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hw2 Script Final

Added new events / dialog post M13 - mission 7, 9, 10, 15 changed significantly. Added new M01 and M03 events Added New Mission 03 dialogue ANI and NIS to V3. Integrated snapshot shotlists for all animatics from AK Integrated Missions 4,5,10 and 11 integrated updated 1-3 changes to mission 6 and 8 Sobani / Tobari removal.

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Mytyl & kino
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100% found this document useful (1 vote)
168 views127 pages

hw2 Script Final

Added new events / dialog post M13 - mission 7, 9, 10, 15 changed significantly. Added new M01 and M03 events Added New Mission 03 dialogue ANI and NIS to V3. Integrated snapshot shotlists for all animatics from AK Integrated Missions 4,5,10 and 11 integrated updated 1-3 changes to mission 6 and 8 Sobani / Tobari removal.

Uploaded by

Mytyl & kino
Copyright
© Attribution Non-Commercial (BY-NC)
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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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, MJJ
10, 15 changed significantly. Mission 6, Mission 8
tweaked for new “distorted hyperspace” events.
Not reviewed.
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 JMA
placeholder recording.
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: HW2 Design
Team
 Current Mission flow
 In-Mission Dialogue integrated
 First Draft Animatics
HW2 Team HW2 SCRIPT final.doc 1/17/2006 14:04 A1/P1

 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 HW2 Design
with all Missions to v1 (Prophecy script). For up to Team
date mission information, see the individual
mission designs.
1.9 18-Sept-02 ACT I Missions to V2. For all other mission see JMA
MISSION DESIGNS.
1.8 6-Sept-02 Integrated snapshot shotlists for all animatics from AGC
AK
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/AG
C

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Table of Contents
0.1 Dramatis Personae........................................................................................................ 12
NIS 00: Relic Intro............................................................................................................... 12

0 START SINGLE PLAYER GAME.................................................................... 12


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......................................................................... 18
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
1.17 GAME: MORE ENEMIES DETECTED........................................................................ 21
1.18 GAME: BUILD ATTACK BOMBERS............................................................................ 22
1.20 GAME: FIRST GATE DESTROYED............................................................................ 22
1.21 GAME: HYPERSPACE OUT....................................................................................... 23
1.22 ANI 01-02: VAYGR INVASION.................................................................................... 24
1.23 LOADING SCREEN 02: HIIGARA.............................................................................. 24

2 MISSION 02 – HIIGARA (ANGEL MOON, META HIIGARA).......................... 24


1.24 NIS02A: CREW TRANSPORTS UNDERWAY............................................................ 24
1.25 GAME: CREW TRANSPORT CONVOY...................................................................... 25
1.26 GAME: CONVOY <Bishop One> - <Bishop Six> DESTROYED................................. 26
1.27 GAME: CONVOY <Name1> - <Name6> SAVED........................................................ 26

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1.28 GAME: FIRST CONVOY DOCKED............................................................................. 27


1.29 GAME: CORVETTE SUBSYSTEMS COMPLETE....................................................... 27
1.30 GAME: SECOND CONVOY SAVED........................................................................... 28
1.31 GAME: THIRD CONVOY SAVED................................................................................ 28
1.32 GAME: FOURTH CONVOY SAVED............................................................................ 29
1.33 GAME: FOUR CONVOYS DOCKED........................................................................... 29
1.34 GAME: FIFTH CONVOY SAVED................................................................................ 29
1.35 GAME: SIXTH CONVOY SAVED................................................................................ 29
1.36 GAME: PLAYER TRIED TO MOVE MOTHERSHIP.................................................... 30
1.37 GAME: VAYGR CARRIER LAUNCHES REINFORCEMENTS.................................... 30
1.38 GAME: VAYGR FIGHTER FACILITY DESTROYED................................................... 30
1.39 GAME: VAYGR FRIGATE ATTACK............................................................................ 30
1.40 PICKUP: ALLIED FORCES ON THE WAY.................................................................. 31
1.41 NIS02B: CAPTAIN SOBAN ARRIVES......................................................................... 31
1.42 GAME: SOBAN HELPS............................................................................................... 31
1.43 GAME: SOBAN UNDER ATTACK............................................................................... 32
1.44 GAME: SOBAN DESTROYED.................................................................................... 32
1.45 GAME: THREE CONVOYS LOST............................................................................... 32
1.46 GAME: VAYGR CARRIER TRIES TO FLEE............................................................... 33
1.47 GAME: VAYGR CARRIER DESTROYED................................................................... 33
1.48 GAME: VAYGR CARRIER ESCAPED........................................................................ 33
1.49 PICKUP: RECOMMEND COLLECTORS.................................................................... 33
1.50 PICKUP: CONVOY 1 CRITICAL DAMAGE................................................................. 34
1.51 PICKUP: CONVOY 2 CRITICAL DAMAGE................................................................. 34
1.52 PICKUP: CONVOY 3 CRITICAL DAMAGE................................................................. 34
1.53 PICKUP: CONVOY 4 CRITICAL DAMAGE................................................................. 34
1.54 PICKUP: CONVOY 5 CRITICAL DAMAGE................................................................. 34
1.55 PICKUP: CONVOY 6 CRITICAL DAMAGE................................................................. 34
1.56 PICKUP: VAYGR FRIGATES DESTROYED............................................................... 35
1.57 PICKUP: TRANSPORTS RETURNING TO BASE...................................................... 35
1.58 PICKUP: PULSAR GUNSHIP AVAILABLE.................................................................. 35
1.59 PICKUP: SOBAN CRITICALLY DAMAGED................................................................ 35
1.60 PICKUP: SIX CREW TRANSPORTS INBOUND......................................................... 35
1.61 PICKUP: GUNSHIPS AVAILABLE FOR CONSTRUCTION........................................ 36
1.62 PICKUP: ELITE BOMBERS LAUNCHING FROM MOTHERSHIP.............................. 36
1.63 PICKUP: ELITE CORVETTES LAUNCHING FROM MOTHERSHIP.......................... 36
1.64 PICKUP: CAPTURE THE CARRIER........................................................................... 36
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1.65 GAME: SOBAN PROVIDES REINFORCEMENTS...................................................... 37


1.66 GAME: WIN................................................................................................................. 38
1.67 ANI 02-03: TERMS OF SURRENDER........................................................................ 38
1.68 LOADING SCREEN 03: SARUM STAGING GROUND............................................... 39

2 MISSION 03 – SARUM STAGING GROUNDS............................................... 39


2.1 GAME: ARRIVE AT STAGING GROUNDS................................................................... 39
2.2 GAME: SHIPYARD SAFE.............................................................................................. 40
2.3 GAME: FORWARD RESOURCING ESTABLISHED..................................................... 41
2.4 GAME: TIER 2............................................................................................................... 41
2.5 GAME: VAYGR PROBES.............................................................................................. 42
2.6 GAME: SHIPYARD REPAIRED .................................................................................... 42
2.7 GAME: VAYGR WAVE 1............................................................................................... 43
2.8 GAME: VAYGR WAVE 2............................................................................................... 44
2.9 GAME: VAYGR WAVE 3............................................................................................... 44
2.10 GAME: SHIPYARD BEING BOARDED....................................................................... 45
2.11 GAME: Vaygr Reinforcements..................................................................................... 45
2.12 GAME: Vaygr Reinforcements..................................................................................... 46
2.13 GAME: SHIPYARD BEEN BOARDED........................................................................ 46
2.14 GAME: SHIPYARD TIMER.......................................................................................... 47
2.15 GAME: VAYGR INFILTRATORS REINFORCED........................................................ 47
2.16 GAME: Shipyard Is Ours.............................................................................................. 48
2.17 GAME: BENTUSI ARRIVE.......................................................................................... 48
2.18 NIS 03: BENTUSI ARRIVE.......................................................................................... 48
2.19 GAME: Hyperspace..................................................................................................... 49
2.20 ANI 03-04: Bentusi Intel............................................................................................... 50
2.21 LOADING SCREEN 04: TO GEHENNA...................................................................... 50

3 MISSION 04 – OUTSKIRTS OF GEHENNA (COMM STATION).................... 50


3.1 GAME: INHIBITOR STATIONS..................................................................................... 50
3.2 GAME: WHEN PLAYER HAS SEEN INHIBITORS........................................................ 51
3.3 GAME: MINELAYER CONSTRUCTED......................................................................... 52
3.4 GAME: HYPERSPACE GATES DETECTED................................................................ 52
3.5 GAME: Communications Station Repairs...................................................................... 53
3.6 GAME: DESTRUCTION OF INHIBITORS..................................................................... 54
3.7 GAME: WE CAN BUILD TORPEDO FRIGATE............................................................. 54
3.8 GAME: INHIBITORS DESTROYED.............................................................................. 55
3.9 GAME: WE CAN BUILD CAP SHIPS............................................................................ 55

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3.10 GAME: STATION OPERATIONAL.............................................................................. 55


3.11 GAME: VAYGR CARRIER DEAD................................................................................ 56
3.12 GAME: VAYGR THREAT ELIMINATED...................................................................... 56
3.13 ANI 04-05: ORACLE LOCATED.................................................................................. 56
3.14 LOADING SCREEN 05: TO THE ORACLE GEHENNA.............................................. 57

4 MISSION 05 – GEHENNA (ORACLE DIG SITE)............................................. 57


4.1 GAME: PREPARE FOR ASSAULT .............................................................................. 57
4.2 GAME: Vaygr Garrisons................................................................................................ 58
4.3 GAME: VAYGR GARRISON DESTROYED.................................................................. 58
4.4 GAME: ION CANNONS AVAILABLE............................................................................. 59
4.5 GAME: Leaving Field .................................................................................................... 59
4.6 GAME: DETECTED BY VAYGR.................................................................................... 59
4.7 GAME: SHIPYARD DETECTED.................................................................................... 59
4.8 GAME: ORACLE RECOVERED.................................................................................... 60
4.9 ANI 05-06: THE ORACLE ............................................................................................. 60
4.10 LOADING SCREEN 06: TO KAROS........................................................................... 61

