~B
Colony Wars: Red Sun
Version 00.6
By Starkey Chan
Contact me at KingKnop@Hotmail.com
!!Notice!! This FAQ uses monoprint. To read it correctly !!Notice!!
!!Notice!! use Courier New at size 10 font. !!Notice!!
---------------------------------------------------------------------
This Colony Wars: Red Sun FAQ is (C) 2000 to Starkey Chan.
This FAQ can be printed by and given to anyone so long as the
whole FAQ remains intact and no part of it is changed.
This FAQ CANNOT be copied in part or in whole and used in anyway to
gain profit in anyway, especially publication in magazines.
---------------------------------------------------------------------
Contents:
01.0 Hints
02.0 The Missions
02.1 Magenta Station
02.2 Mariorie's Station
02.3 Cardinate Station
02.4 Aurora Station
02.5
02.6 Thunder Bowl
03.0 The Ships
04.0 The Weapons
04.1 Main weapons
04.2 Secondary Weapons
04.3 Pods
04.4 Ship Systems
1) You can have up to 3 lasers of the same type.
2) Reversing while turning reduce your turning circle.
3) Large ships has turrets which shot down first.
4) You can't outrun missiles even with afterburners.
5) Against large ships try the following tactics:
- Move right up close so your touching and fire like mad.
- Charge at it firing like crazy, pull up at the last minute to
avoid crashing into it, turn and charge again.
6) Pressing L1 + R1 will stop the ship dead.
The mission for each station are listed in no particular order, but
the last mission of that station is always listed last.
Listed in the mission break down are:
Reward - the amount of money recived if mission is completed
successfully.
Bonus - special reward for achiving a specific mission objective.
Bounty - reward for destroying small enemy crafts such as fighters
and interceptors.
Objectives - Thing you have to do to complete the mission.
A list of what you can and cannot/ should not shoot.
Comment - Things you should know about the mission.
02.1 MAGENTA STATION
Missions
---------------------------------------------------------------------
Escort Duty (land based mission)
Reward: 8000
Bonus: 1000 for each stomper safe (max 3)
Bounty: 100 for each kill
Objective(s):
1) Protect Cargo Stompers until they reach their target.
Comment:
- The mission automatically ends once the stompers reach their
destination.
- Once you destroy all the fighters new ones will appear at the edge
of your radar range. You can get quite a large score if your quick,
but don't stray too far from the stompers.
- At various points fighters and tanks will uncloak and try to ambush
you.
Comment:
- The mission automatically ends once you find the secret base.
- Don't fly above the canyon, this will leave you open to attack from
the SAADS.
Comment:
- You must exit through the jumpgate before the time reaches zero.
- The jumpgate looks like a big white star which gets bigger as you
get closer. It is represented by three points on the radar.
- New enemy fighters appear all the time until 1 minute from time,
stay until then and get as many kills as you can.
---------------------------------------------------------------------
Insult and Injury
Reward: 12000
Objective(s)
- Destroy the insult and exit via the jumpgate.
Let Live:
Warfare Pod (Green)
Rebel Hauler (Green)
Comment:
- The idea of the mission is for you to follow the pod until your
told to attack the insult, but you don't have to do this. You can
actually attack the insult straight away.
- The SAADS are quite deadly, try to stay away from them.
Objective(s):
1) Protect the general until pickup.
Crush:
Class-D life forms (Red)
Empiret Tanks (Red)
Don't crush:
Drop Ship (Yellow)
General's ship (yellow)
General (Yellow)
Comment:
- Class-D life forms can easily be killed shooting it's head.
- Go after the enemies, get them before they get general.
- Mission automatically end when the general is picked up.
---------------------------------------------------------------------
Convoy
Reward: 13000
Bonus: 500 for each module safe
Bounty: 200 per kill
Objective(s):
1) Destroy bay doors
2) Protect diva's withdraw
3) Destroy Morgan's Ghost (not just yet, see comments)
Targets:
Morgan's Ghost (Red)
Cargo (Red)
Raiders and interceptors (Red)
Don't Target:
Decoder (Yellow)
Diva (Green)
Comment:
- There is a trick on this level. After Diva withdraws with the
decoder, don't destroy Morgan's Ghost instead hang about. Morgan's
Ghost will continuously send out more raider for you to destroy
allowing to get hundreds (maybe even thousands) of kills.
