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Campaign mode is a mission based component of Galactic Civilizations II. By playing through the missions of the campaign the player uncovers the story of the Dread Lords. Each mission presents the player with specific mission objectives that can differ from normal victory objectives. The difficulty level can be adjusted for each mission, allowing the user to challenge themselves as much (or as little) as they wish. The campaign is non-linear. The player can lose one scenario and go on an alternative scenario instead.

Mission descriptions below. Contains spoilers.

Dread Lords[]

Mission 1: An Unexpected Visitor[]

Colonel Bradley of the Terran Alliance navy has reported that while visiting Precursor ruins on Epsilon 3, a mysterious figure approached him and told him of a planet where Precursor technology has been left behind. Moreover, he says that the Drengin Empire has become obsessed with finding Precursor technology in recent years and is likely already on the world and in possession of the artifacts. According to the report, one of the planets in this sector has a temple that contains a holocron that will give us the location of the world that has the powerful Precursor artifact. We must take control of all 3 planets in this sector to ensure we discover the location of this lost Precursor world. There is an Altarian outpost in this sector and they will aid us in our endeavor.

  • Map Size: Tiny
  • Teams: Terran Alliance, Altarian Republic, Drengin Empire
  • Next mission if successful: 2
  • Next mission if failed: 1a

Victory: We have found a holocron on the third world that speaks of a mysterious planet called Ixith. The viewing device shows that Ixith was once a major Arnorian home world. Based on the debris seen around the world, a great battle once took place there. According to legend, the Arnor split off into two groups. One kept the name Arnor and the other, the "rebels" became known as the Dread Lords. The Dread Lords were winning and had even imprisoned the Arnorian homeworld within an impenetrable force field. But, at the last battle, something happened and the Arnor and Dread Lords in the battle all disappeared. Our information is sketchy as it comes mostly from the Altarians who have turned the whole thing into a sort of mythology. But, we have seen enough evidence of Precursor technology to know that they were very powerful. Unfortunately, the Drengin have a head start on us and have already sent forces to take the planet.

Defeat: The Drengin have beaten us out of the sector! Whatever information the temple contained is now in their hands. We will need to win over more allies in order to continue the war.


Mission 1a: Desperate Ally[]

Because of our previous defeat, we must find new allies. The Drengin Empire have recently enlisted the cruel robotic race known as the Yor. It is said that the Yor were created by another civilization long ago during the time of the Precursors. Our research leads us to believe we've found that civilization - the Iconians. The ancestors of the Iconians apparently used to be servants of the Arnor (one of the two Precursor civilizations). The Iconians had built the Yor to assist their duties, but when the Arnor and the Dread Lords went to war, the Dread Lords secretly modified the Yor to give them self-awareness and a loathing of all biological life. The Iconians were nearly wiped out and the remnants fled to a far corner of the galaxy. Now that we're aware of the Iconians and have found their planet, we've given them Hyperdrive. The Iconians are favorably disposed towards us, but not ready to join in a grand alliance against the mighty Drengin Empire. We must convince them through trade, diplomacy, and our military strength that they should join our fight against their former creations and the vile Drengins.

  • Map Size: Small
  • Teams: Terran Alliance, Yor Collective, Iconian Refuge
  • Next mission if successful: 2
  • Next mission if failed: end

Victory: We have been successful in creating an alliance with the Iconians. Moreover, the Iconians know what planet we must go to in order to find the Precursor base -- Ixith.

Defeat: We have been defeated. Again. Because of your ineptitude, we have decided to replace you with someone capable of bringing the Human race victory.


Mission 2: Ixith[]

The planet Ixith is said to have a powerful Precursor artifact. Our agents have learned that the artifact can only be used in a certain location. We suspect the Drengin have already recovered the device, but we need to take the planet Ixith in order to learn where they plan to go to use the device. By taking the planet and learning where the Drengin plan to use this device, we can intercept them and recover the Precursor device for ourselves.

  • Map Size: Small
  • Teams: Terran Alliance, Drengin Empire
  • Next mission if successful: 3
  • Next mission if failed: 2a

Victory: Ixith is ours! We have discovered that the device has to be used on at the top of a temple on the planet Karion in a different quadrant. We must race to Karion to stop the Drengin!

