hw2 script final

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Version Date Changes Who 9.9 15-Jul-03 FINAL HOMEWORLD2 SCRIPT JMA 9.1 8-Jul-03 FINAL FC SCRIPT JMA 9.0 7-Jul-03 FINAL FI SCRIPT JMA 8.3 4-Jul-03 Final Script Revision JMA 8.2 20-Jun-03 FC and FI Pick Up Lines JMA 8.15 18-Jun-03 Added pickup lines for M02 ED 8.1 28-Apr-03 Recorded Fleet Intel MJJ, JMA 8.0 27-Apr-03 HW2 SCRIPT FINAL!!! JMA 7.9 25-Apr-03 ACT III LOCKED JMA 7.8 24-Apr-03 ACT II LOCKED JMA 7.7 23-Apr-03 ACT I LOCKED JMA 7.6 19-Apr-03 Act I Dialogue Ready for FINAL EDITS! JMA 7.5 13-Apr-03 Added M01 flow and Quick Edits JMA 7.4 27-Mar-03 Potential redesign of Mission 1. AGC 7.3 25-Mar-03 Added new events/dialog post M13 – Mission 7, 9, 10, 15 changed significantly. Mission 6, Mission 8 tweaked for new “distorted hyperspace” events. Not reviewed. MJJ 7.2 12-Mar-03 Added new Mission 08 events ED 7.1 8-Mar-03 Added New Mission 03 dialogue JMA 7.0 5-Mar-03 ANI and NIS to V3 JMA 6.0 5-Feb-03 All Mission, ANI and NIS dialogue to V2. Ready for placeholder recording. JMA 4-Feb-03 Added new M01 and M03 events JMA 5.6 3-Feb-03 Updated M04, M07, M09, M10, M15 events MJJ 5.5 3-Feb-03 Updated M02 and M13 speech events ED 5.4 25-Jan-03 ANI’s done (perforce) RC 5.3 22-Jan-03 Updated M02 flow and events ED 5.2 18-Jan-03 Final (unedited) Animatic and NIS dialogue. JMA 5.1 16-Jan-03 Version 2.1, integrating designer feedback. AGC 5.0 20-Dec-02 2 nd draft Dialog Script MDM 4.0 26-Nov-02 Second Draft: Current Mission flow In-Mission Dialogue integrated HW2 Design Team

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Page 1: Hw2 Script Final

Version Date Changes Who

9.9 15-Jul-03 FINAL HOMEWORLD2 SCRIPT JMA

9.1 8-Jul-03 FINAL FC SCRIPT JMA

9.0 7-Jul-03 FINAL FI SCRIPT JMA

8.3 4-Jul-03 Final Script Revision JMA

8.2 20-Jun-03 FC and FI Pick Up Lines JMA

8.15 18-Jun-03 Added pickup lines for M02 ED

8.1 28-Apr-03 Recorded Fleet Intel MJJ, JMA

8.0 27-Apr-03 HW2 SCRIPT FINAL!!! JMA

7.9 25-Apr-03 ACT III LOCKED JMA

7.8 24-Apr-03 ACT II LOCKED JMA

7.7 23-Apr-03 ACT I LOCKED JMA

7.6 19-Apr-03 Act I Dialogue Ready for FINAL EDITS! JMA

7.5 13-Apr-03 Added M01 flow and Quick Edits JMA

7.4 27-Mar-03 Potential redesign of Mission 1. AGC

7.3 25-Mar-03 Added new events/dialog post M13 – Mission 7, 9, 10, 15 changed significantly. Mission 6, Mission 8 tweaked for new “distorted hyperspace” events. Not reviewed.

MJJ

7.2 12-Mar-03 Added new Mission 08 events ED

7.1 8-Mar-03 Added New Mission 03 dialogue JMA

7.0 5-Mar-03 ANI and NIS to V3 JMA

6.0 5-Feb-03 All Mission, ANI and NIS dialogue to V2. Ready for placeholder recording.

JMA

4-Feb-03 Added new M01 and M03 events JMA

5.6 3-Feb-03 Updated M04, M07, M09, M10, M15 events MJJ

5.5 3-Feb-03 Updated M02 and M13 speech events ED

5.4 25-Jan-03 ANI’s done (perforce) RC

5.3 22-Jan-03 Updated M02 flow and events ED

5.2 18-Jan-03 Final (unedited) Animatic and NIS dialogue. JMA

5.1 16-Jan-03 Version 2.1, integrating designer feedback. AGC

5.0 20-Dec-02 2nd draft Dialog Script MDM

4.0 26-Nov-02 Second Draft:

Current Mission flow

In-Mission Dialogue integrated

HW2 Design Team

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First Draft Animatics

Stubbed out NIS

3.0. 3-Nov-02 First draft dialog script MDM

2.0 30-Sept-02 Milestone 10 Draft: Current version of the script with all Missions to v1 (Prophecy script). For up to date mission information, see the individual mission designs.

HW2 Design Team

1.9 18-Sept-02 ACT I Missions to V2. For all other mission see MISSION DESIGNS.

JMA

1.8 6-Sept-02 Integrated snapshot shotlists for all animatics from AK

AGC

1.7 6-Sept-02 Integrated Missions 4,5,10 and 11 AGC

1.6 5-Sept-02 Integrated updated 1-3 AGC

1.5 30-Aug-02 Changes to mission 6 and 8 AGC

1.4 29-Aug-02 Sobani/Tobari removal. Incorporated Mission 1. AGC

1.3 23-Aug-02 Incorporated AK’s Animatic changes AGC

1.2 21-Aug-02 Incorporated Missions 2, 3 AGC

1.1 12-Aug-02 Changes to Mission 1 to 5 RC

1.0 Jul 2002 Initial Draft (with changes by AGC) JMA/RC/AGC

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Table of Contents 0.1 DRAMATIS PERSONAE............................................................................................. 12 NIS 00: Relic Intro .................................................................................................................... 12

0 START SINGLE PLAYER GAME ................................................................12 1.1 LOADING SCREEN 01: OPENING............................................................................. 12 0.1 ANI 00-01: OPENING.................................................................................................. 12

ACT I ............................................................................................................14

1 MISSION 01 – HIIGARA UNDER SIEGE (META HIIGARA)........................14 1.1 GAME: OPENING ....................................................................................................... 14 1.2 NIS 01A: TANIS........................................................................................................... 14 1.3 GAME: HARVESTING REFRESHER ......................................................................... 15 1.4 GAME: SUBSYSTEM CONSTRUCTION.................................................................... 16 1.5 GAME: CONSTRUCT INTERCEPTORS.................................................................... 16 1.6 GAME: MOVE TO CHIMERA...................................................................................... 17 1.7 GAME: ENEMY ON PERIMITER ................................................................................ 17 1.8 GAME: CHIMERA UNDER ASSAULT........................................................................ 17 1.9 NIS01B: CHIMERA UNDER ASSAULT ...................................................................... 17 1.10 GAME: TANIS BASE IS COMPROMISED.................................................................. 18 1.11 GAME: CHIMERA IS SAFE......................................................................................... 19 1.12 GAME: MS LAUNCHES.............................................................................................. 19 1.13 GAME: MORE INCOMING.......................................................................................... 20 1.14 GAME: BOMBERS LOST............................................................................................ 20 1.15 GAME: MOVE MOTHERSHIP .................................................................................... 20 1.16 GAME: MORE ENEMIES DETECTED ....................................................................... 21 1.17 GAME: BUILD ATTACK BOMBERS........................................................................... 21 1.18 GAME: FIRST GATE DESTROYED ........................................................................... 22 1.19 GAME: HYPERSPACE OUT....................................................................................... 23 1.20 ANI 01-02: VAYGR INVASION ................................................................................... 23 1.21 LOADING SCREEN 02: HIIGARA .............................................................................. 24

2 MISSION 02 – HIIGARA (ANGEL MOON, META HIIGARA).......................24 2.1 NIS02A: CREW TRANSPORTS UNDERWAY ........................................................... 24 2.2 GAME: CREW TRANSPORT CONVOY ..................................................................... 24 2.3 GAME: CONVOY <Bishop One> - <Bishop Six> DESTROYED ................................ 25 2.4 GAME: CONVOY <Name1> - <Name6> SAVED ....................................................... 26

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2.5 GAME: FIRST CONVOY DOCKED ............................................................................ 27 2.6 GAME: CORVETTE SUBSYSTEMS COMPLETE...................................................... 27 2.7 GAME: SECOND CONVOY SAVED........................................................................... 27 2.8 GAME: THIRD CONVOY SAVED ............................................................................... 28 2.9 GAME: FOURTH CONVOY SAVED ........................................................................... 28 2.10 GAME: FOUR CONVOYS DOCKED .......................................................................... 28 2.11 GAME: FIFTH CONVOY SAVED................................................................................ 29 2.12 GAME: SIXTH CONVOY SAVED ............................................................................... 29 2.13 GAME: PLAYER TRIED TO MOVE MOTHERSHIP ................................................... 29 2.14 GAME: VAYGR CARRIER LAUNCHES REINFORCEMENTS .................................. 29 2.15 GAME: VAYGR FIGHTER FACILITY DESTROYED .................................................. 30 2.16 GAME: VAYGR FRIGATE ATTACK ........................................................................... 30 2.17 PICKUP: ALLIED FORCES ON THE WAY................................................................. 30 2.18 NIS02B: CAPTAIN SOBAN ARRIVES........................................................................ 31 2.19 GAME: SOBAN HELPS............................................................................................... 31 2.20 GAME: SOBAN UNDER ATTACK .............................................................................. 31 2.21 GAME: SOBAN DESTROYED.................................................................................... 32 2.22 GAME: THREE CONVOYS LOST .............................................................................. 32 2.23 GAME: VAYGR CARRIER TRIES TO FLEE .............................................................. 32 2.24 GAME: VAYGR CARRIER DESTROYED................................................................... 33 2.25 GAME: VAYGR CARRIER ESCAPED........................................................................ 33 2.26 PICKUP: RECOMMEND COLLECTORS.................................................................... 33 2.27 PICKUP: CONVOY 1 CRITICAL DAMAGE ................................................................ 33 2.28 PICKUP: CONVOY 2 CRITICAL DAMAGE ................................................................ 33 2.29 PICKUP: CONVOY 3 CRITICAL DAMAGE ................................................................ 34 2.30 PICKUP: CONVOY 4 CRITICAL DAMAGE ................................................................ 34 2.31 PICKUP: CONVOY 5 CRITICAL DAMAGE ................................................................ 34 2.32 PICKUP: CONVOY 6 CRITICAL DAMAGE ................................................................ 34 2.33 PICKUP: VAYGR FRIGATES DESTROYED.............................................................. 34 2.34 PICKUP: TRANSPORTS RETURNING TO BASE ..................................................... 34 2.35 PICKUP: PULSAR GUNSHIP AVAILABLE................................................................. 35 2.36 PICKUP: SOBAN CRITICALLY DAMAGED ............................................................... 35 2.37 PICKUP: SIX CREW TRANSPORTS INBOUND.. ...................................................... 35 2.38 PICKUP: GUNSHIPS AVAILABLE FOR CONSTRUCTION....................................... 35 2.39 PICKUP: ELITE BOMBERS LAUNCHING FROM MOTHERSHIP............................. 35 2.40 PICKUP: ELITE CORVETTES LAUNCHING FROM MOTHERSHIP......................... 36 2.41 GAME: SOBAN PROVIDES REINFORCEMENTS..................................................... 36

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2.42 GAME: WIN ................................................................................................................. 37 2.43 ANI 02-03: TERMS OF SURRENDER........................................................................ 37 2.44 LOADING SCREEN 03: SARUM STAGING GROUND.............................................. 38

3 MISSION 03 – SARUM STAGING GROUNDS ...........................................38 3.1 GAME: ARRIVE AT STAGING GROUNDS ................................................................ 38 3.2 GAME: SHIPYARD SAFE ........................................................................................... 40 3.3 GAME: FORWARD RESOURCING ESTABLISHED.................................................. 40 3.4 GAME: TIER 2............................................................................................................. 41 3.5 GAME: VAYGR PROBES ........................................................................................... 41 3.6 GAME: SHIPYARD REPAIRED .................................................................................. 42 3.7 GAME: VAYGR WAVE 1............................................................................................. 43 3.8 GAME: VAYGR WAVE 2............................................................................................. 43 3.9 GAME: VAYGR WAVE 3............................................................................................. 44 3.10 GAME: SHIPYARD BEING BOARDED ...................................................................... 44 3.11 GAME: VAYGR REINFORCEMENTS ........................................................................ 45 3.12 GAME: VAYGR REINFORCEMENTS ........................................................................ 45 3.13 GAME: SHIPYARD BEEN BOARDED........................................................................ 46 3.14 GAME: SHIPYARD TIMER ......................................................................................... 46 3.15 GAME: VAYGR INFILTRATORS REINFORCED ....................................................... 47 3.16 GAME: SHIPYARD IS OURS...................................................................................... 47 3.17 GAME: BENTUSI ARRIVE.......................................................................................... 47 3.18 NIS 03: BENTUSI ARRIVE.......................................................................................... 48 3.19 GAME: HYPERSPACE ............................................................................................... 49 3.20 ANI 03-04: BENTUSI INTEL ....................................................................................... 49 3.21 LOADING SCREEN 04: TO GEHENNA ..................................................................... 50

4 MISSION 04 – OUTSKIRTS OF GEHENNA (COMM STATION) .................50 4.1 GAME: INHIBITOR STATIONS................................................................................... 50 4.2 GAME: WHEN PLAYER HAS SEEN INHIBITORS..................................................... 51 4.3 GAME: MINELAYER CONSTRUCTED ...................................................................... 51 4.4 GAME: HYPERSPACE GATES DETECTED.............................................................. 52 4.5 GAME: COMMUNICATIONS STATION REPAIRS..................................................... 52 4.6 GAME: DESTRUCTION OF INHIBITORS .................................................................. 53 4.7 GAME: WE CAN BUILD TORPEDO FRIGATE .......................................................... 54 4.8 GAME: INHIBITORS DESTROYED............................................................................ 54 4.9 GAME: WE CAN BUILD CAP SHIPS.......................................................................... 54 4.10 GAME: STATION OPERATIONAL.............................................................................. 55

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4.11 GAME: VAYGR CARRIER DEAD ............................................................................... 55 4.12 GAME: VAYGR THREAT ELIMINATED ..................................................................... 55 4.13 ANI 04-05: ORACLE LOCATED ................................................................................. 56 4.14 LOADING SCREEN 05: TO THE ORACLE GEHENNA ............................................. 56

5 MISSION 05 – GEHENNA (ORACLE DIG SITE) .........................................56 5.1 GAME: PREPARE FOR ASSAULT............................................................................. 56 5.2 GAME: Vaygr Garrisons.............................................................................................. 57 5.3 GAME: VAYGR GARRISON DESTROYED................................................................ 58 5.4 GAME: ION CANNONS AVAILABLE.......................................................................... 58 5.5 GAME: Leaving Field................................................................................................... 58 5.6 GAME: DETECTED BY VAYGR ................................................................................. 58 5.7 GAME: SHIPYARD DETECTED ................................................................................. 59 5.8 GAME: ORACLE RECOVERED ................................................................................. 59 5.9 ANI 05-06: THE ORACLE ........................................................................................... 60 5.10 LOADING SCREEN 06: TO KAROS........................................................................... 60

ACT II...........................................................................................................60

6 MISSION 06 – KAROS (LIGHTHOUSE) ......................................................60 6.1 GAME: BEGIN............................................................................................................. 60 6.2 NIS 06A: KAROS GRAVEYARD................................................................................. 60 6.3 GAME: LISTENING POST .......................................................................................... 60 6.4 GAME:NEW EVENT FILLS MISSING SPEECH......................................................... 61 6.5 GAME: MS CORE STATUS........................................................................................ 61 6.6 GAME: INVESTIGATE A HULK .................................................................................. 62 6.7 NIS 06B: MOVERS EMERGE..................................................................................... 62 6.8 GAME: MOVERS ATTACK ......................................................................................... 62 6.9 GAME: MOTHERSHIP JUMPS................................................................................... 62 6.10 GAME: MOTHERSHIP EXITS HYPERSPACE........................................................... 63 6.11 GAME: DERELICT MOVER DETECTED ................................................................... 63 6.12 GAME: DERELICT SALVAGED.................................................................................. 64 6.13 GAME: DERELICT REVERSE ENGINEERED........................................................... 64 6.14 GAME: ANTI-MOVER READY.................................................................................... 64 6.15 GAME: MOTHERSHIP JUMPS AGAIN ...................................................................... 65 6.16 GAME: MOTHERSHIP EXITS HYPERSPACE........................................................... 65 6.17 GAME: MOTHERSHIP IN PROXIMITY OF LIGHTHOUSE........................................ 65 6.18 ANI 06-07: PROGENITOR SHIPWRECK DATA......................................................... 66

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6.19 LOADING SCREEN 07: INTO THE VEIL.................................................................... 67

7 MISSION 07 – VEIL OF FIRE, PROGENITOR FOUNDRY ..........................67 7.1 GAME: INTRODUCTION ............................................................................................ 67 7.2 GAME: INCOMINGPROBE......................................................................................... 68 7.3 Probe Gets Away......................................................................................................... 68 7.4 PROBE DESTROYED................................................................................................. 68 7.5 GAME: INCOMING VAYGR........................................................................................ 69 7.6 GAME: RADIATION DAMAGE.................................................................................... 69 7.7 GAME: MOVERS UNDER CONTROL........................................................................ 70 7.8 GAME: FIRST HULK CLEARED................................................................................. 70 7.9 GAME: SECOND HULK CLEARED............................................................................ 70 7.10 GAME: WIN ................................................................................................................. 71 7.11 ANI 07-08: MOVER MEMORIES ................................................................................ 71 7.12 LOADING SCREEN 08: INTO THE HANGAR............................................................ 72

8 MISSION 08 – PROGENITOR HANGER (DREADNAUGHT BERTH).........72 8.1 GAME: INVESTIGATE THE POWER SOURCE......................................................... 72 8.2 GAME: HYPERSPACE DISABLED ............................................................................ 72 8.3 GAME: NIS TRIGGER]................................................................................................ 73 8.4 NIS08: MEET THE KEEPER....................................................................................... 73 8.5 GAME: RETRIEVE THE DREADNAUGHT................................................................. 73 8.6 GAME: KEEPER IS ATTACKING ............................................................................... 74 8.7 GAME: RAISING THE DREADNAUGHT.................................................................... 74 8.8 GAME: DREADNAUGHT MOVER LOST ................................................................... 75 8.9 GAME: DREADNAUGHT DOCKED............................................................................ 75 8.10 GAME: DREADNAUGHT ANALYSIS ......................................................................... 75 8.11 GAME: CANNOT DEFEAT KEEPER.......................................................................... 75 8.12 PICKUP: PROBE IN POSITION.................................................................................. 77 8.13 PICKUP: DEVICES LOCATED ................................................................................... 77 8.14 GAME: WE HAVE A PLAN ......................................................................................... 77 8.15 GAME: INHIBITOR 1 EN ROUTE ............................................................................... 78 8.16 GAME: INHIBITOR 1 INSTALLED .............................................................................. 78 8.17 GAME: INHIBITOR 2 INSTALLED .............................................................................. 78 8.18 GAME: INHIBITOR 3 INSTALLED .............................................................................. 78 8.19 GAME: HYPERSPACE DISTORTION FIELD ACTIVE............................................... 78 8.20 GAME: KEEPER TRAPPED ....................................................................................... 79 8.21 PICKUP: KEEPER SELF-DESTRUCT COUNTDOWN .............................................. 79

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8.22 PICKUP: DROID ANALYSIS....................................................................................... 79 8.23 GAME: LET’S GO........................................................................................................ 79 8.24 ANI 08-09: DREADNAUGHT INTEL ........................................................................... 80 8.25 LOADING SCREEN 09: SOBAN’S LAST COORDINATES........................................ 80

9 MISSION 09 – GOING AFTER SOBAN IN VAYGR TERRITORY ...............80 9.1 GAME: START ............................................................................................................ 80 9.2 NIS09: DREADNAUGHT DEPLOYED........................................................................ 80 9.3 GAME: FIGHT THE VAYGR ....................................................................................... 81 9.4 GAMEPLAY : VAYGR GATES.................................................................................... 82 9.5 GAMEPLAY : VARIANT FLOW................................................................................... 82 9.6 GAMEPLAY : VARIANT FLOW................................................................................... 83 9.7 GAMEPLAY : VAYGR GATES DESTROYED ............................................................ 83 9.8 GAMEPLAY : VAYGR CARRIER................................................................................ 83 9.9 GAMEPLAY : VAYGR CARRIER................................................................................ 84 9.10 CARRIERS DESTROYED........................................................................................... 84 9.11 GAME: REPAIR THE DREADNAUGHT ..................................................................... 84 9.12 GAME: REPAIRS IN PROGRESS .............................................................................. 85 9.13 GAME: SHIPYARD UNDER ATTACK ........................................................................ 85 9.14 GAME: SHIPYARD DESTROYED .............................................................................. 86 9.15 GAME: DREADNAUGHT UNDER ATTACK............................................................... 86 9.16 GAME: DREADNAUGHT DESTROYED..................................................................... 86 9.17 GAME: DREADNAUGHT REPAIRED......................................................................... 86 9.18 GAME: VAYGR RETREATING ................................................................................... 87 9.19 GAME: MISSION WON............................................................................................... 87 9.20 NIS09B: SOBAN CAPTURED..................................................................................... 87 9.21 GAME: HYPERSPACE ............................................................................................... 88 9.22 ANI 09-10: SOBAN IN TROUBLE ............................................................................... 88 9.23 LOADING SCREEN 10: TO BENTUS......................................................................... 89

10 MISSION 10 – SACRIFICE OF BENTUS.....................................................89 10.1 GAME: THE CORE HAS BEEN CALLED................................................................... 89 10.2 GAME: ONE KEEPER DESTROYED......................................................................... 90 10.3 GAME: KEEPER STUN GUN ..................................................................................... 90 10.4 GAME: KEEPER CAPTURE DREADNAUGHT .......................................................... 90 10.5 GAME: KEEPER CAPTURES DREAD....................................................................... 91 10.6 GAME: DREAD CAPTURED BACK............................................................................ 91 10.7 DREAD CANNOT HARM KEEPERS .......................................................................... 91

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10.8 GAME: BENTUSI ARRIVE.......................................................................................... 91 10.9 GAME: MORE KEEPERS ARRIVING......................................................................... 92 10.10 GENERAL KEEPER DEATH TALKED ....................................................................... 93 10.11 ARCHIVE TRANSFER STARTED .............................................................................. 93 10.12 BENTUS DAMAGED................................................................................................... 94 10.13 GENERAL KEEPER DEATH ...................................................................................... 94 10.14 GAME: DREADNAUGHT DAMAGE ........................................................................... 94 10.15 GAME: BENTUSI TRANSFER OVER......................................................................... 95 10.16 GAME: BENTUS SACRIFICE ..................................................................................... 95 10.17 GAME: BENTUS GOING NOVA ................................................................................. 95 10.18 GAME: ZERO TIME .................................................................................................... 96 10.19 GAME: OLD EVENTS ................................................................................................. 96 10.20 DREAD REPAIRS STARTED ..................................................................................... 97 10.21 NIS10A: BENTUS GOES NOVA................................................................................. 97 10.22 ANI 10-11: WE SURVIVED ......................................................................................... 97 10.23 LOADING SCREEN 11: REQUIEM FOR THE BENTUSI........................................... 98

ACT III.........................................................................................................98

11 MISSION 11 – BENTUS RUINS...................................................................98 11.1 GAME: SOMETHING IS WRONG .............................................................................. 98 11.2 GAME: CORE IS STUCK IN DANGEROUS NEBULA ............................................... 99 11.3 GAME: VAYGR ARRIVED .......................................................................................... 99 11.4 GAME: DEFENCE FRIGATE BUILT......................................................................... 100 11.5 GAME: VAYGR GET CORE ..................................................................................... 100 11.6 GAME: VAYGR DESTROY RESOURCE COLLECTOR .......................................... 100 11.7 GAME: Core in Carrier .............................................................................................. 100 11.8 GAME: CARRIER GETS AWAY ............................................................................... 101 11.9 GAME: CORE PIECE SAVLAGED ........................................................................... 101 11.10 GAME: CORE PIECE SAVLAGED ........................................................................... 101 11.11 GAME: WE HAVE THE CORE.................................................................................. 101 11.12 GAME: HS OUT ........................................................................................................ 102 11.13 ANI 11-12: GET SOBAN ........................................................................................... 102 11.14 LOADING SCREEN 12: VAYGR RALLY POINT ...................................................... 102

