much experience that captain has, that may be enough to
get him/her DEMOTED.

Your objective, ultimately, is to get at least SIX admirals to
command six different class 5 starships by the final mission. As
you only start with three or four admirals (and not all of them
are good), you have to "grow" a few captains into admirals.

Look at ALL the possible candidates before making your choice.
Some may have higher ratings than others may yet costs nearly the
same credits. Consider that before choosing who to "groom for
promotion" from the lower ranks.

Sometimes, it's good to "downgrade" one of the captains to save
some money for the devices and such.

Captains can win commendations after completing certain missions.
Those commendations can mean bonuses performing certain tasks,
like repair, attack, defend, scan, and so on. The formula to
generate these commendations has not been revealed by Gizmo yet.
.


4    The Devices
Some devices are race specific, while other devices may work for
their allies as well. How they interact is not clear.

You CAN add MULTIPLE devices to the same ship. Some enhancements
appear to be cumulative (i.e. the device is "stackable"). If you
add five retro thrusters the ship will turn on a dime. Add five
fast shield devices and shields regenerate in seconds. Add five
phaser extenders and the ship will fire phasers at extremely long
ranges.

Questions that need to be answered: do different devices stack?
For example, can harden shields work with meta shields? How about
boarding party enhancements like Phaser Rifle and Bat'tleh? So
far no answer from Gizmo yet.

As of V1.03, all the devices you include on fleet setup screen is
"automatically" equipped. Version prior to V1.03 you'll need to
"equip" the item manually from the cargo screen by right-clicking
the item.

Please note that the EXACT workings of these devices have not
been revealed by Gizmo yet.


4.1   Devices for All Races

Anti-Matter (8000c) - start the 10 second count down and beam
this over to the enemy ship for a 80-isoton surprise! Load one
into the transporter, then click on it to start the count-down.
You better beam it out before the countdown reaches zero!

Detect Cloak (8000c) - allow you to detect cloaked ships in your
sensor scan. You need to use the sensor scan button, not the scan
item button. Not needed if your captain has the "detect cloak"
skill.

Shield Transport (10000c) - a.k.a. "transporter shield
penetrator", allow you to beam through enemy shields. Becomes
available very late in the game (mission 8 or 9). Best combined
with marines and/or anti-matter.


4.2   Federation Devices

Phaser Extender (1500c) - increases phaser effective range (by
???).

Very useful for the ships that has the regular phasers, like
Akira, Galaxy, etc. Just watch these ships stab their phaser beam
into the void for a long-distance barrage! (Do these work for
pulse phasers too?)  Use multiple and see those phaser beams fly
REALLY far!

Meta Shields (500c) - i.e. metaphasic shielding, increases your
shield's effectiveness.(by ???)

Definitely get it as it's cheap. Seems to help recharge rate? Can
use multiple.

Retro Thrusters (500c) - increases your sublight maneuverability
(turn-rate?) (by ???)

Not sure of how useful this can be. It may help smaller ships
evade torpedoes. Can be stacked. Helps with turn rate, so can be
useful in joust or hit-and-run tactics.

Type B Phaser (500c) - increases effectiveness of Fed
marines/boarding parties (by ???)

The only Fed marine enhancement, definitely get it. (Should be
Compression Phaser Rifle)

Combat Triage (500c) - decrease crew casualties when ship takes
hits (by ???)

Unknown effectiveness, get it if you have spare credits.

Quantum Torpedo (2000c) - twice as effective as photon torpedoes

Definitely get it when you can (available by mission 7?). If your
ship carries multiple torpedo launchers you need multiple
devices. The forward launchers get the enhancements first.
Putting these on Defiant or Archilles is a waste or your credits.
These should also work on the Klingon ships.

Nanotech Virus (6000c) - when beamed into enemy ships, shuts them
down for 5-15 seconds

Equivalent to all the other "disable" weapons. Use those few
seconds to pound the target to pieces.


4.3   Klingon Devices

AI targeting (600c) - increase weapon hit probability (by ???)

Unknown effectiveness, may help if the captain has low tactical
skills. Can be stacked. Should also work on Federation ships.

Super Disruptor (1400c) - increase disruptor effectiveness (by
???)

Supposedly increases damage. or range? Can be stacked?

Bat'tleh (300c) - increase Klingon boarding party effectiveness
(by ???)

Obvious uses, and cheaper than the Fed version.

Harden Shields (300c) - increase shield effectiveness (by ???)

Or does this really means shields won't be destroyed as easily
even if beaten down? Can be stacked?

Anti-personnel (4000c) - beamed onboard enemy ships to disable
their security personnel for easier capture

Equivalent to the Cardie metagenic weapon, it may be cheaper to
just buy more marines.


4.4   Cardassian Devices

Fast Shields (500c) - regenerate shields faster (by ???)

It's not known how fast do these shields regenerate, but get them
nonetheless. If you want REALLY fast regeneration, get several.
Can be stacked.

Phaser Rifle (500c) - increase Cardassian boarding party's
effectiveness (by ???)