Defeat: We have been defeated! The Drengin Empire seems unstoppable. Yet, there is hope for the future. Our scientists on Alpha Centauri are on the verge of a new defense technology that could thwart the Drengin in a big way. However, the Drengin have gotten wind of this and are on the way to conquer that planet!

Mission 2a: The Xenon Project[]

Beta Prime in the Alpha Centauri system has been working on a new defense technology called Shields. Thus far in all our battles, we've fought with a single type of weaponry and defense: Beam Weapons and Armor. These shields provide an energy field about the ship that deflect and absorb beam weapon energy. We believe this could really even the odds with the Drengin. The Arceans and Altarians have sent us some help. However, the Drengin are operating from a barren planet at the corner of the quadrant and have sent in an impressive strike force of frigates and transports to conquer Beta Prime. We must hold off the Drengin long enough to build some prototype ships that have shields.

  • Map Size: Small
  • Teams: Terran Alliance, Altarian Republic, Arcean Empire, Drengin Empire
  • Next mission if successful: 3
  • Next mission if failed: end

Victory: Our new shield technology has come in handy and we've defeated the Drengin. We also captured information from their base on the location where the Precursor device we previously failed to obtain is going to be used -- the planet Karion.

Defeat: You clearly are not suited for command. We will find someone else.

Mission 3: Darkness Rising[]

The Drengin Empire has obtained a Precursor device whose purpose is unknown to us. What we do know is that the device can only be used in a certain location -- a temple on the planet Karion. The Altarians are here to help lend us a hand. Our mission is to take Karion, capture the device, and use it to help Earth's war effort. We have sent a group of new Phoenix class warships that are equipped with the recently developed Shield technology. This makes them the most lethal ships in the known galaxy against the Drengin weaponry. We must press our advantage and take Karion.

  • Map Size: Tiny
  • Teams: Terran Alliance, Altarian Republic, Drengin Empire
  • Next mission if successful: 4
  • Next mission if failed: 4

Victory: As our troops finish taking over Karion, a Drengin general uses the mysterious Precursor artifact from the top of the ancient Arnorian temple. With a circular dipping motion the device is activated, causing the entire sky to begin shimmering and erupt with a blinding light. Suddenly, the space around Karion is filled with hundreds of bizarre looking ships. A Drengin task force that had just hyperspaced into the quadrant is instantly destroyed by the mysterious warships. Without hesitation, our forces flee the onslaught and narrowly escape this deadly and seemingly invincible foe! As a famous philosopher once said, "I've got a bad feeling about this!"

Defeat: Our forces have been defeated by the Drengin. Again. Our last warship was about to fall to a newly arrived Drengin task force when suddenly a host of bizarre looking alien ships began to appear out of nowhere. The Drengin fleet was almost instantly destroyed, leaving our ship just enough time to narrowly escape a similar fate.


Mission 4: Siege[]

We now know where the Dread Lords disappeared to. In their final battle with the Arnor, the Arnorians activated a device on the planet Karion and sent the entire Dread Lord fleet into a pocket universe. The Drengin have unwittingly brought these immensely powerful beings back and they're now wreaking havoc on the galaxy. We have contacted the Drengin Ambassador to discuss a truce so that we can pool our forces against this new enemy... but the Drengin response was chilling. The Drengin Ambassador put it like this: "Here is what is going to happen. You and your pitiful allies are going to fight these new beings. We will give ground to them. Most of the worlds we occupy are not inhabited by Drengin anyway so those people will perish. But you pathetic humans and the fool Arceans will try to save your worlds from annihilation. The fight with these Dread Lords will cost you a great deal. If you win the day, your forces will be weak and we will crush what's left. If you lose, then we will deal with the Dread Lords. In either event, you humans will have interfered with our plans for the last time. Earth will be ours." We need more allies. The Torians are militarily powerful enough to help us. And they have an intense hatred of the Drengin Empire. But, they are not particularly friendly with us. There is a Torian world that is under occupation by the Drengin. We cannot permanently conquer it because the Dread Lords are now in this sector. However, in hiding on the planet is the spiritual leader of the Torians (who was visiting when the Drengin attacked). If we can rescue him, the Torians are likely to join our side. We must take the planet Tiniath. It is located in the upper-left part of this quadrant. The challenge is to get that planet before the Dread Lords get too powerful in this quadrant. Avoid engaging the Dread Lords if possible.