12 MISSION 12 – RESCUE SOBAN SOBAN (GREAT WASTELANDS) .......102 12.1 GAME: SOBAN IN PRISON...................................................................................... 102 12.2 NIS 12: VAYGR CARRIER ON ROUTE.................................................................... 103

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12.3 GAME: MISSION INTRO........................................................................................... 103 12.4 GAME: MAKAAN HAS ARRIVED ............................................................................. 103 12.5 GAME: RESCUE SOBAN ......................................................................................... 104 12.6 GAME: WE HAVE SOBAN........................................................................................ 105 12.7 GAME: SOBAN DESTROYED.................................................................................. 105 12.8 GAME: DO NOT DESTORY COMM STATION ........................................................ 105 12.9 GAME: SOBAN IS SAFE........................................................................................... 106 12.10 GAME: FOLLOW MAKAAN....................................................................................... 106 12.11 GAME: MAKAAN RUNS FOR THE HILLS (BALCORA)........................................... 106 12.12 ANI 12-13: MAKAAN HAS FOUND SAJUUK............................................................ 107 12.13 .LOADING SCREEN 13: TO THE GATE .................................................................. 107

13 MISSION 13 – BALCORA GATE (BALCORA GATE)..............................107 13.1 GAME: START .......................................................................................................... 107 13.2 NIS13: GATE AT BALCORA..................................................................................... 107 13.3 GAME: DEFEND THE GATE .................................................................................... 108 13.4 GAME: POWER GENERATORS AT HALF HEALTH............................................... 109 13.5 GAME: LOST 1 GENERATOR (none saved)............................................................ 109 13.6 GAME: SAVED 1 GENERATOR............................................................................... 109 13.7 GAME: LOST 1 GENERATOR (saved 1).................................................................. 109 13.8 GAME: LOST 2 GENERATORS (none saved) ......................................................... 109 13.9 GAME: SAVED 2 GENERATORS ............................................................................ 110 13.10 GAME: LOST 2 GENERATORS (saved 1) ............................................................... 110 13.11 GAME: LOST 3 GENERATORS ............................................................................... 110 13.12 GAME: SAVED 3 GENERATORS ............................................................................ 110 13.13 GAME: SHIPYARD DETECTED ............................................................................... 110 13.14 GAME: POWER SIGNATURE DETECTED.............................................................. 111 13.15 GAME: SHIPYARD DESTROYED ............................................................................ 111 13.16 GAME: GATE READY FOR USE.............................................................................. 111 13.17 GAME: GATE OPEN................................................................................................. 112 13.18 ANI13-14: INTO BALCORA....................................................................................... 112 13.19 LOADING SCREEN 14: TO BALCORA.................................................................... 112

14 MISSION 14 – SAJUUK (SAJUUK) ...........................................................112 14.1 GAME: MAKAAN IS ATTACKING............................................................................. 112 14.2 NIS 14A: INTRO SAJUUK......................................................................................... 112 14.3 GAME: AMBUSH....................................................................................................... 113 14.4 GAME: ELIMINATE MAKAAN................................................................................... 113

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14.5 GAME: MAKAAN DAMAGED ................................................................................... 114 14.6 GAME: MAKAAN SERIOUSLY DAMAGED.............................................................. 114 14.7 GAME: MAKAAN REPAIRING.................................................................................. 114 14.8 GAME: VAYGR SHIPYARD DISCOVERED............................................................. 114 14.9 GAME: VAYGR CARRIER DISCOVERED ............................................................... 115 14.10 GAME: VAYGR KAMIKAZE ATTACK....................................................................... 115 14.11 GAME: MAKAAN DESTROYED ............................................................................... 115 14.12 NIS 14B: MOTHERSHIP POWERS DOWN.............................................................. 116 14.13 ANI 14-15: THE CORES UNITE ............................................................................... 116 14.14 LOADING SCREEN 15: TO HIIGARA ...................................................................... 117

15 MISSION 15 — HIIGARA UNDER ATTACK (HIIGARA) ...........................117 15.1 GAME: HIIGARA BEING ATTACKED....................................................................... 117 15.2 NIS15: PLANET KILLERS ATTACK ......................................................................... 118 15.3 GAME: PLANET KILLER DETECTED...................................................................... 118 15.4 GAME: PLANET KILLER LAUCHING MISSILES — NOT USED............................. 119 15.5 GAME: MISSLE LAUNCH IMINIMENT ..................................................................... 119 15.6 GAME: MISSILE LAUNCH........................................................................................ 120 15.7 GAME: HIIGARA HIT ................................................................................................ 120 15.8 GAME: HIIGARA DESTROYED................................................................................ 121 15.9 GAME: FIRST PLANET KILLER DESTROYED ....................................................... 121 15.10 GAME: SECOND PLANET KILLER DESTROYED .................................................. 122 15.11 GAME: FINAL PLANET KILLER DESTROYED........................................................ 122 15.12 ANI 15: THE DAWN OF THE HIIGARAN AGE......................................................... 123 15.13 ANI 16: CREDITS...................................................................................................... 124

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0.1 DRAMATIS PERSONAE KARAN S’JET

Played by

Jennifer Graveness

SOBAN SOBAN

Played by

Jean-Michel

MAKAAN

Played by

Mark Oliver

THE ORACLE (Narrator)

Played by

Campbell Lane

FLEET INTEL

Played by

Eli Gabay

BENTUS

Played by

Campbell Lane

Allships — Shipyard Mark Oliver

ALLSHIPS

Played by ALL SHIPS

Mark Oliver, Henry Faber, Ty Olsson, Jason Wingham

NIS 00: Relic Intro

0 START SINGLE PLAYER GAME Player starts a new single player game.

1.1 LOADING SCREEN 01: OPENING Fade in to:

0.1 ANI 00-01: OPENING

NARRATOR In the First Time, the Bentusi found the Great Hyperspace Core. [56000]

Images: the first core

With it came the gift of interstellar travel and the Outer Rim Trade Routes were established, uniting the galaxy in peace. [56001]

Images: space cities, big hangar.

Four thousand years passed before the Second Core was rediscovered on a desert planet. [56002]

Images: looking through the wreckage of the Khar-Toba on Karack, sand blowing across screen. The sandcrawler from HW1 appears from the sand and drives into the frame.

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Pain and bloodshed flowed in its wake, but the Exiles returned to their Homeworld...[56003]

Hiigara. [56004]

Images: HW1 mothership, wreckage, floating bodies of dead guys.

FADE TO BLACK

FADE UP

A young woman led them across the galaxy, and it is she who will lead them again, her name is Katan S’jet.[56005]

Images: Karan in her tank

This is the story of the End Time. We know this because the Third Core has been found... [56006]

Images: a blip appears behind Karan on the galaxy wall map

Under the dark influence of this Core, the Taiidan have risen under a new leader, a Vaygr Warrior-Lord named Makaan. [56007]

Alterante line so that the vaygr don’t feel like sheap Taidan copies.

Images: Makaan on his throne

He calls himself the Sajuuk-Khar, the Chosen One. [56008]

Many systems have already fallen under his shadow and his eyes are set upon Hiigara.[56009]

Images: close up on Makaan’s face

Deep inside the Great Derelict at Tanis, construction of a new Mothership is underway, [56010]

The Pride of Hiigara.

We never directly link the Second Core to the one being loaded on the MS.

Images: Tanis interior

Once more, the exiles will face the coming darkness. [56011]

Images: hyperspace core in the dark.

FLEET COMMAND This is Fleet Command. [56012]

Stand by for Hyperspace Core transfer. [56013]

Images: The HS core lights up...

STORAGE CREW Containment Unit on-line. [56014]

All power signatures in the green...[56015]

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Primary couplings released...[56016]

...and is released from its calipers and floats free.

Trajectory is good...[56017]

The Hyperspace Core is away.[56018]

CROSSFADE WITH NIS01

The hyperspace core exits the hangar of Tanis.

ACT I 1 Mission 01 – HIIGARA UNDER SIEGE (Meta Hiigara)

1.1 GAME: OPENING TRIGGER: On mission start

1.1.1 Gameplay: Tanis Fleet Surrounding Tanis Base are other Hiigaran vessels ([H_TD]). These vessels are patrolling the area and going about their own routine. The player is not under control of these vessels. Called: Hgn_TanisDefenders.

A number of Resource Collectors buzz around the Mothership getting it ready. We will achieve this by having a series of move commands (GroupMove) issued to the collectors. Called: Hgn_Caretakers.

The player begins the mission in control of a Carrier. The Carrier already has a Research Module Subsystem on it.

1.2 NIS 01A: TANIS Letterbox on

Title Card: TANIS BASE, GREAT WASTELANDS

Establishing shot: Tanis

Montage of shots show gun turrets, hangars, busy service vehicles, welders, cargo boxes, etc… Lots of movement and activity as the core gets shuttled close to the mothership.

TANIS CONTROL This is Tanis Control. [56000]

We have visual contact with the Core. Proceed with transfer. [56001]

STORAGE CREW Roger that Tanis. [56002]

Trajectory and alignment confirmed. [56003]

Take it to one-fifteen and initiate capture sequence. [56004]

The core disappears into the Mothership’s socket.

The Mothership recognizes the Core and confirms signal lock. [56005]

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FLEET COMMAND Fleet Command on-line. [56006]

bridge lights come on.

Mothership status report. [56007]

Navigation online... [56008]

Stand by to initiate main engine sequence[56009]

Main Engines online. [56010]

Engine test complete, all standard drives are operational. [56011]

Engineering online... [56012]

The Mothership is standing by. [56013]

End with focus on Carrier and Resourcer Collectors

Letterbox out

1.3 GAME: HARVESTING REFRESHER TRIGGER: Player control enabled.

1.3.1 IntelEvent: Begin Harvesting

FLEET INTEL

This is Fleet Intelligence. [40530]

Our task is to analyze sensor data and generate mission objectives. [40531]

Before launching the Mothership we must conduct a series of trials to ensure all critical systems are operational. [40532]

Throughout these trials the Mothership will be running with a minimal crew, and will remain docked with Tanis. [40533]

Once these trials are complete, we will launch the Mothership and test the Hyperspace Core. [40534]

The first trial will test the Resourcing System. [40535]

Sensor Manager Up.

A Resource Collector is standing by. [40536]

*** PICKUP REQUIRED *** Begin retrieval of resource containers at this location. [405376]

Pointer to location of RUs.

Ping Location

Sensor Manager Down.

1.3.2 Gameplay: Harvesting ObjectiveCreatePrimary: Begin Harvesting. Collect 500 RU’s

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EventBarText: To harvest, select a RESOURCE CONTROLLER and [RIGHT CLICK] on the asteroids or Press [H].

1.4 GAME: SUBSYSTEM CONSTRUCTION TRIGGER: Once the player has begun collecting RU’s

1.4.1 AutoFocus: Resourcing Online

FLEET COMMAND

Resourcing Systems fully operational. [40540]

Trial successful. [40541]

FLEET INTEL

We will now test the Mothership’s production capabilities. [40542]

Begin construction of a Fighter Facility subsystem. [40543]

1.4.2 Gameplay: Subsystem ObjectiveCreatePrimary: Build a Fighter Subsystem

EventBarText: Enter the Build Manager. Select the Subsystem that you wish to build, and then press the Build button.

GrantBuildOption: Fighter Subsystem

1.5 GAME: CONSTRUCT INTERCEPTORS TRIGGER: Once the player has the Fighter Subsystem

1.5.1 AutoFocus: Construct Interceptors AutoFocus on Mothership’s Fighter Facility

FLEET COMMAND

Fighter Facility Subsystem complete. [40550]

Engineering is online and ready for fighter production. [40551]

FLEET INTEL

To test basic combat capabilities, construct an Interceptor Squadron. [40552]

FLEET INTEL

Gate destroyed.[40560]

Sensors Down.

1.5.2 Gameplay: Interceptors ObjectiveCreatePrimary: Build 1 squadron of Interceptors.

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EventBarText: Enter the Build Manager. Select the ship that you wish to build, and then press the Build button.

GrantBuildOption: Interceptor

We will create an onscreen counter for the player to track how many Interceptors they have built so far.

Each time an Interceptor Squadron is constructed we will increment the counter.

1.6 GAME: MOVE TO CHIMERA TRIGGER: Once player has built a squadron of Interceptors

1.6.1 IntelEvent: Intro to Chimera

FLEET INTEL

Stand by to begin combat trials. [40570]

AutoFocus on Chimera

Perimeter Station Chimera will assist by providing target drones. [40571]

SM up, Chimera launches drones.

The drones are located here. [40572]

Ping Target drones location.

Use the Interceptors to destroy the Target Drones. [40573]

SM Down

1.6.2 Gameplay: Move to Chimera ObjectiveCreatePrimary: Destroy the target drones at Chimera.

1.7 GAME: ENEMY ON PERIMITER TRIGGER: Once there are 2 drones left to be destroyed

1.7.1 SpeechEvent: Enemy at perimiter

CHIMERA

Attention Tanis Control. This is Chimera Station. [40640]

We have multiple targets closing on vector three-fourteen. [40641]

1.8 GAME: CHIMERA UNDER ASSAULT TRIGGER: 20 seconds after last probe is destroyed trigger:

1.9 NIS01B: CHIMERA UNDER ASSAULT Letterbox On

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Title Card: CHIMERA STATION

Chimera Station. The Vaygr are attacking.

CHIMERA STATION Attention Tanis Control. [56020]

Signal indicates Vaygr bomber strike force. [56021]

‘Sails’ animate to show they are listening

Close up on V Bombers

This is a Scramble alert! All pilots to their stations repeat, all pilots to their stations! [56022]

Two Hiigaran Interceptor Squadrons launch from the Station, wheel around and head for the Vaygr

Focus on Hiigaran interceptors:

BLUE LEADER Chimera Base this is Blue Leader. Enemy units locked in. Awaiting orders. [56023]

End with focus on Chimera.

End Letterbox.

1.10 GAME: TANIS BASE IS COMPROMISED TRIGGER: When NIS01B completes (NISComplete)

1.10.1 IntelEvent: Perimeter Breached Sensors Manager up.

FLEET INTEL Tanis is under attack! [40580]

All forces to combat alert. This is not a test. [40581]

Interceptors have been launched from Chimera. The enemy must be eliminated. [40582]

Ping enemy forces

Order all Interceptors to destroy the Vaygr bombers. [40583]

Sensors Manager Down

1.10.2 SpeechEvent: Tanis Compromised

FLEET COMMAND The Vaygr know we are here... the Mothership must be protected. [40670]

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1.10.3 Gameplay: More incoming ObjectiveCreatePrimary: Destroy the Vaygr Bombers attacking Chimera

1.11 GAME: CHIMERA IS SAFE TRIGGER: When Vaygr Bombers defeated.

1.11.1 IntelEvent: Chimera is destroyed

FLEET INTEL *** PICKUP REQUIRED *** Multiple enemy reinforcements detected. [40590]

*** PICKUP REQUIRED *** Begin construction of Bombers immediately. [40612]

*** PICKUP REQUIRED *** Bombers will be required to defend the Mothership. [40613]

1.12 GAME: MS LAUNCHES TRIGGER: When the MS is attacked

1.12.1 IntelEvent: Mothership Launches

FLEET INTEL *** PICKUP REQUIRED *** Chimera Station is offline. [40650]

*** PICKUP REQUIRED *** The Vaygr have breached the Tanis perimeter.[40666]

FLEET COMMAND The Mothership is under attack. This never happens. Something has gone horribly wrong.

*** PICKUP REQUIRED *** The Mothership is under attack. [440667]

*** PICKUP SPEECH *** We cannot stay here any longer. Emergency Launch underway. [40657]

TANIS CONTROL Release crews stand by for emergency launch. [40658]

MISC CHATTER Roger that Control. [40659]

Primary Couplings released... [40660]

She’s looking good...[40661]

...greenline confirmed...[40662]

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FLEET COMMAND The Mothership has cleared Tanis. [40663]

We are away. [40664]

Damage control teams stand by. [40665]

Steam erupts from around the Mothership.

1.13 GAME: MORE INCOMING TRIGGER: Once timer expires

1.13.1 IntelEvent: More incoming

FLEET INTEL Priority alert! [40600]

Focus on Hyperspace gate as it’s opening up

The Vaygr are using Hyperspace Gates. [40601]

If they are not destroyed, the enemy can deploy reinforcements through them. [40602]

Sensors manager up. Ping all the Gates.

These gates must be destroyed. [40603]

Sensors Manager Down.

1.13.2 Gameplay: More incoming ObjectiveCreatePrimary: Destroy the Vaygr Hyperspace Gates.

Vaygr will begin using the Hyperspace gates to jump in close to Tanis.

The player will need to destroy the Hyperspace Gates in order to stop the Vaygr from coming through.

NOTE: Some Vaygr will attack Tanis and trigger a series of large explosions across the surface. Damage effects spew forth.

1.14 GAME: BOMBERS LOST TRIGGER: When the player does not have any Bombers left.

1.14.1 SpeechEvent: Bombers Lost

FLEET INTEL We need more bombers to destroy the Vaygr Gates. [40620]

Construct more Bomber Squadrons. [40621]

1.15 GAME: MOVE MOTHERSHIP TRIGGER: if the player orders the Mothership to move:

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1.15.1 SpeechEvent: CANNOT MOVE

FLEET COMMAND Negative. [40680]

The Mothership must move clear of Tanis before it can safely enter hyperspace.[40681]

1.16 GAME: MORE ENEMIES DETECTED TRIGGER: Once Mothership has begun to launch

1.16.1 IntelEvent: More Enemies detected

FLEET INTEL Sensor Manager Up

Multiple enemy contacts detected. [40590]

Ping locations

Estimated time before contact, 1 minute. [40591]

Estimated time before contact, 2 minutes. [40691]

Estimated time before contact, 3 minutes. [40692]

Estimated time before contact, 4 minutes. [40694]

Estimated time before contact, 5 minutes. [40695]

Estimated time before contact, 6 minutes. [40696]

Estimated time before contact, 7 minutes. [40697]

Estimated time before contact, 8 minutes. [40698]

Estimated time before contact, 9 minutes. [40699]

Estimated time before contact, 10 minutes. [40700]

Ping locations on incoming gates.

We must begin research of Plasma Bomb technology immediately. [40592]

Sensors Manager Down

1.16.2 Gameplay: More incoming ObjectiveCreatePrimary: Research Plasma Bomb technology.

1.17 GAME: BUILD ATTACK BOMBERS TRIGGER: Once Plasma Bomb research is done

1.17.1 AutoEvent: Build Bombers

FLEET INTEL Plasma Bomb research complete. Attack Bombers ready for construction. [40610]

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These fighters are effective against heavily armored targets. [40611]

Begin construction of Attack Bombers immediately. [40612]

1.17.2 Gameplay: Build Bombers ObjectiveCreatePrimary: Construct Attack Bombers.

1.18 GAME: FIRST GATE DESTROYED TRIGGER: Once first gate has been destroyed

1.18.1 SpeechEvent: Gate Destroyed

FLEET INTEL Enemy Hyperspace Gate destroyed. [40635]

Destroy all the remaining hyperspace gates. [40561]

FLEET INTEL We are receiving a coded transmission from Hiigara: [40651]

The following text needs to be all broken up and covered in static

MISC CHATTER Tanis control, this is Angel Moon Station Jericho. [40652]

A massive Vaygr invasion fleet is approaching the Homeworld system. Heavy casualties are expected. [40653]

The crew of the Mothership has begun evacuation and a rally point has been established. [40654]

We have initiated defense procedures and are standing by for contact. [40655]

[Static]

AutoFocus on Mothership

FLEET COMMAND The Homeworld is under attack. [40656]

Fleet enters Hyperspace.

1.18.2 Gameplay: Enter Hyperspace Mission end.

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1.19 GAME: HYPERSPACE OUT TRIGGER: Once there are no more Vaygr attackers.

1.19.1 IntelEvent: Mothership Jumps Focus on Tanis.

Letterbox in

FLEET INTEL *** PICKUP REQUIRED *** Long range sensors have detected multiple enemy signals converging on Tanis. 40630

*** PICKUP REQUIRED *** All ships initiate docking procedures and stand by for Hyperspace. 40631

FLEET COMMAND *** PICKUP REQUIRED *** The Vaygr have arrived. 40632

*** PICKUP REQUIRED *** Emergency Hyperspace procedures initiated. Course set for the Homeworld. 40633

*** PICKUP REQUIRED *** The Mothership must survive. 40634

Fleet enters Hyperspace.

1.19.2 Gameplay: Enter Hyperspace Mission end.

1.20 ANI 01-02: VAYGR INVASION

FLEET INTEL Tanis Base has been destroyed. [55020]

Images: Opening shot is of Tanis in flames.

The Vaygr have launched a massive invasion. Hiigaran outposts are falling all across the inner rim. [55021]

Images: galaxy map showing Vaygr invasion

The crew of the Mothership is making an emergency departure and planetary defense systems are standing by. [55022]

Images: Transports lift off and enter orbit.

Before we can mount a counter-attack we must rendezvous with the Mothership’s crew. [55023]

We will exit Hyperspace in the shadow of the Angel Moon. A rally point has been established at this location. [55024]

Prepare for enemy contact. [55025]

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Images: data overlay: the Homeworld system and the Angel Moon. Vaygr attack vector indicated. Position of rally point indicated.

1.21 LOADING SCREEN 02: HIIGARA Show Hiigaran system.

Show incoming Vaygr attack arrows converging on Hiigara.

2 Mission 02 – HIIGARA (Angel Moon, Meta Hiigara)

2.1 NIS02A: CREW TRANSPORTS UNDERWAY Letterbox on

Title Card: HIIGARA, HOMEWORLD SYSTEM

A major battle is taking place in the background. Six transports are moving in line with one squadron of fighter escorts each.

One is damaged.

BISHOP ONE

(TRANSPORT CAPTAIN) The Mothership is on it’s way. We’re going to make it.[56030]

Bishop one to all transports. Report status.[56031]

BISHOP TWO Bishop two standing by.[56032]

BISHOP THREE This is Bishop three. We’ve taken some hits. Two bulkheads down. We’ll be alright.[56033]

BISHOP FOUR Bishop four standing by. [56034]

BISHOP FIVE Bishop five standing by. [56035]

BISHOP SIX Bishop six reporting unidentified contacts. Get ready for company! [56036]

The ships cross the distant sunset.

End with focus on the Mothership as it hyperspaces in.

Letterbox out.

2.2 GAME: CREW TRANSPORT CONVOY TRIGGER: On player control

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2.2.1 IntelEvent: Crew Convoys Under Attack

FLEET COMMAND Hyperspace Jump successful, the Core is operating at full capacity. [40024]

We made it. [40018]

FLEET INTEL We have reached the Hiigaran system. Vaygr forces are being reported in all sectors. They will know we have arrived. [40025]

Sensors Manager Up.

Crew transports are inbound to dock with the Mothership. [40026]

Blip Convoys.

A Vaygr Carrier has been detected in the area. [40019]

Blip Vaygr Carrier

The transports are under attack and require immediate assistance. [40027]

At least four transports must dock with the Mothership to meet minimum crew requirements. [40029]

Sensors Manager down.

2.2.2 Gameplay: Save the Convoys ObjectiveCreatePrimary: Save the Crew Convoys

There will be 6 Convoys that are under an allied computer player’s control, traveling across the map trying to dock with the Mothership. (They have one escort squadron of fighters each).

Each Convoy will be under attack by Vaygr forces.

2.3 GAME: CONVOY <Bishop One> - <Bishop Six> DESTROYED TRIGGER: When a Convoy is destroyed

2.3.1 SpeechEvent: Convoy Bishop One Lost

FLEET COMMAND Transport Bishop One lost. [40030]

2.3.2 SpeechEvent: Convoy Bishop Two Lost

FLEET COMMAND Transport Bishop Two lost. [40040]

2.3.3 SpeechEvent: Convoy Bishop Three Lost

FLEET COMMAND Transport Bishop Three lost. [40050]

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2.3.4 SpeechEvent: Convoy Bishop Four Lost

FLEET COMMAND Transport Bishop Four lost. [40060]

2.3.5 SpeechEvent: Convoy Bishop Five Lost

FLEET COMMAND Transport Bishop Five lost. [40070]

2.3.6 SpeechEvent: Convoy Bishop Six Lost

FLEET COMMAND Transport Bishop Six lost. [40080]

2.4 GAME: CONVOY <Name1> - <Name6> SAVED TRIGGER: When all the threats to a specific transport are eliminated by the player. These events give the incremental rewards as they save the convoys one by one.

2.4.1 SpeechEvent: Convoy <Name1> Saved

FLEET INTEL Threat eliminated. Transport Bishop One is safe. [40031]

2.4.2 SpeechEvent: Convoy <Name2> Saved

FLEET INTEL Threat eliminated. Transport Bishop Two is safe.