Typical.

Power Drain (6500c) - when beam onboard, drains ship's power for
5-15 seconds

Yet another of the disabling weapons.

Metagenic Weapon (4000c) - beamed aboard enemy ships to kill crew
for easier boarding

May be cheaper to just load up more marines.


4.5   Dominion Devices

Breen Weapon (6500c) - when hit, the enemy ship powers down for 5-
15 seconds (???)

Another disabling weapon. This is never seen in single-player?
May only work if one shield is down. Need multiple devices for
multiple weapons.

Shield Enforcer (500c) - reinforces shields (by ???)

Unknown effectiveness. Does this combine with fast shields? Can
be stacked?

Advanced Warp (1000c) - increase warp speed (by ???)

Pretty useless, IMHO. Can NOT be stacked.

Ketracel White (500c) - increase Jem'hadar boarding party's
effectiveness (by ???)

Typical.


5    General Tactics

5.1   Concentrate firepower

Concentrate all your ships to fire on one target at a time.
You'll destroy that ship much sooner. If you have multiple
targets, go after the biggest one first. Your ships will use the
rear weapons and such on other targets of opportunity.


5.2   Select Fewer but More Powerful Ships

You want the captains to gain kills and captures, and thus more
experience and promotions. As there are only so many enemy ships
in each mission, the fewer ships you bring the more for each
captain.


5.3   Don't Quit the Mission at First Opportunity

As soon as you completed all primary objectives, you get the
option to end the mission. You should instead stay in the mission
and complete all secondary objectives, as well as get as many
kills as you can.

One nice bonus "feature". Once you've won the mission, even if
one of your ships was destroyed, that captain will not lose any
experience (unlike ships lost during the mission).


5.4   Go for Capture

Capturing an enemy ship not only gets you its firepower and
shields, it also gives you extra credits for your performance at
the end of the mission in single-player (esp. after 1.03 patch).
This is even MORE effective at lower difficulty levels as the
odds are in the attacker's favor.

When you get transporter shield penetrator device, load up on
marines and go! If you don't have it, just tell your ships to go
for the shields first. If you're short on marines, you can send
over just about any body. Including engineering guys.

Remember to STOP shooting (hold fire) when the shields go down or
you may destroy the ship and lose all those marines!

Remember to send some command crew (red guys) onboard the
captured ship or the ship won't be able to move faster than 1/4
impulse (except going to warp). You also need to send over some
engineers if the ship's damaged.


5.5   Try No Tactics at All

Strangely, one of the more effective fight tactics I have is
"none"! Really, I have NOTHING highlighted on the tactics panel
at all. The ship just sits in place and fire at will. This is
really helpful if you reinforce forward shields.


5.6   Aim for Specific Parts of the Ship

If you want to blow up enemy ships, go for engines or none (shoot
at everything). If you want to capture enemy ships, shoot the
shields.  Remember to stop shooting when you get the shields
down!


5.7   Engage as few enemies possible at a time

This is better known as "divide and conquer". Your ship(s) can
defeat any single enemy ship, but not when they group together
and mob you!  Instead, achieve local superiority and take out ONE
ship at a time.

This may involve a bit of "teasing" and maneuvering to lure one
enemy ship out of a group. Lure it until you can engage it
without fighting the rest of the group. Kill it, and repeat until
you kill them all.


5.8   Know when to split your forces

Sometimes, the objective requires you to split your forces.

In general, it's better to put captured ships in a separate group
apart from your regular ships unless you can fully crew them with
excess crew you brought.

If you need to protect multiple objectives, like multiple groups
of ships, multiple starbases, and so on, then definitely split
forces.


6    Federation/Klingon Alliance Campaign
It is my opinion that the Fed/Klin campaign is more difficult
than the Dom/Card campaign.


6.1   Errands of Mercy

Eliminate Cardassian threat, escort Maquis transports out to exit
point.

Pick Dax and one more Lt. Commander (both Class 2) and two
Steamrunners (Class 2). You should have JUST enough credits for
both, exactly.

Upon start, group both starships to one group. Look at the map
and you'll see two rounded triangles. Those are your objectives.
You should go for the one on the left first. Click on it to set
destination (yellow circle), then hit WARP and you'll warp to the
edge of the nebula. Your ship will continue on at 3/4 impulse.
Note that shields don't work in the nebula.

When you get close, you should detect one Cardassian Hideki
fighter. Send both ships to attack, any tactic, and the Hideki
should be toast in no time. When you see the freighter, don't
attack it! That's the ship you're supposed to escort out. Follow
it until it makes it to the exit point.

Now head for the other objective. When you get near, three
Hidekis will attack you. You will see a freighter near the
planet. Destroy the three Hidekis and follow the freighter
closely (use guard if you want). When you get near the second
objective triangle, another Hideki or two should attack. Take
them out, escort the freighter to the exit point, and you win!


6.2   A Calculated Move

Escort the transports to evacuate DS9, and eliminate Dominion
attackers.