ACT II................................................................................................................. 61
5 MISSION 06 – KAROS (LIGHTHOUSE)......................................................... 61
5.1 GAME: BEGIN............................................................................................................... 61
5.2 NIS 06A: KAROS GRAVEYARD................................................................................... 61
5.3 GAME: LISTENING POST............................................................................................. 61
5.4 GAME:NEW EVENT FILLS MISSING SPEECH............................................................ 62
5.5 GAME: MS CORE STATUS.......................................................................................... 62
5.6 GAME: INVESTIGATE A HULK..................................................................................... 62
5.7 NIS 06B: MOVERS EMERGE....................................................................................... 62
5.8 GAME: MOVERS ATTACK............................................................................................ 63
5.9 GAME: MOTHERSHIP JUMPS..................................................................................... 63
5.10 GAME: MOTHERSHIP EXITS HYPERSPACE............................................................ 63
5.11 GAME: DERELICT MOVER DETECTED.................................................................... 64
5.12 GAME: DERELICT SALVAGED.................................................................................. 65
5.13 GAME: DERELICT REVERSE ENGINEERED............................................................ 65
5.14 GAME: ANTI-MOVER READY.................................................................................... 65
5.15 GAME: MOTHERSHIP JUMPS AGAIN....................................................................... 66
5.16 GAME: MOTHERSHIP EXITS HYPERSPACE............................................................ 66
5.17 GAME: MOTHERSHIP IN PROXIMITY OF LIGHTHOUSE......................................... 66
5.18 ANI 06-07: PROGENITOR SHIPWRECK DATA......................................................... 67
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5.19 LOADING SCREEN 07: INTO THE VEIL.................................................................... 68

6 MISSION 07 – VEIL OF FIRE, PROGENITOR FOUNDRY............................. 68


6.1 GAME: INTRODUCTION............................................................................................... 68
6.2 GAME: INCOMINGPROBE........................................................................................... 69
6.3 Probe Gets Away .......................................................................................................... 69
6.4 PROBE DESTROYED................................................................................................... 69
6.5 GAME: INCOMING VAYGR.......................................................................................... 70
6.6 GAME: RADIATION DAMAGE...................................................................................... 70
6.7 GAME: MOVERS UNDER CONTROL.......................................................................... 71
6.8 GAME: FIRST HULK CLEARED................................................................................... 71
6.9 GAME: SECOND HULK CLEARED.............................................................................. 72
6.11 GAME: WIN................................................................................................................. 72
6.12 ANI 07-08: MOVER MEMORIES................................................................................. 73
6.13 LOADING SCREEN 08: INTO THE HANGAR............................................................. 73

7 MISSION 08 – PROGENITOR HANGER (DREADNAUGHT BERTH)............ 73


7.1 GAME: INVESTIGATE THE POWER SOURCE............................................................ 73
7.2 GAME: HYPERSPACE DISABLED............................................................................... 74
7.3 GAME: NIS TRIGGER].................................................................................................. 74
7.4 NIS08: MEET THE KEEPER......................................................................................... 74
7.5 GAME: RETRIEVE THE DREADNAUGHT.................................................................... 75
7.6 GAME: KEEPER IS ATTACKING.................................................................................. 76
7.7 GAME: RAISING THE DREADNAUGHT....................................................................... 76
7.8 GAME: DREADNAUGHT MOVER LOST...................................................................... 76
7.9 GAME: DREADNAUGHT DOCKED.............................................................................. 77
7.10 GAME: DREADNAUGHT ANALYSIS.......................................................................... 77
7.11 GAME: CANNOT DEFEAT KEEPER.......................................................................... 77
7.12 PICKUP: PROBE IN POSITION.................................................................................. 79
7.13 PICKUP: DEVICES LOCATED.................................................................................... 79
7.14 GAME: WE HAVE A PLAN.......................................................................................... 79
7.15 GAME: INHIBITOR 1 EN ROUTE................................................................................ 80
7.16 GAME: INHIBITOR 1 INSTALLED............................................................................... 80
7.17 GAME: INHIBITOR 2 INSTALLED............................................................................... 80
7.18 GAME: INHIBITOR 3 INSTALLED............................................................................... 80
7.19 GAME: HYPERSPACE DISTORTION FIELD ACTIVE................................................ 80
7.20 GAME: KEEPER TRAPPED........................................................................................ 81
7.21 PICKUP: KEEPER SELF-DESTRUCT COUNTDOWN............................................... 81

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7.22 PICKUP: DROID ANALYSIS....................................................................................... 81


7.23 GAME: LET’S GO........................................................................................................ 82
7.24 ANI 08-09: DREADNAUGHT INTEL............................................................................ 82
7.25 LOADING SCREEN 09: SOBAN’S LAST COORDINATES......................................... 82

8 MISSION 09 – GOING AFTER SOBAN IN VAYGR TERRITORY................. 82


8.1 GAME: START.............................................................................................................. 82
8.2 NIS09: DREADNAUGHT DEPLOYED........................................................................... 83
8.3 GAME: FIGHT THE VAYGR.......................................................................................... 83
8.4 GAMEPLAY : VAYGR GATES...................................................................................... 84
8.5 GAMEPLAY : VARIANT FLOW..................................................................................... 84
8.6 GAMEPLAY : VARIANT FLOW..................................................................................... 85
8.7 GAMEPLAY : VAYGR GATES DESTROYED............................................................... 85
8.8 GAMEPLAY : VAYGR CARRIER.................................................................................. 86
8.9 GAMEPLAY : VAYGR CARRIER.................................................................................. 86
8.10 CARRIERS DESTROYED........................................................................................... 86
8.11 GAME: REPAIR THE DREADNAUGHT...................................................................... 87
8.12 GAME: REPAIRS IN PROGRESS............................................................................... 87
8.13 GAME: SHIPYARD UNDER ATTACK......................................................................... 88
8.14 GAME: SHIPYARD DESTROYED............................................................................... 88
8.15 GAME: DREADNAUGHT UNDER ATTACK................................................................ 88
8.16 GAME: DREADNAUGHT DESTROYED..................................................................... 88
8.17 GAME: DREADNAUGHT REPAIRED......................................................................... 89
8.18 GAME: VAYGR RETREATING.................................................................................... 89
8.19 GAME: MISSION WON............................................................................................... 89
8.20 NIS09B: SOBAN CAPTURED..................................................................................... 90
8.21 GAME: HYPERSPACE................................................................................................ 90
8.22 ANI 09-10: SOBAN IN TROUBLE................................................................................ 91
8.23 LOADING SCREEN 10: TO BENTUS......................................................................... 91

9 MISSION 10 – SACRIFICE OF BENTUS........................................................ 91


9.1 GAME: THE CORE HAS BEEN CALLED...................................................................... 91
9.2 GAME: ONE KEEPER DESTROYED............................................................................ 92
9.3 GAME: KEEPER STUN GUN........................................................................................ 92
9.4 GAME: KEEPER CAPTURE DREADNAUGHT............................................................. 93
9.5 GAME: KEEPER CAPTURES DREAD.......................................................................... 93
9.6 GAME: DREAD CAPTURED BACK.............................................................................. 93
9.7 DREAD CANNOT HARM KEEPERS............................................................................. 93

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9.8 GAME: BENTUSI ARRIVE............................................................................................ 94


9.9 GAME: MORE KEEPERS ARRIVING........................................................................... 95
9.10 GENERAL KEEPER DEATH TALKED........................................................................ 95
9.12 ARCHIVE TRANSFER STARTED............................................................................... 96
9.13 BENTUS DAMAGED................................................................................................... 96
9.14 GENERAL KEEPER DEATH ...................................................................................... 96
9.15 GAME: DREADNAUGHT DAMAGE............................................................................ 97
9.16 GAME: BENTUSI TRANSFER OVER......................................................................... 97
9.17 GAME: BENTUS SACRIFICE...................................................................................... 98
9.18 GAME: BENTUS GOING NOVA.................................................................................. 98
9.19 GAME: ZERO TIME..................................................................................................... 98
9.20 GAME: OLD EVENTS................................................................................................. 99
9.21 DREAD REPAIRS STARTED...................................................................................... 99
9.22 NIS10A: BENTUS GOES NOVA................................................................................. 99
9.23 ANI 10-11: We Survived............................................................................................ 100
9.24 LOADING SCREEN 11: REQUIEM FOR THE BENTUSI ......................................... 100

ACT III.............................................................................................................. 100


10 MISSION 11 – BENTUS RUINS................................................................ 100
10.1 GAME: SOMETHING IS WRONG............................................................................. 100
10.2 GAME: CORE IS STUCK IN DANGEROUS NEBULA.............................................. 101
10.3 GAME: VAYGR ARRIVED......................................................................................... 102
10.4 GAME: DEFENCE FRIGATE BUILT......................................................................... 102
10.5 GAME: VAYGR GET CORE...................................................................................... 102
10.6 GAME: VAYGR DESTROY RESOURCE COLLECTOR ......................................... 102
10.7 GAME: Core in Carrier............................................................................................... 103
10.8 GAME: CARRIER GETS AWAY................................................................................ 103
10.9 GAME: CORE PIECE SAVLAGED............................................................................ 103
10.10 GAME: CORE PIECE SAVLAGED.......................................................................... 103
10.11 GAME: WE HAVE THE CORE................................................................................ 104
10.12 GAME: HS OUT....................................................................................................... 104
10.13 ANI 11-12: GET SOBAN.......................................................................................... 104
10.14 LOADING SCREEN 12: VAYGR RALLY POINT..................................................... 105

11 MISSION 12 – RESCUE SOBAN SOBAN (GREAT WASTELANDS)....... 105


11.1 GAME: SOBAN IN PRISON...................................................................................... 105
11.2 NIS 12: VAYGR CARRIER ON ROUTE.................................................................... 105
11.3 GAME: MISSION INTRO........................................................................................... 105
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11.4 GAME: MAKAAN HAS ARRIVED.............................................................................. 106


11.5 GAME: RESCUE SOBAN.......................................................................................... 106
11.6 GAME: WE HAVE SOBAN........................................................................................ 107
11.7 GAME: SOBAN DESTROYED.................................................................................. 107
11.8 GAME: DO NOT DESTORY COMM STATION......................................................... 108
11.9 GAME: SOBAN IS SAFE........................................................................................... 108
11.10 GAME: FOLLOW MAKAAN..................................................................................... 108
11.11 GAME: MAKAAN RUNS FOR THE HILLS (BALCORA).......................................... 109
11.12 ANI 12-13: MAKAAN HAS FOUND SAJUUK.......................................................... 109
11.13 .LOADING SCREEN 13: TO THE GATE................................................................. 109

12 MISSION 13 – BALCORA GATE (BALCORA GATE)............................... 109


12.1 GAME: START.......................................................................................................... 109
12.2 NIS13: GATE AT BALCORA..................................................................................... 110
12.3 GAME: DEFEND THE GATE..................................................................................... 110
12.4 GAME: POWER GENERATORS AT HALF HEALTH................................................ 111
12.5 GAME: LOST 1 GENERATOR (none saved)............................................................ 111
12.6 GAME: SAVED 1 GENERATOR............................................................................... 111
12.7 GAME: LOST 1 GENERATOR (saved 1).................................................................. 112
12.8 GAME: LOST 2 GENERATORS (none saved).......................................................... 112
12.9 GAME: SAVED 2 GENERATORS............................................................................. 112
12.10 GAME: LOST 2 GENERATORS (saved 1).............................................................. 112
12.11 GAME: LOST 3 GENERATORS.............................................................................. 112
12.12 GAME: SAVED 3 GENERATORS........................................................................... 112
12.13 GAME: SHIPYARD DETECTED.............................................................................. 113
12.14 GAME: POWER SIGNATURE DETECTED............................................................. 113
12.15 GAME: SHIPYARD DESTROYED........................................................................... 113
12.16 GAME: GATE READY FOR USE............................................................................ 113
12.17 GAME: GATE OPEN............................................................................................... 114
12.18 ANI13-14: INTO BALCORA..................................................................................... 114
12.19 LOADING SCREEN 14: TO BALCORA................................................................... 114