[40041]

2.4.3 SpeechEvent: Convoy <Name3> Saved

FLEET INTEL Threat eliminated. Transport Bishop Three is safe. [40051]

2.4.4 SpeechEvent: Convoy <Name4> Saved

FLEET INTEL Threat eliminated. Transport Bishop Four is safe. [40061]

2.4.5 SpeechEvent: Convoy <Name5> Saved

FLEET INTEL Threat eliminated. Transport Bishop Five is safe. [40071]

2.4.6 SpeechEvent: Convoy <Name6> Saved

FLEET INTEL Threat eliminated. Transport Bishop Six is safe.

[40081]

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2.5 GAME: FIRST CONVOY DOCKED TRIGGER: When the first crew convoy ship has docked with the Mothership.

2.5.1 SpeechEvent: Production Systems

FLEET COMMAND Crew transport docked. [40100]

Subsystem and Engineering personnel transferring. [40101]

Crew transfer complete. [40102]

FLEET INTEL The Mothership now has additional construction capabilities. [40103]

Corvette Facility available for construction. [40104]

2.5.2 Gameplay: Build Corvette Bays ObjectiveCreateSecondary: Build Corvette Facility

2.6 GAME: CORVETTE SUBSYSTEMS COMPLETE TRIGGER: When player has built the Corvette subsystem

2.6.1 SpeechEvent: Corvettes

FLEET COMMAND Corvette Subsystem complete. [40230]

Gunship Corvettes now available for construction. [40231]

FLEET INTEL These ships are effective when used against fighter-class vessels. [40232]

Recommend using Corvettes to defeat the Vaygr bombers attacking our transports. [40233]

2.7 GAME: SECOND CONVOY SAVED TRIGGER: When the second crew convoy ship has docked with the Mothership.

2.7.1 SpeechEvent: Sensors Increased

FLEET COMMAND Crew transport docked. [40105

Sensor crews transferring. [40106]

Crew transfer complete. [40107]

Sensors Manager up

FLEET INTEL Mothership sensors systems are now operating at full capacity. [40108]

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2.7.2 Gameplay: Sensors to normal Increase Sensors to normal amount

Sensors Manager down

2.8 GAME: THIRD CONVOY SAVED TRIGGER: When the third crew convoy ship has docked with the Mothership.

2.8.1 SpeechEvent: Research Online

FLEET COMMAND Crew transport docked. [40110]

Research staff and science teams transferring. [40111]

Crew transfer complete. [40112]

FLEET INTEL New research options available. [40113]

FLEET INTEL Construct a Research Module.[40114]

2.8.2 Gameplay: Research Online GrantBuildOption: Fighter Upgrades.

GrantBuildOption: Fighter Upgrades.

2.9 GAME: FOURTH CONVOY SAVED TRIGGER: When the fourth crew convoy ship has docked with the Mothership.

2.9.1 SpeechEvent: Engines Online

FLEET COMMAND Crew transport docked. [40120]

Engine and powerplant crews transferring. [40121]

Crew transfer complete. [40122]

FLEET INTEL Engine performance increased to normal levels. [40123]

2.10 GAME: FOUR CONVOYS DOCKED TRIGGER: When four convoy ships have docked with the Mothership.

FLEET INTEL Four crew transports docked. We have met minimum crew requirements. [40126]

2.10.1 Gameplay: Objective complete Objective: Save the crew convoys COMPLETE

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2.11 GAME: FIFTH CONVOY SAVED TRIGGER: When the fifth crew convoy ship has docked with the Mothership.

2.11.1 SpeechEvent: Advanced Research Online

FLEET COMMAND Crew transport docked. [40130]

Elite Fighter pilots transferring. [40131]

Crew transfer complete. [40132]

FLEET INTEL Elite Bomber squadrons launching. [40133]

2.11.2 Gameplay: Advanced Research Online GrantResearch: Tier 1

2.12 GAME: SIXTH CONVOY SAVED TRIGGER: When the sixth crew convoy ship has docked with the Mothership.

2.12.1 SpeechEvent: Convoy 6 Reward

FLEET COMMAND Crew transport docked. [40140]

Elite Corvette crews transferring. [40141]

Crew transfer complete. [40142]

FLEET INTEL Elite Corvette squadrons launching. [40143]

2.12.2 Gameplay: Convoy 6 Reward GrantResearch: Tier 1

2.13 GAME: PLAYER TRIED TO MOVE MOTHERSHIP TRIGGER: If the player tries to issue a move command to the Mothership. This lets the player know why the Mothership is so dawg slow (it gets regular movement ability back when the 4th convoy docks).

2.13.1 SpeechEvent: Mothership Engines @ 20%

FLEET COMMAND Engine systems running at minimal capacity. [40090]

Engine performance at twenty percent. [40091]

2.14 GAME: VAYGR CARRIER LAUNCHES REINFORCEMENTS TRIGGER: When the Vaygr Carrier launches reinforcements for the first time

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2.14.1 Autofocus: Vaygr MS Launches Reinforcements

FLEET INTEL The Vaygr Carrier is launching reinforcements. [40200]

Use Bombers to destroy the Carrier's Fighter Facility. [40201]

This will prevent it from sending further reinforcements. [40202]

2.14.2 Gameplay: Destroy Vaygr Fighter Facility ObjectiveCreateSecondary: Destroy Vaygr Fighter Facility

2.15 GAME: VAYGR FIGHTER FACILITY DESTROYED TRIGGER: When the Vaygr Carrier Fighter Face is destroyed.

2.15.1 SpeechEvent: Vaygr Carrier Fighter Facility Destroyed.

FLEET INTEL

Vaygr Fighter Facility Destroyed. The Carrier can no longer build reinforcements. [40252]

2.16 GAME: VAYGR FRIGATE ATTACK TRIGGER: After 3 convoys have been saved, OR the Vaygr Carrier is < 70% health, a group of Vaygr Frigates hyperspace in and start attacking the remaining convoys.

2.16.1 Autofocus: Vaygr Frigate Attack

FLEET INTEL Hyperspace signature detected. [40160]

The Vaygr are using Frigates to attack the transports. [40161]

Some appear to be equipped with heavy anti-Fighter weaponry. [40162]

2.16.2 Gameplay: Vaygr Frigate Attack Vaygr Frigates begin attacking convoys

2.17 PICKUP: ALLIED FORCES ON THE WAY TRIGGER: Just before NI02B plays:

FLEET INTEL *** PICKUP REQUIRED *** Receiving transmission from the Hiigaran Defence Fleet. [40167]

*** PICKUP REQUIRED *** Allied forces are arriving. [40168]

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2.18 NIS02B: CAPTAIN SOBAN ARRIVES Letterbox on.

A fleet of frigates bearing the Sobani badge jumps in from hyperspace.

Focus on Soban’s frigate.

CAPTAIN SOBAN Pride of Hiigara, this is Captain Soban of the fleet Ferin Sha. [56040]

Looks like you could use a hand. [56041]

Attention all Sobani, pick your targets and engage. [56042]

Letterbox out.

2.19 GAME: SOBAN HELPS TRIGGER: Once NIS02B is complete

2.19.1 IntelEvent: Save the remaining transports

FLEET INTEL With the help of Captain Soban we should be able to save the rest of the transports. [40170]

2.19.2 Gameplay: Save the remaining transports ObjectiveCreatePrimary: Save remaining Crew ships

SOBAN has arrived with a small fleet of ships and will use these to attack and destroy the Vaygr attacking transports. Once SOBAN’s ships have finished destroying those attackers his fleet of ships will move to the next convoy and attack the attackers there.

SOBAN and his ships belong to a player that is allied with the player. The player will not be able to control SOBAN or his accompanying ships at this point in the game.

It is in the player’s best interest to assist SOBAN in destroying the attackers. The player has a few ways to do this:

Send ships to SOBAN’s location and help him destroy the Attackers there faster. This will probably also result in SOBAN’s fleet not losing ships as fast.

Send ships to the other Convoys that SOBAN isn’t attacking and destroy them. Kind of a “meet in the middle” concept.

Do both. Some players are going to be good enough that they will be able to do both of these actions.

NOTE: SOBAN’s ship will have a high repair rate and it will be very difficult to destroy him. If the player tries to attack SOBAN then he won’t fight back.

2.20 GAME: SOBAN UNDER ATTACK TRIGGER: If SOBAN’s ship is down to 50% health

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2.20.1 AutoFocus: SOBAN under attack

FLEET INTEL Captain Soban’s ship is sustaining heavy damage. We cannot afford to lose him. [40240]

Do not allow his ship to be destroyed. [40241]

Deploy additional fighters to assist. [40242]

2.20.2 Gameplay: Save SOBAN ObjectiveCreatePrimary: Do not allow Soban’s ship to be destroyed

This is a catchall event. This is here in case the player decides to attack SOBAN. That way, if SOBAN is destroyed we can make the player lose.

2.21 GAME: SOBAN DESTROYED TRIGGER: SOBAN’s ship has been destroyed

2.21.1 AutoFocus: SOBAN destroyed Focus on SOBAN’s ship as it blows up

FLEET COMMAND Captain Soban is lost. [40245]

2.21.2 Gameplay: SOBAN Destroyed MISSION FAIL

2.22 GAME: THREE CONVOYS LOST TRIGGER: If 3 convoys are destroyed

2.22.1 SpeechEvent: Three Convoys Lost

FLEET COMMAND Three crew transports lost. [40150]

2.22.2 Gameplay: Three convoys lost MISSION FAIL

2.23 GAME: VAYGR CARRIER TRIES TO FLEE TRIGGER: When several of the Vaygr Frigates have been destroyed OR the Carrier’s health is <50%

2.23.1 AutoFocus: Vaygr Carrier Flees

FLEET INTEL The Vaygr Carrier is retreating. [40175]

It must be destroyed before it can escape. [40176]

2.23.2 Gameplay: Destroy Fleeing Carrier ObjectiveCreatePrimary: Destroy Vaygr Carrier before <blah>

The Vaygr Carrier will move (on regular engines) away from the Player’s Mothership and towards Hiigara.

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Melarn’s attack group will hyperspace in near the Carrier to help out once they are done with the Frigates.

2.24 GAME: VAYGR CARRIER DESTROYED TRIGGER: When the Vaygr Carrier is destroyed

2.24.1 SpeechEvent: Vaygr Carrier Destroyed

FLEET INTEL The Vaygr Carrier has been destroyed. [40178]

2.24.2 Gameplay: Vaygr Carrier Destroyed Objective: Destroy Carrier: COMPLETE

2.25 GAME: VAYGR CARRIER ESCAPED TRIGGER: If the Vaygr Carrier reaches the edge of the map

2.25.1 AutoFocus: Vaygr Carrier Escaped

FLEET INTEL The Vaygr Carrier has escaped. [40177]

2.25.2 Gameplay: Vaygr Carrier Escaped MISSION FAIL

2.26 PICKUP: RECOMMEND COLLECTORS TRIGGER: If the player enters the map with one or no collectors

FLEET INTEL *** PICKUP REQUIRED *** Recommend construction of additional Resource Collectors to increase harvesting efficiency. [40023]

2.27 PICKUP: CONVOY 1 CRITICAL DAMAGE TRIGGER: If Bishop 1 is below 30% health

FLEET INTEL *** PICKUP REQUIRED *** Transport Bishop One sustaining critical damage. [40034]

*** PICKUP REQUIRED *** Send Interceptors immediately to defend Bishop One. [40035]

2.28 PICKUP: CONVOY 2 CRITICAL DAMAGE TRIGGER: If Bishop 2 is below 30% health

FLEET INTEL *** PICKUP REQUIRED *** Transport Bishop Two sustaining critical damage. [40044]

*** PICKUP REQUIRED *** Send Interceptors immediately to defend Bishop Two. [40045]

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2.29 PICKUP: CONVOY 3 CRITICAL DAMAGE TRIGGER: If Bishop 3 is below 30% health

FLEET INTEL *** PICKUP REQUIRED *** Transport Bishop Three sustaining critical damage. [40054]

*** PICKUP REQUIRED *** Send Interceptors immediately to defend Bishop Three. [40055]

2.30 PICKUP: CONVOY 4 CRITICAL DAMAGE TRIGGER: If Bishop 4 is below 30% health

FLEET INTEL *** PICKUP REQUIRED *** Transport Bishop Four sustaining critical damage. [40064]

*** PICKUP REQUIRED *** Send Interceptors immediately to defend Bishop Four. [40065]

2.31 PICKUP: CONVOY 5 CRITICAL DAMAGE TRIGGER: If Bishop 5 is below 30% health

FLEET INTEL *** PICKUP REQUIRED *** Transport Bishop Five sustaining critical damage. [40074]

*** PICKUP REQUIRED *** Send Interceptors immediately to defend Bishop Five. [40075]

2.32 PICKUP: CONVOY 6 CRITICAL DAMAGE TRIGGER: If Bishop 6 is below 30% health

FLEET INTEL *** PICKUP REQUIRED *** Transport Bishop Six sustaining critical damage. [40084]

*** PICKUP REQUIRED *** Send Interceptors immediately to defend Bishop Six. [40085]

2.33 PICKUP: VAYGR FRIGATES DESTROYED TRIGGER: If all the Vaygr Frigates are destroyed

FLEET INTEL *** PICKUP REQUIRED *** The Vaygr Frigates have been destroyed. [40165]

2.34 PICKUP: TRANSPORTS RETURNING TO BASE TRIGGER: At the end of the mission, when all the transports have docked.

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BISHOP ONE

(TRANSPORT CAPTAIN) *** PICKUP REQUIRED *** Crew Transports returning to base. [40197]

FLEET INTEL *** PICKUP REQUIRED *** Crew Transports returning to base. [40198]

2.35 PICKUP: PULSAR GUNSHIP AVAILABLE TRIGGER: Some time after the player has built a Corvette Facility. Note: the Pulsar Corvette is unlocked later on so as not to confuse players as to which Corvette to build to kill Fighters.

FLEET INTEL *** PICKUP REQUIRED *** Pulsar Gunships now available for construction. [40235]

*** PICKUP REQUIRED *** These ships are effective when used against Corvette-class vessels. [40236]

2.36 PICKUP: SOBAN CRITICALLY DAMAGED TRIGGER: When Captain Soban is < 30% health

FLEET INTEL *** PICKUP REQUIRED *** Captain Soban's ship is sustaining critical damage. [40243]

2.37 PICKUP: SIX CREW TRANSPORTS INBOUND.. TRIGGER: To replace original line which somehow forgot to record the word “Six”

FLEET INTEL *** PICKUP REQUIRED *** Six Crew transports are inbound to dock with the Mothership. [40039]

2.38 PICKUP: GUNSHIPS AVAILABLE FOR CONSTRUCTION TRIGGER: To replace original line which said “Assault Corvettes available for construction..”

FLEET INTEL *** PICKUP REQUIRED *** Gunships now available for construction. [40234]

2.39 PICKUP: ELITE BOMBERS LAUNCHING FROM MOTHERSHIP TRIGGER: Adds “..from Mothership” to the original line, to help players understand where these ships are coming from.

FLEET INTEL *** PICKUP REQUIRED *** Elite Bomber squadrons launching from Mothership. [40134]

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2.40 PICKUP: ELITE CORVETTES LAUNCHING FROM MOTHERSHIP TRIGGER: Adds “..from Mothership” to the original line, to help players understand where these ships are coming from.

FLEET INTEL *** PICKUP REQUIRED *** Elite Corvette squadrons launching from Mothership. [40144]

*** PICKUP REQUIRED *** Recommend using Gunships to defeat the Vaygr bombers attacking our transports. 40239

2.41 PICKUP: CAPTURE THE CARRIER TRIGGER: After the Carrier Starts to Retreat

FLEET INTEL *** PICKUP REQUIRED *** Captain Soban will attempt to capture it to gain intelligence on the Vaygr battle plans. 40171

*** PICKUP REQUIRED *** Damage the Carrier to allow Captain Soban easier access through the hull. 40172

*** PICKUP REQUIRED *** Do not allow the Carrier to be destroyed. 40173

and // intelevent_carrierDamagedBreakOffAttack

FLEET INTEL *** PICKUP REQUIRED *** Carrier hull compromised. 40260

*** PICKUP REQUIRED *** Break off the attack. 40261

*** PICKUP REQUIRED *** Capture underway. 40262

*** PICKUP REQUIRED *** Capture complete. 40263

*** PICKUP REQUIRED *** Carrier hull critical. 40265

2.42 GAME: SOBAN PROVIDES REINFORCEMENTS TRIGGER: When all the Vaygr Frigates and the Vaygr Carrier have been destroyed

2.42.1 Autofocus: SOBAN

CAPTAIN SOBAN Fleet, this is Captain Soban. [40179]

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Letterbox, Focus on Soban’s ship

The home system will soon be overrun by Vaygr forces. [40180]

Their objective is to capture the Mothership. [40181]

You must get the Pride of Hiigara out of here. [40182]

The enemy will follow and in doing so, you will buy the Homeworld some time. [40183]

SOBAN out. [40185]

Unletterbox

FLEET INTEL Captain Soban’s mission will be to track down the location of the Vaygr Leader. [40190]

Sobani ships hyperspace out

His fleet has been dispatched. He will remain in contact with us. [40191]

FLEET COMMAND We cannot allow the Mothership to fall into enemy hands. [40192]

Coordinates set for the Sarum system. [40193]

There we will regroup our forces and mount a counter-offensive. [40195]

2.42.2 Gameplay: SOBAN Soban hyperspaces out SOBAN enters Hyperspace.

2.43 GAME: WIN TRIGGER: Once all objectives are completed.

2.43.1 AutoFocus: Lets Go Focus on Mothership.

FLEET COMMAND All ships, standby for hyperspace. [40194]

2.43.2 Gameplay: Hyperspace Player needs to enter Hyperspace. (HyperspaceEnable)

2.44 ANI 02-03: TERMS OF SURRENDER

FLEET COMMAND (disbelief)

Our home...[55030]

Images: debris re-enteres the atmosphere.

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MAKAAN Children of Hiigara... you are beaten. [55031]

This sector is now under my control. Stand down and prepare for Vaygr occupation. [55032]

MISSILE DEFENSE CREWS (in background)

Silos two, three, six and nine, standby for launch. [55033]

Target acquired... [55034]

Images: burning city. Missle defense systems launching. A full-on siege is underway.

MAKAAN I have come to claim what is mine. [55035]

The legacy of the ancients belongs to me. [55036]

Return the Second Core and I will spare your Homeworld. [55037]

MISSILE DEFENSE CREWS (in background)

Missiles away. [55038]

Planetary defense grid holding. [55039]

FLEET INTEL Hiigara can resist the Vaygr Siege, but only for a limited time. [55040]

The Shipyard at Sarum will allow us to rebuild our fleet. We must secure this asset before it falls to the Vaygr. [55041]

Stand by for arrival at Sarum. [55042]

Images: shipyard interior. People are busy.

2.45 LOADING SCREEN 03: SARUM STAGING GROUND Hiigaran movement vectors from across the Inner Rim are converging on the Staging Ground at Sarum.

3 Mission 03 – SARUM STAGING GROUNDS

3.1 GAME: ARRIVE AT STAGING GROUNDS TRIGGER: On player control

Text card: SARUM

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3.1.1 IntelEvent: STAGING GROUNDS

FLEET COMMAND *** PICKUP REQUIRED *** Hyperdrive systems nominal. We have arrived at Sarum in the outskirts of the Hiigaran Control Zone. [41030]

Sensor Manager Up

FLEET INTEL *** PICKUP REQUIRED *** Vaygr recon elements have been identified. The Shipyard is located here and is under attack. [41031]

Ping location

It is under attack. [41032]

*** PICKUP REQUIRED *** Incoming transmission: [41033]

SHIPYARD (CAPTAIN ELOHIM) Autofocus on Shipyard

Attention Pride of Hiigara. [41034]

This is Captain Elohim of the Shipyard Naabal. [41035]

We are sustaining heavy damage and request immediate assistance. [41036]

FLEET INTEL *** PICKUP REQUIRED *** The Shipyard must be defended. [41037]

FLEET INTEL Sensor Manager UP

*** PICKUP REQUIRED *** In order to do so we must establish a forward resource operation. [41045]

Point locations

*** PICKUP REQUIRED *** Scans have detected resources at this location. [41046]

Engineering reports they are now able to build MOBILE REFINERIES to help resourcing Operations. [41047]

*** PICKUP REQUIRED *** Begin Resourcing operations at once. [41048]

Sensor Manager Down

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3.1.2 Gameplay: Defend the Shipyard ObjectiveCreatePrimary: Defend the Shipyard

A Small force of Vaygr Strikecraft is attacking the Shipyard. These consist mainly of Fighters and Corvettes.

The Shipyard is surrounded by destroyed Vaygr and Hiigaran forces. It starts the mission at 20% health.

3.2 GAME: SHIPYARD SAFE TRIGGER: When initial Vaygr waves are destroyed.

3.2.1 IntelEvent: SHIPYARD SAFE

FLEET INTEL The Vaygr have been defeated. [41040]

Incoming transmission from the Shipyard Naabal... [41041]

SHIPYARD (CAPTAIN ELOHIM) Thanks for the help. [41042]

Thanks Fleet, looks like we’ll make it. [41042]

We have been battling Vaygr raids and have sustained heavy damage to all our systems. [41043]

We require immediate repairs Fleet. [41044]

3.2.2 Gameplay: Begin Resoucsing ObjectiveCreatePrimary: Begin Forward Resoucsing Operations

ObjectiveCreatePrimary: Send a Mobile Refinery to the FRO.

GrantBuildOption: Mobile Refinery

The player now begins a “calm before the storm” section of gameplay where they will set up:

⇒ Forward Resoucsing (1st time in game)

⇒ Advanced to Tier 2

⇒ Get the Repair Ability

⇒ Build Platforms.

3.3 GAME: FORWARD RESOURCING ESTABLISHED TRIGGER: WHEN a Mobile Refinery arrives at the Forward Resoucsing Area.

3.3.1 SpeechEvent: Forward Resource Established

FLEET INTEL Forward Resoucsing operations established. Mobile Refinery in position. [41051]

Advise construction of Platform Facilities. [41052]

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*** PICKUP REQUIRED *** Gun Platforms will allow us to defend vulnerable resource operations. [41053]

3.3.2 Gameplay: Weapons Platforms available GrantBuildOption: Platforms Facility

GrantBuildOption: Assault Turret

The player can build Platforms now. The Build Manager will flash to illustrate that new Build Options are available.

3.4 GAME: TIER 2 TRIGGER: After X timer after previous event.

3.4.1 SpeechEvent: TIER 2 AutoFocus on MS

FLEET COMMAND Research reports upgrades to the Research Module are complete. [41061]

Alternate if we do not get the advance Research Module.

Research reports Tier 2 upgrades to the Research Module are complete. [41062]

New Research and Build Options now available. [41063]

FLEET INTEL Recommend researching Resource Collector Repair ability. [41064]

This will enable us to use Resource Collectors to repair the Shipyard.[41065]

FLEET COMMAND *** PICKUP REQUIRED *** Resource Collector upgrades complete. Repair systems enabled. [41055]

FLEET INTEL *** PICKUP REQUIRED *** Dispatch Resource Collectors to begin repairs on the shipyard. [41056]

3.4.2 Gameplay: Repair Abilities ObjectiveCreatePrimary: Research Repair Ability and Build Support Frigates.

Objective CreatePrimary: Repair the Shipyard

3.5 GAME: VAYGR PROBES TRIGGER: After Timer expires (2 – 4 minutes after TIER 2)

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3.5.1 IntelEvent: PROBES

FLEET INTEL Enemy probes detected. [41066]

Sensors Manager Up

Ping probe(s)

*** PICKUP REQUIRED *** The Vaygr are using probes to pinpoint our location. [41067]

*** PICKUP REQUIRED *** An attack is imminent unless the Probes are destroyed. [41068]

*** PICKUP REQUIRED *** Probes Destroyed. All units remain on high alert. [41069]

3.5.2 Gameplay: Probes Detected ObjectiveCreatePrimary: Prepare for Vaygr Attack

Vaygr probes arrives in the mission. A total of 4 arrive (two near by the Shipyard, the others hidden).

If the all the probes are destroyed, the main Vaygr attack is delayed. If not, it continues as scripted.

3.6 GAME: SHIPYARD REPAIRED TRIGGER: When the Shipyard is at 80% health.

3.6.1 IntelEvent: Shipyard OK AutoFocus on Shipyard

SHIPYARD (CAPTAIN ELHOIM) All repairs completed. [41070]

*** PICKUP REQUIRED *** Auxiliary power restored. Primary power coming back online. [41071]

Construction of a Carrier was underway before we were attacked. [41073]

*** PICKUP REQUIRED *** The Carrier is launching and we’re transferring control to the fleet. [41074]

AutoFocus on Carrier launching

Carrier launches and begins to move into Parade Formation with the Shipyard.