You should choose three Steamrunners with the respective
commanders. You can keep the two you got from last mission.

When you start, you should see five different transports near
you. They will approach DS9 one at a time. Once they load up,
they warp out of there. However, if enemy starts to harass them,
you need to keep them safe. One will leave for DS9 immediately.
Send ONE of your Steamrunners to the half-way point between you
and DS9. Make sure you send it AFTER the transport left so they
don't run into each other.

After the first transport leaves DS9, some Dominion ships will
show up ("Warp signature detected"). Two Hidekis and one
Jem'hadar fighter should attack the station. You can help out
with your Steamrunner, but keep the other two WITH the convoy.
DS9 is heavily armed and should take care of the attackers by
herself.

More enemies warp in. More Hidekis and other Dominion ships. Then
a Strike Cruiser comes after your convoy! Send both Steamrunners
that stayed behind after it. It may take a while but that Strike
Cruiser is toast. After that there's no more threat to the convoy
so send all the Steamrunners to help DS9. Look carefully when the
transport leaves. Sometimes one of the attackers (Norin / Tonga)
will follow it and try to shoot it. In that case chase down the
attacker yourself with the Steamrunners.

After a few more kills you should get the "eliminate Dominion
attack" complete message. When the last transport warps out,
you've completed the mission.


6.3   A Hero's Task

Take Defiant and take out the Argolis Sensor Array.

As you can only choose the Defiant, there's no reason not to
choose Captain Sisko to go with her. Add any device and crew as
you see fit, but you don't need to use any marines. On the other
hand, some people like to use them.

(Question: any one knows what is the "time limit" in the briefing
about?)

Basically, you need to kill ONE enemy ship at a time. Most of the
guards are class 1, so you can kill them with no problem as long
as you do them one at a time. You also outclass most class 2's.
Engage cloak, then look around the sensor map to see any
"loners". Pick on those with no one nearby to help. If he's too
close, use the "tease" move to lure him out of range of the help.

If you like, you can capture the enemy ships, but you don't
really have enough marines to go around, nor the command crew.

Take out each loner, and take out the two shield generators (east
and west of asteroid field).

To the south of the array is a single OWP. If you take out that
one (easy after practice) the array should be for the taking.
Destroy it, and you can go home.


6.4   On Swift Wings

Get a ship to the Klingon OWP at the planet to warn the Klingon
Fleet, keep the relays up (the more of them the faster the fleet
will return), and protect OWP from Dominion attack.

You should be able to afford 3 Akiras and 2 Steamrunners. Assign
the appropriate captains and crew as you see fit.

Upon start, note the asteroid field in the middle. Do NOT warp
through it. You'll lose ships. Send your 3 Akiras to the middle
relay over to the left, while send your 2 Steamrunners north,
then west to the waypoint to warn the Klingons.

Once the Steamrunners get there, the Akiras should start taking
out the Cardassian attackers on the relays. The Steamrunners can
then head for the nearest relay and defend that as well. That
leaves one relay undefended. Now just keep defending the relays
and kill Cardassian ships until you get "warp signature
detected", and you see those are Dominion ships. When you see
that, warp back to the planet with all ships and start defending
it. The Klingon fleet should arrive any moment now. So keep
killing enemies and wait for the cavalry to arrive and you win!

You can kill the rest of the attackers for bonus credits.


6.5   Homecoming

Return Tom Riker to the Federation, and destroy all the Keldons

You don't have access to any Class 4 ships, so you have to use 4-
5 Class 3 Akiras. On the other hand the Keldons are barely Class
4 any way. Load up on all the marines you can get, and add the
type B phaser. You'll be doing a lot of boarding.

Upon start, note the planet in the middle, and another planet to
the northwest corner. That's Cardassia Prime, where Tom Riker's
going to be executed. You need to get between the two planets and
whack every Keldon that come along.

Remember, aim for shields, until shield goes down. HOLD FIRE.
Beam over enough to capture.  Then repeat for next target.

It's easy to tell which Keldon has Tom Riker. That ship would
have a MUCH bigger crew (like 960). You can capture or destroy
all the other Keldons, but I prefer capture, as you get to use
the weapons against their owners.

(NOTE: many people have reported that when they clicked cargo,
then the Riker icon, the mission fails immediately. This is hard
to reproduce, and may be due to the fact that the wrong ship is
selected as destination. The surest way is to capture the entire
ship.)

Once you got Riker, you may want to bring him onboard one of
Starfleet ships, or you can send the ship he's on away from the
conflict to make sure you don't accidentally use it (and lose
it).

You may encounter other ships such as Hideki or Norin as patrols,
but they just warp around and look busy. They rarely ever attack
you. Even if they did your Akiras (hopefully by now supplemented
by a few Keldons) will deal with them easily.

If no more Keldons are coming, you need to go to the planet to
find the last few. Feel free to blast all the defenses around the
prison planet as well for your secondary objective.

Once you got Tom Riker, send the ships to the exit point, make
sure you blasted or captured all the Keldons, and you win!