- The bay door is located on the underside Morgan, facing the fron of
the ship.
---------------------------------------------------------------------
02.2 Mariorie's Station - new India orbit
Comment:
- This is a subspace mission so you should stay inside shadow
asteroids to avoid heat up.
- 3x mkII GP laser will make short work of the cruiser, take it out
from a distance.
- After you get the idol snake's ship will appear in the distance you
can either fight it or just run away. As far as I know you can't
actually destroy it.
Objective(s):
1) Follow fighters to terraforming stations.
2) Eliminate threats.
Monsters:
Tolrasaurs (Turrets only - Red)
Kalkarak Fighters (Red)
Pixies:
Tolrasaurs (the actual thing - Red)
Dargothan Fighters (Green)
Terraforming Towers (Green)
Comment:
- Don't stray too far from the towers.
- You must not kill Tolrasaurs, or else you fail the mission.
Shoot the turrets only and aim from a distance. Aiming just above
the turret to ensure you don't hit the Tolrasaurs.
---------------------------------------------------------------------
Protection
Reward: 20000
Bounty: 500 for each kill
Objective(s):
1) Protect SS Angeli
2) Destroy all Donachet ships
Take out:
Donachet Fighters (Red)
Donachet Cruiser (Red)
Protect:
SS Angeli (Green)
Syndicate Escorts (Green)
Comment:
- A easy mission with only a few enemies, go for the cruiser first.
---------------------------------------------------------------------
Hunting
Reward: 5000 for each shelp captured
Requires: Stun Missiles
Objective(s):
1) Stun as many Protoshelp Cows
2) Eliminate Protoshelp Bulls
Comment:
- A fun mission, only if there where more like these in the game.
Anyway, stun one or two protoshelp cow and wait till they are
picked up by the barge.
- Don't fly about, stunning loads of cows because most of them will
recover before the barge has a chance of picking the up.
Objective(s):
1) Destroy the 3 tethers holding the precinct.
The Enemy:
Police interceptors (Red)
Police inforcer (Red)
Police Pricinct (Red)
Solar Sails (Red)
Comments:
- You have to target the weak spots on the end of each of the lower
pylons which the sails are attached to.
- Doing something will cause police reinforcements to jump in but I
don't know what.
---------------------------------------------------------------------
Gang Warfare
Reward: 22000
Bounty: 500 per kill
Comments:
- You have to discover 5 or more crystals. Crystals can be seen as a
circle of lightning which flashes on and off at intervals. Once you
find one use the decloak missile to uncloak it.
- After the main mission you will have a short stay in subspace.
Totally pointless (there aren't even any enemies) just fing the
exit.
---------------------------------------------------------------------
Defence
Reward: 32000
Bounty: 500 for each kill
Objective(s):
1) Defend Morjorie's kitchen
Slay:
League Strike Fighters (Red)
League Interceptors (red)
Shield:
Syndicate Fighters (Green)
Comments:
- You have to be quick, go for the enemies who are attacking the
station first.
Comment:
- You can see Cruisers from the flash of electricity they give off.
Move in close and they'll uncloak.
- Fighters jump in all the time, protect the missile ship.
- The Temple Cruiser will try to escape, destroy it before it dose.
---------------------------------------------------------------------
Defend Refinery
Reward: 500 per silo
Objective(s):
1) Protect Refinery and silos.
2) Eliminate threats.
Knockout:
Pirate Raiders (Red)
Pirate Tanks (Red)
Protect:
Refinery (Yellow)
Fuel Silos (Yellow)
Comment:
- You really do have to be quick pirate attack from all sides and
before you know it all the silos are gone!
- Try not to use missile as you could end up losing more money then
you gain.
---------------------------------------------------------------------
Tank Support
Reward: 32000
Objective(s):
1) Escort dirt Warriors to target area.
2) Destroy Unisoft forces and base.
Comment:
- Use the radar and destroy enemies before they reach the tanks.
- Thors are well armoured use plasma cannon or BFG.
- The mission end if all dirt warrior tanks are destroyed, protect
them.
- the base has turrets at the bottom and the top destroy them first,
then go after all the other hostile forces. Once all the enemies
are eliminated go back for the base.
---------------------------------------------------------------------
Clear Path
Reward: 38000
Bonus: 2000 per hauler
Objective(s):
1) Escort Convoy to next jumpgate.