13 MISSION 14 – SAJUUK (SAJUUK)............................................................ 114


13.1 GAME: MAKAAN IS ATTACKING............................................................................. 114
13.2 NIS 14A: INTRO SAJUUK......................................................................................... 115
13.3 GAME: AMBUSH....................................................................................................... 115
13.4 GAME: ELIMINATE MAKAAN................................................................................... 115
13.5 GAME: MAKAAN DAMAGED.................................................................................... 116

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13.6 GAME: MAKAAN SERIOUSLY DAMAGED............................................................... 116


13.7 GAME: MAKAAN REPAIRING.................................................................................. 116
13.8 GAME: VAYGR SHIPYARD DISCOVERED.............................................................. 116
13.9 GAME: VAYGR CARRIER DISCOVERED................................................................ 117
13.10 GAME: VAYGR KAMIKAZE ATTACK...................................................................... 117
13.11 GAME: MAKAAN DESTROYED.............................................................................. 117
13.12 NIS 14B: MOTHERSHIP POWERS DOWN............................................................ 118
13.13 ANI 14-15: THE CORES UNITE.............................................................................. 118
13.14 LOADING SCREEN 15: TO HIIGARA..................................................................... 119

14 MISSION 15 — HIIGARA UNDER ATTACK (HIIGARA)............................. 119


14.1 GAME: HIIGARA BEING ATTACKED....................................................................... 119
14.2 NIS15: PLANET KILLERS ATTACK.......................................................................... 120
14.3 GAME: PLANET KILLER DETECTED....................................................................... 120
14.4 GAME: PLANET KILLER LAUCHING MISSILES — NOT USED.............................. 121
14.5 GAME: MISSLE LAUNCH IMINIMENT...................................................................... 122
14.6 GAME: MISSILE LAUNCH........................................................................................ 122
14.7 GAME: HIIGARA HIT ................................................................................................ 123
14.8 GAME: HIIGARA DESTROYED................................................................................ 124
14.9 GAME: FIRST PLANET KILLER DESTROYED........................................................ 124
14.10 GAME: SECOND PLANET KILLER DESTROYED................................................. 124
14.11 GAME: FINAL PLANET KILLER DESTROYED....................................................... 124
14.12 ANI 15: THE DAWN OF THE HIIGARAN AGE........................................................ 126
14.13 ANI 16: CREDITS.................................................................................................... 127

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0.1 DRAMATIS PERSONAE


KARAN S’JET Jennifer Graveness
Played by
SOBAN SOBAN Jean-Michel
Played by
MAKAAN Mark Oliver
Played by
THE ORACLE (Narrator) Campbell Lane
Played by
FLEET INTEL Eli Gabay
Played by
BENTUS Campbell Lane
Played by
Allships — Shipyard Mark Oliver
ALLSHIPS Mark Oliver, Henry Faber, Ty Olsson, Jason
Wingham
Played by ALL SHIPS

NIS 00: Relic Intro

0 START SINGLE PLAYER GAME


Player starts a new single player game.

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.

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1.3.2 Gameplay: Harvesting


 ObjectiveCreatePrimary: Begin Harvesting. Collect 500 RU’s
 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.

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1.5.2 Gameplay: Interceptors


 ObjectiveCreatePrimary: Build 1 squadron of Interceptors.
 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:

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1.9 NIS01B: CHIMERA UNDER ASSAULT


Letterbox On
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

1.17 GAME: MORE ENEMIES DETECTED


TRIGGER: Once Mothership has begun to launch
1.17.1 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
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1.17.2 Gameplay: More incoming


 ObjectiveCreatePrimary: Research Plasma Bomb technology.

1.18 GAME: BUILD ATTACK BOMBERS


TRIGGER: Once Plasma Bomb research is done
1.18.1 AutoEvent: Build Bombers

FLEET INTEL
Plasma Bomb research complete. Attack Bombers
ready for construction. [40610]
These fighters are effective against heavily
armored targets. [40611]
Begin construction of Attack Bombers immediately.
[40612]
1.18.2 Gameplay: Build Bombers
 ObjectiveCreatePrimary: Construct Attack Bombers.

1.19

1.20 GAME: FIRST GATE DESTROYED


TRIGGER: Once first gate has been destroyed
1.20.1 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]

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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.


1.20.2 Gameplay: Enter Hyperspace
Mission end.

1.21 GAME: HYPERSPACE OUT


TRIGGER: Once there are no more Vaygr attackers.
1.21.1 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.


1.21.2 Gameplay: Enter Hyperspace
Mission end.

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1.22 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]
Images: data overlay: the Homeworld system and the Angel
Moon. Vaygr attack vector indicated. Position of rally
point indicated.

1.23 LOADING SCREEN 02: HIIGARA


Show Hiigaran system.
Show incoming Vaygr attack arrows converging on
Hiigara.

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


1.24 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]

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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.

1.25 GAME: CREW TRANSPORT CONVOY


TRIGGER: On player control
1.25.1 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.

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1.25.2 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.

1.26 GAME: CONVOY <Bishop One> - <Bishop Six> DESTROYED


TRIGGER: When a Convoy is destroyed
1.26.1 SpeechEvent: Convoy Bishop One Lost

FLEET COMMAND
Transport Bishop One lost. [40030]

1.26.2 SpeechEvent: Convoy Bishop Two Lost

FLEET COMMAND
Transport Bishop Two lost. [40040]

1.26.3 SpeechEvent: Convoy Bishop Three Lost

FLEET COMMAND
Transport Bishop Three lost. [40050]

1.26.4 SpeechEvent: Convoy Bishop Four Lost

FLEET COMMAND
Transport Bishop Four lost. [40060]

1.26.5 SpeechEvent: Convoy Bishop Five Lost

FLEET COMMAND
Transport Bishop Five lost. [40070]

1.26.6 SpeechEvent: Convoy Bishop Six Lost

FLEET COMMAND
Transport Bishop Six lost. [40080]

1.27 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.
1.27.1 SpeechEvent: Convoy <Name1> Saved

FLEET INTEL
Threat eliminated. Transport Bishop One is safe.
[40031]
1.27.2 SpeechEvent: Convoy <Name2> Saved

FLEET INTEL
Threat eliminated. Transport Bishop Two is safe.

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[40041]
1.27.3 SpeechEvent: Convoy <Name3> Saved

FLEET INTEL
Threat eliminated. Transport Bishop Three is
safe. [40051]
1.27.4 SpeechEvent: Convoy <Name4> Saved

FLEET INTEL
Threat eliminated. Transport Bishop Four is
safe. [40061]
1.27.5 SpeechEvent: Convoy <Name5> Saved

FLEET INTEL
Threat eliminated. Transport Bishop Five is
safe. [40071]
1.27.6 SpeechEvent: Convoy <Name6> Saved

FLEET INTEL
Threat eliminated. Transport Bishop Six is safe.
[40081]

1.28 GAME: FIRST CONVOY DOCKED


TRIGGER: When the first crew convoy ship has docked with the Mothership.
1.28.1 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]
1.28.2 Gameplay: Build Corvette Bays
 ObjectiveCreateSecondary: Build Corvette Facility

1.29 GAME: CORVETTE SUBSYSTEMS COMPLETE


TRIGGER: When player has built the Corvette subsystem
1.29.1 SpeechEvent: Corvettes

FLEET COMMAND
Corvette Subsystem complete. [40230]

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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]

1.30 GAME: SECOND CONVOY SAVED


TRIGGER: When the second crew convoy ship has docked with the Mothership.
1.30.1 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]
1.30.2 Gameplay: Sensors to normal
 Increase Sensors to normal amount
Sensors Manager down

1.31 GAME: THIRD CONVOY SAVED


TRIGGER: When the third crew convoy ship has docked with the Mothership.
1.31.1 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]
1.31.2 Gameplay: Research Online
 GrantBuildOption: Fighter Upgrades.
 GrantBuildOption: Fighter Upgrades.

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1.32 GAME: FOURTH CONVOY SAVED


TRIGGER: When the fourth crew convoy ship has docked with the Mothership.
1.32.1 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]

1.33 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]
1.33.1 Gameplay: Objective complete
 Objective: Save the crew convoys COMPLETE

1.34 GAME: FIFTH CONVOY SAVED


TRIGGER: When the fifth crew convoy ship has docked with the Mothership.
1.34.1 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]
1.34.2 Gameplay: Advanced Research Online
 GrantResearch: Tier 1

1.35 GAME: SIXTH CONVOY SAVED


TRIGGER: When the sixth crew convoy ship has docked with the Mothership.
1.35.1 SpeechEvent: Convoy 6 Reward

FLEET COMMAND
Crew transport docked. [40140]
Elite Corvette crews transferring. [40141]
Crew transfer complete. [40142]

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FLEET INTEL
Elite Corvette squadrons launching. [40143]
1.35.2 Gameplay: Convoy 6 Reward
 GrantResearch: Tier 1

1.36 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 4 th
convoy docks).
1.36.1 SpeechEvent: Mothership Engines @ 20%

FLEET COMMAND
Engine systems running at minimal capacity.
[40090]
Engine performance at twenty percent. [40091]

1.37 GAME: VAYGR CARRIER LAUNCHES REINFORCEMENTS


TRIGGER: When the Vaygr Carrier launches reinforcements for the first time
1.37.1 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]
1.37.2 Gameplay: Destroy Vaygr Fighter Facility
 ObjectiveCreateSecondary: Destroy Vaygr Fighter Facility

1.38 GAME: VAYGR FIGHTER FACILITY DESTROYED


TRIGGER: When the Vaygr Carrier Fighter Face is destroyed.
1.38.1 SpeechEvent: Vaygr Carrier Fighter Facility Destroyed.

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

1.39 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.
1.39.1 Autofocus: Vaygr Frigate Attack

FLEET INTEL
Hyperspace signature detected. [40160]

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The Vaygr are using Frigates to attack the


transports. [40161]
Some appear to be equipped with heavy anti-
Fighter weaponry. [40162]
1.39.2 Gameplay: Vaygr Frigate Attack
Vaygr Frigates begin attacking convoys

1.40 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]

1.41 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.

1.42 GAME: SOBAN HELPS


TRIGGER: Once NIS02B is complete
1.42.1 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]
1.42.2 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.

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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.

1.43 GAME: SOBAN UNDER ATTACK


TRIGGER: If SOBAN’s ship is down to 50% health
1.43.1 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]
1.43.2 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.