6.6   A Fatal Flaw

Destroy Ketrecel White facility and OWPs, destroy sensor grid and
defenders

You can do this mission with 4 C4's, or 1 C5 and 3 C4's. Just
bring your best along.

Upon start, you should notice that you start at the southern edge
of the map. The target is WAY to the north, inside the asteroid
field. You probably want to go along the eastern edge of the map
and approach the asteroid field from the east. If you go in from
the west you have to get through the OWPs protecting the planet.
You can't split forces here as you don't have enough ships.

So approach the asteroid field from the east, and take out the
shield generator first. Now run back out and defeat any guards
that come chasing. Those should only be a few Hidekis or
Jem'hadar fighters though, maybe a Norin or two. If you see
bigger ships, just head outside the asteroid field and deal with
them there.

When ready, head back to starting position. Approach the field
again, this time from the west, to take out the other shield
generator. Approach carefully and take out one OWP at a time,
move away, repair and recharge as needed.

When you get to the shield generator, the OWPs are easy kills.
Take out all the OWPs around the KW factory, then kill the
factory.

If any enemy ships come calling, lure them OUT of range of the
OWPs so you don't fight both at the same time.

Now it's just a matter of patience as you slowly move south and
wipe out the sensor array with its OWPs. When you do them all,
you win!


6.7   Second Wind

Take back DS9, destroy Dominion Counterattack, DS9 must survive

You should have 2 to 3 Class 5's and 2 class 4's ready to go.
Either Fed or Klingon ships are okay. You don't need to worry
about those two transports. They will be provided free of charge.
Just worry about your ships.

Upon start, set your warships to group 1, your transports to
group 2. Send the transports out to the east, out of the fight.
You move the warships slowly north and take out all comers. You
may be surrounded by lesser ships. Do NOT panic. Just head south
and try to open the range, and your ships will keep firing. If
you have enough marines, capture some of the higher level ships
like level 3 Tongas or Supercruisers.

Once you cleared the way to DS9, more enemy ships will warp in.
Keep engaging until the area is clear. Remember, small
engagements, local superiority. You have help, so try to fight
near other friendly ships.

When area is clear, target shields, then send your ships to
attack DS9, while sending the transports in. You should need only
one to capture the station, the other is a backup, so bring in
one of them (warp in). When the shields go down, hold fire, and
start transporting. When you're done, send the transport back to
the "holding" spot. If you need more marines, bring in the other
ship as well. Now be ready for the counter attack.

Jem'hadar ships will start warping in around the station, along
with a few Cardies, and they'll bring bigger ships. Mainly class
3's and occasional class 4's. You should be able to defeat them
easily with the ships you have. Once you do, the mission ends.


6.8   Forcing Our Hand

Destroy shipyard, and destroy sensor net.

You should be able to sortie 3 Class 5 and 3 Class 4 ships by
now.

Upon start, you are at the southeastern edge again, while most of
the enemies are to the west. Some patrols are to the east.

Start by going west almost to the edge. Make short hops only to
the edge of sensor range as you don't want to run into something
unknown. Take out any OWPs, shipyards, sensors, and such you can
find. If ships come after you, get out of range of the OWPs then
fight the ships. You can wear them down after a while.

Keep moving slowly north and blast shield generators, OWPs, and
more space docks. You'll see more ships, but as long as you stay
out of range of the OWPs and concentrate your firepower you
should have no problem blasting all those ships.

Eventually you'll make it to the sensor net, and more ships and
OWPs will defend. Blast them all, and you win.

This mission is more about patience than strategy. At the end of
this mission one of your captains will probably demand a HUGE
salary due to the HUGE number of kills racked up in this mission.


6.9   A Line in the Sand

Destroy Dominion invasion fleet, protect Earth from Jem'hadar
invaders, protect Starbases and defenses.

You should have all class 5's by now, with all the nifty devices
you can get, and max crew. If not, just fill up on the best and
the brightest you got.

Upon start, split forces into two groups. Keep one group near
Earth at ALL times. That group doesn't go further than the middle
of the map. That's your reserve force. The other group will
perform mobile strikes.

The initial attack wave is mostly Class 3 Tongas and
Battlecruisers with a few Breen assault ships. They are going
after the starbases, so send the mobile force to help them. Go
after Breen ships first.  You should have transporter penetrator
now, and the quickest way to take a Breen out of the fight is to
capture the ship(s).

You'll see a second wave going after the starbases, while a third
wave comes in a minute later coming straight down the eastern
edge.

If you see any Dom Supercarriers (probably second wave), take
those out first. Those are the invasion ships. Try to capture a
few of those to add to your firepower.

After that you can send your reserve force to help mop up any
enemies left in the system.


6.10  The Final Thrust

Capture Cardassia Prime, defeat all defenses

This mission is actually pretty simple, believe it or not. Just
bring your best and the brightest, all class 5's with all the
gadgets. Make sure everyone has all the marine bonus devices,
transporter penetrator, and max marines.