FLEET INTEL *** PICKUP REQUIRED *** The Shipyard has transferred control of the Carrier to us.

*** PICKUP REQUIRED *** It is equipped with a Frigate Facility. [41075]

Ping facility

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Recommend building Frigates to strengthen the fleet. [41076]

New Build Options are now available. [41077]

3.6.2 Gameplay: Shipyard Repaired GrantBuildOption: Cap Ship Facility

GrantBuildOption: Frigate Facility

3.7 GAME: VAYGR WAVE 1 TRIGGER: After Timer expires (1 – 2 minutes after Shipyard Repaired)

3.7.1 IntelEvent: Vaygr Attack

FLEET INTEL Multiple Hyperspace signatures detected. [41080]

Sensors Manager Up

Vaygr forces have arrived. [41081]

Point to location

They are attacking our Forward Resourcing Operation. [41082]

All units to combat stations. [41083]

*** PICKUP REQUIRED *** Vaygr Carrier Destroyed. [41086]

3.7.2 Gameplay: Vaygr Attack ObjectiveCreatePrimary: Defeat the Vaygr

The First Vaygr wave arrives in the vicinity of the FRO. A carrier Hyperspace out with a Fighter Production Facility and an Escort of Assault Frigates. These will target the Player’s RCs and MRs.

3.8 GAME: VAYGR WAVE 2 TRIGGER: After Timer expires (1 – 2 minutes after Wave 1)

3.8.1 IntelEvent: Vaygr Attack 2

FLEET INTEL Additional Vaygr Hyperspace Signals detected near the Mothership. [41084]

Sensors Manager Up

*** PICKUP REQUIRED *** Defend the Mothership at all costs. [41085]

Piont to location

3.8.2 Gameplay: Vaygr Attack 2 ObjectiveCreatePrimary: Defeat the Vaygr

A wave of Heavy Missile Frigates and Corvettes will arrive and attack the MS. They will not attack the MS directly, just any units in its vicinity. This is a diversionary attack that sounds worse than it is.

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3.9 GAME: VAYGR WAVE 3 TRIGGER: After Timer expires (1 – 2 minutes after Shipyard Reapired)

3.9.1 IntelEvent: Vaygr Attack the Shipyard

SHIPYARD (CAPTAIN ELOHIM) Fleet, we have multiple hostiles inbound. [41091]

Repeat, the Vaygr are attacking. [41092]

Sensors Manager Up

FLEET INTEL The Shipyard has been located by the enemy and is under attack. [41093]

AutoFocus on V INF FRIGATES

*** PICKUP REQUIRED *** The Vaygr are using Infiltration Frigates to board the Shipyard. [41094]

Blip on Shipyard.

If they succeed we will require Marine Frigates to re-capture it. [41095]

The Shipyard must not fall into Vaygr hands, build Marine Frigates immediately. [41096]

Sensors Manager Down.

3.9.2 Gameplay: Take The Shipyard ObjectiveCreatePrimary: Defend the Shipyard.

GrantBuildOption: Marine Frigate

EventBarText: Marine Frigates are used to capture vessels. To Capture a vessel, select the Marine Frigate, then press [C], and then select the vessel to Capture.

Within the map there is a Shipyard that is drifting.

It looks like it’s been abandoned, and is heavily damaged.

The Shipyard arrives in the mission at 70% health and belonging to a computer player that is allied with the player. (SetGroupHealth)

Surrounding the Shipyard are two groups of enemy Vaygr vessels, two Strikegroups composes of Lance Fighters and Anti-Fighter Corvettes, while a number of Infiltration Frigates (Vgr_ShipyardInfiltrators) are approaching to board the crippled shipyard.

The Vaygr Strikegroups will attack any Hiigaran ships that threaten the Infiltration Frigates.

3.10 GAME: SHIPYARD BEING BOARDED TRIGGER: When the Shipyard is at 10% health (this should take long enough for the player to have had the opportunity to research and build Marine Frigates) (GroupHealth)

3.10.1 SpeechEvent: Shipyard Being Boarded

FLEET INTEL Alert. [41100]

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Vaygr Infiltration Frigates are attempting to board the Shipyard. [41101]

We cannot maintain the Fleet if they succeed. [41102]

3.10.2 Gameplay: Vaygr Board Shipyard The Vaygr Attack Bombers will stop their attack runs and move into a guard formation.

The Vaygr Infiltrators will move in and begin to board the Shipyard. (GroupBoardGroup)

It will take the Vaygr a fair amount of time to board the vessel.

3.11 GAME: VAYGR REINFORCEMENTS TRIGGER: after timer

3.11.1 IntelEvent: Vaygr Reinforcements Sensors Up

FLEET INTEL Sensors detect incoming Vaygr reinforcements. [41113]

*** PICKUP REQUIRED *** Eliminate these carriers to prevent the Vaygr from building more Infiltration Frigates. [41114]

Sensors Manager Down.

Initiate timer

Gameplay: Shipyard Boarded

3.12 GAME: VAYGR REINFORCEMENTS TRIGGER: If Inf Carriers and Inf all dead

3.12.1 IntelEvent: Vaygr Reinforcements Sensors Up

FLEET INTEL *** PICKUP REQUIRED *** All Vaygr Infiltrators destroyed. 41146

*** PICKUP REQUIRED *** The Shipyard is secure. 41147

We can now build Capital Class vessels to strengthen the Fleet. [41143]

The Vaygr are retreating. [41144]

Eliminate all Vaygr resistance before they can escape. [41145]

Sensors Manager Down.

Initiate timer

Gameplay: Shipyard Boarded

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3.13 GAME: SHIPYARD BEEN BOARDED TRIGGER: When the Vaygr have successfully boarded the Shipyard (we will control this with a timer for balance) (GroupBoarded)

3.13.1 IntelEvent: Shipyard Boarded Autofocus on Shipyard

SHIPYARD (CAPTAIN ELOHIM) Attention Fleet. [41105]

The Shipyard has been boarded, repeat the Shipyard has been boarded. [41106]

We are sustaining casualties on all decks. [41107]

*** PICKUP REQUIRED *** We have barricaded the bridge and initiated the Self-Destruct sequence. [41108]

We cannot fall to the Vaygr. [41109]

Captain Elohim out. [41110]

FLEET INTEL The automated self-destruct sequence of the Shipyard has been activated. [41111]

It MUST be re-captured. [41112]

Sensors detect incoming Vaygr reinforcements. [41113]

Sensors Manager Down.

Initiate timer

3.13.2 Gameplay: Shipyard Boarded

3.14 GAME: SHIPYARD TIMER 3.14.1 SpeechEvent: Shipyard Timer

FLEET INTEL Shipyard will Self-Destruct in 10 Minutes [41120]

Shipyard will Self-Destruct in 9 Minutes [41121]

Shipyard will Self-Destruct in 8 Minutes [41122]

Shipyard will Self-Destruct in 7 Minutes [41123]

Shipyard will Self-Destruct in 6 Minutes [41124]

Shipyard will Self-Destruct in 5 Minutes [41125]

Shipyard will Self-Destruct in 4 Minutes [41126]

Shipyard will Self-Destruct in 3 Minutes [41127]

Shipyard will Self-Destruct in 2 Minutes [41128]

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Shipyard will Self-Destruct in 1 Minute [41129]

The Shipyard Self-Destructed. [41130]

3.14.2 Gameplay: More Vaygr Infiltrators More Vaygr vessels, this time Interceptors and Infiltrators jump in near the Shipyard and begin boarding operations on it. The Interceptors will be guarding the Infiltrators (Vgr_Reinforcements).

3.15 GAME: VAYGR INFILTRATORS REINFORCED TRIGGER: If the player destroys the Vaygr attempting to board the Shipyard before they have the chance to board it (hard to do, but not impossible) (GroupCount)

3.15.1 AutoFocus: Vaygr Reinforcements Focus on Vaygr Reinforcements as they enter from Hyperspace.

FLEET INTEL Hyperspace signature detected. [41131]

Vaygr reinforcements have arrived. [41132]

3.15.2 Gameplay: More Vaygr Infiltrators More Vaygr vessels, this time Interceptors and Infiltrators jump in near the Shipyard and begin boarding operations on it. The Interceptors will be guarding the Infiltrators (Vgr_Reinforcements).

3.16 GAME: SHIPYARD IS OURS TRIGGER: When the player has successfully brought the shipyard under their control

3.16.1 AutoFocus: Shipyard saved Focus on Shipyard

SHIPYARD This is Captain Elohim, Self-destruct sequence terminated. All Vaygr onboard have been neutralized and the Shipyard is secure. [41140]

Nice job. [41141]

FLEET INTEL Our Marines have successfully re-taken the Shipyard. [41142]

We can now build Capital Class vessels to strengthen the Fleet. [41143]

The Vaygr are retreating. [41144]

Eliminate all Vaygr resistance before they can escape. [41145]

3.17 GAME: BENTUSI ARRIVE TRIGGER: Once all objectives are completed

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FLEET INTEL Mothership class Hyperspace signature detected. [41150]

Prepare for immediate contact. [41151]

3.18 NIS 03: BENTUSI ARRIVE Letterbox on.

Shots of Bentus coming out of Hyperspace. It is huge and the camera slowly pans across the hull.

FLEET COMMAND The Great Harbor Ship of Bentus...[56060]

... the last of the Bentusi. [56061]

BENTUSI The Time of Prophecy is at hand. [56062]

In the beginning the Great Progenitor Sajuuk forged the Three Cores to unlock the mystery of hyperspace. [56063]

But the Three became separated and the Progenitors faded from memory. [56064]

For eons the Cores drifted apart until the First came to us. [56065]

The Second came to your ancestors. In their blindness they became as the Vaygr are now and a Great War consumed them also. [56066]

Before their final hour, they secreted their Core from the Emperor and carried it with them into exile. [56067]

MAP OVERLAY WITH ANIMATING DESTINATION POINTER

It remains in your possession. [56068]

The Core Trinity must be united. The three will awaken Sajuuk. [56069]

Only the power of the Great Progenitor can defeat Makaan and free your Homeworld. This is your destiny. [56070]

The Oracle will take you to the Keeper of Sajuuk. [56071]

Seek it out among the asteroids of Gehenna. [56072]

The End Time has begun. [56073]

Farewell. [56074]

The Bentusi hyperspace out.

Letterbox out.

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3.19 GAME: HYPERSPACE TRIGGER: End of NIS

3.19.1 AutoFocus: Mothership Autofocus on Mothership.

FLEET COMMAND *** PICKUP SPEECH *** We must find the Oracle at Gehenna. [41159]

FLEET INTEL The Shipyard is secure and fully operational. [41160]

*** PICKUP REQUIRED *** It will remain here to reinforce the Hiigaran Defence Fleet and maintain a supply line to Hiigara. [41161]

FLEET COMMAND Hyperspace module fully charged. [41162]

Coordinates for the Gehenna System locked in. [41163]

Our fate now rests with the Bentusi. [41164]

3.19.2 Gameplay: Hyperspace Out

3.20 ANI 03-04: BENTUSI INTEL

FLEET COMMAND For thousands of years the old Kiith clans worshipped Sajuuk as The Great Maker Whose Hand Shapes What Is. [55050]

It appears he is neither God nor myth. He is real. [55051]

According to scripture, Sajuuk cast us down as punishment for our arrogance. [55052]

It was said he would return when the End Time came and that his Keeper would be his herald. [55053]

Images: convoy at sunset on Kharak

FLEET INTEL Gehenna is a large asteroid field located deep in the Vaygr Reaches and far from Hiigara. [55054]

The Bentusi have given us the coordinates of the Oracle. [55055]

Images: map of Gehenna

Intelligence data indicates there is a Vaygr military base protecting extensive archeological dig sites. [55056]

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It is surrounded by hyperspace inhibitors. We have located a weak point. [55057]

Images: overlay data of Comm Station

Prepare to disengage Hyperspace. [55058]

3.21 LOADING SCREEN 04: TO GEHENNA Zoom in to: Gehenna Data file on Vaygr Reaches.

4 Mission 04 – OUTSKIRTS OF GEHENNA (Comm Station)

4.1 GAME: INHIBITOR STATIONS TRIGGER: On player control

4.1.1 IntelEvent: Clear Destroy the Inhibitors

FLEET COMMAND *** PICKUP REQUIRED *** We have exited Hyperspace on the outskirts of the Gehenna asteroid field. [41530]

Sensors Manager Up.

FLEET INTEL We have exited Hyperspace inside a dust cloud to avoid detection. [41531]

The Vaygr’s Hyperspace Inhibitors are located on asteroids throughout this sector. [41532]

Blip Three Hyperspace Inhibitors.

We must destroy the Inhibitors and disable the field if we are to reach Gehenna undetected. [41533]

The Vaygr Command Station is located here. [41534]

Blip Command Station

It must be neutralized. [41535]

Sensor Manager Down.

*** PICKUP REQUIRED *** Long range scans detect heavy Vaygr activity in this region, advise caution. 41536

4.1.2 Gameplay: Destroy the Hyperspace Inhibitors ObjectiveCreatePrimary: Destroy the Hyperspace Inhibitors

ObjectiveCreatePrimary: Disable the Command Station

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Between the player’s start point and the Communications Station there is a large Minefield. In this minefield are three Hyperspace Inhibitors, which stop the player from jumping past the minefield and straight to the Relay.

The Minefield and the HS Inhibitors are offset from the World Plane, to introduce the player to the vertical dimension in HW2.

The player must destroy the three Hyperspace Inhibitors before they are able to get to the Communications Station.

In order to get to the Inhibitors, the player must clear the minefields that surround them.

4.2 GAME: WHEN PLAYER HAS SEEN INHIBITORS TRIGGER: When the player has seen the inhibitors and the minefields around them

4.2.1 IntelEvent: Minefield detected Sensors manager UP

FLEET INTEL The Inhibitors are protected by minefields. [41540]

Ping minefeilds

Construct Minelayers to clear the mines. [41541]

Alternate line, in case Minelayers are not efficient at clearing mines. Note that while “we’ll have to deal with them” is a crap line that explains nothing, at least it gives us a fallback in case of Minelayers not being able to clear Minefields. We can explain in detail in the objective text.

FLEET INTEL There are minefields surrounding the inhibitors. The mines must be destroyed. [41542]

4.2.2 Gameplay: Clear the Minefields GrantBuildOption: Minelayer Technology

The player can now begin to clear the Minefield and destroy the Hyperspace Inhibitors. However, they must also deal with the Vaygr Defenders that can move freely throughout the minefield.

There is one guard force lurking at each of the Hyperspace Inhibitors, and they will move out to attack any Hiigaran ships that come near.

4.3 GAME: MINELAYER CONSTRUCTED TRIGGER: Once the player has constructed a Minelayer Corvette (OnPlayerBuild(Minelayer))

4.3.1 Autofocus: Minelayer Constructed Autofocus on Minelayer Squadron and Commander

FLEET COMMAND Minelayer Corvette complete. [41550]

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FLEET INTEL Use the minelayer to clear the minefield surrounding each hyperspace inhibitor. [41551]

Combat vessels must then destroy the inhibitors as soon as possible. [41552]

4.3.2 Gameplay: Clear the Minefields The player can now begin to clear the Minefield and destroy the Hyperspace Inhibitors. However, they must also deal with the Vaygr Defenders that can move freely throughout the minefield.

There is one guard force lurking at each of the Hyperspace Inhibitors, and they will move out to attack any Hiigaran ships that come near.

4.4 GAME: HYPERSPACE GATES DETECTED TRIGGER: Once the player has constructed a Minelayer Corvette (OnPlayerBuild(Minelayer))

4.4.1 Autofocus: Minelayer Constructed Autofocus on Hyperspace Gate

FLEET INTEL The enemy is using Hyperspace Gates to bring in reinforcements. We can use this to our advantage. [41560]

Marine Frigates will be able to capture the Gates. [41561]

Alternative line – I have a suspicion that the player capturing the gates may break the mission, so I’ve provided another line just in case.

FLEET INTEL The enemy is using hyperspace gates to bring in reinforcements. [41562]

Destroy the gates. [41563]

4.4.2 Gameplay: Capture the Gates ObjectiveCreateSeconday: Use Marine Frigates to capture the Vaygr Hyperspace

Gates.

4.5 GAME: COMMUNICATIONS STATION REPAIRS There is a Vaygr Carrier that is overseeing repairs to the Communications Station.

There is a large cluster of Resource Containers surrounding the Communications Station. The Carrier is resourcing these in order to repair and build ships.

This Carrier is also building squadrons of ships that will reinforce the defenders at the inhibitors.

The repairs to the Communications Station need to take long enough so that it would be impossible for the player to send a dedicated Strikegroup directly through the minefield to simply attack the Communications Station, but not so short as to make destroying the 3 inhibitors take too long. This will require a very large map.

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4.5.1 SpeechEvent: Station Repairs Underway

FLEET INTEL The enemy Command Station is being repaired by a Carrier. [41570]

*** PICKUP REQUIRED *** We must prevent the Vaygr from completing these repairs or they will transmit our position. [41571]

Destroy the Vaygr Carrier. [41572]

The above speech event and the three following play in order to keep the player appraised of the mission timer. In this fashion we can add a time pressure element.

4.5.2 SpeechEvent: Station repairs progressing

FLEET INTEL We estimate the enemy's repairs are nearing completion. [41575]

Time is running out. [41576]

4.5.3 SpeechEvent: Station repairs near complete

FLEET INTEL The repairs to the Command Station are nearly complete. [41580]

Send an attack force immediately. [41581]

4.5.4 SpeechEvent: Station repairs complete

FLEET INTEL The enemy Station has been repaired. [41585]

*** PICKUP REQUIRED *** The Vaygr have been alerted. We have failed. [41586]

This is a mission fail line of dialog.

4.6 GAME: DESTRUCTION OF INHIBITORS TRIGGER: When one Inhibitor is destroyed (OnDestroyClass(Inhibitor))

4.6.1 SpeechEvent: One Inhibitor Destroyed

FLEET INTEL Hyperspace Inhibitor destroyed. [41590]

4.6.2 Gameplay: Carrier Defend Second Inhibitor The Vaygr Carrier will send vessels to and defend the other Hyperspace Inhibitors.

TRIGGER: When two Inhibitors destroyed

4.6.3 SpeechEvent: Two Inhibitors Destroyed

FLEET INTEL The second Hyperspace Inhibitor has been destroyed. [41595]

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4.6.4 Gameplay: Carrier Defend Second Inhibitor The Vaygr Carrier will send vessels to and defend the remaining Hyperspace Inhibitor.

TRIGGER: When three Inhibitors destroyed

4.6.5 SpeechEvent: All Inhibitors Destroyed

FLEET INTEL The Hyperspace inhibitor field has been neutralized. [41600]

Tactical hyperspace is now possible. [41601]

4.7 GAME: WE CAN BUILD TORPEDO FRIGATE TRIGGER: When first inhibitor destroyed

4.7.1 IntelEvent: We can build Torpedo frigate Sensors Manager up.

FLEET INTEL The enemy is using Corvettes. [41610]

Construct Torpedo Frigates to counter this threat. [41611]

4.8 GAME: INHIBITORS DESTROYED TRIGGER: All 3 Inhibitors eliminated (OnDestroyClass(Inhibitor))

4.8.1 IntelEvent: Destroy the Command Station Sensors Manager up.

FLEET INTEL We can now initiate a Tactical Hyperspace jump and move our Fleet to within striking distance of the Command Station. [41620]

Autofocus on Command Station subsystem

This subsystem appears to be the weak point of the Station. [41621]

It must be destroyed. [41622]

*** PICKUP REQUIRED *** This Communications Subsystem must be destroyed.[41623]

*** PICKUP REQUIRED *** If it is not, the Vaygr will know of our arrival at Gehenna.[41624]

4.8.2 Gameplay: Disable Command Station ObjectiveCreatePrimary: Disable the Vaygr Command Station.

The player needs to perform Tactical Hyperspace jumps in to the Communications Station and eliminate the Vaygr there.

4.9 GAME: WE CAN BUILD CAP SHIPS TRIGGER: When first inhibitor is destroyed

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4.9.1 SpeechEvent: We can build Cap Ships

FLEET COMMAND Captial Ship Facility available for construction. [41630]

4.10 GAME: STATION OPERATIONAL TRIGGER: When player has station in sensor range

4.10.1 SpeechEvent: Station operational

FLEET INTEL Signals show that the enemy Station has fighter construction capabilities. [41640]

4.10.2 Gameplay: Destroy Fighter subsystems ObjectiveCreateSecondary: Destroy Command Station

The player needs to perform Tactical Hyperspace jumps in to the Communications Station and eliminate the Vaygr there.

4.11 GAME: VAYGR CARRIER DEAD TRIGGER: Vaygr Carrier Dead

4.11.1 AutoFocus: Carrier Dead

FLEET INTEL *** PICKUP REQUIRED *** The Carrier has been destroyed. Repairs to the Communications Subsystem delayed. 41588

FLEET COMMAND Oracle coordinates locked in. [41652]

4.12 GAME: VAYGR THREAT ELIMINATED TRIGGER: When Vaygr Command Station has been eliminated.

4.12.1 AutoFocus: Lets See What They’re Up To

FLEET INTEL The enemy Command Station has been neutralized. [41650]

We can now safely move forward into the Gehenna asteroid field undetected. [41651]

*** PICKUP REQUIRED *** We must defeat the remaining Vaygr Carriers before they can transmit our location. [41653]

FLEET COMMAND Oracle coordinates locked in. [41652]

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4.12.2 Gameplay: End Mission

4.13 ANI 04-05: ORACLE LOCATED

FLEET INTEL Data from the Vaygr base confirms extensive archeological digs are underway across this entire sector.[55060

Images: map of the asteroid field. Data shows location of dig sites and Oracle.

The Bentusi coordinates indicate the Oracle is located here. [55061]

Images: Archeological digs underway...

Vaygr elements protecting the dig site must be eliminated. [55062]

We must recover the Oracle before the enemy. [55063]

4.14 LOADING SCREEN 05: TO THE ORACLE GEHENNA During loading show the following text:

Accessing datafile “GEHENNA”...

Asteroid field located inside The Vaygr Reaches.

5 Mission 05 – GEHENNA (Oracle Dig Site)

5.1 GAME: PREPARE FOR ASSAULT TRIGGER: On mission start

5.1.1 IntelEvent: Situation Report

FLEET COMMAND Short Jump coordinates in perfect alignment. [42030]

A minor disturbance in the Hyperspace core has been detected. [42031]

FLEET INTEL We have arrived without alerting the Vaygr. [42032]

Sensors manager UP

The Oracle is located here. [42033]

*** PICKUP REQUIRED *** A Marine Frigate must dock with the dig site in order to retrieve the Oracle. [42037]

*** PICKUP REQUIRED *** Prepare for resistance. The site will be well guarded. [42038]

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Ping Oracle location

*** PICKUP REQUIRED *** Dust fields will interfere with the Vaygr’s sensors. [42039]

We must remain hidden inside the field to advance undetected. [42035]

Sensors manager down

5.1.2 Gameplay: Mission Start ObjectiveCreatePrimary: Dock a Marine Frigate with the Oracle dig site.

ObjectiveCreateSecondary: Keep ships inside dust fields to avoid detection.

5.1.3 Gameplay: Remaining Hidden The player has two options:

A) Use Stealth and approach the base using the cover of the dust field, or

B) Go straight for the kill

Which option the player chooses depends on skill, taste, and size of their fleet from the previous mission. If the player uses Stealth, they have more time to outfit their fleet and get better Intel on the Vaygr garrison. If they go for the kill, they’ll have a pitched battle that, while not impossible, will be a hard-fought contest.

Should they go for the kill, they will be given a chance to get back in the dust fields. If they remain outside for too long, they will be attacked.

The player can also Harvest. Two RU pockets will be provided nearby and within the field.

5.2 GAME: Vaygr Garrisons TRIGGER: Once 20 or so seconds have passed

5.2.1 IntelEvent: Vaygr Garrisons

FLEET INTEL The Vaygr are also searching for the Oracle, but without the information provided to us by the Bentusi they are unlikely to find it. [42040]

SM Up

*** PICKUP REQUIRED *** Intelligence data indicates Vaygr garrisons are stationed at these locations. [42044]

Ping garrisons

If these Garrisons are alerted to our presence, they will bring reinforcements. [42042]

Destroy the Garrison fleets. [42043]

SM down

5.2.2 Gameplay: Vaygr Garrisons ObjectiveCreateSecondary: Destroy Vaygr Garrisons

The player must now head to each garrison and destroy the fleet there.