1.44 GAME: SOBAN DESTROYED


TRIGGER: SOBAN’s ship has been destroyed
1.44.1 AutoFocus: SOBAN destroyed
Focus on SOBAN’s ship as it blows up

FLEET COMMAND
Captain Soban is lost. [40245]
1.44.2 Gameplay: SOBAN Destroyed
MISSION FAIL

1.45 GAME: THREE CONVOYS LOST


TRIGGER: If 3 convoys are destroyed
1.45.1 SpeechEvent: Three Convoys Lost

FLEET COMMAND
Three crew transports lost. [40150]

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1.45.2 Gameplay: Three convoys lost


MISSION FAIL

1.46 GAME: VAYGR CARRIER TRIES TO FLEE


TRIGGER: When several of the Vaygr Frigates have been destroyed OR the Carrier’s health is
<50%
1.46.1 AutoFocus: Vaygr Carrier Flees

FLEET INTEL
The Vaygr Carrier is retreating. [40175]
It must be destroyed before it can escape.
[40176]
1.46.2 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.
Melarn’s attack group will hyperspace in near the Carrier to help out once they are done with the
Frigates.

1.47 GAME: VAYGR CARRIER DESTROYED


TRIGGER: When the Vaygr Carrier is destroyed
1.47.1 SpeechEvent: Vaygr Carrier Destroyed

FLEET INTEL
The Vaygr Carrier has been destroyed. [40178]
1.47.2 Gameplay: Vaygr Carrier Destroyed
Objective: Destroy Carrier: COMPLETE

1.48 GAME: VAYGR CARRIER ESCAPED


TRIGGER: If the Vaygr Carrier reaches the edge of the map
1.48.1 AutoFocus: Vaygr Carrier Escaped

FLEET INTEL
The Vaygr Carrier has escaped. [40177]
1.48.2 Gameplay: Vaygr Carrier Escaped
MISSION FAIL

1.49 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]

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1.50 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]

1.51 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]

1.52 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]

1.53 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]

1.54 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]

1.55 PICKUP: CONVOY 6 CRITICAL DAMAGE


TRIGGER: If Bishop 6 is below 30% health

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FLEET INTEL
*** PICKUP REQUIRED *** Transport Bishop Six
sustaining critical damage. [40084]
*** PICKUP REQUIRED *** Send Interceptors
immediately to defend Bishop Six. [40085]

1.56 PICKUP: VAYGR FRIGATES DESTROYED


TRIGGER: If all the Vaygr Frigates are destroyed

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

1.57 PICKUP: TRANSPORTS RETURNING TO BASE


TRIGGER: At the end of the mission, when all the transports have docked.

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

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

1.58 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]

1.59 PICKUP: SOBAN CRITICALLY DAMAGED


TRIGGER: When Captain Soban is < 30% health

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

1.60 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]
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1.61 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]

1.62 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]

1.63 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

1.64 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

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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

1.65 GAME: SOBAN PROVIDES REINFORCEMENTS


TRIGGER: When all the Vaygr Frigates and the Vaygr Carrier have been destroyed
1.65.1 Autofocus: SOBAN

CAPTAIN SOBAN
Fleet, this is Captain Soban. [40179]
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]
1.65.2 Gameplay: SOBAN Soban hyperspaces out
SOBAN enters Hyperspace.

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1.66 GAME: WIN


TRIGGER: Once all objectives are completed.
1.66.1 AutoFocus: Lets Go
Focus on Mothership.

FLEET COMMAND
All ships, standby for hyperspace. [40194]
1.66.2 Gameplay: Hyperspace
Player needs to enter Hyperspace. (HyperspaceEnable)

1.67 ANI 02-03: TERMS OF SURRENDER

FLEET COMMAND
(disbelief)
Our home...[55030]
Images: debris re-enteres the atmosphere.

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]

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Stand by for arrival at Sarum. [55042]


Images: shipyard interior. People are busy.

1.68 LOADING SCREEN 03: SARUM STAGING GROUND


Hiigaran movement vectors from across the Inner Rim are converging on the Staging Ground at
Sarum.

2 Mission 03 – SARUM STAGING GROUNDS


2.1 GAME: ARRIVE AT STAGING GROUNDS
TRIGGER: On player control
Text card: SARUM
2.1.1 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]

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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

2.1.2 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.

2.2 GAME: SHIPYARD SAFE


TRIGGER: When initial Vaygr waves are destroyed.
2.2.1 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]

2.2.2 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)

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⇒ Advanced to Tier 2
⇒ Get the Repair Ability
⇒ Build Platforms.

2.3 GAME: FORWARD RESOURCING ESTABLISHED


TRIGGER: WHEN a Mobile Refinery arrives at the Forward Resoucsing Area.
2.3.1 SpeechEvent: Forward Resource Established

FLEET INTEL
Forward Resoucsing operations established. Mobile
Refinery in position. [41051]
Advise construction of Platform Facilities.
[41052]
*** PICKUP REQUIRED *** Gun Platforms will allow
us to defend vulnerable resource operations.
[41053]

2.3.2 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.

2.4 GAME: TIER 2


TRIGGER: After X timer after previous event.
2.4.1 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]

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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]

2.4.2 Gameplay: Repair Abilities


 ObjectiveCreatePrimary: Research Repair Ability and Build Support Frigates.
 Objective CreatePrimary: Repair the Shipyard

2.5 GAME: VAYGR PROBES


TRIGGER: After Timer expires (2 – 4 minutes after TIER 2)
2.5.1 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]

2.5.2 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.

2.6 GAME: SHIPYARD REPAIRED


TRIGGER: When the Shipyard is at 80% health.
2.6.1 IntelEvent: Shipyard OK
AutoFocus on Shipyard

SHIPYARD (CAPTAIN ELHOIM)


All repairs completed. [41070]

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*** 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
Recommend building Frigates to strengthen the
fleet. [41076]
New Build Options are now available. [41077]
2.6.2 Gameplay: Shipyard Repaired
 GrantBuildOption: Cap Ship Facility
 GrantBuildOption: Frigate Facility

2.7 GAME: VAYGR WAVE 1


TRIGGER: After Timer expires (1 – 2 minutes after Shipyard Repaired)
2.7.1 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]

2.7.2 Gameplay: Vaygr Attack


 ObjectiveCreatePrimary: Defeat the Vaygr

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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.

2.8 GAME: VAYGR WAVE 2


TRIGGER: After Timer expires (1 – 2 minutes after Wave 1)
2.8.1 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
2.8.2 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.

2.9 GAME: VAYGR WAVE 3


TRIGGER: After Timer expires (1 – 2 minutes after Shipyard Reapired)
2.9.1 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.

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2.9.2 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.

2.10 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)
2.10.1 SpeechEvent: Shipyard Being Boarded

FLEET INTEL
Alert. [41100]
Vaygr Infiltration Frigates are attempting to
board the Shipyard. [41101]
We cannot maintain the Fleet if they succeed.
[41102]
2.10.2 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.

2.11 GAME: VAYGR REINFORCEMENTS


TRIGGER: after timer
2.11.1 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

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Gameplay: Shipyard Boarded

2.12 GAME: VAYGR REINFORCEMENTS


TRIGGER: If Inf Carriers and Inf all dead
2.12.1 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

2.13 GAME: SHIPYARD BEEN BOARDED


TRIGGER: When the Vaygr have successfully boarded the Shipyard (we will control this with a
timer for balance) (GroupBoarded)
2.13.1 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]

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It MUST be re-captured. [41112]


Sensors detect incoming Vaygr reinforcements.
[41113]
Sensors Manager Down.
Initiate timer
2.13.2 Gameplay: Shipyard Boarded

2.14 GAME: SHIPYARD TIMER


2.14.1 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]
Shipyard will Self-Destruct in 1 Minute [41129]
The Shipyard Self-Destructed. [41130]

2.14.2 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).

2.15 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)
2.15.1 AutoFocus: Vaygr Reinforcements
Focus on Vaygr Reinforcements as they enter from
Hyperspace.

FLEET INTEL
Hyperspace signature detected. [41131]
Vaygr reinforcements have arrived. [41132]
2.15.2 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).

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2.16 GAME: SHIPYARD IS OURS


TRIGGER: When the player has successfully brought the shipyard under their control
2.16.1 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]

2.17 GAME: BENTUSI ARRIVE


TRIGGER: Once all objectives are completed

FLEET INTEL
Mothership class Hyperspace signature detected.
[41150]
Prepare for immediate contact. [41151]

2.18 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]

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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.

2.19 GAME: HYPERSPACE


TRIGGER: End of NIS
2.19.1 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]

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2.19.2 Gameplay: Hyperspace Out

2.20 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]
It is surrounded by hyperspace inhibitors. We
have located a weak point. [55057]
Images: overlay data of Comm Station
Prepare to disengage Hyperspace. [55058]

2.21 LOADING SCREEN 04: TO GEHENNA


Zoom in to: Gehenna
Data file on Vaygr Reaches.

3 Mission 04 – OUTSKIRTS OF GEHENNA (Comm Station)


3.1 GAME: INHIBITOR STATIONS
TRIGGER: On player control
3.1.1 IntelEvent: Clear Destroy the Inhibitors

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

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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

3.1.2 Gameplay: Destroy the Hyperspace Inhibitors


 ObjectiveCreatePrimary: Destroy the Hyperspace Inhibitors
 ObjectiveCreatePrimary: Disable the Command Station
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.

3.2 GAME: WHEN PLAYER HAS SEEN INHIBITORS


TRIGGER: When the player has seen the inhibitors and the minefields around them
3.2.1 IntelEvent: Minefield detected
Sensors manager UP

FLEET INTEL
The Inhibitors are protected by minefields.
[41540]
Ping minefeilds
Construct Minelayers to clear the mines. [41541]

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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]
3.2.2 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.

3.3 GAME: MINELAYER CONSTRUCTED


TRIGGER: Once the player has constructed a Minelayer Corvette (OnPlayerBuild(Minelayer))
3.3.1 Autofocus: Minelayer Constructed
Autofocus on Minelayer Squadron and Commander

FLEET COMMAND
Minelayer Corvette complete. [41550]

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]
3.3.2 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.

3.4 GAME: HYPERSPACE GATES DETECTED


TRIGGER: Once the player has constructed a Minelayer Corvette (OnPlayerBuild(Minelayer))
3.4.1 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]

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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]
3.4.2 Gameplay: Capture the Gates
 ObjectiveCreateSeconday: Use Marine Frigates to capture the Vaygr Hyperspace
Gates.

3.5 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.

3.5.1 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.
3.5.2 SpeechEvent: Station repairs progressing

FLEET INTEL
We estimate the enemy's repairs are nearing
completion. [41575]
Time is running out. [41576]

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3.5.3 SpeechEvent: Station repairs near complete

FLEET INTEL
The repairs to the Command Station are nearly
complete. [41580]
Send an attack force immediately. [41581]
3.5.4 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.