2) Eliminate hostile forces
Evils:
Sha'Har Fighters (Red)
Hopeless:
Convoy (Green)
Unisoft Fighters (Green)
Comment:
- Make sure you have a strong main weapon, and just do what you do in
every other escort mission.
Comment:
- Keep fighters off the maleager.
- The mission isn't last is you lose the maleager.
---------------------------------------------------------------------
---------------------------------------------------------------------
Escape
---------------------------------------------------------------------
02.4 AURORA STATION - aurora 3 orbit
Stocks Buy Sell
--------------------------------------------------
GP Laser 9950 7463
GP Laser mk II 15000 12000
GP Laser mk III 31040
Shield Laser 12800
Shield Laser mk II 18300 13725
Hull laser
Hull laser mk II 18300 12900
Cooled GP laser 33200 24900
Cooled AS laser 31360 23420
Cooled AH laser 32040 24030
Gauss Gun 15880 11510
Scatter Gun 18400 13800
BFG 105200 - Ace rank
Plasma Cannon 34200 25650
Stun Missile 1050 788
Shield Missile 1920 1440
Shield Missile mk II 3880 2910
Hull Missile 1720 1290
Hull Missile mk II 3560 2070
Two Stage Missile 5700 4275
Plasma Missiles 6200
NanoTech Missiles 12900
Decloaker 2000 1500
Jammer Missile 3600 2700
Stun Torpedo 4000 3000
Plasma Torpedo 12000
Scarab 6000 4950
Flare 820 615
B F G Secondary 29000
Decloaker Missile 2000
Grapple Gun 6576 4932
Repair Pod 22000 16500
Defence Pod 52000 39000
ECM Pod 24000 18000
Cooling Vents 14400 10800
Heat Sink 24000 18000
Recharge Boost 27000 20250
Shield Maximiser 48000 33000
Ship Price Trade
--------------------------------------------------
Medusa II 192500
---------------------------------------------------------------------
Protect Refugees
Reward: 10000 per Hauler
Comments:
- Target the Turrets on the shark first, You can actually 'sit' in
the mouth of the shark and pick off the turrets one by one.
- Keep an eye on the radar and make sure there are no enemy fighters
near you fleet.
---------------------------------------------------------------------
Scavenge This
Reward: 49000
*Grapple gun needed*
Objective(s):
1) Grapple booster
2) Destroy all obstacles until you reach target area
3) Retreat from target area.
Comments:
- The booster will not move unless you are grappled to it.
- The two fleetships are indestructible
- Fighters jump in all the time so don't stray from the booster.
- Some asteroids are in the boosters path clear them.
Comment:
- Robo-fighters will attack you.
- Only destroy robo-fighters when the hauler tells you to.
---------------------------------------------------------------------
Name: GP laser mk I Damage: Shields/ Hull
Power: Low Rate: Normal
Hard points: 3 (1 in each) Buy/Sell: 9950/ 7463
Comment: GP lasers are the best main weapon.
+ Cheap
+ You can have up to 3 of them.
Name: GP laser mk II Damage: Shield/ Hull
Power: Fine Rate: Normal
Hard points: 3 (1 in each) Buy/Sell: 15000/ 12000
Comment:
+ Better then mk I
Name: GP laser mk III Damage: Shield/ Hull
Power: Good Rate: Normal
Hard points: 3 (1 in each) Buy/Sell:
Comment:
+ Best main weapon in the game.
- Need 3 to be useful, takes up many hard points.
Name: Shield laser mk I Damage: Shields only
Power: fine Rate: Normal
Hard points: 3 (1 in each) Buy/Sell: 12800/
Comment: Greater damage to shields then GP lasers but have to be used
in conjunction with some sort of hull weapon. This takes up
too many hard points and is very fiddly in dog fights
against large number of enemies as you constantly switch to
and from you hull weapon.
Name: Shield laser mk II Damage: Shields only
Power: Good Rate: Normal
Hard points: 3 (1 in each) Buy/Sell: 18300/ 13725
Comment: Suffer from the same flaws as the mk I shield laser and
indeed all shield / hull weapons.
Name: Hull laser mk I Damage: Hull only
Power: fine Rate: Normal
Hard points: 3 (1 in each) Buy/Sell:
Comment: Has all the flaws of shield / hull only weapons.