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5.3 GAME: VAYGR GARRISON DESTROYED TRIGGER: These four events play when each garrison force is destroyed

5.3.1 Speech Event : Garrison 1-2

FLEET INTEL Garrison eliminated. [42076]

5.3.2 Speech Event : Garrison 3

FLEET INTEL Enemy defeated. [42080]

There are no survivors. [42081]

5.3.3 Speech Event : Garrison 4

FLEET INTEL All Garrisons neutralized. [42086]

5.4 GAME: ION CANNONS AVAILABLE TRIGGER: Once the player starts attacking any of the Hyperspace gates near the garrisons.

5.4.1 SpeechEvent: Ion Cannons available

FLEET COMMAND Ion Cannon Frigates available for construction. [42130]

5.5 GAME: Leaving Field TRIGGER: If any player ships leave the Asteroid Field (ProximityLeave(AsteroidField))

The player is given a 30 second counter to get any ships that have left the field back into it.

5.5.1 IntelEvent: Left Field

FLEET INTEL Alert! [42146]

*** PICKUP REQUIRED *** Ships have left the dust field and are no longer under cover! [42149]

They will soon be detected by the enemy unless they return immediately. [42148]

5.5.2 Gameplay: Leaving Field When any player ship leaves the field, we will create an onscreen counter that counts down 30 seconds.

If the player returns all ships back into the field within those 30 seconds, then the counter will be removed and the Vaygr will remain unaware of the player’s presence.

5.6 GAME: DETECTED BY VAYGR TRIGGER: When the player has been detected by any means (ProximityLeave(AsteroidField)) OR (AIAlert(Enemy))

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5.6.1 IntelEvent: Detected by Vaygr Sensors Manager Up. Ping incoming attackers.

FLEET INTEL We have been detected! [42150]

Multiple enemy units detected on intercept course. [42151]

Prepare for immediate attack. [42152]

Sensors Manager Down.

5.7 GAME: SHIPYARD DETECTED TRIGGER: When the player discovered the Vgr Shipyard 5.7.1 IntelEvent: Vaygr Shipyard Detected

Sensors Manager Up.

FLEET INTEL An enemy Shipyard has been identified close to the Oracle dig site. [42170]

Ping Location of Vaygr Shipyard.

*** PICKUP REQUIRED *** Destroy the Shipyard to prevent the enemy from building further reinforcements. 42176

5.7.2 Gameplay: Gehenna Attack ObjectiveCreateSecondary: Destroy Vaygr Shipyard

5.8 GAME: ORACLE RECOVERED TRIGGER: When Marine Frigate has begun docking with Gehenna

5.8.1 AutoFocusEvent: Oracle Recovered

REFINERY PILOT Approaching entry point at One-Zero-Seven. [42200]

A mobile refinery moves toward the dig site.

It gets swallowed by the huge dig site hole.

Standby for extraction Fleet. [42101]

Fade to black.

The Oracle has been secured. [42102]

Stand by receiving crews. [42103]

Fade up at Mothership.

5.8.2 SpeechEvent: Oracle Secure

FLEET COMMAND The Oracle is secure. [42104]

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Integration complete. [42105]

Prepare to enter Hyperspace. [42206]

*** PICKUP REQUIRED *** Hyperspace Core anomaly detected! Jump procedures initiated! All units prepare to enter hyperspace! [42207]

5.9 ANI 05-06: THE ORACLE

FLEET COMMAND Hyperdrive malfunction! [55070]

Emergency Override not responding! [55071]

Images: the core, data overlays

FLEET INTEL The Oracle is interfering with the hyperspace NAV systems. It has taken over our course. [55072]

Images: Mothership NAV system interior

FLEET COMMAND Standby for Emergency hyperspace exit. [55073]

Images: warning light

5.10 LOADING SCREEN 06: TO KAROS Zoom in to Karos

KAROS DATAFILE

ACT II 6 Mission 06 – KAROS (Lighthouse)

6.1 GAME: BEGIN TRIGGER: On mission start

Text card: KAROS GRAVEYARD

6.2 NIS 06A: KAROS GRAVEYARD Images/Content:

Camera pans through visuals of spooky, abandoned hulks. A shadow moving across them suggests something ominous moving about.

6.3 GAME: LISTENING POST TRIGGER: Player Control

6.3.1 IntelEvent: Retrieve the Listening Post Focus on the Pride of Hiigara.

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FLEET COMMAND NOTE: These lines need to convey a sense of foreboding.

The Oracle has taken us to the Karos Graveyard. [42530]

It is still in control of the Hyperspace Core and is recharging it to jump again. [42531]

Sensors Manager up.

FLEET Intel

Until we have regained control of the Hyperspace Core, we will remain at high alert. [42533]

Recommend scouting the local hulks. [42535]

Point to locations

Be prepared for enemy contact. [42534]

Sensors Manager Down

6.4 GAME:NEW EVENT FILLS MISSING SPEECH 6.4.1 IntelEvent: MISSING SPEECH ADDED

FLEET INTEL NOTE: FLEET INTEL is unsettled. HE usually knows what is happening, but now the oracle is in full control. He does not like this.

*** PICKUP REQUIRED *** We are detecting anomalous signals from the surrounding hulks. The Oracle is interfering with our sensors. [42540]

Send a ship to investigate the Hulk.[42541]

6.5 GAME: MS CORE STATUS TRIGGER: After a timer passes. These lines occur through out the mission,

6.5.1 SpeechEvent: MS Core Status

FLEET COMMAND The Hyperspace Core is at 25% and charging. The Oracle is still in control. [42560]

FLEET COMMAND The Hyperspace Core is at 50%. Jump routines have been initiated by the Oracle. [42561]

FLEET COMMAND The Hyperspace Core is at 75%. Hyperspace Jump imminent. [42562]

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6.6 GAME: INVESTIGATE A HULK TRIGGER: The player is in proximity of one of the Hulks, or after a certain amount of time has passed

6.7 NIS 06B: MOVERS EMERGE Images/Content:

Focus on the hulk after it is pinged.

Suddenly, a swarm of Movers burst forth speaking Keeper language.

6.8 GAME: MOVERS ATTACK TRIGGER: Once NIS complete

6.8.1 AutofocusEvent: Movers attack Autofocus on a mover

FLEET INTEL Unidentified units approaching. [42550]

No life signs detected. [42551]

Prepare to engage. [42552]

6.8.2 Gameplay: Movers attack ObjectiveCreatePrimary: Defend the fleet

The Movers now stream forth from the hulks, sending wave upon wave of attackers at the fleet.

The Movers are nigh invulnerable. The player should need to expend a large amount of their fleet to destroy even one Mover.

6.9 GAME: MOTHERSHIP JUMPS TRIGGER: Once the timer has counted down for the Hyperspace Core to finish charging

6.9.1 AutoFocusEvent: Mothership is jumping Auto on the MS

FLEET COMMAND The Oracle is initiating a Short Jump. [42570]

FLEET INTEL NOTE: These lines should highlight the peril of the fleet without the MS. FI should be calm, but with an underlying sense of dread.

The Mothership is entering Hyperspace. [42571]

*** PICKUP REQUIRED *** Her exit coordinates are unknown. [42572]

6.9.2 Gameplay: Mothership jumps The Mothership now enters Hyperspace without the Players control. It enters Hyperspace alone, and the remainder of the Fleet is left behind. The player will not know to where the Mothership is jumping to.

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6.10 GAME: MOTHERSHIP EXITS HYPERSPACE TRIGGER: Once the Mothership has exited Hyperspace at its new location

6.10.1 SpeechEvent: Mothership is jumping Autofocus on the Mothership exiting Hyperspace

FLEET COMMAND NOTE: These lines need to be read with some trepidation.

*** PICKUP REQUIRED *** The Mothership has exited hyperspace. Auxiliary systems back online. [42580]

*** PICKUP REQUIRED *** The Oracle is still in control of the Core. I am attempting to reroute all control systems and power down the core. [42581]

Sensors Manager Up

FLEET INTEL The Mothership has arrived here. [42582]

Point to location

*** PICKUP REQUIRED *** Additional hostiles detected among the surrounding hulks. [42583]

Defend the Mothership from further attacks. [42584]

Sensor Manager Down

6.10.2 Gameplay: Mothership exits The MS exits Hyperspace further along the map. There are now 3 Hulks that are in close proximity to it, and they will begin to create Movers. These new Movers will attack the Mothership, whilst the player moves their fleet up.

The Hulks at the MS start position will now power down and stop constructing movers.

6.11 GAME: DERELICT MOVER DETECTED TRIGGER: After the movers have attacked player for a bit

6.11.1 IntelEvent: Derelict Mover detected

FLEET INTEL Our weapons appear ineffective against this enemy. [42590]

Sensors Manager UP

*** PICKUP REQUIRED *** Sensors have detected an alien ship at this location. It appears to be disabled.[42591]

Ping location

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*** PICKUP REQUIRED *** We must retrieve it to determine a weakness in their design. [42592]

Dispatch a Resource Collector to salvage the target ship. [42593]

6.11.2 Gameplay: Salvage derelict mover ObjectiveCreatePrimary: Salvage the derelict ship

The player now needs to salvage the derelict Mover. The Movers that are spawning from the nearby hulks will send some ships to try and defend it.

6.12 GAME: DERELICT SALVAGED TRIGGER: Once the player has salvaged the derelict 6.12.1 SpeechEvent: Derelict salvaged

FLEET INTEL We have secured the alien ship. [42610]

*** PICKUP REQUIRED *** Research division has started its analysis. [42611]

6.13 GAME: DERELICT REVERSE ENGINEERED TRIGGER: A short time after the derelict has been salvaged 6.13.1 SpeechEvent: Derelict Secrects Revealed

FLEET COMMAND Analysis complete. [42620]

Using data from the Oracle, we have reverse engineered the alien ship. [42621]

*** PICKUP REQUIRED *** These ships appear to be armed utility vessels. The Oracle refers to them as “Movers”. [42622]

FLEET INTEL *** PICKUP REQUIRED *** Research division believes it can enhance our existing weapons to deal with the Movers. [42623]

Begin Research immediately. [42624]

6.13.2 Gameplay: WEAPONS UPGARDES Research WEAPONS UPGRADES

6.14 GAME: ANTI-MOVER READY TRIGGER: Once the player has salvaged the derelict 6.14.1 SpeechEvent: Derelict salvaged

FLEET INTEL *** PICKUP REQUIRED *** Anti-Mover weaponry upgrade complete. 42600

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*** PICKUP REQUIRED *** Destroy the Movers. 42601

6.15 GAME: MOTHERSHIP JUMPS AGAIN TRIGGER: Once the timer has counted down for the Hyperspace Core to finish charging again

6.15.1 IntelEvent: Mothership is jumping

FLEET COMMAND The Mothership is preparing to enter Hyperspace once more. [42630]

6.15.2 Gameplay: Mothership jumps The Mothership now enters Hyperspace without the Players control. It enters Hyperspace alone, and the remainder of the Fleet is left behind. The player will not know to where the Mothership is jumping.

6.16 GAME: MOTHERSHIP EXITS HYPERSPACE TRIGGER: Once the Mothership has exited Hyperspace at its new location

6.16.1 IntelEvent: Mothership Arrives

FLEET COMMAND Hyperspace successful. [42640]

The Oracle is moving into proximity with one of the hulks. [42641]

Sensors Manager Up

FLEET INTEL The Mothership is moving to this derelict. [42642]

Point to derelict

We must defend the Mothership at all costs. [42643]

SM Down

6.16.2 Gameplay: Mothership Enters Same as previously. The Mothership is now within proximity of the Lighthouse, but it needs to move there, which will take some time.

6.17 GAME: MOTHERSHIP IN PROXIMITY OF LIGHTHOUSE TRIGGER: Once the Mothership has reached ts final location

6.17.1 IntelEvent: Mothership is jumping

FLEET COMMAND *** PICKUP REQUIRED *** The Oracle has activated this derelict. It appears to be partially online. [42650]

*** PICKUP REQUIRED *** It is transmitting orders to all the Movers. [42651]

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Ethereal Lighthouse Data transmission SFX plays. A siren song.

Autofocus on a series of movers one after the other...

FLEET INTEL The Movers are powering down. They are now offline. [42652]

FLEET COMMAND *** PICKUP REQUIRED *** The Oracle has received telemetry data from the derelict. [42653]

*** PICKUP REQUIRED *** It has transmitted the location of a Progenitor relic within the Karos Graveyard. Coordinates locked in. 42655

Control of the Hyperspace Core has been released. [42654]

FLEET INTEL *** PICKUP REQUIRED *** Assembling the fleet for Hyperspace [42656]

6.17.2 Gameplay: Mission End Mission completes.

6.18 ANI 06-07: PROGENITOR SHIPWRECK DATA

FLEET COMMAND When we entered Hyperspace, the Oracle redirected us to its last known position. [55080]

Images: the MS, HS core and wreck bridge blip together.

FLEET INTEL Using data retrieved from the derelict we have been able to translate the Oracle memory banks. [55081]

Images: whole Prog ship data outline

The wreckage appears to be the bridge section of a much larger Progenitor ship. [55082]

Images: ping bridge overlay – data scrolling...

A powerful Dreadnaught ship is located within the aft section of the wreck. [55083]

Images: ping aft section

It is referred to as “The Gatekeeper of Sajuuk”. [55084]

There can be little doubt this is what the Bentusi intended for us to find. [55085]

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Deep scan telemetry indicates this Progenitor ship broke apart ten thousand years ago and has been drifting through this sector ever since. [55086]

Images: other chunks of the wreck pinged

FLEET COMMAND Hyperspace coordinates locked in. [55087]

6.19 LOADING SCREEN 07: INTO THE VEIL During loading show:

Veil of Fire; Grav-Well, will HS outside Hanger.

7 Mission 07 – VEIL OF FIRE, PROGENITOR FOUNDRY

7.1 GAME: INTRODUCTION TITLE CARD: VEIL OF FIRE — KAROS GRAVEYARD

TRIGGER: Player Control

Focus on the Mothership.

FLEET COMMAND Hyperspace jump interrupted.[43020]

7.1.1 IntelEvent: Clear Debris

FLEET INTEL We are surrounded by Progenitor wreckage. [43021]

*** PICKUP REQUIRED *** We have exited Hyperspace in close proximity to a debris field. 43026

SM Up

*** PICKUP REQUIRED *** The Oracle confirms this wreckage was once the engineering bay of the Progenitor Ship. [43022]

Point to hulks

This entire region is flooded with radioactive clouds. [43023]

*** PICKUP REQUIRED *** Scans of the surrounding hulks have detected Quantum Wave Form irregularities. They are preventing us from initiating a Hyperspace jump. [43024]

*** PICKUP REQUIRED *** If we are to reach the Dreadnaught, the debris must be cleared. Send a probe to investigate the local hulks. 43025

We must clear a path through the clouds and move the Mothership safely to this location before we can initiate a hyperspace jump. [43024]

Point to end goal

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SM Down

7.1.2 Gameplay: Investigate the Radiation The player must send a ship to the edge of the radiation in order to investigate the radiation.

7.2 GAME: INCOMINGPROBE TRIGGER: Time based: 1 minute after the mission begins

7.2.1 IntelEvent: Vaygr Probe Detected Focus on Vaygr Probe

FLEET INTEL Priority alert. [43030]

A Vaygr long-range probe has been activated. [43031]

It must be destroyed before it can relay our position to the enemy. [43032]

7.2.2 Gameplay: Destroy the probe The probe will start moving towards the edge of the map. If it reaches it’s destination, it will unfurl and begin broadcasting – meaning the Vaygr forces will arrive earlier. If it’s destroyed, the Vaygr will still show up, but the player will have longer.

7.3 Probe Gets Away TRIGGER: Probe reaches destination

7.3.1 SpeechEvent: Probe Away

FLEET INTEL The probe is transmitting data to the enemy. [43035]

A Vaygr attack is now imminent. [43036]

7.3.2 Gameplay:Vaygr reinforcements soon The Vaygr reinforcements will arrive shortly

7.4 PROBE DESTROYED TRIGGER: Probe is destroyed before reaching destination

7.4.1 SpeechEvent: Probe neutralized

FLEET INTEL Probe destroyed. [43040]

It is likely the enemy will send patrols to investigate. [43041]

Prepare for possible Vaygr attacks. [43042]

7.4.2 Gameplay: Vaygr reinforcements later The Vaygr reinforcements will take longer to arrive

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7.5 GAME: INCOMING VAYGR TRIGGER: Time based: 1 minute after the mission begins

7.5.1 IntelEvent: Vaygr Hyperspacing in Focus on Vaygr Carrier hyperspacing into the radiation cloud.

They have black-team and red-stripe colors. They also bear a different BADGE.

FLEET INTEL Alert! [43045]

SM UP

Hyperspace signature detected. [43046]

Ping Vaygr

Elite Vaygr forces are using shielded carriers to penetrate the radiation. [43047]

SM Down

7.5.2 Gameplay: Deal with the Vaygr ObjectiveCreatePrimary: Defeat the Vaygr

The Vaygr Carriers hyperspace in at various points on the map. Being shielded, they do not take damage from the radioactive debris. Each one will make its way clear of the debris in order to unload its payload of squadrons, then retreat to the debris in order to construct more.

Each Carrier will travel back and forth unloading squadrons to harass the Mothership unless they are destroyed. The window of opportunity to do so is small, by virtue of the fact that they spend most of their time in the cover of the debris.

7.6 GAME: RADIATION DAMAGE TRIGGER: Player craft approach Radioactive debris and take damage

7.6.1 SpeechEvent: Radiation Damage AutoFocus on Ships.

FLEET INTEL *** PICKUP REQUIRED *** Alert. We are detecting dangerous levels of radiation. [43049]

Our ships cannot withstand this radiation. [43050]

*** PICKUP REQUIRED *** These hulks appear to be the source. [43052]

*** PICKUP REQUIRED *** They must be destroyed to allow the Mothership to Hyperspace. [43051]

Sensors Manager up

The radiation is coming from these hulks. [43052]

Ping Hulks

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Progenitor Movers have been located within the Cloud. [43053]

Ping ‘dead’ mover

They appear to be able to withstand the radiation. [43054]

*** PICKUP REQUIRED *** Research division has completed analysis of the derelict Mover we discovered. We can now replicate Mover technology. [43055]

Build a Mover Construction Facility. [43056]

*** PICKUP REQUIRED *** Movers will be able to safely enter the radiation cloud and destroy the contaminated hulks. 43057

7.6.2 Gameplay: Build a mover subsystem A Mover construction subsystem can now be built

7.7 GAME: MOVERS UNDER CONTROL TRIGGER: Mover Control Subsystem built (note, this is a special tech item that is not used in multiplayer)

IntelEvent: Movers Under Control

FLEET COMMAND Mover Construction Facility online. [43060]

SM UP

FLEET INTEL *** PICKUP REQUIRED *** Use Movers to destroy the debris. [43061]

Ping Hulks

7.7.1 Gameplay: Clear a Path Destroy the Radioactive Cells.

7.8 GAME: FIRST HULK CLEARED TRIGGER: One piece of debris cleared

7.8.1 SpeechEvent: Destroy Debris

FLEET INTEL Debris destroyed. [43065]

The radiation in the area is diminishing. [43066]

*** PICKUP REQUIRED *** We cannot be followed. Eradicate all remaining Vaygr forces. 43090

7.9 GAME: SECOND HULK CLEARED TRIGGER: Second piece of debris cleared

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7.9.1 SpeechEvent: Destroy Debris

FLEET INTEL Radioactive hulk destroyed. [43070]

Destroy the remaining hulks. [43075]

*** PICKUP REQUIRED *** Radiation levels dropping. The Quantum Wave Form is returning to normal tolerance. [43075] *** PICKUP REQUIRED *** We are now clear to enter Hyperspace. 43076

7.10 GAME: WIN TRIGGER: Mothership has cleared the cloud

7.10.1 SpeechEvent: Enter the Hangar

FLEET COMMAND *** PICKUP REQUIRED *** Hyperspace Core fully charged. [43080]

*** PICKUP REQUIRED *** Detecting only minor Quantum Waveform fluctuations. We are clear to jump. [43081]

*** PICKUP REQUIRED *** Initiate Hyperspace. [43082]

7.10.2 Gameplay: End Mission

7.11 ANI 07-08: MOVER MEMORIES

FLEET COMMAND The Movers are Progenitor AI constructs. [55090]

They know no age, no despair. [55091]

All this time they have tended the derelicts of their masters, the Progenitors. [55092]

FLEET INTEL From their memory banks we learned that the Progenitors were not indigenous to our galaxy. [55093]

Images: the Movers, technical analysis

This section of hull was once a massive foundry where the Three Hyperspace Cores were forged. [55094]

Coordinates have been set for the aft section of wreck where the Dreadnaught is located. [55095]

Images: flashback, HS foundry in action

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FLEET COMMAND The Prophecy states: “He who unites the Three will unleash the Great Maker Sajuuk.” [55096]

Images: white-out screen...

7.12 LOADING SCREEN 08: INTO THE HANGAR During loading show:

Schematic of Progenitor Hanger.

8 Mission 08 – PROGENITOR HANGER (Dreadnaught Berth)

8.1 GAME: INVESTIGATE THE POWER SOURCE TRIGGER: Mission Start

8.1.1 IntelEvent: Power surge detected Autofocus on Mothership.

FLEET COMMAND Hyperspace successful. [43530]

We are alone. [43531]

FLEET INTEL Telemetry data confirms this is the Engineering section of the wreckage. [43532]

Sensor Manager up

FLEET INTEL The Dreadnaught is located here. [43536]

Ping Dreadnaught

We're detecting intense power fluctuations in the surrounding progenitor derelicts. [43537]

Send in scouts to confirm the location of the Dreadnaught. [43534]

Sensor Manager down.

8.1.2 Gameplay: Move to Dock ObjectiveCreatePrimary: Investigate the power source

The Mothership and fleet have emerged in proximity of the Foundry. Large hulks cast shadows through the fog. This mission should have a definite “dagobah” style feel to it in the way that it is ominous and yet not “haunted house” style scary.

Near the player’s start location are scattered resources, predominantly made up of salvage units and dust clouds.

8.2 GAME: HYPERSPACE DISABLED TRIGGER: If the players tries to HS

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8.2.1 SpeechEvent: Hyperspace Disabled

FLEET COMMAND The local derelicts are interfering with the Hyperdrive system. [43600]

Hyperspace offline. [43602]

*** PICKUP REQUIRED *** The progenitor ship has created a massive hyperspace interference field. [43605]

*** PICKUP REQUIRED *** We are unable to charge the Hyperspace Core. We are trapped! [43606]

8.3 GAME: NIS TRIGGER] TRIGGER: Close Proximity to Berth

8.4 NIS08: MEET THE KEEPER Letterbox on

Letterbox on

Establishing shot: the huge Dreadnaught Berth with a single Dreadnaught inside.

A Keeper Destroyer emerges from within.

KEEPER (repeats an unintelligible mantra over and over)

FLEET INTEL We are translating the Progenitor language. [56080]

It is a repeating message as follows: [56081]

The Keeper is aware[56082]

The Keeper understands[56083]

The Keeper has seen the enemy[56084]

Scans indicate this Progenitor ship has incredible destructive capability. [56085]

We will not last long against it.

End with focus on Keeper

Letterbox out

8.5 GAME: RETRIEVE THE DREADNAUGHT TRIGGER: After NIS has played

8.5.1 IntelEvent: Retrieve the Dreadnaught Sensor Manager up

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FLEET INTEL The Progenitor Dreadnaught has been located. [43610]

Ping Dreadnaught

Use Movers to retrieve it. [43611]

FLEET INTEL At least SIX Movers will be required to transport the Dreadnaught. [43612]

Sensor Manag1er down.

8.5.2 Gameplay: Retrieve Dreadnaught ObjectiveCreatePrimary: Retrieve the Dreadnaught

8.6 GAME: KEEPER IS ATTACKING TRIGGER: Some time after the player has released the Dreadnaught from its berth (while it’s being hauled back)

8.6.1 IntelEvent: Keeper Attacking AutoFocus on Keeper

FLEET COMMAND The Oracle refers to these ships as “Keepers.” [43591]

They are ancient machines dedicated to the protection of the Progenitor Empire. [43592]

It will stop at nothing to destroy us. [43593]

FLEET INTEL The Keeper is attacking. [43590]

Defend the fleet. [43594]

Sensor Manager down.