3.6 GAME: DESTRUCTION OF INHIBITORS


TRIGGER: When one Inhibitor is destroyed (OnDestroyClass(Inhibitor))
3.6.1 SpeechEvent: One Inhibitor Destroyed

FLEET INTEL
Hyperspace Inhibitor destroyed. [41590]
3.6.2 Gameplay: Carrier Defend Second Inhibitor
The Vaygr Carrier will send vessels to and defend the other Hyperspace Inhibitors.
TRIGGER: When two Inhibitors destroyed
3.6.3 SpeechEvent: Two Inhibitors Destroyed

FLEET INTEL
The second Hyperspace Inhibitor has been
destroyed. [41595]
3.6.4 Gameplay: Carrier Defend Second Inhibitor
The Vaygr Carrier will send vessels to and defend the remaining Hyperspace Inhibitor.
TRIGGER: When three Inhibitors destroyed
3.6.5 SpeechEvent: All Inhibitors Destroyed

FLEET INTEL
The Hyperspace inhibitor field has been
neutralized. [41600]
Tactical hyperspace is now possible. [41601]

3.7 GAME: WE CAN BUILD TORPEDO FRIGATE


TRIGGER: When first inhibitor destroyed
3.7.1 IntelEvent: We can build Torpedo frigate
Sensors Manager up.

FLEET INTEL
The enemy is using Corvettes. [41610]
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Construct Torpedo Frigates to counter this


threat. [41611]

3.8 GAME: INHIBITORS DESTROYED


TRIGGER: All 3 Inhibitors eliminated (OnDestroyClass(Inhibitor))
3.8.1 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]
3.8.2 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.

3.9 GAME: WE CAN BUILD CAP SHIPS


TRIGGER: When first inhibitor is destroyed
3.9.1 SpeechEvent: We can build Cap Ships

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

3.10 GAME: STATION OPERATIONAL


TRIGGER: When player has station in sensor range
3.10.1 SpeechEvent: Station operational

FLEET INTEL
Signals show that the enemy Station has fighter
construction capabilities. [41640]
3.10.2 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.

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3.11 GAME: VAYGR CARRIER DEAD


TRIGGER: Vaygr Carrier Dead
3.11.1 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]

3.12 GAME: VAYGR THREAT ELIMINATED


TRIGGER: When Vaygr Command Station has been eliminated.
3.12.1 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]
3.12.2 Gameplay: End Mission

3.13 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]

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3.14 LOADING SCREEN 05: TO THE ORACLE GEHENNA


During loading show the following text:
Accessing datafile “GEHENNA”...
Asteroid field located inside The Vaygr Reaches.

4 Mission 05 – GEHENNA (Oracle Dig Site)


4.1 GAME: PREPARE FOR ASSAULT
TRIGGER: On mission start
4.1.1 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]
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

4.1.2 Gameplay: Mission Start


 ObjectiveCreatePrimary: Dock a Marine Frigate with the Oracle dig site.
 ObjectiveCreateSecondary: Keep ships inside dust fields to avoid detection.

4.1.3 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
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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.

4.2 GAME: Vaygr Garrisons


TRIGGER: Once 20 or so seconds have passed
4.2.1 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
4.2.2 Gameplay: Vaygr Garrisons
 ObjectiveCreateSecondary: Destroy Vaygr Garrisons
The player must now head to each garrison and destroy the fleet there.

4.3 GAME: VAYGR GARRISON DESTROYED


TRIGGER: These four events play when each garrison force is destroyed
4.3.1 Speech Event : Garrison 1-2

FLEET INTEL
Garrison eliminated. [42076]
4.3.2 Speech Event : Garrison 3

FLEET INTEL
Enemy defeated. [42080]
There are no survivors. [42081]
4.3.3 Speech Event : Garrison 4

FLEET INTEL
All Garrisons neutralized. [42086]

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4.4 GAME: ION CANNONS AVAILABLE


TRIGGER: Once the player starts attacking any of the Hyperspace gates near the garrisons.
4.4.1 SpeechEvent: Ion Cannons available

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

4.5 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.
4.5.1 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]

4.5.2 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.

4.6 GAME: DETECTED BY VAYGR


TRIGGER: When the player has been detected by any means (ProximityLeave(AsteroidField))
OR (AIAlert(Enemy))
4.6.1 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.

4.7 GAME: SHIPYARD DETECTED


TRIGGER: When the player discovered the Vgr Shipyard
4.7.1 IntelEvent: Vaygr Shipyard Detected
Sensors Manager Up.

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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

4.7.2 Gameplay: Gehenna Attack


 ObjectiveCreateSecondary: Destroy Vaygr Shipyard

4.8 GAME: ORACLE RECOVERED


TRIGGER: When Marine Frigate has begun docking with Gehenna
4.8.1 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.
4.8.2 SpeechEvent: Oracle Secure

FLEET COMMAND
The Oracle is secure. [42104]
Integration complete. [42105]
Prepare to enter Hyperspace. [42206]
*** PICKUP REQUIRED *** Hyperspace Core anomaly
detected! Jump procedures initiated! All units
prepare to enter hyperspace! [42207]

4.9 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]
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Images: Mothership NAV system interior

FLEET COMMAND
Standby for Emergency hyperspace exit. [55073]
Images: warning light

4.10 LOADING SCREEN 06: TO KAROS


Zoom in to Karos
KAROS DATAFILE

ACT II
5 Mission 06 – KAROS (Lighthouse)
5.1 GAME: BEGIN
TRIGGER: On mission start
Text card: KAROS GRAVEYARD

5.2 NIS 06A: KAROS GRAVEYARD


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

5.3 GAME: LISTENING POST


TRIGGER: Player Control
5.3.1 IntelEvent: Retrieve the Listening Post
Focus on the Pride of Hiigara.

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

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Be prepared for enemy contact. [42534]


Sensors Manager Down

5.4 GAME:NEW EVENT FILLS MISSING SPEECH


5.4.1 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]

5.5 GAME: MS CORE STATUS


TRIGGER: After a timer passes. These lines occur through out the mission,
5.5.1 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]

5.6 GAME: INVESTIGATE A HULK


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

5.7 NIS 06B: MOVERS EMERGE


Images/Content:
Focus on the hulk after it is pinged.

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Suddenly, a swarm of Movers burst forth speaking Keeper


language.

5.8 GAME: MOVERS ATTACK


TRIGGER: Once NIS complete
5.8.1 AutofocusEvent: Movers attack
Autofocus on a mover

FLEET INTEL
Unidentified units approaching. [42550]
No life signs detected. [42551]
Prepare to engage. [42552]
5.8.2 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.

5.9 GAME: MOTHERSHIP JUMPS


TRIGGER: Once the timer has counted down for the Hyperspace Core to finish charging
5.9.1 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]

5.9.2 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.

5.10 GAME: MOTHERSHIP EXITS HYPERSPACE


TRIGGER: Once the Mothership has exited Hyperspace at its new location

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5.10.1 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
5.10.2 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.

5.11 GAME: DERELICT MOVER DETECTED


TRIGGER: After the movers have attacked player for a bit
5.11.1 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
*** PICKUP REQUIRED *** We must retrieve it to
determine a weakness in their design. [42592]

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Dispatch a Resource Collector to salvage the


target ship. [42593]

5.11.2 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.

5.11.3

5.12 GAME: DERELICT SALVAGED


TRIGGER: Once the player has salvaged the derelict
5.12.1 SpeechEvent: Derelict salvaged

FLEET INTEL
We have secured the alien ship. [42610]
*** PICKUP REQUIRED *** Research division has
started its analysis. [42611]

5.13 GAME: DERELICT REVERSE ENGINEERED


TRIGGER: A short time after the derelict has been salvaged
5.13.1 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]
5.13.2 Gameplay: WEAPONS UPGARDES
Research WEAPONS UPGRADES

5.14 GAME: ANTI-MOVER READY


TRIGGER: Once the player has salvaged the derelict

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5.14.1 SpeechEvent: Derelict salvaged

FLEET INTEL
*** PICKUP REQUIRED *** Anti-Mover weaponry
upgrade complete. 42600
*** PICKUP REQUIRED *** Destroy the Movers.
42601

5.15 GAME: MOTHERSHIP JUMPS AGAIN


TRIGGER: Once the timer has counted down for the Hyperspace Core to finish charging again
5.15.1 IntelEvent: Mothership is jumping

FLEET COMMAND
The Mothership is preparing to enter Hyperspace
once more. [42630]
5.15.2 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.

5.16 GAME: MOTHERSHIP EXITS HYPERSPACE


TRIGGER: Once the Mothership has exited Hyperspace at its new location
5.16.1 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
5.16.2 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.

5.17 GAME: MOTHERSHIP IN PROXIMITY OF LIGHTHOUSE


TRIGGER: Once the Mothership has reached ts final location

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5.17.1 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]
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]

5.17.2 Gameplay: Mission End


Mission completes.

5.18 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]
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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]
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]

5.19 LOADING SCREEN 07: INTO THE VEIL


During loading show:
Veil of Fire; Grav-Well, will HS outside Hanger.

6 Mission 07 – VEIL OF FIRE, PROGENITOR FOUNDRY


6.1 GAME: INTRODUCTION
TITLE CARD: VEIL OF FIRE — KAROS GRAVEYARD
TRIGGER: Player Control
Focus on the Mothership.

FLEET COMMAND
Hyperspace jump interrupted.[43020]

6.1.1 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]

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*** 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
SM Down
6.1.2 Gameplay: Investigate the Radiation
The player must send a ship to the edge of the radiation in order to investigate the radiation.

6.2 GAME: INCOMINGPROBE


TRIGGER: Time based: 1 minute after the mission begins
6.2.1 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]

6.2.2 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.

6.3 Probe Gets Away


TRIGGER: Probe reaches destination
6.3.1 SpeechEvent: Probe Away

FLEET INTEL
The probe is transmitting data to the enemy.
[43035]
A Vaygr attack is now imminent. [43036]

6.3.2 Gameplay:Vaygr reinforcements soon


The Vaygr reinforcements will arrive shortly

6.4 PROBE DESTROYED


TRIGGER: Probe is destroyed before reaching destination

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6.4.1 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]

6.4.2 Gameplay: Vaygr reinforcements later


The Vaygr reinforcements will take longer to arrive

6.5 GAME: INCOMING VAYGR


TRIGGER: Time based: 1 minute after the mission begins
6.5.1 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
6.5.2 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.

6.6 GAME: RADIATION DAMAGE


TRIGGER: Player craft approach Radioactive debris and take damage
6.6.1 SpeechEvent: Radiation Damage
AutoFocus on Ships.

