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Homeworld 2 Walkthrough

Mission 8 - Dreadnaught Berth

Index  |  Hiigaran Ships  |  Tanis (1)  |  Angel Moon (2)  |  Sarum (3)  |  Gehenna Outskirts (4)  |  Gehenna (5)  |  The Karos Graveyard (6)  |  Derelicts (7)  |  Dreadnaught Berth (8)  |  Counter Attack (9)  |  Keepers of Sajuuk (10)  |  Sacrifice (11)  |  Thaddis Sabbah (12)  |  Balcora Gate (13)  |  Balcora (14)  |  Return to Hiigara (15)


You should probably have a nice fleet left over from the previous mission. I suggest you retire any standard gunships you have in your fleet and replace them with pulsar gunships. Grab the destroyer upgrades if you haven't already, as well as those for your torpedo frigates (if you use them). Get your harvesters harvesting and round out your forces before you send in a scout to investigate the dreadnought. You may have to order one of your interceptors to retire to do so. Note that you can still build movers so keeping up ten of them is a very wise thing to do, indeed. My final suggestion to you is to build at least six ion cannon turrets to place around your mothership.

When your scout is ready, send it to investigate the dreadnought. A positively huge installation, the dreadnought berth launches a "keeper" which is intent on attacking you. Not only that but there are drones which have a whopping 14,000 armor. Command informs you that six movers will be required to transport the dreadnought. You're really going to have to deal with the drones first, though. Like movers, the keeper's drones are most vulnerable to pulsar corvettes and torpedo frigates. Make your preparations for attack by moving your squadrons of interceptors, pulsar gunships, torpedo frigates and movers closer to the dreadnought. Form them into a strike group so nothing gets too far ahead of the fleet.

Unfortunately, eliminating the drones proves to be an impossible task. The best you can really hope to accomplish is to hold them off while your movers transport the dreadnought. When you've got it moving, the keeper will attack your mothership (hence the ion platforms). Your five dreadnoughts should be able to hold the keeper off pretty well. When it's heavily damaged it will hyperspace away to repair. You should repair any damaged dreadnoughts with your resource collectors. It's a real pain to lose a 2,000 RU ship that takes a while to build.

The movers should have little trouble getting the dreadnought to your mothership's location. The pulsars and torpedo frigates must keep at them though! If you lose torpedo frigates, replace them. If you run out of movers, replace them, too! Before too long the dreadnought will be yours but not before the keeper attacks again.

When the dreadnought is docked with the mothership, you'll be given control. Command indicates that the keeper cannot be defeated by conventional weapons. Three power devices must be activated to cause it to overload. Send one probe to each of the locations on your sensors manager to locate the trigger devices.

When you've located the trigger devices you'll be instructed to use movers to move and install them on the power modules. The keeper will appear in the middle of the power modules and launch more drones. It's a sure blessing that it can launch only so many drones at one time! Use your pulsar corvettes and torpedo frigates to attack the drones once more so that your movers can take the debris.

Make sure your pulsars get there first so they can distract the drones, just like before. You're once again facing a never-ending stream of them because the keeper will keep launching no matter how many you destroy. It only takes one mover for each of the pieces so your other seven can help defend them. The modules won't take too long to be installed. When they're all in, the keeper will be trapped and will initiate a self-destruct sequence. The fleet escapes the blast.