8.6.2 Gameplay: Protect the Fleet ObjectiveCreatePrimary: Protect the Fleet

8.7 GAME: RAISING THE DREADNAUGHT TRIGGER: When 6 movers are latched to the Dreadnaught

8.7.1 AutoFocus: Raising the Dreadnaught Auto on Dreadnaught

FLEET INTEL Movers locked on. [43620]

Dreadnaught retrieval underway. [43621]

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8.8 GAME: DREADNAUGHT MOVER LOST TRIGGER: When a mover that was latched onto the Dreadnaught dies

8.8.1 SpeechEvent: Dreadnaught Mover Lost

FLEET INTEL Mover lost. Dreadnaught retrieval halted. [43630]

Assign additional Movers to retrieve the Dreadnaught. [43640]

8.9 GAME: DREADNAUGHT DOCKED TRIGGER: When the Dreadnaught docks with the Mothership

8.9.1 SpeechEvent: Dreadnaught Docked

FLEET INTEL Dreadnaught docked. [43640]

Science teams and crew transferring to Dreadnaught. [43641]

Crew transfer complete. [43642]

8.10 GAME: DREADNAUGHT ANALYSIS TRIGGER: A short while after the Dreadnaught has undocked from the Mothership (and the scientists on board have had some time to check it out)

8.10.1 SpeechEvent: Dreadnaught Analysis

FLEET INTEL Science teams have completed the initial analysis of the Dreadnaught. [43650]

Scans indicate that the engines and hyperspace drives are operational. [43650]

Science teams are now working to bring the Dreadnaught's other systems online. [43652]

8.11 GAME: CANNOT DEFEAT KEEPER TRIGGER: Some time after the Keeper has attacked the player’s fleet and has HS out.

8.11.1 IntelEvent: Keeper Attacking

FLEET INTEL Combat data indicates we cannot defeat the Keeper with conventional weapons...[43700]

SM up

...but we believe we have found a weakness. [43701]

We have identified Progenitor Power Modules in the local area. [43702]

Pointer to Power modules

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Science Division speculates that these modules could be activated and cause the Keeper to overload. [43703]

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*** PICKUP REQUIRED *** The Oracle indicates that these modules could be activated and cause the Keeper to overload. 43709

*** PICKUP REQUIRED *** Each Power Module is activated by a trigger device. [43704]

*** PICKUP REQUIRED *** Send probes to these locations to scan for trigger devices. [43705]

Ping on probe locations

SM Down

8.12 PICKUP: PROBE IN POSITION TRIGGER: When the player sends a probe to one of the scan areas

FLEET INTEL *** PICKUP REQUIRED *** Probe in position. [43720]

*** PICKUP REQUIRED *** Scans negative. [43725]

*** PICKUP REQUIRED *** No devices found. [43726]

*** PICKUP REQUIRED *** Scan results negative. [43727]

8.13 PICKUP: DEVICES LOCATED TRIGGER: When the player sends a probe to one of the scan areas

FLEET INTEL *** PICKUP REQUIRED *** Trigger devices located. [43721]

8.14 GAME: WE HAVE A PLAN TRIGGER: The next time the Keeper HS out after the previous event.

8.14.1 IntelEvent: We Have a Plan

FLEET INTEL SM Up

We have confirmed that the power modules can be activated using these devices...[43706]

Ping trigger devices

Use Movers to collect these devices and install them on the power modules. [43707]

*** PICKUP REQUIRED *** Use Movers to collect them and install them on the power modules. [43708]

Ping the power modules.

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SM down.

8.14.2 Gameplay: Install Inhibitors ObjectiveCreatePrimary: BUILD MODIFIED INHIBITORS

8.15 GAME: INHIBITOR 1 EN ROUTE TRIGGER: When the player docks a Mover with Inhibitor 1

8.15.1 SpeechEvent: Inhibitor 1 En Route

FLEET INTEL Device en route. [43710]

8.16 GAME: INHIBITOR 1 INSTALLED TRIGGER: When Inhibitor 1 docks with the veil chunk

8.16.1 SpeechEvent: Inhibitor 1 Installed

FLEET INTEL Device One installed. [43740]

Power siphon on-line. [43741]

*** PICKUP REQUIRED *** Power Module activated. [43742]

8.17 GAME: INHIBITOR 2 INSTALLED TRIGGER: When Inhibitor 2 docks with the veil chunk

8.17.1 SpeechEvent: Inhibitor 2 Installed

FLEET INTEL Device Two installed. [43745]

8.18 GAME: INHIBITOR 3 INSTALLED TRIGGER: When Inhibitor 3 docks with the veil chunk

8.18.1 SpeechEvent: Inhibitor 3 Installed

FLEET INTEL Device Three installed. [43750]

8.19 GAME: HYPERSPACE DISTORTION FIELD ACTIVE TRIGGER: When all Inhibitors have docked

8.19.1 SpeechEvent: Hyperspace Distortion Field Active

FLEET INTEL Distortion field activated. [43755]

*** PICKUP REQUIRED *** The distortion field is building. [43756]

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8.20 GAME: KEEPER TRAPPED TRIGGER: After the Keeper has hyperspaced into the inhibitor trap

8.20.1 SpeechEvent: Keeper Trapped Autofocus on Keeper as it starts to shake and smoke

FLEET INTEL *** PICKUP REQUIRED *** The Keeper is trapped! [43578]

FLEET COMMAND *** PICKUP REQUIRED *** The Hyperspace Core is back on-line. [43579]

FLEET INTEL *** PICKUP REQUIRED *** Sensors detect a large power cascade building up inside the Keeper. [43580]

*** PICKUP REQUIRED *** We must escape before the Keeper self-destructs. [43582]

8.20.2 Gameplay: Timer Start on-screen timer counting down to the Keeper’s self-destruct

8.21 PICKUP: KEEPER SELF-DESTRUCT COUNTDOWN TRIGGER: When the timer is at various benchmarks

FLEET INTEL *** PICKUP REQUIRED *** Less than one minute to Keeper self-destruct. [43583]

*** PICKUP REQUIRED *** Less than thirty seconds to Keeper self-destruct. [43584]

8.22 PICKUP: DROID ANALYSIS TRIGGER: When the player is being attacked by the Keeper Attack Drones

FLEET INTEL *** PICKUP REQUIRED *** Progenitor Drones are attacking the Movers. [43615]

*** PICKUP REQUIRED *** Scans indicate they are vulnerable to anti-corvette weaponry. [43616]

*** PICKUP REQUIRED *** Recommend using Torpedo Frigates and Pulsar Gunships to protect the Movers. [43617]

8.23 GAME: LET’S GO TRIGGER: After the player has retrieved the Dreadnaught and trapped the Keeper

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8.23.1 SpeechEvent: Let’s Go

FLEET COMMAND Hyperspace module fully charged. [43770]

Initiating hyperspace. [43771]

8.23.2 Gameplay: Hyperspace Out Automatically hyperspace out.

8.24 ANI 08-09: DREADNAUGHT INTEL

FLEET INTEL While ancient, the Dreadnaught’s control matrix and crew interface are compatible with ours.[55100]

Images: Dreadnaught interior, interface crews at work.

It has advanced weapons systems and a powerful Phased Cannon Array, however many of its systems are offline. [55101]

Accessing the Dreadnaught’s memory banks, the ship seems to be the control mechanism for a Progenitor artifact of some kind. [55102]

Images: the Gate at Balcora overlay with subsystems that flash.

We can use the Dreadnaught to strike the Vaygr with overwhelming force. [55103]

Captain Soban has given us the coordinates of a key enemy assembly point. [55104]

The Shipyard Nabaal will rendezvous with us there. [55105]

Images: view of galaxy with destination pointer pinging.

Prepare to exit hyperspace. [55106]

8.25 LOADING SCREEN 09: SOBAN’S LAST COORDINATES During loading show: DataFile on the Keeper

9 Mission 09 – GOING AFTER SOBAN IN VAYGR TERRITORY

9.1 GAME: START TRIGGER: Game Start

9.2 NIS09: DREADNAUGHT DEPLOYED Letterbox on

Title Card: Outskirts of the Veil of Fire

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The Mothership enters from Hyperspace in the midst of a massive Vaygr Fleet.

Two huge Vaygr battle cruisers approach the Dreadnaught.

MISC. CHATTER (ECHO FOUR) Engineering crew Echo Four report partial control has been established. [56090]

Stand by for update... [56091]

SFX: crew in the background trying to get the Dreadnaught operational.

The Vaygr cruisers pass by Dreadnaught like graceful beasts on either side of a hulking wreck.

Lights flicker and begin to build around the Dreadnaught’s megacannon.

We hear energy building.

MISC. CHATTER (ECHO FOUR) There! [56092]

Phased Cannon Array online. [56093]

A bolt of energy rips through the Vaygr cruiser, taking out a second ship just behind it.

The Dreadnaught blows a fuse and powers down.

MISC. CHATTER (ECHO FOUR) Fleet Command, this is Dreadnaught Control. [56094]

Cannon Array offline. Repeat. Cannon Array offline. [56095]

We have limited NAV control and minimal engine power. [56096]

All weapons systems offline. [56097]

The line below is a backup in case it is needed for the flow change to the mission

Fleet, we have lost all systems. Stand by for update. [56098]

Letterbox off.

9.3 GAME: FIGHT THE VAYGR TRIGGER: Player Control

9.3.1 IntelEvent: Destroy the Vaygr

FLEET INTEL *** PICKUP REQUIRED *** The Dreadnaught has slowed the initial Vaygr assault, however it suffered heavy damage when the Phased Cannon misfired. [44030]

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*** PICKUP REQUIRED *** The Dreadnaught engines are offline. [44034]

*** PICKUP REQUIRED *** Send resource collectors to begin preliminary repairs. [44035]

FLEET INTEL Use Resource Collectors to repair the Dreadnaught. [44036]

9.3.2 Gameplay: Get the Dreadnaught to the Shipyard ObjectiveCreatePrimary: Destroy the Vaygr

ObjectiveCreatePrimary: Dock the Dreadnaught with a Shipyard to repair it

The player must dock the Dreadnaught to the Shipyard.

The Dreadnaught will limp along at the same speed as the players Mothership, and has already taken 50% damage from the misfire of its main weapon.

The Vaygr will divide their forces between attacking the Shipyard, attacking the Dreadnaught and attacking the Mothership. The attackers will focus their attention on attacking the Dreadnaught and the Shipyard, whilst the main fleet [VG2] continues resourcing and construction operations.

9.4 GAMEPLAY : VAYGR GATES TRIGGER: Time passes

9.4.1 SpeechEvent: Forward assault Ping gates

FLEET INTEL The Vaygr are using hyperspace gates to launch attacks upon the Dreadnaught. [44040]

These gates must be destroyed. [44041]

9.4.2 Gameplay: Destroy forward positions The player must destroy the carriers and the forward gates to prevent themselves being overwhelmed by enemy forces.

9.5 GAMEPLAY : VARIANT FLOW TRIGGER: Resource collectors complete repairs to Dreadnaught engine

9.5.1 SpeechEvent: Bring it to shipyard THIS COVERS A VARIANT FLOW OF ACTION AND MAY NOT BE NEEDED

FLEET INTEL The Dreadnaught’s engines are now online. [44045]

*** PICKUP REQUIRED *** Basic movement is restored. However, more extensive repairs are need. [44046]

We must repair the Dreadnaught. [44031]

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FLEET INTEL *** PICKUP REQUIRED *** The Shipyard Nabaal is en-route. [44036]

*** PICKUP REQUIRED *** The Dreadnaught must dock with the Shipyard to complete repairs. [44033]

FLEET INTEL In order to do so, it must be docked with Shipyard Nabaal. [44032]

9.6 GAMEPLAY : VARIANT FLOW TRIGGER: Once Dreadnaught Engine’s Repaired

9.6.1 AutoFocus: Shipyard Arrives THIS COVERS A VARIANT FLOW OF ACTION AND MAY NOT BE NEEDED

SHIPYARD (CAPTIAIN ELOHIM) *** PICKUP REQUIRED *** Fleet, this is Captain Elohim. [44050]

*** PICKUP REQUIRED *** Hyperspace shortjump successful. Crews are standing by to repair the Dreadnaught. [44051]

FLEET INTEL These lines are in case we do not get SHIPYARD PICK UPS

*** PICKUP REQUIRED *** The Shipyard Nabaal has exited Hyperspace. [44050]

*** PICKUP REQUIRED *** Crews are standing by to repair the Dreadnaught. [44051]

Sensors Manager Up

FLEET INTEL Dock the Dreadnaught with the Shipyard. [44052]

Repairs will commence at once. [44053]

9.7 GAMEPLAY : VAYGR GATES DESTROYED TRIGGER: Time passes

9.7.1 SpeechEvent: Forward assault Ping gates

FLEET INTEL Gates destroyed. [44055]

9.8 GAMEPLAY : VAYGR CARRIER TRIGGER: Time passes

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9.8.1 IntelEvent: Forward assault Ping incoming carrier

FLEET INTEL Priority alert! [44060]

SM UP

Vaygr Carriers exiting hyperspace. They have surrounded us. [44061]

Ping Locations.

SM Down

9.8.2 GAME: Defeat Vaygr Carriers

9.9 GAMEPLAY : VAYGR CARRIER TRIGGER: Time passes

9.9.1 SpeechEvent: Forward assault

FLEET INTEL Additional enemy Carriers detected. [44065]

The Mothership and Dreadnaught must be defended. [44066]

9.10 CARRIERS DESTROYED TRIGGER: Time passes

9.10.1 SpeechEvent: Carriers destroyed

FLEET INTEL Enemy Carriers eliminated. [44070]

Sensors Manager

Vaygr super-capital ships approaching. [44071]

Ping Cap Ships.

Repairs to the Dreadnaught must be completed at once. [44072]

SM Down

9.10.2 Gameplay: Continue with Repairs The player will still have to deal with Vaygr strikes during the course of the mission.

9.11 GAME: REPAIR THE DREADNAUGHT TRIGGER: Dreadnaught docked with Shipyard (GroupDockedGroup)

9.11.1 IntelEvent: Repairs in progress Autofocus on Shipyard.

MISC. CHATTER (ECHO FOUR) Docking clamps engaged. [44075]

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Signal lock confirmed. [44076]

FLEET INTEL The Shipyard reports that preliminary analysis and repairs of the Dreadnaught systems will take time. [44077]

Repairs will be complete in 10 minutes. [44078]

Repairs will be complete in 15 minutes. [44079]

Repairs will be complete in 20 minutes. [44080]

Repairs will be complete in 25 minutes. [44081]

Repairs will be complete in 30 minutes. [44082]

9.11.2 Gameplay: Wait for Repairs The player must now wait for the Dreadnaught to be repaired, which will take about 10 minutes.

The Vaygr will now concentrate their attacks on the Shipyard in earnest.

9.12 GAME: REPAIRS IN PROGRESS TRIGGER: Dreadnaught repairs in progress event 1

9.12.1 SpeechEvent: Repairs in progress

SHIPYARD (CAPTAIN ELOHIM) Repairs to the Dreadnaught will be complete in 1 minute. [44085]

Repairs to the Dreadnaught will be complete in 5 minutes. [44086]

Repairs to the Dreadnaught will be complete in 10 minutes. [44087]

Repairs to the Dreadnaught will be complete in 15 minutes. [44088]

Repairs to the Dreadnaught will be complete in 20 minutes. [44089]

Repairs to the Dreadnaught will be complete in 25 minutes. [44090]

Repairs to the Dreadnaught will be complete in 30 minutes. [44091]

9.13 GAME: SHIPYARD UNDER ATTACK TRIGGER: Shipyard that Dreadnaught docked with is at 25% health (GetGroupHealth)

9.13.1 SpeechEvent: Shipyard under attack

FLEET INTEL The Shipyard is under attack. [44095]

9.13.2 Gameplay: Protect the Shipyard The player must defend the Shipyard or risk failing the secondary objective (repair the Dreadnaught).

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9.14 GAME: SHIPYARD DESTROYED TRIGGER: All of the players Shipyards destroyed before Dreadnaught is repaired (GroupCount)

9.14.1 SpeechEvent: Shipyard Destroyed Autofocus on Shipyard

FLEET INTEL The Shipyard has been destroyed. [44100]

9.14.2 Gameplay: Game Over mission failed

9.15 GAME: DREADNAUGHT UNDER ATTACK TRIGGER: Dreadnaught at 20% health (GetGroupHealth)

9.15.1 SpeechEvent: Dreadnaught under attack

FLEET COMMAND Dreadnaught hull integrity at 20 percent and falling. [44105]

FLEET INTEL We cannot lose the Dreadnaught. [44106]

Allocate combat vessels to protect it. [44107]

9.15.2 Gameplay: Protect the Dreadnaught ObjectiveCreatePrimary: Protect the Dreadnaught

The player runs the risk of losing their Dreadnaught and failing the mission. Even though it is hugely powerful, it is currently highly vulnerable

9.16 GAME: DREADNAUGHT DESTROYED TRIGGER: Dreadnaught destroyed (GroupCount)

9.16.1 Gameplay: Mission Fail ObjectiveFailPrimary: Destroy the Vaygr

FLEET INTEL The Dreadnaught has been destroyed. [44110]

The player loses the mission due to the destruction of the Dreadnaught.

9.17 GAME: DREADNAUGHT REPAIRED TRIGGER: Dreadnaught fully repaired (10 minutes passed since it docked) (GetGroupHealth)

9.17.1 IntelEvent: Repairs in progress Autofocus on Shipyard as Dreadnaught leaves bay.

SHIPYARD (CAPTIN ELOHIM) Fleet, the Dreadnaught’s systems are on-line. [44115]

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Crew has been transferred. She is ready for action. [44116]

Sensors Manager up

FLEET INTEL *** PICKUP REQUIRED *** The Shipyard has restored the Dreadnaught to full combat status. However, the Phased Cannon Array sustained irreparable damage. [44117]

*** PICKUP REQUIRED *** The remaining weapons are operational and firing crews are standing by. 41180

Multiple hyperspace signatures detected. [44118]

*** PICKUP REQUIRED *** The Vaygr are launching an attack. 44119

Ping Caps Ships again.

9.17.2 Gameplay: Kill them all The player now has the Dreadnaught – even deprived of its main cannon, this is a formidable weapon, and the player should now be able to destroy the Vaygr forces with relative ease.

9.18 GAME: VAYGR RETREATING TRIGGER: Most of the final wave destroyed

9.18.1 IntelEvent: Focus on Carriers Autofocus on remaining Supercaps as they Hyperspace out

FLEET INTEL The Vaygr are retreating. [44120]

Eliminate any survivors before they can escape. [44121]

9.18.2 Gameplay: Mission end – Soban Captured Defeat all Vaygr.

9.19 GAME: MISSION WON TRIGGER: All Vaygr Destoyed.

9.19.1 IntelEvent: We Won.

FLEET INTEL The Vaygr have been defeated. [44125]

Incoming transmission from Captain Soban, stand by...[44126]

9.20 NIS09B: SOBAN CAPTURED Focus on Soban’s Marine Frigate it HS into the mission.

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SOBAN Fleet Command, This is Captain Soban.[56100]

I have the coordinates of the Vaygr Flagship. [56101]

Stand by for transmission. [56102]

Behind Soban, a Vaygr Carrier HS out and moves to Soban

FLEET INTEL Priority alert, jamming signal detected! [56103]

A Vaygr Carrier is on an intercept course with Captain Soban. [56104]

CAPTAIN SOBAN (broken and hard to understand)

Attention Fleet! [static] [56106]

We’ve lost all power! [56107]

Stand by for transmission [static]... [56108]

Makaan has... Balcor... Gate... [static] (radio cuts off, burst of static) [56109]

Vaygr Carrier swallows the Marine Frigate and Hyperspaces Out

9.21 GAME: HYPERSPACE TRIGGER: After NIS

9.21.1 IntelEvent: We Won.

FLEET INTEL Before being captured, Captain Soban activated an emergency tracking device. [44130]

Using this signal, we will be able to locate his destination point. [44131]

FLEET COMMAND Stand by for hyperspace jump. [44132]

9.22 ANI 09-10: SOBAN IN TROUBLE

FLEET INTEL We are tracking Captain Soban.[55110]

Images: emergency beacon pings on galaxy map

He is being taken to a Vaygr facility where he will be subjected to interrogation.[55111]

Our objective will be to rescue him.[55112]

Images: interrogation bot being prepped.

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9.23 LOADING SCREEN 10: TO BENTUS During loading show:

Map of Galaxy

10 Mission 10 – SACRIFICE OF BENTUS

10.1 GAME: THE CORE HAS BEEN CALLED TRIGGER: On player start

10.1.1 IntelEvent: Pulled out of Hyperspace

FLEET COMMAND Something’s wrong. [44540]

We’ve been pulled out of Hyperspace. [44541]

FLEET INTEL Sensors Manger Up

Massive anomaly detected. [44542]

Ping location of Keeper

Sensors Manager Down

10.1.2 AutoFocus: One Keeper Arrives Focus on Keeper.

KEEPER (repeating something over and over) [44543]

FLEET INTEL Alert! [44544]

Second hyperspace signature detected. [44545]

There are now two Keepers. [44546]

Second Keeper Hyperspaces in

Auto on Second Keeper

KEEPER (repeating something over and over) [44547]

FLEET INTEL Translating: [44548]

“We are the Keepers of Abassid. [44549]

We are the servants of Sajuuk.” [44550]

FLEET INTEL Sensors Manager UP

The Keepers are assuming attack formation and launching attack drones. [44551]

Full combat alert! [44542]

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10.1.3 Gameplay: Keeper Battle ObjectiveCreatePrimary: Destroy the Keepers

This mission is set in an area of space which is fairly dense with nebulas and other such environmental features/hazards that the player can use to their advantage.

The Keepers, though incredibly powerful, have weak sensors and are vulnerable to attacks from the rear. They will combat this by ensuring their vessels always face towards the highest threat targets.

The player can take advantage of this by using the nebulas, etc., to hide in, while “sneaking” up behind the Keepers.

The Keepers will fight the player relentlessly. They appear to be the ultimate in AI design. Their resourcing operation will be smooth and incredibly tight. They will construct ships in a very calculated fashion. One Keeper Drone ship should never appear to be attacking the player on its own.

We could even make the Keepers fight in unison. One of the Keepers builds Drones, while the other builds Controllers.

When Keepers reach 0 health they don’t blow up, they “phase” out (GroupKeeperPhase). This uses a similar effect to the standard Phase effect, but we will have some explosions as it’s occurring.

10.2 GAME: ONE KEEPER DESTROYED TRIGGER: When one Keeper has been destroyed (GroupCount)

10.2.1 SpeechEvent: Keeper Eliminated?

FLEET INTEL A Keeper has vanished. [44555]

Sensors indicate there was a major energy distortion in the vessel before it disappeared. [44556]

There are no signs of debris. [44557]

10.3 GAME: KEEPER STUN GUN TRIGGER: When the Keeper uses it’s stun beam.

10.3.1 SpeechEvent: Stunned THIS IS NEW FLOW THAT MAY OR MAY NOT BE INCLUDED IN THE MISSION

FLEET INTEL The Keepers are using an unknown energy weapon. [44560]

10.4 GAME: KEEPER CAPTURE DREADNAUGHT TRIGGER: The Keeper launches movers and attempts to gain control of the Dreadnaught.

10.4.1 SpeechEvent: Capture! THIS IS NEW FLOW THAT MAY OR MAY NOT BE INCLUDED IN THE MISSION

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FLEET INTEL The Keeper is using Movers to capture the Dreadnaught. [44565]

They must be stopped! [44566]

10.5 GAME: KEEPER CAPTURES DREAD TRIGGER: The Keeper manages to capture the dreadnaught successfully.

10.5.1 SpeechEvent: Captured! THIS IS NEW FLOW THAT MAY OR MAY NOT BE INCLUDED IN THE MISSION

FLEET INTEL The Keeper has seized control of the Dreadnaught. Recapture it immediately! [44570]

Critical alert! [44571]

IF THE DREAD IS CAPTURED BY THE KEEPERS, THEY WILL ATTEMPT TO USE IT ONLY TO DESTROY THE MOTHERSHIP, WHICH THEY WILL HYPERSPACE IN ORDER TO FOLLOW AROUND THE MAP, THEN THE DREAD WILL TURN SLOWLY INTO POSITION AND FIRE THE MAIN GUN.

10.6 GAME: DREAD CAPTURED BACK TRIGGER: The Player gets the Dreadnaught back from the Keepers

10.6.1 SpeechEvent: Capture! THIS IS NEW FLOW THAT MAY OR MAY NOT BE INCLUDED IN THE MISSION

FLEET INTEL The Dreadnaught is back under our control. [44575]

10.7 DREAD CANNOT HARM KEEPERS TRIGGER: Dreadnaught weapon is ineffectual against keepers

THIS IS NEW FLOW THAT MAY OR MAY NOT BE INCLUDED IN THE MISSION

10.7.1 SpeechEvent: Keepers shielded

FLEET INTEL The Dreadnaught cannon seems useless against the Keepers. [44580]

They have been designed to withstand it. [44581]

10.8 GAME: BENTUSI ARRIVE TRIGGER: Both Keepers “destroyed” (GroupCount)

10.8.1 IntelEvent: Keepers Destroyed Sensors Manager up.

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FLEET INTEL The Keepers have simply disappeared! [44585]

No known cloaking field signature was detected. [44586]

Sensors Manager Down.