Upon start, immediately group all ships into a single group, and
send them slightly north at impulse speed. You'll be escorting
this group of SIX transports that will be landing troops on
Cardassia Prime. Fortunately they are quite slow, but there's a
long way to go.

Do NOT use warp to jump ahead of the convoy. You may cause a warp
collision, and you don't want to lose any of the ships.

Take out the OWPs in the convoy path immediately, but don't stray
too far, because Cardassian and Jem'hadar ships will be attacking
very soon, from all sides. You get a constant stream of ships.
Start with 6 Fighters, then 2 Norins, 2 Galors, 2 Supercarriers,
and then ones and twos all the way to the planet. You don't have
time to go after the shield generators unless you use captured
ships or willing to detach a ship or two.

You can do this the lazy way: assign one of your ships to guard
each transport, but that likely won't get you anywhere as the
enemy will just swarm all over you.

If you see any level 4 or 5 ships attack, send some marines their
way. Kill everything level 3 or lower. You probably don't even
need to designate targets specifically, just move the units to
the right place and they'll engage automatically. Designate
targets to kill them faster. Use captured ships to perform mobile
strikes.

Keep the escorts ahead of the convoy unless the enemy penetrated
your screen. In that case the guards would stay right next to the
convoy.  When the threat is past, the guards should resume
leading position.

When you hit the final set of OWPs before getting into orbit
around Cardassia Prime, be ready for a big fight. The Cardassian
final reserves, consisting of 4 Hutets, 4 Galors, and some misc.
ships will pay you a visit. Use the marines to take care of them.

Once you're taken care of the ships, you need to do a circle
around the planet to destroy any OWPs remaining in order of
Cardassia Prime before the troop transports arrive.

When the transports reach Cardassia Prime and leave, you win!

(Note: the ground war on Cardassia is treated as a boarding
action. On higher difficulty levels you may need to bring along
additional troops and send them down WITH the marines in those
transports. )


7    Dominion/Cardassia Alliance Campaign

7.1   Rally the Wolves

Patrol the Badlands, destroy Maquis evac freighters.

Killing Maquis is easy. Destroying the freighters is hard.
Somehow these freighters move FASTER than 3/4 impulse in the
nebula. This is one of the cases where having a fast Hideki can
help catch the freighters, though 1 Norin and 1 Strike Cruiser
will work as well.

You should see the two sensor arrays upon start. Send the faster
of your force to the patrol point to the left array, and the
slower one to the right array.

The force on the left should encounter a Raider as you enter/near
the nebula. Destroy it. Continue toward the patrol point, and you
should see a freighter. Kill it too.

The force on the right should encounter 2 Raiders. If you send a
Class 2 ship they should be no problem at all.

Put the fast force slightly south of the remaining patrol point
as the anvil. Have the slow force enter the nebula and close on
the remaining patrol point as the hammer, engage any Raiders you
find.

When you get to the patrol point, you should find a Raider
accompanied by 2 freighters. You MUST destroy those freighters.
Have the slow force hit one freighter while you send your fast
force after the other freighter. Once one freighter is dead you
can send the free force after the Raider. Once you destroy them
all you win!


7.2   Business of Betrayal

Rescue Founder from Klinzhai system onboard a K'tinga, and
transport him across the Romulan border.

By now, you should be able to afford 2 Class 2 ships and 1 class
1 ship. Load up on marines if you want to use the capture
strategy. Try to use Jem'hadar captains as much as possible.

You start at the northern edge of the map. The Klinzhai system
has three planets, and you'll need to cruise them to find the
ship you're looking for. Capture as many ships as you can for
extra credits, even the freighters roaming the system.

I generally go to the planet to east first, then south, and
finally west, moving clockwise.

You may run into the occasional B'Rel. If you have class 2 ships
they can't do you much harm, even if you can't see through cloak.
Capture as many Klingon ships as you can for more credits.

When you're midway between the south planet and the west planet,
you should run into the K'tinga. Capture it or just beat down the
shields and beam over the Founder. Send the ship with Founder
back to the northern edge of the map and you're done.

(Note: some people have big problem rescuing the Founder by
beaming him off. The surest way is to capture the ship.)

You may want to stay around and capture a few more freighters or
shoot some more B'Rels.

Do NOT engage warp when going through that asteroid field among
the planets. It's easy to lose a ship in there. Impulse only!


7.3   The Hunt

Take out Fed sensor array around DS9, and destroy mine power
generators.

By now, you should have enough credits to include 2 (or even 3)
Class 3 vessels with captains. Try to use Jem'hadar captains
whenever possible. Load up on marines and "White" to capture
ships for extra credit.

You start at the southern edge of the map. There's a line of
sensor arrays across the middle of the map. Bajor is on the
western edge, DS9 is to the north and the mine generators and the
wormhole is to the northeast.

Start by warping to the westernmost sensor array and blast any
defenders, and work your way across. You'll run into 2 Bajoran
Patrol vessels on the westernmost sensor, then one or two
Steamrunners and Sabres as you move east, and even an Akira. You
outgun them all with your group so take them out one by one.
Capture as many as you can.