Name: Hull laser mk II Damage: Hull only
Power: Good Rate: Normal
Hard points: 3 (1 in each) Buy/Sell: 18300/ 12900
Comment: Has all the flaws of shield / hull only weapons.
Name: Supercooled GP laser Damage: Shield/ Hull
Power: Good Rate: Normal
Hard points: 3 (1 in each) Buy/Sell: 33200/ 24900
Comment:
+ Cause no heat
- Later ships has good heat capacity anyway making this weapon rather
pointless.
Name: Supercooled AS laser Damage: Shield only
Power: Good Rate: Normal
Hard points: 3 (1 in each) Buy/Sell: 31360/ 23420
Comment: Don't bother
Name: Supercooled AH laser Damage: Hull only
Power: Good Rate: Normal
Hard points: 3 (1 in each) Buy/Sell: 32040/ 24030
Comment: Pointless
Name: Gauss Gun Damage: Hull through shields
Power: weak Rate: fast
Hard points: 1 (1 in each) Buy/Sell: 15880/ 11510
Comment:
- Does too little damage to be of any use.
Name: Scatter Gun Damage: Shield/ Hull
Power: weak Rate: Very fast
Hard points: 1 (1 in each) Buy/Sell: 18400/ 13800
Comment: The second best weapon after 3x GP laser mk III.
+ High rate of fire, cause good damage.
+ Takes up only one hard point
- Short range
- Inaccurate
Name: Plasma Cannon Damage: Shield/ Hull
Power: Excellent Rate: Very slow
Hard points: 1 (1 in each) Buy/Sell: 34200/ 25650
Comment: Take ages to charge up which makes it useless agains
moving targets. By the time it fires you could have done
amount of damage with some cheaper weapons.
Name: BFG primary Damage: Shield/ Hull
Power: Mega Rate: Slooow
Hard points: 1 (1 in each) Buy/Sell: 105200/
Comment:
+ Very powerful against fighters.
+ The main bolt will fire small lightning bolts at any small ships
around it so no real targeting needed
- No friend foe recognition, you can wipeout all your allies or
the ships your meant to protect with one shot!
- The bolt itself does no damage
- Useless against large ships since it won't fire at them.
- Long charge time.
- Drain shields while charging
Name: Sha'Har Arcweapon Damage: Shield/ Hull
Power: Good Rate: Continuos
Hard points: N/A Buy/Sell: N/A
Comment: Only use on one mission where you are give a Sha'Har ship.
04.2 Secondary Weapons
Name: Grapple Gun Damage: N/A
Power: None Rate: N/A
Hard points: 1 (1 in each) Buy/Sell: 6576/ 4932
Comment: You need this to complete some missions. First you'll have
to lock on to the target, then get close to it before
firing.
Name: Stun Missile Damage: N/A
Power: None Rate: Slow
Hard points: 1 (99 per HP) Buy/Sell: 1050/ 788
Comment:
+ Quite good for the first few missions
- Becomes ineffective towards the end of the game
Name: Jammer Missile Damage: N/A
Power: None Rate: Slow
Hard points: 1 (99 per HP) Buy/Sell: 3600/ 2700
Comment:
+ Has a targeting system
- Not as good as the normal stun missile and torpedos
Name: Stun Torpedos Damage: N/A
Power: None Rate: Slow
Hard points: 1 (99 per HP) Buy/Sell: 4000/ 3000
Comment:
+ Good against large ships
- No damage
- No targeting system
Name: Two Part Missile Damage: Shield then hull
Power: Very Good Rate: Slow
Hard points: 1 (99 per HP) Buy/Sell: 5700/ 4275
Comment:
+ Useful against fighters in the first dozen missions
- Useless against larger ships or targets.
- Too weak against enemies after the third station.
- Low hit rate.
Name: Plasma Missile Damage: Shield/ Hull
Power: Very Good Rate: Slow
Hard points: 1 (99 per HP) Buy/Sell: 6200/
Comment:
+ Best fighter to fighter missile.
+ Good against ground targets too.