FLEET COMMAND The Bentusi are here. [44587]

10.8.2 AutoFocus: Bentus Arrives

BENTUSI We see you have acquired a Progenitor Dreadnaught. [44588]

This is a most powerful weapon. [44589]

Bring it to us and we will repair the Great Cannon. [44590]

Alternate if we get Campbell for pickups

BENTUSI You are on the eve of great changes. You must be prepared for the future. [44591]

The Keepers are a force to be reckoned with. [44592]

They are but newly awakened and their power will only increase with time. [44593]

You have not destroyed them. They will return. [44595]

Bring your Mothership to us and we will transfer the Great Archive to you. [44596]

Sensors Manager Down.

10.8.3 Gameplay: Dock Mothership ObjectiveCreatePrimary: Repair the Dreadnaught

The Bentusi arrive very close to the player’s current position.

At this stage, the Dreadnaught has undergone some repairs at the Hangar, but it will still be moving slow, and only have limited capacity to fire its weapons and protect itself.

The player needs to dock the Dreadnaught with Bentus, which will begin repairing it. (GroupDocked)

This section of the game needs to give the feeling of a calm before the storm, but the player doesn’t know the storm is approaching. “Its quiet. Almost, too quiet”

This is effectively a breather opportunity, a chance for player to resource and reinforce fleet, and a chance to recover from fighting the 2 Keepers.

10.9 GAME: MORE KEEPERS ARRIVING TRIGGER: Mothership is heading towards the Bentusi

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10.9.1 IntelEvent: Incoming readings Sensors Manager up.

FLEET INTEL Alert! Four inbound contacts acquired. [44600]

The Keepers have returned. [44601]

*** PICKUP REQUIRED *** The Keepers are focusing their attacks on Bentus. 44603

We must defend Bentus at all costs. [44602]

10.9.2 Gameplay: Defend Bentus ObjectiveCreatePrimary: Defend Bentus

Keepers jump in and surround the player and Bentusi (2 the same as the ones you were fighting to begin with, and they brought 2 friends with them)

When the Keeper ships get to almost 0 health, they Hyperspace out, then return shortly after fully repaired. (GroupKeeperPhase)

10.10 GENERAL KEEPER DEATH TALKED TRIGGER: A Keeper dies – one of these lines is played

10.10.1 SpeechEvent: Keeper Dead

FLEET INTEL *** PICKUP REQUIRED *** The Keeper has phased out to avoid destruction. [44655]

FLEET INTEL Analysis confirms the Keepers energy profile is gaining in power. [44656]

It appears they’re getting stronger with every hyperspace jump. [44667]

FLEET INTEL *** PICKUP REQUIRED *** The Keepers are avoiding our weapon fire by phasing out. [44668]

FLEET INTEL The Keepers cannot be stopped. [44669]

10.11 ARCHIVE TRANSFER STARTED TRIGGER: Dreadnaught repairs begun

10.11.1 SpeechEvent: Dreadnaught Latched

FLEET INTEL Beginning Archive transfer. [44605]

Bentus and the Dreadnaught must be defended. [44606]

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10.11.2 Gameplay: The Dreadnaught is being repaired Dreadnaught repairs progress under fire

10.12 BENTUS DAMAGED TRIGGER: Bentus @ 50% health

10.12.1 SpeechEvent: Bentus Damaged

FLEET INTEL Bentus is taking heavy damage. We must defend it from the Keepers. [44610]

10.13 GENERAL KEEPER DEATH TRIGGER: A Keeper dies – one of these lines is played

10.13.1 SpeechEvent: Keeper Dead

FLEET INTEL *** PICKUP REQUIRED *** A Keeper has phased out [44615]

Analysis confirms the Keeper energy profile is gaining in power. [44616]

It appears they’re getting stronger with time. [44617]

FLEET INTEL 44692 *** PICKUP REQUIRED *** Keeper Phase Out Detected

FLEET INTEL // FI - And these are some lines to cover Keepers returning from Phased state

44695 *** PICKUP REQUIRED *** Keeper return detected.

44697 *** PICKUP REQUIRED *** A Keeper has emerged.

44698 *** PICKUP REQUIRED *** Status report. A Keeper has returned.

10.13.2 Gameplay: The Dreadnaught is being repaired Dreadnaught repairs progress under fire – these events stress that the Keepers cannot be killed

10.14 GAME: DREADNAUGHT DAMAGE TRIGGER: After previous event

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10.14.1 SPEECHEVENT: DREADNAUGHT

FLEET INTEL *** PICKUP REQUIRED *** The Dreadnaught is taking heavy damage. 44690

*** PICKUP REQUIRED *** The Dreadnaught has been destroyed. 44691

Our task is done. Yours remains.

10.15 GAME: BENTUSI TRANSFER OVER TRIGGER: Data transfer is complete or Dreadnaught is repaired. At this Point the KEEPERS HS out before HS back in the vicinity of Bentus.

10.15.1 AutoFocus: Keeper Weakness AutoFocus on Dreadnaught:

FLEET COMMAND The Bentusi have finished transferring the Great Archive. [44620]

Alternate Lines

FLEET COMMAND The Dreadnaught has been repaired. [44621]

BENTUSI We have repaired the Great Cannon. [44622]

You will find it requires time to recharge after it has been fired. [44623]

10.15.2 Gameplay: The Keepers Focus their Attention on Bentus

The Keepers re-enter the mission and move towards Bentus.

10.16 GAME: BENTUS SACRIFICE TRIGGER: After previous event

10.16.1 AutoFocus: BENTUS

BENTUSI There is only one way to destroy the Keepers. [44625]

They will come with us. [44626]

Our task is done. Yours remains. [44627]

Our task is done. Yours remains.

10.17 GAME: BENTUS GOING NOVA TRIGGER: Timer.

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FLEET COMMAND Power surge detected on Bentus. [44630]

They are collapsing their quantum wave field to consume the Keepers in its blast. [44631]

They will not survive. [44632]

NOTE: These lines need to convey the full impact of losing Bentus.

FLEET INTEL We must move away from Bentus or we will be caught in the explosion. [44633]

UI element: create a marker around Bentus

Marker flashes

5 Minutes before detonation. [44634]

4 Minutes before detonation. [44635]

3 Minutes before detonation. [44636]

2 Minutes before detonation. [44367]

1 Minute before detonation. [44638]

30 Seconds before detonation. [44639]

Gameplay: Move units away from Bentus

The player needs to move the ships away from Bentus. A timer starts.

10.18 GAME: ZERO TIME TRIGGER: Once Timer Ends

10.18.1 AutoFocus: HS OUT Auto On MS.

FLEET INTEL Bentus is going critical! [44640]

FLEET COMMAND Hyperspace initiated. [44641]

10.18.2 Gameplay: Mission Complete Play NIS.

10.19 GAME: OLD EVENTS TRIGGER: Both Keepers “destroyed” (GroupCount)

10.19.1 IntelEvent: Dock Dreadnaught Sensors Manager up. Blip Bentus.

FLEET COMMAND The Bentusi can repair the Dreadnaught cannon. [44645]

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FLEET INTEL We must dock the Dreadnaught with Bentus. [44646]

This area is rich in energy and resources. We should begin harvesting operations immediately and prepare the Fleet against further attacks.

10.20 DREAD REPAIRS STARTED TRIGGER: Dreadnaught repairs begun

10.20.1 SpeechEvent: Dreadnaught Latched

BENTUSI This weapon is more powerful than you imagine. We will initiate repairs. [44650]

10.20.2 Gameplay: The Dreadnaught is being repaired Dreadnaught repairs progress under fire

10.21 NIS10A: BENTUS GOES NOVA Letterbox on

BENTUSI Our time has ended. [56110]

You must recover our Core and unite the Trinity. Only then will your density be fulfilled and your Homeworld safe. [56111]

This is our legacy to you. [56112]

Sajuuk awaits beyond the Gate of Balcora, the Dreadnaught will open the way. [56113]

There you must end what has begun.[56114]

NIS ends in an incredibly big explosion.

10.22 ANI 10-11: WE SURVIVED

FLEET COMMAND They sacrificed themselves so that we might fulfill our destiny...[55130]

Images: explosion from far away. Data overlays show where their core debris is located.

FLEET INTEL The Bentusi core will have survived the explosion. [55131]

Telemetry indicates its most likely location to be just outside the blast radius. [55132]

Be advised, the Vaygr will have detected the explosion. [55133]

We can expect enemy contact. [55134]

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Hyperspace coordinates locked in. [55135]

10.23 LOADING SCREEN 11: REQUIEM FOR THE BENTUSI During loading show: Bentusi ancient texts

ACT III 11 Mission 11 – BENTUS RUINS

11.1 GAME: SOMETHING IS WRONG TRIGGER: On mission start

11.1.1 IntelEvent: Scanning

FLEET COMMAND Hyperspace successful. We have cleared the shock wave. [45030]

FLEET INTEL Scans of the debris field have isolated three fragments of the Bentusi Hyperspace Core. [45031]

Sensor Manager up

The Containment Units are located here. [45032]

Ping Two pieces

The Core itself is here. [45033]

Ping Core

All three elements must be retrieved. [45034]

However, the destruction of Bentus has created a hazardous environment. [45035]

Proceed with caution. [45036]

Dispatch a Probe to analyze the core fragments. [45037]

11.1.2 Gameplay: Find the Bentusi Core ObjectiveCreatePrimary: Retrieve the Bentusi Core

The HS Core is broken into three pieces and stuck inside of a highly dangerous area of "nebulous" space.

Any ships that get close to the Nebula power down and start to drift. (GroupProximity), (GroupPowerDown)

If ships actually come into contact with the Nebula, a totally screwed up looking Hyperspace Gate opens up (instead of blue and serene it looks like a gate to Hades with tongues lashing out of it) and swallows the ship whole. (GroupHSOut)

The Bentusi Core and the 2 pieces of the containment unit cannot be attacked.

There are groups of Vaygr in the area.

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There is a small group of ships that surround the Hyperspace Nebula. These ships are patrolling around it.

There are two other groups of Vaygr on the map that are resourcing and constructing ships, which will be attacking the player and trying to destroy the Mothership. These groups will also reinforce the Vaygr that are patrolling/escorting the Hyperspace Nebula.

11.2 GAME: CORE IS STUCK IN DANGEROUS NEBULA TRIGGER: Core has been investigated

11.2.1 IntelEvent: Sphere Investigated

FLEET INTEL Caution. [45040]

Dangerous particle emissions have been located near the Core Fragments. [45041]

Sensor Manager Up

Ping core chunks

*** PICKUP REQUIRED *** Research division reports that they can adjust the Defence Field Generators in order to provide protection from the hazardous emissions. [45042]

*** PICKUP REQUIRED *** Begin enhanced Defense Field Frigate research. [45043]

11.2.2 Gameplay: Retrieve Core and fragments The player needs to collect all of the pieces of the Core and the containment unit pieces.

These pieces are all stuck inside of the nebula that will destroy any unprotected ships that go into it.

In order to get the salvage units into the nebula and collect the core, the player will have to construct defense field frigates, which will protect ships from any damage.

The Vaygr will also be attempting to get the pieces of the Core for themselves.

11.3 GAME: VAYGR ARRIVED TRIGGER: After a short time has passed

11.3.1 IntelEvent: Vaygr arrive

FLEET INTEL Alert! [45045]

SM UP

Vaygr hyperspace signals identified. [45046]

Ping incoming Vaygr

11.3.2 Gameplay: Vaygr have Core The Vaygr will seize the core with a resourcer and attempt to get out of the area. It will

take a fair while for it to enter the Hyperspace gate.

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11.4 GAME: DEFENCE FRIGATE BUILT TRIGGER: DFF Built

11.4.1 SpeechEvent: Vaygr are using shielded carriers

FLEET INTEL The Vaygr are using shielded carriers to navigate the area. [45050]

11.5 GAME: VAYGR GET CORE TRIGGER: Vaygr get a core

11.5.1 IntelEvent: Core piece salvaged

FLEET INTEL The Vaygr have salvaged one of the core fragments. [45055]

Sensor Manager UP

They are moving the fragment to one of their carriers. [45056]

Ping Carrier.

We must retrieve this fragment immediately. [46057]

11.6 GAME: VAYGR DESTROY RESOURCE COLLECTOR TRIGGER: Resource collector carrying core has been destroyed

11.6.1 IntelEvent: Resourcer destroyed

FLEET INTEL *** PICKUP REQUIRED *** A Resource Collector has been destroyed while retrieving the core fragments. [45060]

SM UP

*** PICKUP REQUIRED *** The core fragment is now drifting. [45061]

Ping Location of drifting core

Assign additional Collectors to secure the core. [45062]

11.7 GAME: Core in Carrier TRIGGER: Core in Carrier

11.7.1 IntelEvent: Core piece salvaged

FLEET INTEL A Bentusi core fragment has been loaded aboard a Vaygr Carrier. [45065]

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SM UP

Ping Carrier

Disable the Carrier before it can enter Hyperspace. [45066]

SM Down

11.8 GAME: CARRIER GETS AWAY TRIGGER: Carrier hyperspaces out (Mission lose!)

11.8.1 IntelEvent: Core piece salvaged

FLEET INTEL The Vaygr Carrier has entered hyperspace. [45070]

We have lost the Bentusi Core. [45071]

11.9 GAME: CORE PIECE SAVLAGED TRIGGER: Player has salvaged one core fragment

11.9.1 SpeechEvent: Core Piece Salvaged

FLEET COMMAND The first core fragment is secure. [45075]

Retrieve the remaining two. [45076]

11.10 GAME: CORE PIECE SAVLAGED TRIGGER: Player has salvaged second core fragment

11.10.1 IntelEvent: Core piece salvaged

FLEET COMMAND Second core fragment retrieved. [45080]

We only require the final component. It must be secured immediately. [45081]

11.11 GAME: WE HAVE THE CORE TRIGGER: Player has retrieved all of the pieces of the Core and docked them with the Mothership.

11.11.1 IntelEvent: Eliminate the Vaygr

FLEET COMMAND All three Bentusi Core fragments are safe. [45085]

The First of the Great Cores now belongs to us. [45086]

FLEET INTEL Dispatch the remaining Vaygr forces. [45087]

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11.11.2 Gameplay: The Vaygr Attack ObjectiveCreatePrimary: Destroy the Vaygr

The Vaygr will now attack the player with everything that they have.

11.12 GAME: HS OUT TRIGGER: Once the Vaygr have been eliminated

11.12.1 AutoFocus: HS out

FLEET INTEL All Vaygr have been defeated. No additional hostile contacts detected. [45090]

We have re-established contact with Captain Soban’s tracking device. [45091]

FLEET COMMAND The Bentusi Core is stable and has established a positive link with our own. [45092]

Far jump coordinates locked in. [45093]

11.13 ANI 11-12: GET SOBAN

FLEET INTEL Captain Soban has the location of Balcora Gate. [55140]

He has been taken to a rally point near the Vaygr outpost Thaddis Sabbah. [55141]

Images: Vaygr Outpost detail

We must mount a rescue operation before he can be interrogated. [55142]

Images: Vaygr Outpost full-screen

The Outpost is heavily defended, but we have identified a weakness. [55143]

We will hyperspace into a nearby nebula that will provide us with cover. [55144]

Images: pull back to show a big nebula cloud nearby.

Stand by for Hyperspace exit. [55145]

11.14 LOADING SCREEN 12: VAYGR RALLY POINT During loading show:

Vaygr logo, maps, vectors, etc...

12 Mission 12 – RESCUE SOBAN SOBAN (Great Wastelands)

12.1 GAME: SOBAN IN PRISON TRIGGER: Mission start

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TITLE CARD: Vaygr Reaches — Outpost Thaddis Sabbah

12.2 NIS 12: VAYGR CARRIER ON ROUTE Letterbox on.

Focus on a Vaygr carrier moving along deep inside a dust cloud.

Letterbox off

12.3 GAME: MISSION INTRO TRIGGER: When NIS 12A is finished

12.3.1 IntelEvent: Save Captain Soban Focused on MS

FLEET COMMAND We have arrived at the Vaygr Rally point. [45530]

The Mothership is surrounded a dense nebula. Our Hyperspace signature was not detected by the enemy. [45531]

Sensors up

FLEET INTEL Captain Soban’s tracking signal is coming from this Carrier. [45532]

Ping Carrier

He is being transferred to the Command Station Thaddis Sabbah. [45533]

Ping on the Command Station

In order to rescue Soban, we must assault this Station. [45534]

We recommend focusing our attacks here. [45535]

Ping on weak area of Vaygr forces.

Sensors Down

12.3.2 Gameplay: Attack the enemy position ObjectiveCreatePrimary: Eliminate the Vaygr

ObjectiveCreatePrimary: Rescue Commander Soban

The player is facing a large military installation. The Command Station is in the center of it all, with an incredible bustle of activity around it.

On one side, perhaps inside a nebula or something that spans the map, there is a weaker amount of Vaygr arrayed there. This is the weak spot that we ping in the IntelEvent.

12.4 GAME: MAKAAN HAS ARRIVED TRIGGER: After the player has been attacking the Vaygr for awhile

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12.4.1 IntelEvent: Makaan arrives

FLEET COMMAND I can feel the presence of the Third Core. [45540]

Makaan is coming... [45541]

Dramatic pause...

FLEET INTEL Mothership Class signature detected. [45542]

AutoFocus on Makaan’s Ship

MAKAAN I see you have acquired the Bentusi Core. [45543]

Well Done! [45544]

<evil laughter>

Surrender the Cores to me now and you will be spared. [45545]

There can only be one Sajuuk-Khar. [45546]

FLEET INTEL *** PICKUP REQUIRED *** Makaan's Flagship is within striking distance. It must be eliminated. [45547]

12.4.2 Gameplay: Makaan arrives This is an optional one. I just want something here to show the player that Makaan arriving is a big deal. Perhaps we could have some speech from Makaan where he demands the player hands over the Mothership?

12.5 GAME: RESCUE SOBAN TRIGGER: When player is in close proximity of the Command Station

12.5.1 IntelEvent: Save Captain Soban

FLEET INTEL Marine Frigates will be required to extract Captain Soban. [45550]

Sensors Manager UP

The Marine Frigates must safely dock with the Vaygr Command Station. [45551]

Ping Command Station.

Sensors Down

12.5.2 Gameplay: Rescue Soban ObjectiveCreatePrimary: Dock a Marine Frigate with the Command Station.

The player will now have to get a Marine Frigate to the Command Station and dock it, effectively Capture it.

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12.6 GAME: WE HAVE SOBAN TRIGGER: Once the Marine Frigate has captured the Command Station and has taken off with Soban.

12.6.1 AutoFocus: Soban escapes Focus on Command Station as the Marine Frigate launches.

CAPTAIN SOBAN Rescue operation successful Fleet. Thanks for breaking me out of there! [45560]

I left them a little going-away present to remember me by... [45561]

The Vaygr Command Station starts going up in flames.

12.6.2 IntelEvent: Escort Soban SM up

Ping Soban’s Frigate

FLEET INTEL Captain Soban must be protected. [45570]

Send escorts immediately. [45571]

SM down

12.6.3 Gameplay: Get Soban safely home ObjectiveCreatePrimary: Get Soban back to the Mothership safely

The player must now send their fleet to escort Soban back to the Mothership. If they have the RU’s, they can also just Hyperspace Soban back.

12.7 GAME: SOBAN DESTROYED TRIGGER: If Soban’s ship is destroyed.

12.7.1 Game: Soban destroyed Player loses

12.8 GAME: DO NOT DESTORY COMM STATION TRIGGER: If the comm. Station comes under fire

12.8.1 SpeechEvent: Soban is safe

FLEET INTEL *** PICKUP SPEECH ***We must not destroy the Command Station while Captain Soban is aboard. 45600

*** PICKUP SPEECH ***Order all ships to cease firing on the Command Station immediately. 45601

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12.8.2 Gameplay: Destroy the Vaygr The player now faces an all out fight against the Vaygr and Makaan.

12.9 GAME: SOBAN IS SAFE TRIGGER: Once Sobans ship has returned to the Mothership

12.9.1 AutoFocus: Soban is safe

FLEET COMMAND Captain Soban is aboard the Mothership. [45580]

FLEET INTEL Soban is being debriefed, his information will be vital in defeating the Vaygr. [45581]

Our priority is now the Vaygr Flagship. [45582]

Makaan must be defeated. [45583]

12.9.2 Gameplay: Destroy the Vaygr The player now faces an all out fight against the Vaygr and Makaan.

12.10 GAME: FOLLOW MAKAAN TRIGGER: Once Sobans ship has returned to the Mothership

12.10.1 SpeechEvent: Follow Makan

FLEET COMMAND *** PICKUP SPEECH ***Information supplied by Captain Soban indicates Makaan is heading for Balcora Gate. 45610

*** PICKUP REQUIRED *** We must not allow Makaan to escape. 45611

*** PICKUP SPEECH ***Initiate Hyperspace Jump when ready. 45612

12.10.2 Gameplay: Destroy the Vaygr The player now faces an all out fight against the Vaygr and Makaan.

12.11 GAME: MAKAAN RUNS FOR THE HILLS (BALCORA) TRIGGER: Once Makaan’s Mothership is at 20% health

12.11.1 AutoFocus: Makaan is fleeing AutoFocus on Makaan’s Ship.

FLEET COMMAND Makaan is fleeing. [45590]

FLEET INTEL The Vaygr Flagship has sustained heavy damage. It is initiating Hyperspace. [45591]

Initiate Hyperspace Jump when ready. [45592]

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12.11.2 Gameplay: Follow Makaan The player now enters Hyperspace and wins.

12.12 ANI 12-13: MAKAAN HAS FOUND SAJUUK

CAPTAIN SOBAN Makaan has fled to Balcora, a massive black hole cluster at the center of the galaxy. [55150]

Images: Balcora zoom in. Data overlay...

The vast gravity well of the black holes prevents all hyperspace activity within a 500 light-year radius. [55151]

Images: radii disc spread out...

However, there is a way into this inhospitable region of space. [55152]

A Progenitor Hyperspace Gate is located just outside the exclusion zone. [55153]

Images: show locator and then fade up to: data overlay of Balcora Gate re-used from ani09-10

FLEET COMMAND This is the Gate of Balcora, the path to Sajuuk. [55154]

12.13 .LOADING SCREEN 13: TO THE GATE During loading show:

Information on Balcora

13 Mission 13 – BALCORA GATE (Balcora Gate)

13.1 GAME: START TRIGGER: Game start

13.2 NIS13: GATE AT BALCORA Letterbox on

Makaan’s Flagship enters the Gate using his Dreadnaught.

MAKAAN Karen you have done well, but I’m afraid you are too late...[56120]

The Bentusi foresaw this. [56121]

Sajuuk will be mine! [56122]

The Pride of Hiigara Arrives...

This is both my destiny and yours. [56123]

Letterbox off.

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13.3 GAME: DEFEND THE GATE TRIGGER: On player control

13.3.1 SpeechEvent: Makaan is through the Gate

FLEET COMMAND Makaan has used a Progenitor Dreadnaught to open Balcora Gate. [46029]

Beyond lies Sajuuk, the Great Maker. [46025]

13.3.2 IntelEvent: Vaygr Attacking Gate Sensors Manager Up

FLEET INTEL The Vaygr are concentrating fire on three power subsystems located here. [46030]

Blip on Vaygr attacking the Gate subsystems

We must stop them before they disable the Gate. [46031]

Sensors Down

13.3.3 Gameplay: Defend the Gate ObjectiveCreatePrimary: Destroy the Vaygr forces attacking the Gate's power

generators

There is a large Vaygr Fleet centered on the Gate. This fleet will be split up into two groups with complementary tasks (they will be 2 different AI players).

The Vaygr attacking the Gate will consist of a BattleCruiser, some Missile Frigates and some squadrons of Attack Bombers. The larger ships will be bombarding the Gate with weapons fire. The Attack Bombers will be making runs on the Gates Subsystems. (GroupAttackGroup)

The Gate Attackers group will be focused on the task of destroying the Gate. This group will only begin to abandon that task if the other group of Vaygr Defenders is completely destroyed, or if the player manages to attack them (i.e. to defend themselves).

The second group of Vaygr will not be actively involved in attacking the Gate. Instead they will be protecting those vessels that are attacking the Gate (AIProtectAI).