Once you took out all the sensor arrays, it's time to take out
the power generators. There's a waypoint to the north/northeast
of the map, right on the edge. Warp near there. When you get
close, you'll see it's 4 generators accompanied by 4 Fed OWP.
Take out the OWP's first, then the generators, and you win!

Do NOT go near DS9. It's not necessary to fulfill your mission.


7.4   Eye of the Storm

Destroy the invasion force hiding inside this ion storm, and
protect the sensor arrays in place.

You should have at least four Class 3 vessels by now with
captains. Again, try to use Jem'hadar ships and captains. As
you're in an ion storm marines are useless. Consider adding a
faster Class 1 or 2 ship to the mix, as you'll be chasing down
some freighters.

You start in the southwest corner. Immediately assign your ships
into roughly two equal groups. Send one group to the middle
sensor array, and the other one to the eastern sensor array.
You'll need to send the eastern force to a dogleg south so they
don't have to fly through the ion storm.

You can see the enemy ships separate into two groups of 2
Steamrunners and 3 troop transports each. The troop transports
just run, while the Steamrunners are going after your sensor
arrays. Fortunately you should get there in plenty of time. Take
out all four Steamrunners should satisfy the "protect sensor
array" objective. Then send your ships after the freighters. Or
you can split into FOUR groups, if you want a slower but surer
victory. Two of them take out the freighters (the fast ships)
while the other two take out the Steamrunners.

Once you destroy all the freighters, the mission should end,
through you can stay and take out the two Akiras hiding just
outside the eastern and western edge of the storm for bonus
points. Look for FAINT purple dots, or just let the sensor array
do the work for you.


7.5   Welcoming Committee

Destroy Achilles prototype, destroy Fed space docks, and destroy
Riker's Galaxy-class vessel.

You should have enough credits for 4 Class 4 ships and 2 Class 3
ships, along with their captains. You don't need to split forces
on this one. Add marines as you see fit, as there will be chances
to capture a few ships. You may want to choose captains with "See
Cloak" skill as you'll be fighting a few Klingons.

As soon as you start, 6 B'Rels will swoop in, but your ships
should take them out even without you directing the attacks. It's
followed by 6-8 Steamrunners, but they come in singles and pairs
so they pose no threat to you at all.

Once the area is clear, you can see that there are several space
docks in a diagonal line from NE to SW. Start with the SW one,
and work your way to NE. When you destroy two of them, 3 Akiras
will pay you a visit, but you still outgun them significantly.
Clean out the space docks and any OWPs that defend them. Remember
there's one more space dock around the planet. If you don't get
"destroy space docks" complete, you probably forgot that one.

Now head south and see that last space dock at the waypoint. Go
near there and start blasting. Achilles will leave the dock and
try to stop you. Kill it. When it's gone a Galaxy and 3 Akiras
will come by. Take them out too, and you win!

You must NOT capture the Galaxy or the Archilles. You must
destroy them. If you've captured either (or both!) by accident,
use the self-destruct cheat (see last section) to destroy them or
the mission will never end. See also the bug list.


7.6   Crumbling Foundation

Escort Troop Transport to AR558, escort them back to exit, and
wait for reinforcements.

You can only pick Jem'hadar ships and captains from now on, which
is why you should have concentrated on Jem'hadar personnel early
on. You should have enough for 4-5 Class 4 and their captains.
Fill the rest with Class 3 ships and captains.

You will be escorting 3 transports, and you need to do both
active and passive protection. Set two ships to guard two of the
three freighters. Take the other four and assign two groups of
two each. You should be able to see the different enemies as
"fuzzy contact" on the scanners. Put the groups on either side of
the path, but AHEAD of the convoy, and just take out threat after
threat as you stay AHEAD of the convoy and attack things until
they go away. You'll see mainly Klingon ships attacking, but
there will be an Akira and other Feds in the mix.

You need to get to the planet before the convoy does and take out
those 4 OWPs. Then the troop transports will beam down their
cargo.  Now, do the same again on the outbound trip. A few B'Rels
will attack you, but they're no problem at all. If you see some
WHITE group transports coming in on the outbound leg, DESTROY
THEM. Those are Federation marines trying to land so don't let
them.

Once all three troop transports leave, move yourself AWAY from
the exit point, until you get "Cardassian ships are targeting
you". Warp beyond the planet to your west, and a few seconds
later the mission should be over.


7.7   A Dish Best Served Cold

Destroy DS9, destroy Gul Dukat's Hutet, and destroy all
Defenders.

By this time, you should be able to get 4 Class 5 ships with 2
Class 4 ships and their captains of course. Adjust budget and
such until you can fit them in. Your goal is to have more than
six admirals. Take the best captains and give them good ships.
Take the best Lt. Cmdrs and give them good ships too, and hope
they grow into captains and admirals fast enough.