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

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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
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

6.6.2 Gameplay: Build a mover subsystem


 A Mover construction subsystem can now be built

6.7 GAME: MOVERS UNDER CONTROL


TRIGGER: Mover Control Subsystem built (note, this is a special tech item that is not used in
multiplayer)
6.7.1 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
6.7.2 Gameplay: Clear a Path
 Destroy the Radioactive Cells.

6.8 GAME: FIRST HULK CLEARED


TRIGGER: One piece of debris cleared

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6.8.1 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

6.9 GAME: SECOND HULK CLEARED


TRIGGER: Second piece of debris cleared
6.9.1 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

6.10

6.11 GAME: WIN


TRIGGER: Mothership has cleared the cloud
6.11.1 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]

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6.11.2 Gameplay: End Mission

6.12 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

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

Images: white-out screen...

6.13 LOADING SCREEN 08: INTO THE HANGAR


During loading show:
Schematic of Progenitor Hanger.

7 Mission 08 – PROGENITOR HANGER (Dreadnaught Berth)


7.1 GAME: INVESTIGATE THE POWER SOURCE
TRIGGER: Mission Start
7.1.1 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]

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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.
7.1.2 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.

7.2 GAME: HYPERSPACE DISABLED


TRIGGER: If the players tries to HS
7.2.1 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]

7.3 GAME: NIS TRIGGER]


TRIGGER: Close Proximity to Berth

7.4 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.

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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

7.5 GAME: RETRIEVE THE DREADNAUGHT


TRIGGER: After NIS has played
7.5.1 IntelEvent: Retrieve the Dreadnaught
Sensor Manager up

FLEET INTEL
The Progenitor Dreadnaught has been located.
[43610]
Ping Dreadnaught
Use Movers to retrieve it. [43611]

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FLEET INTEL
At least SIX Movers will be required to transport
the Dreadnaught. [43612]
Sensor Manag1er down.
7.5.2 Gameplay: Retrieve Dreadnaught
 ObjectiveCreatePrimary: Retrieve the Dreadnaught

7.6 GAME: KEEPER IS ATTACKING


TRIGGER: Some time after the player has released the Dreadnaught from its berth (while it’s
being hauled back)
7.6.1 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.


7.6.2 Gameplay: Protect the Fleet
 ObjectiveCreatePrimary: Protect the Fleet

7.7 GAME: RAISING THE DREADNAUGHT


TRIGGER: When 6 movers are latched to the Dreadnaught
7.7.1 AutoFocus: Raising the Dreadnaught
Auto on Dreadnaught

FLEET INTEL
Movers locked on. [43620]
Dreadnaught retrieval underway. [43621]

7.8 GAME: DREADNAUGHT MOVER LOST


TRIGGER: When a mover that was latched onto the Dreadnaught dies

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7.8.1 SpeechEvent: Dreadnaught Mover Lost

FLEET INTEL
Mover lost. Dreadnaught retrieval halted.
[43630]
Assign additional Movers to retrieve the
Dreadnaught. [43640]

7.9 GAME: DREADNAUGHT DOCKED


TRIGGER: When the Dreadnaught docks with the Mothership
7.9.1 SpeechEvent: Dreadnaught Docked

FLEET INTEL
Dreadnaught docked. [43640]
Science teams and crew transferring to
Dreadnaught. [43641]
Crew transfer complete. [43642]

7.10 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)
7.10.1 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]

7.11 GAME: CANNOT DEFEAT KEEPER


TRIGGER: Some time after the Keeper has attacked the player’s fleet and has HS out.
7.11.1 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

7.12 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]

7.13 PICKUP: DEVICES LOCATED


TRIGGER: When the player sends a probe to one of the scan areas

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

7.14 GAME: WE HAVE A PLAN


TRIGGER: The next time the Keeper HS out after the previous event.
7.14.1 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]

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Ping the power modules.


SM down.
7.14.2 Gameplay: Install Inhibitors
 ObjectiveCreatePrimary: BUILD MODIFIED INHIBITORS

7.15 GAME: INHIBITOR 1 EN ROUTE


TRIGGER: When the player docks a Mover with Inhibitor 1
7.15.1 SpeechEvent: Inhibitor 1 En Route

FLEET INTEL
Device en route. [43710]

7.16 GAME: INHIBITOR 1 INSTALLED


TRIGGER: When Inhibitor 1 docks with the veil chunk
7.16.1 SpeechEvent: Inhibitor 1 Installed

FLEET INTEL
Device One installed. [43740]
Power siphon on-line. [43741]
*** PICKUP REQUIRED *** Power Module activated.
[43742]

7.17 GAME: INHIBITOR 2 INSTALLED


TRIGGER: When Inhibitor 2 docks with the veil chunk
7.17.1 SpeechEvent: Inhibitor 2 Installed

FLEET INTEL
Device Two installed. [43745]

7.18 GAME: INHIBITOR 3 INSTALLED


TRIGGER: When Inhibitor 3 docks with the veil chunk
7.18.1 SpeechEvent: Inhibitor 3 Installed

FLEET INTEL
Device Three installed. [43750]

7.19 GAME: HYPERSPACE DISTORTION FIELD ACTIVE


TRIGGER: When all Inhibitors have docked
7.19.1 SpeechEvent: Hyperspace Distortion Field Active

FLEET INTEL
Distortion field activated. [43755]

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*** PICKUP REQUIRED *** The distortion field is


building. [43756]

7.20 GAME: KEEPER TRAPPED


TRIGGER: After the Keeper has hyperspaced into the inhibitor trap
7.20.1 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]

7.20.2 Gameplay: Timer


Start on-screen timer counting down to the Keeper’s self-destruct

7.21 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]

7.22 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]

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7.23 GAME: LET’S GO


TRIGGER: After the player has retrieved the Dreadnaught and trapped the Keeper
7.23.1 SpeechEvent: Let’s Go

FLEET COMMAND
Hyperspace module fully charged. [43770]
Initiating hyperspace. [43771]
7.23.2 Gameplay: Hyperspace Out
Automatically hyperspace out.

7.24 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]

7.25 LOADING SCREEN 09: SOBAN’S LAST COORDINATES


During loading show:
DataFile on the Keeper

8 Mission 09 – GOING AFTER SOBAN IN VAYGR TERRITORY


8.1 GAME: START
TRIGGER: Game Start

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8.2 NIS09: DREADNAUGHT DEPLOYED


Letterbox on
Title Card: Outskirts of the Veil of Fire
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.

8.3 GAME: FIGHT THE VAYGR


TRIGGER: Player Control

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8.3.1 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]
*** 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]
8.3.2 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.

8.4 GAMEPLAY : VAYGR GATES


TRIGGER: Time passes
8.4.1 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]
8.4.2 Gameplay: Destroy forward positions
The player must destroy the carriers and the forward gates to prevent themselves being
overwhelmed by enemy forces.

8.5 GAMEPLAY : VARIANT FLOW


TRIGGER: Resource collectors complete repairs to Dreadnaught engine
8.5.1 SpeechEvent: Bring it to shipyard
THIS COVERS A VARIANT FLOW OF ACTION AND MAY NOT BE NEEDED

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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]

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]

8.6 GAMEPLAY : VARIANT FLOW


TRIGGER: Once Dreadnaught Engine’s Repaired
8.6.1 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]

8.7 GAMEPLAY : VAYGR GATES DESTROYED


TRIGGER: Time passes
8.7.1 SpeechEvent: Forward assault
Ping gates

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FLEET INTEL
Gates destroyed. [44055]

8.8 GAMEPLAY : VAYGR CARRIER


TRIGGER: Time passes
8.8.1 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
8.8.2 GAME: Defeat Vaygr Carriers

8.9 GAMEPLAY : VAYGR CARRIER


TRIGGER: Time passes
8.9.1 SpeechEvent: Forward assault

FLEET INTEL
Additional enemy Carriers detected. [44065]
The Mothership and Dreadnaught must be defended.
[44066]

8.10 CARRIERS DESTROYED


TRIGGER: Time passes
8.10.1 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
8.10.2 Gameplay: Continue with Repairs
The player will still have to deal with Vaygr strikes during the course of the mission.

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8.11 GAME: REPAIR THE DREADNAUGHT


TRIGGER: Dreadnaught docked with Shipyard (GroupDockedGroup)
8.11.1 IntelEvent: Repairs in progress
Autofocus on Shipyard.

MISC. CHATTER (ECHO FOUR)


Docking clamps engaged. [44075]
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]

8.11.2 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.

8.12 GAME: REPAIRS IN PROGRESS


TRIGGER: Dreadnaught repairs in progress event 1
8.12.1 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]

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8.13 GAME: SHIPYARD UNDER ATTACK


TRIGGER: Shipyard that Dreadnaught docked with is at 25% health (GetGroupHealth)
8.13.1 SpeechEvent: Shipyard under attack

FLEET INTEL
The Shipyard is under attack. [44095]
8.13.2 Gameplay: Protect the Shipyard
The player must defend the Shipyard or risk failing the secondary objective (repair the
Dreadnaught).

8.14 GAME: SHIPYARD DESTROYED


TRIGGER: All of the players Shipyards destroyed before Dreadnaught is repaired (GroupCount)
8.14.1 SpeechEvent: Shipyard Destroyed
Autofocus on Shipyard

FLEET INTEL
The Shipyard has been destroyed. [44100]
8.14.2 Gameplay: Game Over
mission failed

8.15 GAME: DREADNAUGHT UNDER ATTACK


TRIGGER: Dreadnaught at 20% health (GetGroupHealth)
8.15.1 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]
8.15.2 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

8.16 GAME: DREADNAUGHT DESTROYED


TRIGGER: Dreadnaught destroyed (GroupCount)
8.16.1 Gameplay: Mission Fail
 ObjectiveFailPrimary: Destroy the Vaygr

FLEET INTEL
The Dreadnaught has been destroyed. [44110]

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

8.17 GAME: DREADNAUGHT REPAIRED


TRIGGER: Dreadnaught fully repaired (10 minutes passed since it docked) (GetGroupHealth)
8.17.1 IntelEvent: Repairs in progress
Autofocus on Shipyard as Dreadnaught leaves bay.

SHIPYARD (CAPTIN ELOHIM)


Fleet, the Dreadnaught’s systems are on-line.
[44115]
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.
8.17.2 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.

8.18 GAME: VAYGR RETREATING


TRIGGER: Most of the final wave destroyed
8.18.1 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]
8.18.2 Gameplay: Mission end – Soban Captured
Defeat all Vaygr.

8.19 GAME: MISSION WON


TRIGGER: All Vaygr Destoyed.

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8.19.1 IntelEvent: We Won.

FLEET INTEL
The Vaygr have been defeated. [44125]
Incoming transmission from Captain Soban, stand
by...[44126]

8.20 NIS09B: SOBAN CAPTURED


Focus on Soban’s Marine Frigate it HS into the mission.

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

8.21 GAME: HYPERSPACE


TRIGGER: After NIS
8.21.1 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.