These Defenders will be resourcing the area, constructing new ships and sending them to attack the player. This group will act just like a normal AI player, but it will have the added task of protecting the group attacking the Gate.

The Gate itself is a mammoth object, and can take an incredible amount of damage before it can be destroyed. If the player does nothing, it should take the AI at least 30 minutes to totally destroy the Gate.

Scattered across the Gate are subsystems that Vaygr Bombers are making attack runs on. These subsystems power the gate. The gate can only be initialized if all of the subsystems are up and running. The Gate will start the mission with at least half of these Subsystems destroyed.

These Subsystems will repair themselves constantly, so that even with the Bombers doing constant damage the subsystems remain at around 10% (i.e., they repair incredibly quickly).

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13.4 GAME: POWER GENERATORS AT HALF HEALTH TRIGGER: When any of the power subsystems is < 50% health and no generators have been saved yet

13.4.1 SpeechEvent: Generators Taking Damage

FLEET INTEL *** PICKUP REQUIRED *** Sensors indicate heavy damage to the Gate’s power generators. [46038]

The Bentusi Archive, indicates that at least one generator must remain intact for the Gate to function. [46039]

(Alternate line for safety)

According to the data provided by the Oracle, at least one generator must remain intact for the Gate to function. [46037]

13.5 GAME: LOST 1 GENERATOR (none saved) TRIGGER: When a generator is destroyed and none have been saved yet

13.5.1 SpeechEvent: Lost 1 Generator

FLEET INTEL The Vaygr have destroyed one power generator. [46040]

We need at least one operational generator for the Gate to function. [46041]

Prevent the Vaygr from destroying the remaining generators at all costs. [46042]

13.6 GAME: SAVED 1 GENERATOR TRIGGER: First time a generator is saved

13.6.1 SpeechEvent: Saved 1 Generator

FLEET INTEL Vaygr forces destroyed. [46045]

One generator is safe. [46046]

13.7 GAME: LOST 1 GENERATOR (saved 1) TRIGGER: When a generator is destroyed and at least one has been saved

13.7.1 SpeechEvent: Lost 1 Generator (1 saved)

FLEET COMMAND Gate power generator lost. [46050]

13.8 GAME: LOST 2 GENERATORS (none saved) TRIGGER: When a second generator is destroyed and none have been saved

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13.8.1 SpeechEvent: Lost 2 Generators (none saved)

FLEET COMMAND The gate has lost a second generator. [46055]

The last power subsystem must survive. [46056]

13.9 GAME: SAVED 2 GENERATORS TRIGGER: Second time a generator is saved

13.9.1 SpeechEvent: Saved 2 Generators

FLEET INTEL Vaygr forces destroyed. [46060]

Two of the generators are safe. [46061]

13.10 GAME: LOST 2 GENERATORS (saved 1) TRIGGER: When a second generator is destroyed and one has been saved

13.10.1 SpeechEvent: Lost 2 Generators (saved 1)

FLEET COMMAND Vaygr forces have destroyed two power generators. [46065]

13.11 GAME: LOST 3 GENERATORS TRIGGER: When all 3 generators have been destroyed

13.11.1 SpeechEvent: Lost 3 Generators

FLEET COMMAND All three generators are destroyed. [46070]

The Gate is lost. [46071]

Gameplay: Lose MISSION FAIL

13.12 GAME: SAVED 3 GENERATORS TRIGGER: When all 3 generators have been saved

13.12.1 SpeechEvent: Saved 3 Generators

FLEET INTEL Vaygr forces eliminated. Balcora Gate is now under our control. [46051]

Gameplay: Objective Complete Objective: Destroy the Vaygr forces attacking the Gate's power generators COMPLETE

13.13 GAME: SHIPYARD DETECTED TRIGGER: When the Vaygr shipyard comes within the player’s sensors range

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13.13.1 SpeechEvent: Shipyard Detected

FLEET INTEL Vaygr Shipyard detected. [46100]

It must be destroyed to prevent the Vaygr from launching further attacks on the Gate. [46101]

Gameplay: Destroy Shipyard ObjectiveCreatePrimary: Destroy the Vaygr Shipyard

13.14 GAME: POWER SIGNATURE DETECTED TRIGGER: If a power generator is safe and the player hasn’t detected the Shipyard on their own

13.14.1 IntelEvent: Send Scout to Investigate Sensors Up

FLEET INTEL Sensors are detecting a large power signature in this area. [46106]

Ping location

Send a Scout to investigate. [46107]

Sensors Down

13.14.2 Gameplay: Investigate Power Signature ObjectiveCreatePrimary: Investigate power signature

13.15 GAME: SHIPYARD DESTROYED TRIGGER: When the Vaygr shipyard is destroyed

13.15.1 SpeechEvent: Shipyard Destroyed

FLEET INTEL The Vaygr Shipyard has been destroyed. [46105]

Gameplay: Objective Complete Objective: Destroy the Vaygr Shipyard: COMPLETE

13.16 GAME: GATE READY FOR USE TRIGGER: Shipyard Destroyed, and all power generators either saved or destroyed

13.16.1 SpeechEvent: Gate Ready For Use

FLEET COMMAND The Dreadnaught is communicating with the Gate. The initialization sequence has begun. [46110]

FLEET INTEL Bring the Dreadnaught within firing range of the gate and engage it. [46111]

ObjectiveCreatePrimary: Activate the Gate with the Dreadnaught

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The Hyperspace Button is replaced with a ACTIVATE GATE Button.

13.17 GAME: GATE OPEN TRIGGER: When the player presses the ACTIVATE GATE button.

13.17.1 AutoFocus: Gate open Focus on the Gate as it “opens”

FLEET COMMAND The gate is open... [46115]

...stand by...[46116]

Note: spoken with sense of awe / wonder

13.17.2 Gameplay: Enter the Gate

13.18 ANI13-14: INTO BALCORA Images: Makaan in all his evil glory!!! Heat! EFFECTS!! Manga-plasma-lightning!!

MAKAAN You have brought the Cores to me as I have foreseen. [55160]

In doing so you have fulfilled your purpose. [55161]

Sajuuk is mine. It is I who will unite the Three.[55162]

13.19 LOADING SCREEN 14: TO BALCORA During loading show:

Balcora information. None in recorded memory has ever been this far into the heart of the galaxy.

14 Mission 14 – SAJUUK (Sajuuk)

14.1 GAME: MAKAAN IS ATTACKING TRIGGER: On mission start

14.2 NIS 14A: INTRO SAJUUK Letterbox on.

Title Card: Balcora

The Mothership hyperspaces into Balcora.

In the near distance we see Sajuuk in all its glory. The Vaygr are flying past it.

FLEET COMMAND Sajuuk... the Great Progenitor.

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MAKAAN Warriors of the Vaygr Reaches, the moment of Prophecy is at hand! [56130]

The Unworthy must be crushed! [56131]

Glory be to the Sajuuk-Khar!! [56132]

The battle begins.

Letterbox out.

14.3 GAME: AMBUSH TRIGGER: When NIS14A is finished

14.3.1 IntelEvent: Ambush!

FLEET COMMAND Makaan cannot be allowed to unite the cores. [46525]

The Prophecy must not end this way. [46526]

FLEET INTEL Multiple incoming Vaygr units detected. [46527]

Protect the Mothership. [46528]

14.3.2 Gameplay: Protect the Mothership ObjectiveCreatePrimary: Protect the Mothership

14.4 GAME: ELIMINATE MAKAAN TRIGGER: When the player has defeated the initial attack wave

14.4.1 IntelEvent: Eliminate Makaan

FLEET INTEL The Vaygr are regrouping around Makaan's Flagship. [46530]

Ping V flagship

He must be destroyed. [46531]

14.4.2 Gameplay: Eliminate Makaan ObjectiveCreatePrimary: Destroy Makaan

The player now needs to attack and destroy Makaan – he’s present at one end of the map with plenty of resources to draw upon.

This is intended to be a huge battle around Sajuuk. In the center of the map is Sajuuk, and most combat will be oriented around him.

Makaan will be a brutal player. He will be more than willing to sacrifice his units if it is for the “greater good”. For example, he will deliberately send out suicide squads of fighters that will simply ram enemy vessels.

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This is the main battle between the stories’ two protagonists, and is a straight up fight. Makaan and his Mothership versus Karen and hers. Makaan acts as an AI player with the difficulty set to “very hard”.

14.5 GAME: MAKAAN DAMAGED TRIGGER: When Makaan is below 66% health

14.5.1 SpeechEvent: Makaan Damaged

FLEET INTEL Makaan’s Flagship is heavily damaged. [46533]

14.6 GAME: MAKAAN SERIOUSLY DAMAGED TRIGGER: When Makaan is below 25% health

14.6.1 SpeechEvent: Makaan Seriously Damaged

FLEET INTEL Makaan’s Flagship is critically damaged. [46535]

Concentrate all fire on Makaan! [46536]

14.7 GAME: MAKAAN REPAIRING TRIGGER: When Makaan is using Resource Collectors to repair himself in combat

14.7.1 SpeechEvent: Makaan Repairing

FLEET INTEL Makaan is repairing his Flagship. [46540]

Target the Vaygr Resource Collectors to prevent repairs. [46541]

14.8 GAME: VAYGR SHIPYARD DISCOVERED TRIGGER: When the player discovers the Vaygr shipyard (if we have one.. if we don’t, at least we’re covered)

14.8.1 IntelEvent: Shipyard Discovered SM up

FLEET INTEL The Vaygr are using a shipyard to provide reinforcements. [46545]

Ping V Shipyard

It must be destroyed. [46546]

SM down

14.8.2 Gameplay: Destroy Shipyard ObjectiveCreateSecondary: Destroy the Vaygr shipyard

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14.9 GAME: VAYGR CARRIER DISCOVERED TRIGGER: When the player discovers a Vaygr Carrier (if we have one.. if we don’t, at least we’re covered)

14.9.1 SpeechEvent: Carrier Discovered

FLEET INTEL Vaygr Carrier detected. [46550]

14.10 GAME: VAYGR KAMIKAZE ATTACK TRIGGER: When the Vaygr, in desperation, start Kamikaze-ing Fighters into the player’s Frigates and capital ships.

14.10.1 SpeechEvent: Shipyard Discovered

FLEET INTEL The Vaygr have become desperate. [46555]

Their Fighters are making suicide attacks. [46556]

Recommend using Assault Frigates to protect against these attacks. [46557]

*** PICKUP REQUIRED *** Recommend using Flak Frigates to counter these attacks. [46558]

14.10.2 Gameplay: Destroy Shipyard ObjectiveCreateSecondary: Destroy the Vaygr shipyard

14.11 GAME: MAKAAN DESTROYED TRIGGER: When Makaan is destroyed

14.11.1 AutoFocus: Makaan Dies Focus on Makaan...

MAKAAN At this moment a dark cloud gathers above the skies of Hiigara...[46570]

The Warriors of the Fringe can never be defeated. [46571]

The Vaygr Mothership explodes!

FLEET COMMAND Makaan has been defeated. [46572]

Begin recovery of the Vaygr Core. [46573]

The Trinity will be united. [46574]

Fade to black...

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Trigger NIS 14B

14.12 NIS 14B: MOTHERSHIP POWERS DOWN Letterbox on

Focus on the Mothership.

FLEET COMMAND All systems prepare to power down, and the crew has transferred to Sajuuk. [56140]

Main Drives... offline. [56141]

Engines switch off

Engineering... offline. [56142]

Hanger lights turn off, the door breaks free...

Navigation...offline. [56143]

NAV lights stop blinking, bridge lights switch off

Auxiliary power disabled. [56144]

The Mothership is standing down. [56145]

Begin hyperspace core transfer. [56146]

The core exits the Mothership, and the Mothership recedes into the background...

The Core is away. [56147]

Sajuuk receiving crews, stand by for Core Trinity integration. [56148]

The core approaches Sajuuk, looming closer in the background.

Fade to black over music.

14.13 ANI 14-15: THE CORES UNITE The first beam appears and starts to slowly drift across screen.

The second beam appears at right and starts to drift - the beams cross.

Pull back to reveal Karan and her cables.

Images: The third beam appears and holds center screen.

FLEET COMMAND The Trinity is stable.[55170]

Cut to close up on her eyeball. The beams converge.

Cut to black

Coordinates for Hiigara locked in.[55171]

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14.14 LOADING SCREEN 15: TO HIIGARA Something trippy about Sajuuk

15 Mission 15 — Hiigara Under Attack (Hiigara)

15.1 GAME: HIIGARA BEING ATTACKED Location Card: Hiigara.

Hiigara burns in the background

TRIGGER: On mission start

Autofocus on Sajuuk

FLEET COMMAND Sajuuk is operational. [47010]

All systems online. [47011]

Weapon systems fully charged. [47012]

15.1.1 IntelEvent: Enemy Fleets Detected Sensor Manager Up

FLEET INTEL Sensors indicate large Vaygr forces massing at these locations. [47013]

*** PICKUP REQUIRED *** The last of the Hiigaran Defence Fleet is engaging the Vaygr. They are greatly outnumbered. [47015]

Ping Locations of Enemy Fleets

*** PICKUP REQUIRED *** The Vaygr must be eliminated to lift the siege of Hiigara! [47014]

Sensor Manager Down

ALLSHIPS These lines are taken from the ALLSHIPS script and do not need to be recorded.

This isn't looking good Fleet. 47230

Hold your positions! 47231

15.1.2 Gameplay: Destroy Vaygr Forces ObjectiveCreatePrimary: Destroy Vaygr Fleets

The initial Vaygr forces consists of a number of Strikegroups approaching Hiigara, plus a large force already in near-orbit. When the mission starts, two Strikegroups are already in the mission heading for the player, while another hyperspaces in right after the Intel Event.

Strikegroup composition should vary, but each should be headed by at least one Super Capital ship and a full compliment of escort ships.

More Strikegroups will hyperspace in at regular intervals.

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The intent is to make this a hell of a fight, lots of Battlecruisers and Destroyers duking it out.

The Vaygr have also set up a number of minefields and defensive platforms defending key areas. These include Hyperspace gates.

Given the battlefield wreckage from the first Vaygr attack on Hiigara, the player should have plenty of RUs to harvest and build fleets with.

After X minutes

Need TARGET AQUIRED for mothership.

15.2 NIS15: PLANET KILLERS ATTACK Letterbox on

Planet Killers hyperspaces in.

Legs open and attack.

End on Autofocus on Planet Killer

Letterbox off

15.3 GAME: PLANET KILLER DETECTED TRIGGER: <x> Minutes pass

15.3.1 AutoFocus: Planet Killers

FLEET INTEL *** PICKUP REQUIRED *** Multiple Mothership-class signals detected. [47022]

*** PICKUP REQUIRED *** Unknown Vaygr vessels have exited Hyperspace in position to attack Hiigara. [47020]

These weapons are attacking the surface of Hiigara directly with a weapon of unknown origins. [47020]

*** PICKUP REQUIRED *** They are attacking with weapons of mass destruction. [47024]

They must be stopped! [47021]

These vessels do not resemble any known Vaygr design. However, sensors indicate similarities to Bentusi technology. They are not responding to hails. [47023]

Stand by for combat.[46025]

15.3.2 Gameplay: Destroy the Planet Killers ObjectiveCreatePrimary: Destroy Planet Killers

Three Planet Killers are on a course for Hiigara. Using the remaining Vaygr Strikegroups as a defensive screen, the Planet Killers will move to within firing range and then start unloading their missiles at Hiigara.

The Planet Killers will move to a point where they can fire on Hiigara, while all other Vaygr ship intercept any incoming attackers.

The player will need to coordinate their attack. The following are all viable options:

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Using Sajuuk to either target the Planet Killers, while the rest of the player’s fleet deals with the Vaygr defenders.

Using Sajuuk to blast the defending Capital Ships, allowing fighters to attack the Planet Killer Subsystems.

Using Sajuuk to blast the defending Capital Ships, allowing Marine Frigates to board and disable the Planet Killer.

Whatever the option, the player should have his hands full, but should never feel things are getting out of control. The player has Sajuuk, so the conclusion should never be in doubt. This does not mean the player should not feel pressure.

15.4 GAME: PLANET KILLER LAUCHING MISSILES — NOT USED TRIGGER: When the countdown timer has run out

SpeechEvent: Panet Killer Powering Up

FLEET INTEL Enemy missile launch sequence confirmed. [47030]

Estimated time of launch is 1 minute [47031]

Estimated time of launch is 2 minutes [47032]

Estimated time of launch is 3 minutes [47033]

Estimated time of launch is 4 minutes [47034]

Estimated time of launch is 5 minutes [47035]

Estimated time of launch is 6 minutes [47036]

Estimated time of launch is 7 minutes [47037]

Estimated time of launch is 8 minutes [47038]

Estimated time of launch is 9 minutes [47039]

Estimated time of launch is 10 minutes [47045]

15.4.1 Gameplay: Destroy the Planet Killer, cont’d The Planet Killer is now partially active – the main weapon is not yet active, but its subsidiary weapon systems are online – these are a collection of hull weapons capable of doing substantial damage to any incoming craft.

At this point the player needs to split their efforts between focusing on the Vaygr defenses, the three Planet Killers, and the Planet Killers’ defensive weaponry.

Sajuuk is the player’s most powerful weapon. However it can only fire its devastating beam every 30 seconds or so. In this sense, it’s kind of like the galaxy’s most powerful sniper rifle. Incredible damage, suuuper long reload time ☺.

This creates some tactical dilemmas for the player. They have to choose between taking out Vaygr Battlecruisers and Destroyers, the Planet Killer’s defensive weapons, or the Planet Killer’s subsystems.

A Timer indicates to the player how much time they have before the bombardment begins.

15.5 GAME: MISSLE LAUNCH IMINIMENT TRIGGER: When the countdown timer has run out

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15.5.1 IntelEvent: On Planet Killer Getting Ready to Fire SM up – close on planet killer

Ping missles launching

FLEET INTEL *** PICKUP REQUIRED *** Analysis indicates the unknown vessels are Surface Bombardment Platforms and are preparing to attack. [47040]

*** PICKUP REQUIRED *** Dispatch Interceptors to target any missiles before they can enter Hiigara’s atmosphere. [47041]

*** PICKUP REQUIRED *** Missiles must be destroyed before they reach this debris field. 47042

SM down

15.5.2 Gameplay: Intercept Missiles The Vaygr Planet Killers unleash their arsenal at Hiigara, adding a new variable to the mission.

The player still needs to deal with the defensive screen and the Planet Killers, but must also intercept the Orbital Missiles.

The Planet Killers have a slow rate of fire, but will not stop until destroyed.

15.6 GAME: MISSILE LAUNCH TRIGGER:

15.6.1 SpeechEvent: MISSILE LAUNCH

FLEET INTEL *** PICKUP REQUIRED *** Enemy missile launch sequence confirmed. 47220

*** PICKUP REQUIRED *** Surface bombardment missile launched. 47221

*** PICKUP REQUIRED *** Confirmed launch of missile. 47222

*** PICKUP REQUIRED *** Missile launched and on trajectory for Hiigara. 47223

*** PICKUP REQUIRED *** All Interceptors, red alert, we have detected missile launch. 47224

*** PICKUP REQUIRED *** Missile launched, repeat, Missile has been launched. 47225

15.6.2 Gameplay: Mission Fail The Player has lost, Hiigara has been destroyed.

15.7 GAME: HIIGARA HIT TRIGGER: When Orbital Missile hits Hiigara

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15.7.1 SpeechEvent: First Impact

FLEET INTEL Hiigara reports missile impact. [47050]

Catastrophic damage reports coming in. [47051]

15.7.2 Gameplay: Hiigara in Flames With each missile, Hiigara slowly starts to burn using an effect similar to Homeworld when Kharak is attacked.

Each subsequence impact triggers a new SpeechEvent:

15.7.3 SpeechEvent: Second Impact

FLEET INTEL Second impact detected...[47060]

Geothermal activity reported. [47061]

15.7.4 SpeechEvent: Third Impact

FLEET INTEL Third Impact confirmed. [47070]

15.7.5 SpeechEvent: Fourth Impact

FLEET INTEL Fourth Impact confirmed! [47080]

Hiigara cannot take any more of this! [47081]

15.7.6 SpeechEvent: Fifth Impact

FLEET INTEL We have lost all communications with Hiigara. [47090]

The planet is nearly destroyed. [47091]

15.8 GAME: HIIGARA DESTROYED TRIGGER: When sixth Orbital Missile hits Hiigara

15.8.1 SpeechEvent: Hiigara Destroyed Autofocus on Hiigara, blowing up. Screen goes All White.

FLEET COMMAND Nothing remains... [47100]

15.8.2 Gameplay: Mission Fail The Player has lost, Hiigara has been destroyed.

15.9 GAME: FIRST PLANET KILLER DESTROYED TRIGGER: The first of the Planet Killers been destroyed

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15.9.1 SpeechEvent: First Planet Killer Power System Destroyed

FLEET INTEL One Surface Bombardment Platform destroyed. [47110]

15.9.2 Gameplay: Planet Killers continue Bombardment The remaining two Planet Killers continue their attacks on Hiigara.

15.10 GAME: SECOND PLANET KILLER DESTROYED TRIGGER: The second of the Planet Killers is destroyed

15.10.1 SpeechEvent: Second Planet Killer Power System Destroyed

FLEET INTEL Two Surface Bombardment Platforms destroyed. [47120]

15.10.2 Gameplay: Vaygr Counter Attack With the Second Planet Killer down, the Vaygr shift from actively defending the Planet Killer to actively attacking the player.

The focus of their attack will be whatever ship the player is using to destroy the Planet Killers, namely Sajuuk.

The Vaygr will try anything to destroy Sajuuk at this stage.

15.11 GAME: FINAL PLANET KILLER DESTROYED TRIGGER: The last of the Planet Killers has been destroyed

15.11.1 AutoFocus: Planet Killer Blows Up Camera focus on a Planet Killer hulk as it blows up from the inside out in spectacular fashion

15.11.2 SpeechEvent: Victory is Ours

FLEET INTEL Scans confirm the final Surface Bombardment Platform has been destroyed. [47130]

Sensors indicate several Vaygr ships are fleeing to hyperspace. [47131]

Victory is ours! [47132]

FLEET COMMAND Hiigara is safe, victory is ours. [47333]

Sajuuk has returned. [47334]

15.11.3 Gameplay: HW2 Over Fade to ANI 15

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FLEET INTEL The Planetary Bombardment Platform has shields that even Sajuuk cannot penetrate. [47140]

Destroy the shield generator subsystems. [47141]

FLEET INTEL First missile system destroyed. [47150]

First shield generator subsystem destroyed. [47151]

FLEET INTEL The Planetary Bombardment Platform is showing a drop in its shield levels. [47160]

FLEET INTEL (second subsystem destroyed)

Second missile system destroyed. [47170]

Second shield generator subsystem destroyed. [47171]

FLEET INTEL The Planetary Bombardment Platform is again showing a drop in its shield build-up. [47180]

FLEET INTEL (Third subsystem destroyed)

Final missile system destroyed. [47190]

Final shield generator subsystem destroyed [47191]

FLEET INTEL The Planetary Bombardment Platform shield is powering down. [47200]

Scans of the hull indicate that it is immune to conventional weapons. [47201]

Bring Sajuuk to bear. [47202]

15.12 ANI 15: THE DAWN OF THE HIIGARAN AGE

NARRATOR Karan became the Sajuuk-Khar, The Chosen One and Custodian of The Three.[55180]

Images: Karen inside Sajuuk, 3 cores ‘feed’ into her

Conflicts that raged for millennia came to an end and a new age of discovery began. [55181]

Images: Hiigara cityscape being rebuilt at dawn

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An age of great wonders and visions. [55182]

Images: juicy alien landscapes, stars, etc

A time boundless in treasures and knowledge... [55183]

The Old Trade Routes thrived anew. [55184]

Images: convoys, traders, ports, etc

FADE TO BLACK

But one secret remained... [55185]

FADE UP

The Eye of Aarran was discovered far away in the vast reaches Outer Rim. [55186]

Images: Aaron’s old ‘China Gate’ comp

A Great Network of Hyperspace Gates... [55188]

Images: the disc lights up!

It was opened by the power of The Three. [55187]

Images: Time-lapsed traffic starts shooting through in long sinews across space.

What lay beyond hushed every voice in the galaxy. [55189]

Images: map of galactic network

Each one, a magnificent engine of unimaginable power and elegance! [55190]

An ancient system perfectly preserved in the void. Hidden from view throughout all History. [55191]

Images: misc shots of hyperpasce gates

The Age of Hiigara has begun. [55192]

Images: extreme close-up: Karan’s eyes open – she’s looking directly at the camera.

CUT TO BLACK

15.13 ANI 16: CREDITS