You start in the northwest corner. DS9 is to the southeast. Warp
midway between your starting position and DS9, and you can see
there's a "tripline" of ships between you and DS9. Those are only
Class 3 Tongas though, so you can go through them. On the other
hand, why take chances? Start from one end of the line and work
your way across, destroy them one at a time.

When you kill the second Tonga, a Galaxy escorted by two
Steamrunners will show up. Destroy them with your massed
firepower, then sweep up the Tongas.

NE of DS9 you'll find some Klingon ships. Gul Dukat and his Hutet
is south of DS9, escorted by 2 Keldons or Galors. You should go
south and take care of Gul Dukat immediately. Dukat is known to
leave while you tackle DS9, or as he call it, Terok Nor. With
your 4 Class 5's he stands no chance. Do NOT capture him though.
His ship MUST be destroyed. Such is the wish of the Founders.

Now you can clean up all the enemies around DS9, or you can just
attack DS9 itself and see all the enemies come in one at a time.
Do NOT capture DS9. Destroy it. When you do that, and wiped out
all the enemy ships, you win!


7.8   The Time is Now

Escort Breen ships to exit points, Destroy the Romulan and
Klingon fleets, and Destroy Gowron's Negh'Var and Worf's Vorcha.

By now you should have 5 Class 5 ships with 5 admirals. Just pick
the best you got, and pick the best captains for the few class
4's you have around as training vessels. You should have
transporter shield penetrators now, but you don't have time to
use them, as you can't beam into a cloaked vessel. If your
captain doesn't have "See Cloak" capability, add "cloak scanner"
device to the ship to compensate.

Upon start, immediately divide you your ships into two groups,
and send one chasing each Breen group. You can probably send the
weaker group after the Breen to the left (west). The one to the
east encounters more enemies.

The Klingons and Romulans won't be able to do you too much damage
as they are too busy decloak and recloak to really shoot at you,
but the Breen ships are pretty weak shield-wise. Just follow each
group and let the AI do their job. You'll run into a LOT of
Klingon ships and OWPs, but those are just class 1 to 3. There's
an occasional Class 5 Romulan Warbird, but they're no threat to
your ships. Just concentrate on one as you go. Constantly check
back and forth between the two groups (remember to hit F to
change scanner focus to the group), zoom in if you need to.
Engage the biggest threat quickly until the Breen ships reach
their respective exit points. Remember NOT to end the mission!

Once that's done, start using your scanner to detect cloaked
vessels, and destroy them, along with any other OWPs you haven't
destroyed before. After a while you should see the message about
destroying Gowron and Worf. Warp to about the middle of the map
and you should see their warp signatures. Send the weaker group
after Worf and the stronger group against Gowron. Once they are
destroyed, you can end the mission or continue clearing out the
map.


7.9   Fish in a Barrel

Destroy Starbase 234, break enemy line of defense, destroy
Admiral Ross' Galaxy-class ship.

By now you should have 6 Class 5 ships with 6 admirals to conn
them. Try to fit max crew and transporter penetrator on every
ship, along with Ketracel White and fast shields. You will be
capturing a lot of ships on this mission, and hopefully most
without damage!

You start in the North of the map. There's a sensor post to your
south (the waypoint), and a few more sensor posts in an E/W line.
Start from one end and take them all out. Akira and Steamrunner
patrols will probably come to interrupt you, but they'll fall
under your guns easily. Take out the sensor post at the waypoint
and you've broken the enemy line of defense.

Start scanning for cloaked ships, as there's a few of them about,
Klingon and Romulan. You can also take out the few remaining
sensor posts on the map. Just warp all over the map (except to
the planet on the SW edge of map). When you see a Galaxy-class,
put every ship to hold fire, then use the transporter to beam
over about 200+ marines. You should capture it in no time. Kill
any other smaller ships you run into. Remember to add command
crew and engineers to captured ships to get full speed and repair
any damage.

Once you've cleared the map of all the enemy ships, it's time to
wipeout the Starbase. The Starbase is covered by 3 OWPs, and it
is quite nicely armed itself. On the other hand, by now you
should have enough ships that blasting the SB should be no
problem at all.

Once you've blasted the SB to smithereens, move over to the
planet, and you'll see the remaining Fed ships, should be a
Galaxy or two and several Akiras. Destroy all of them and the
mission should end. If the mission doesn't end, you probably
captured Admiral Ross' ship already. If that's the case, choose
the Galaxy's you've captured and commit self-destruct on them
(select it, focus, then Ctrl-Shift-Delete until it blows up),
repeat for each until mission ends.


7.10  All Good Things.

Destroy both starbases, destroy Earth and Mars orbital defenses,
destroy all enemy ships, and finally, destroy Sisko's Defiant.

You better have six different Class 5 ships now. If you do this
mission is easy, esp. with shield penetrators. Max the crew and
add the good devices. You probably don't need antimatter or
metagenic weapons. If your captains don't have "see cloak", add
"cloak detect" device to your ship(s).