- Don't always hit the target
- Distracted by flares
Name: Plasma Torpedo Damage: Shield/ Hull
Power: Excellent Rate: Slow
Hard points: 1 (99 per HP) Buy/Sell: 12000
Comment:
+ Very powerful
+ Effective against large ships
- No targeting system
Name: Shield Missile Damage: Shields only
Power: Good Rate: Slow
Hard points: 1 (99 per HP) Buy/Sell: 1920/ 1440
Comment:
+ Good damage to shields
- Don't always hit the target
- Distracted by flares
- Also need a hull weapon
Name: Shield Missile mk II Damage: Shields only
Power: Very Good Rate: Slow
Hard points: 1 (99 per HP) Buy/Sell: 3880/ 2910
Comment:
+ Twice as powerful as mk I shield missile
- Contain all the flaws of the mk I missile
Name: Hull Missile mk I Damage: Hull, slight damage to shields
Power: Good Rate: Slow
Hard points: 1 (99 per HP) Buy/Sell: 1720/ 1290
Comment:
+ Good Hull damage
- Don't always hit the target
- Distracted by flares
- Also need a shield weapon
Name: Hull Missile mk II Damage: Hull, slight damage to shields
Power: Very Good Rate: Slow
Hard points: 1 (99 per HP) Buy/Sell: 3560/ 2070
Comment:
+ Twice as powerful as mk I Hull missile
- Contain all the flaws of the mk I missile
Name: Scarab Damage: Hull, slight damage to shields
Power: Excellent Rate: Slow
Hard points: 1 (99 per HP) Buy/Sell: 6000/ 4950
Comment:
+ Very powerful against hulls
- No targeting system
Name: NanoTech Missile Damage: Sha'Har shield and hull only
Power: Good Rate: Slow
Hard points: 1 (99 per HP) Buy/Sell: 6200/
Comment:
+ Best used against large Sha'Har ships
- Useless against regular ships
- Distracted by flares
- Don't always hit home
Name: NanoTech Torpedo Damage: Sha'Har shield and hull only
Power: Very Good Rate: Slow
Hard points: 1 (99 per HP) Buy/Sell: 12900
Comment:
+ Best used against large Sha'Har ships
- Useless against regular ships
- No targeting system
Name: Phase Distorter Becon Damage: N/A
Power: N/A Rate: Slow
Hard points: 1 (99 per HP) Buy/Sell:
Comment:
You will need this for certain missions. Useless otherwise.
Name: BFG Secondary Damage: Shield / Hull
Power: Excellent Rate: Slow
Hard points: 1 (99 per HP) Buy/Sell: 29000
Comment:
+ Very powerful
+ Large blast radius
- No targeting system
- Sloooow
- No friend foe recognition
- Can damage your own ship
04.3 PODS
Name: Offence Pod Damage: Shield / Hull
Power: fine Rate: Medium
Hard points: 1 Buy/Sell:
Comment:
+ Acts like a little ally
- Expensive and can be lost
- Often quicker just to use normal weapons
- You have to wait for it to return to your ship before it can be
used again
- Often have to stop the ship to reload it
Name: Defence Pod Damage: Shield/ Hull
Power: fine Rate: Medium
Hard points: 1 Buy/Sell: 52000/ 39000
Comment:
+ Defends the target
- Doesn't defend your ship
- Expensive and can be lost
- Use up a hard point which could be used for better things
Name: ECM Pod Damage: N/A
Power: N/A Rate: Slow
Hard points: 1 Buy/Sell: 24000/ 18000
Comment:
- Very expensive and does a job which doesn't need doing
04.4 Ship Systems
Name: Cooling Vent Damage: N/A
Power: N/A Rate: N/A
Hard points: 1 Buy/Sell: 14400/ 10800
Comment:
+ Increase dissipation of heat
- Ships towards the end of the game has a high heat tolerance anyway
Name: Heat Sink Damage: N/A
Power: N/A Rate: N/A
Hard points: 1 Buy/Sell: 24000/ 18000
Comment:
+ Increase heat capacity
- Not quite as effective as the cooling vents
Name: Recharge boost Damage: N/A
Power: N/A Rate: N/A
Hard points: 1 Buy/Sell: 27000/ 20250
Comment:
+ Increase recharge rate of shields
+ Vital if you have a BFG Primary
Name: Shields Maximiser Damage: N/A
Power: N/A Rate: N/A
Hard points: 1 Buy/Sell: 48000/ 33000
Comment:
+ Increase recharge rate of shields
- Not as good as the recharge boost. You first priority should be the
boost then maybe this.