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[44132]

8.22 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.

8.23 LOADING SCREEN 10: TO BENTUS


During loading show:
Map of Galaxy

9 Mission 10 – SACRIFICE OF BENTUS


9.1 GAME: THE CORE HAS BEEN CALLED
TRIGGER: On player start
9.1.1 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
9.1.2 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

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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]
9.1.3 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.

9.2 GAME: ONE KEEPER DESTROYED


TRIGGER: When one Keeper has been destroyed (GroupCount)
9.2.1 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]

9.3 GAME: KEEPER STUN GUN


TRIGGER: When the Keeper uses it’s stun beam.

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9.3.1 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]

9.4 GAME: KEEPER CAPTURE DREADNAUGHT


TRIGGER: The Keeper launches movers and attempts to gain control of the Dreadnaught.
9.4.1 SpeechEvent: Capture!
THIS IS NEW FLOW THAT MAY OR MAY NOT BE INCLUDED IN THE
MISSION

FLEET INTEL
The Keeper is using Movers to capture the
Dreadnaught. [44565]
They must be stopped! [44566]

9.5 GAME: KEEPER CAPTURES DREAD


TRIGGER: The Keeper manages to capture the dreadnaught successfully.
9.5.1 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.

9.6 GAME: DREAD CAPTURED BACK


TRIGGER: The Player gets the Dreadnaught back from the Keepers
9.6.1 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]

9.7 DREAD CANNOT HARM KEEPERS


TRIGGER: Dreadnaught weapon is ineffectual against keepers

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THIS IS NEW FLOW THAT MAY OR MAY NOT BE INCLUDED IN THE


MISSION
9.7.1 SpeechEvent: Keepers shielded

FLEET INTEL
The Dreadnaught cannon seems useless against the
Keepers. [44580]
They have been designed to withstand it. [44581]

9.8 GAME: BENTUSI ARRIVE


TRIGGER: Both Keepers “destroyed” (GroupCount)
9.8.1 IntelEvent: Keepers Destroyed
Sensors Manager up.

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]
9.8.2 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.

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9.8.3 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.

9.9 GAME: MORE KEEPERS ARRIVING


TRIGGER: Mothership is heading towards the Bentusi
9.9.1 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]
9.9.2 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)

9.10 GENERAL KEEPER DEATH TALKED


TRIGGER: A Keeper dies – one of these lines is played
9.10.1 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]

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FLEET INTEL
*** PICKUP REQUIRED *** The Keepers are avoiding
our weapon fire by phasing out. [44668]

FLEET INTEL
The Keepers cannot be stopped. [44669]

9.11

9.12 ARCHIVE TRANSFER STARTED


TRIGGER: Dreadnaught repairs begun
9.12.1 SpeechEvent: Dreadnaught Latched

FLEET INTEL
Beginning Archive transfer. [44605]
Bentus and the Dreadnaught must be defended.
[44606]

9.12.2 Gameplay: The Dreadnaught is being repaired


Dreadnaught repairs progress under fire

9.13 BENTUS DAMAGED


TRIGGER: Bentus @ 50% health
9.13.1 SpeechEvent: Bentus Damaged

FLEET INTEL
Bentus is taking heavy damage. We must defend it
from the Keepers. [44610]

9.14 GENERAL KEEPER DEATH


TRIGGER: A Keeper dies – one of these lines is played
9.14.1 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

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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.

9.14.2 Gameplay: The Dreadnaught is being repaired


Dreadnaught repairs progress under fire – these events stress that the Keepers cannot be killed

9.15 GAME: DREADNAUGHT DAMAGE


TRIGGER: After previous event
9.15.1 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.

9.16 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.
9.16.1 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]

9.16.2 Gameplay: The Keepers Focus their Attention on Bentus


The Keepers re-enter the mission and move towards Bentus.

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9.17 GAME: BENTUS SACRIFICE


TRIGGER: After previous event
9.17.1 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.

9.18 GAME: BENTUS GOING NOVA


TRIGGER: Timer.

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.

9.19 GAME: ZERO TIME


TRIGGER: Once Timer Ends
9.19.1 AutoFocus: HS OUT
Auto On MS.

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FLEET INTEL
Bentus is going critical! [44640]

FLEET COMMAND
Hyperspace initiated. [44641]
9.19.2 Gameplay: Mission Complete Play NIS.

9.20 GAME: OLD EVENTS


TRIGGER: Both Keepers “destroyed” (GroupCount)
9.20.1 IntelEvent: Dock Dreadnaught
Sensors Manager up. Blip Bentus.

FLEET COMMAND
The Bentusi can repair the Dreadnaught cannon.
[44645]

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.

9.21 DREAD REPAIRS STARTED


TRIGGER: Dreadnaught repairs begun
9.21.1 SpeechEvent: Dreadnaught Latched

BENTUSI
This weapon is more powerful than you imagine.
We will initiate repairs. [44650]
9.21.2 Gameplay: The Dreadnaught is being repaired
Dreadnaught repairs progress under fire

9.22 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.
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9.23 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]
Hyperspace coordinates locked in. [55135]

9.24 LOADING SCREEN 11: REQUIEM FOR THE BENTUSI


During loading show:
Bentusi ancient texts

ACT III
10 Mission 11 – BENTUS RUINS
10.1 GAME: SOMETHING IS WRONG
 TRIGGER: On mission start
10.1.1 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]
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Proceed with caution. [45036]


Dispatch a Probe to analyze the core fragments.
[45037]

10.1.2 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.
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.

10.2 GAME: CORE IS STUCK IN DANGEROUS NEBULA


TRIGGER: Core has been investigated
10.2.1 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]

10.2.2 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.

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10.3 GAME: VAYGR ARRIVED


TRIGGER: After a short time has passed
10.3.1 IntelEvent: Vaygr arrive

FLEET INTEL
Alert! [45045]
SM UP
Vaygr hyperspace signals identified. [45046]
Ping incoming Vaygr
10.3.2 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.

10.4 GAME: DEFENCE FRIGATE BUILT


TRIGGER: DFF Built
10.4.1 SpeechEvent: Vaygr are using shielded carriers

FLEET INTEL
The Vaygr are using shielded carriers to
navigate the area. [45050]

10.5 GAME: VAYGR GET CORE


TRIGGER: Vaygr get a core
10.5.1 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]

10.6 GAME: VAYGR DESTROY RESOURCE COLLECTOR


TRIGGER: Resource collector carrying core has been destroyed
10.6.1 IntelEvent: Resourcer destroyed

FLEET INTEL
*** PICKUP REQUIRED *** A Resource Collector has
been destroyed while retrieving the core
fragments. [45060]
SM UP
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*** PICKUP REQUIRED *** The core fragment is now


drifting. [45061]
Ping Location of drifting core
Assign additional Collectors to secure the core.
[45062]

10.7 GAME: Core in Carrier


TRIGGER: Core in Carrier
10.7.1 IntelEvent: Core piece salvaged

FLEET INTEL
A Bentusi core fragment has been loaded aboard a
Vaygr Carrier. [45065]
SM UP
Ping Carrier
Disable the Carrier before it can enter
Hyperspace. [45066]
SM Down

10.8 GAME: CARRIER GETS AWAY


TRIGGER: Carrier hyperspaces out (Mission lose!)
10.8.1 IntelEvent: Core piece salvaged

FLEET INTEL
The Vaygr Carrier has entered hyperspace.
[45070]
We have lost the Bentusi Core. [45071]

10.9 GAME: CORE PIECE SAVLAGED


TRIGGER: Player has salvaged one core fragment
10.9.1 SpeechEvent: Core Piece Salvaged

FLEET COMMAND
The first core fragment is secure. [45075]
Retrieve the remaining two. [45076]

10.10GAME: CORE PIECE SAVLAGED


TRIGGER: Player has salvaged second core fragment
10.10.1IntelEvent: Core piece salvaged

FLEET COMMAND
Second core fragment retrieved. [45080]
We only require the final component. It must be
secured immediately. [45081]

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10.11GAME: WE HAVE THE CORE


TRIGGER: Player has retrieved all of the pieces of the Core and docked them with the
Mothership.
10.11.1IntelEvent: 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]
10.11.2Gameplay: The Vaygr Attack
 ObjectiveCreatePrimary: Destroy the Vaygr
The Vaygr will now attack the player with everything that they have.

10.12GAME: HS OUT
TRIGGER: Once the Vaygr have been eliminated
10.12.1AutoFocus: 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]

10.13ANI 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]

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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]

10.14LOADING SCREEN 12: VAYGR RALLY POINT


During loading show:
Vaygr logo, maps, vectors, etc...

11 Mission 12 – RESCUE SOBAN SOBAN (Great Wastelands)


11.1 GAME: SOBAN IN PRISON
TRIGGER: Mission start
TITLE CARD: Vaygr Reaches — Outpost Thaddis Sabbah

11.2 NIS 12: VAYGR CARRIER ON ROUTE


Letterbox on.
Focus on a Vaygr carrier moving along deep inside a dust
cloud.
Letterbox off

11.3 GAME: MISSION INTRO


TRIGGER: When NIS 12A is finished
11.3.1 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]

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Ping on weak area of Vaygr forces.


Sensors Down
11.3.2 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.

11.4 GAME: MAKAAN HAS ARRIVED


TRIGGER: After the player has been attacking the Vaygr for awhile
11.4.1 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]

11.4.2 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?

11.5 GAME: RESCUE SOBAN


TRIGGER: When player is in close proximity of the Command Station

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11.5.1 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
11.5.2 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.

11.6 GAME: WE HAVE SOBAN


TRIGGER: Once the Marine Frigate has captured the Command Station and has taken off with
Soban.
11.6.1 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.
11.6.2 IntelEvent: Escort Soban
SM up
Ping Soban’s Frigate

FLEET INTEL
Captain Soban must be protected. [45570]
Send escorts immediately. [45571]
SM down
11.6.3 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.

11.7 GAME: SOBAN DESTROYED


TRIGGER: If Soban’s ship is destroyed.

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11.7.1 Game: Soban destroyed


Player loses

11.8 GAME: DO NOT DESTORY COMM STATION


TRIGGER: If the comm. Station comes under fire
11.8.1 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

11.8.2 Gameplay: Destroy the Vaygr


The player now faces an all out fight against the Vaygr and Makaan.

11.9 GAME: SOBAN IS SAFE


TRIGGER: Once Sobans ship has returned to the Mothership
11.9.1 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]
11.9.2 Gameplay: Destroy the Vaygr
The player now faces an all out fight against the Vaygr and Makaan.

11.10GAME: FOLLOW MAKAAN


TRIGGER: Once Sobans ship has returned to the Mothership
11.10.1SpeechEvent: 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

11.10.2Gameplay: Destroy the Vaygr


The player now faces an all out fight against the Vaygr and Makaan.
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11.11GAME: MAKAAN RUNS FOR THE HILLS (BALCORA)


TRIGGER: Once Makaan’s Mothership is at 20% health
11.11.1AutoFocus: 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]
11.11.2Gameplay: Follow Makaan
The player now enters Hyperspace and wins.