Upon start, your forces are split. The first three ships are to
the northwest just behind Mars, while the other three are to the
north. There are two starbases along the NE/SW diagonal line, and
Earth is to the SE.

Group your first three ships as group 1, second three as group 2,
and all ships into group 3. Any ships you capture goes into group
4.

Send group 1 to wipe out the OWPs around Mars, while group 2 goes
after the sensor array to its south. Keep wiping out the OWPs and
sensor arrays with both groups until you notice some warp
signatures start to show up. The Defiant and a Galaxy will visit
the western group, while 2 Galaxys come to pay tribute to the
northern group. You may also encounter some misc. ships like
Steamrunners and Akiras. You should wipe them out with no problem
at all, though try to capture the Galaxys, as they add to your
firepower nicely. If you have problems, unite the two groups
(group 3, remember?) and use the concentrated firepower.

After you take care of the visitors, go after each starbase
deliberately. Some Akiras and Galaxys may pay you a visit, but
you should destroy/capture them with no problems. Wiping out both
Starbases is simple if you do them one at a time.

By this time, you may want to start scanning for cloaked ships,
as the Klingons and Romulans are still around, though often they
just hide behind Earth and wait for you to come to them.

Once you wiped out both starbases, and dealt with all the
Starfleet ships, it's time to visit Earth. The remaining Klingon
fleet (Vorcha, 2 K'vort'chas, K'tinga, and B'rel) with a few
Romulan Warbirds are probably around Earth, though some Warbirds
will be roaming the Sol system. Take out any single Warbirds you
encounter. Go to Earth with your entire fleet (remember to
redistribute crew and fix any damages first) and wipe them out.
You may want to tease them away from the OWPs in orbit around
Earth first. Once you destroy all the ships, destroy all the
OWPs, and you win!

Congratulations, you've conquered Earth for the Founders. Victory
is life.


8    Multiplayer
Please note that the ships have their ratings rebalanced for
multiplayer.

Some hints for your multiplayer enjoyment.

Use the shipyard - your shipyard can repair your ships!  DS9 is
considered a shipyard as well.

Steal devices - knocked down other people's shields and you can
steal their devices! (at least SOME of them, like antimatter
charges, metagenic weapons, etc.)

Use the sensors! - Oberth has one of the best sensor ranges of
any ship, so it can be quite useful in games like "Find the
Founder".  Even better if you put a sensor specialist onboard.


9    Misc. Info

9.1   Cheat

As documented in the key guide, you can damage anything you are
viewing by hitting CTRL-SHIFT-DELETE.

This is often used as a "self-destruct" feature, though it also
works on enemy ships. However, using this during the mission may
make some of the missions HARDER as the escorts assigned to that
object will move to a different objective to protect.


9.2   Bug List (as of V1.03)

Note: this is NOT a hardware compatibility list. For that, see
the official Gizmo FAQ on DominionWars.com. Numerous people have
reported all sorts of problems with different video cards, most
of them are not very serious.


9.2.1     Fed Commendation Bug
Playing as Feds, by mission 7 some of my captains and admirals
have Dominion commendations!  It's REALLY funny to see a
Federation captain with a commendation as "Founders Elite One",
or Klingon Expert! This doesn't happen for the Dominion side.

Workaround: none needed


9.2.2     Dom Commendation Typo
On the Dominion Fleet Setup screen, Commendation was misspelled
as "Commandation".

Workaround: none needed


9.2.3     Occasional Freeze
Sometimes, when playing 6-10 missions in a row, the game would
suddenly freeze.

Workaround: none


9.2.4     In-game save useless
You can bring up the escape menu to save a game while in a
mission, but loading such a saved game has all the objects STUCK.
Nothing responds. You get voice confirmation of the order, but
the ships don't move at all. The only thing you CAN do is to
restart mission.

Workaround: don't use in-game saves. Save only at the fleet-setup
or debrief screen.


9.2.5     Objects must be destroyed, not captured
On several missions where you must destroy certain ships (Gul
Dukat's Hutet, Tom Riker's Galaxy, Deep Space Nine, etc.)
capturing them doesn't count. The objective must be DESTROYED.

Workaround: use the "self-destruct" cheat (see above under CHEAT)
to destroy the objective


9.2.6     Crew Credits bug
On the fleet setup screen, one should not be able to buy more
crew when one is out of credits. However, you CAN still get crew
even when your credit is zero. If you save the game after you
zeroed your credits and maxed the crew, then reload that game,
you can "sell" the excess crew back and get extra credits. This
also works for devices, though crew are the cheapest items.

Workaround: self-control. This is an exploit/bug, you don't HAVE
to use it.


9.2.7     Archilles Micro-Quantum-Torpedo bug
Archilles never fires those micro-quantum-torpedoes.

Workaround: none, wait for new patch.


9.2.8     Lost Command to Ship
After capturing some ships, one of the original ships may stop
responding to commands and behave like an AI ship.

Workaround: Destroy your captured ship(s) (use self-destruct
cheat above) and the "rogue" ship should come under your control
again.