11.12ANI 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]

11.13.LOADING SCREEN 13: TO THE GATE


During loading show:
Information on Balcora

12 Mission 13 – BALCORA GATE (Balcora Gate)


12.1 GAME: START
TRIGGER: Game start

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12.2 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.

12.3 GAME: DEFEND THE GATE


TRIGGER: On player control
12.3.1 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]
12.3.2 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
12.3.3 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).
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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).

12.4 GAME: POWER GENERATORS AT HALF HEALTH


TRIGGER: When any of the power subsystems is < 50% health and no generators have been
saved yet
12.4.1 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]

12.5 GAME: LOST 1 GENERATOR (none saved)


TRIGGER: When a generator is destroyed and none have been saved yet
12.5.1 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]

12.6 GAME: SAVED 1 GENERATOR


TRIGGER: First time a generator is saved
12.6.1 SpeechEvent: Saved 1 Generator

FLEET INTEL
Vaygr forces destroyed. [46045]
One generator is safe. [46046]
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12.7 GAME: LOST 1 GENERATOR (saved 1)


TRIGGER: When a generator is destroyed and at least one has been saved
12.7.1 SpeechEvent: Lost 1 Generator (1 saved)

FLEET COMMAND
Gate power generator lost. [46050]

12.8 GAME: LOST 2 GENERATORS (none saved)


TRIGGER: When a second generator is destroyed and none have been saved
12.8.1 SpeechEvent: Lost 2 Generators (none saved)

FLEET COMMAND
The gate has lost a second generator. [46055]
The last power subsystem must survive. [46056]

12.9 GAME: SAVED 2 GENERATORS


TRIGGER: Second time a generator is saved
12.9.1 SpeechEvent: Saved 2 Generators

FLEET INTEL
Vaygr forces destroyed. [46060]
Two of the generators are safe. [46061]

12.10GAME: LOST 2 GENERATORS (saved 1)


TRIGGER: When a second generator is destroyed and one has been saved
12.10.1SpeechEvent: Lost 2 Generators (saved 1)

FLEET COMMAND
Vaygr forces have destroyed two power generators.
[46065]

12.11GAME: LOST 3 GENERATORS


TRIGGER: When all 3 generators have been destroyed
12.11.1SpeechEvent: Lost 3 Generators

FLEET COMMAND
All three generators are destroyed. [46070]
The Gate is lost. [46071]
Gameplay: Lose
MISSION FAIL

12.12GAME: SAVED 3 GENERATORS


TRIGGER: When all 3 generators have been saved

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12.12.1SpeechEvent: 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

12.13GAME: SHIPYARD DETECTED


TRIGGER: When the Vaygr shipyard comes within the player’s sensors range
12.13.1SpeechEvent: 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

12.14GAME: POWER SIGNATURE DETECTED


TRIGGER: If a power generator is safe and the player hasn’t detected the Shipyard on their own
12.14.1IntelEvent: 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
12.14.2Gameplay: Investigate Power Signature
 ObjectiveCreatePrimary: Investigate power signature

12.15GAME: SHIPYARD DESTROYED


TRIGGER: When the Vaygr shipyard is destroyed
12.15.1SpeechEvent: Shipyard Destroyed

FLEET INTEL
The Vaygr Shipyard has been destroyed. [46105]
Gameplay: Objective Complete
Objective: Destroy the Vaygr Shipyard: COMPLETE

12.16GAME: GATE READY FOR USE


TRIGGER: Shipyard Destroyed, and all power generators either saved or destroyed
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12.16.1SpeechEvent: 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
 The Hyperspace Button is replaced with a ACTIVATE GATE Button.

12.17GAME: GATE OPEN


TRIGGER: When the player presses the ACTIVATE GATE button.
12.17.1AutoFocus: 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
12.17.2Gameplay: Enter the Gate

12.18ANI13-14: 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]

12.19LOADING SCREEN 14: TO BALCORA


During loading show:
Balcora information. None in recorded memory has ever been
this far into the heart of the galaxy.

13 Mission 14 – SAJUUK (Sajuuk)


13.1 GAME: MAKAAN IS ATTACKING
TRIGGER: On mission start

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13.2 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.

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.

13.3 GAME: AMBUSH


TRIGGER: When NIS14A is finished
13.3.1 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]
13.3.2 Gameplay: Protect the Mothership
 ObjectiveCreatePrimary: Protect the Mothership

13.4 GAME: ELIMINATE MAKAAN


TRIGGER: When the player has defeated the initial attack wave
13.4.1 IntelEvent: Eliminate Makaan

FLEET INTEL
The Vaygr are regrouping around Makaan's
Flagship. [46530]
Ping V flagship
He must be destroyed. [46531]

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13.4.2 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.
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”.

13.5 GAME: MAKAAN DAMAGED


TRIGGER: When Makaan is below 66% health
13.5.1 SpeechEvent: Makaan Damaged

FLEET INTEL
Makaan’s Flagship is heavily damaged. [46533]

13.6 GAME: MAKAAN SERIOUSLY DAMAGED


TRIGGER: When Makaan is below 25% health
13.6.1 SpeechEvent: Makaan Seriously Damaged

FLEET INTEL
Makaan’s Flagship is critically damaged. [46535]
Concentrate all fire on Makaan! [46536]

13.7 GAME: MAKAAN REPAIRING


TRIGGER: When Makaan is using Resource Collectors to repair himself in combat
13.7.1 SpeechEvent: Makaan Repairing

FLEET INTEL
Makaan is repairing his Flagship. [46540]
Target the Vaygr Resource Collectors to prevent
repairs. [46541]

13.8 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)
13.8.1 IntelEvent: Shipyard Discovered
SM up

FLEET INTEL
The Vaygr are using a shipyard to provide
reinforcements. [46545]
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Ping V Shipyard
It must be destroyed. [46546]
SM down
13.8.2 Gameplay: Destroy Shipyard
 ObjectiveCreateSecondary: Destroy the Vaygr shipyard

13.9 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)
13.9.1 SpeechEvent: Carrier Discovered

FLEET INTEL
Vaygr Carrier detected. [46550]

13.10GAME: VAYGR KAMIKAZE ATTACK


TRIGGER: When the Vaygr, in desperation, start Kamikaze-ing Fighters into the player’s Frigates
and capital ships.
13.10.1SpeechEvent: 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]

13.10.2Gameplay: Destroy Shipyard


 ObjectiveCreateSecondary: Destroy the Vaygr shipyard

13.11GAME: MAKAAN DESTROYED


TRIGGER: When Makaan is destroyed
13.11.1AutoFocus: 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!
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FLEET COMMAND
Makaan has been defeated. [46572]
Begin recovery of the Vaygr Core. [46573]
The Trinity will be united. [46574]
Fade to black...
Trigger NIS 14B

13.12NIS 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.

13.13ANI 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]

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Cut to close up on her eyeball. The beams converge.


Cut to black
Coordinates for Hiigara locked in.[55171]

13.14LOADING SCREEN 15: TO HIIGARA


Something trippy about Sajuuk

14 Mission 15 — Hiigara Under Attack (Hiigara)


14.1 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]
14.1.1 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
14.1.2 Gameplay: Destroy Vaygr Forces
 ObjectiveCreatePrimary: Destroy Vaygr Fleets

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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.
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.

14.2 NIS15: PLANET KILLERS ATTACK


Letterbox on
Planet Killers hyperspaces in.
Legs open and attack.
End on Autofocus on Planet Killer
Letterbox off

14.3 GAME: PLANET KILLER DETECTED


TRIGGER: <x> Minutes pass
14.3.1 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]

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14.3.2 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:
 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.

14.4 GAME: PLANET KILLER LAUCHING MISSILES — NOT USED


TRIGGER: When the countdown timer has run out
14.4.1 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]
14.4.2 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.

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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.

14.5 GAME: MISSLE LAUNCH IMINIMENT


TRIGGER: When the countdown timer has run out
14.5.1 IntelEvent: On Planet Killer Getting Ready to Fire
SM up – close on planet kille

r
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

14.5.2 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.

14.6 GAME: MISSILE LAUNCH


TRIGGER:

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14.6.1 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

14.6.2 Gameplay: Mission Fail


The Player has lost, Hiigara has been destroyed.

14.7 GAME: HIIGARA HIT


TRIGGER: When Orbital Missile hits Hiigara
14.7.1 SpeechEvent: First Impact

FLEET INTEL
Hiigara reports missile impact. [47050]
Catastrophic damage reports coming in. [47051]
14.7.2 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:
14.7.3 SpeechEvent: Second Impact

FLEET INTEL
Second impact detected...[47060]
Geothermal activity reported. [47061]
14.7.4 SpeechEvent: Third Impact

FLEET INTEL
Third Impact confirmed. [47070]
14.7.5 SpeechEvent: Fourth Impact

FLEET INTEL
Fourth Impact confirmed! [47080]
Hiigara cannot take any more of this! [47081]

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14.7.6 SpeechEvent: Fifth Impact

FLEET INTEL
We have lost all communications with Hiigara.
[47090]
The planet is nearly destroyed. [47091]

14.8 GAME: HIIGARA DESTROYED


TRIGGER: When sixth Orbital Missile hits Hiigara
14.8.1 SpeechEvent: Hiigara Destroyed
Autofocus on Hiigara, blowing up. Screen goes All White.

FLEET COMMAND
Nothing remains... [47100]

14.8.2 Gameplay: Mission Fail


The Player has lost, Hiigara has been destroyed.

14.9 GAME: FIRST PLANET KILLER DESTROYED


TRIGGER: The first of the Planet Killers been destroyed
14.9.1 SpeechEvent: First Planet Killer Power System Destroyed

FLEET INTEL
One Surface Bombardment Platform destroyed.
[47110]

14.9.2 Gameplay: Planet Killers continue Bombardment


The remaining two Planet Killers continue their attacks on Hiigara.

14.10GAME: SECOND PLANET KILLER DESTROYED


TRIGGER: The second of the Planet Killers is destroyed
14.10.1SpeechEvent: Second Planet Killer Power System Destroyed

FLEET INTEL
Two Surface Bombardment Platforms destroyed.
[47120]

14.10.2Gameplay: 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.

14.11GAME: FINAL PLANET KILLER DESTROYED


TRIGGER: The last of the Planet Killers has been destroyed

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14.11.1AutoFocus: Planet Killer Blows Up


Camera focus on a Planet Killer hulk as it blows up from
the inside out in spectacular fashion
14.11.2SpeechEvent: 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]

14.11.3Gameplay: HW2 Over


Fade to ANI 15

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)

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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]

14.12ANI 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
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]

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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

14.13ANI 16: CREDITS

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