  • Map Size: Medium
  • Teams: Terran Alliance, Altarian Republic, Arcean Empire, Drengin Empire, Yor Collective, Dread Lords
  • Next mission if successful: 5
  • Next mission if failed: 4a

Victory: Our troops quickly find the Torian spiritual leader and take him on board, and the ship flies safely into hyperspace as the Dread Lords approach. With the safe return of their leader, the Torians have agreed to join our cause.

Defeat: Our forces have been defeated. The combined power of the Dread Lords and the Drengin were too much for us. Luckily, we still control other sectors and can regroup to formulate a more indirect strategy.

Mission 4a: Hearts and Minds[]

We must bring the Torians into the war. The Torian Confederation was once dominated by the Drengin Empire. Long ago, the Drengin Empire conquered the Torians and enslaved them. In time, the Torians were able to free their world from Drengin rule, but they still harbor a deep distrust of their ancient foes. To this day, they have regular border clashes with the Drengin. But, in the current galactic conflict, they have remained neutral so far. While they despise the Drengin, they recognize that the Drengin are powerful and their relations with Earth have been inconsistent. To bring the Torians into the war on our side, we must convince them that we are the "good guys". That is the biggest obstacle we've had to face, as the Torians don't know what to make of humans yet. Your mission is to convince the Torians of our goodness. The best way to do that is through trade and culture. Build starbases with modules to expand our influence. Send freighters to the Torians. Either via an outright alliance or through cultural assimilation, we must help the Torians learn more about us and convince them to join us against the darkness that is attempting to cover the galaxy.

  • Map Size: Medium
  • Teams: Terran Alliance, Torian Confederation, Drengin Empire
  • Next mission if successful: 5
  • Next mission if failed: end

Victory: Thanks to your excellent work, the Torian High Council has agreed to enter the war on our side. There may yet be hope for the future...

Defeat: Without the assistance of the Torians, the Dread Lords quickly consume the rest of the Terran Alliance and lay waste to our civilization. The human race is defeated.


Mission 5: Achilles Heel[]

Nearly a year has passed since the Dread Lords were unleashed on the galaxy. The Drengin Empire has given way to them without fighting. For the most part, the Dread Lords have had little interest in the beings that live on their abandoned worlds. Their preference for outright extermination has resulted in the deaths of billions of innocents. From what we can tell, there are not that many Dread Lords. At least, there never are very many at a single time. But, strength in numbers is not their advantage. Their power comes from their immense technological advantage. The incredible Dread Lord technology is also their Achilles' Heel. The planetary infrastructure necessary to make Dread Lord ships and weapons is immense. The worlds that the Dread Lords have been conquering obviously do not have that infrastructure. Intelligence from the recently conquered planet Teth indicate that the Dread Lords appear to be making it into a serious base. The good news is Teth is relatively isolated and open to attack. Our mission is to conquer Teth and see if we can find new weapons technologies. In battles across the galaxy, the Dread Lord ships seem to employ various kinds of weapons such as mass drivers and missiles. They also have the appropriate defenses for them. We have seen previously how effective shields have been against the Drengin, who have started to employ them on their new ships. If we can capture Teth, we will be able to build ships with more types of weapons and better adapt to Dread Lord technologies. There's no way we can take on the Dread Lords by ourselves. Even with our military at its peak we couldn't. The Arceans, Altarians, and Torians have also sent forces to aid in the effort.

  • Map Size: Small
  • Teams: Terran Alliance, Altarian Republic, Arcean Empire, Torian Confederation, Dread Lords
  • Next mission if successful: 6
  • Next mission if failed: 5a

Victory: Teth is ours. We may not be able to hold it long, but we discovered a host of information on new types of weapons and defenses that we can now make use of in a climatic battle with the Dread Lords.

Defeat: The Dread Lords are just too powerful. We must find a way to obtain new weapons technologies.

Mission 5a: Arms Race[]

The Yor have invented a missile-based weapon. Missiles were considered unsuitable for space combat because they are so slow. The Yor have managed to put micro-hyperdrives on each missile in order to make the missiles fly at incredible speeds. The only way we're going to get this technology will be to completely wipe out the Yor. We will have the help of the Iconians this time.

  • Map Size: Medium
  • Teams: Terran Alliance, Iconian Refuge, Yor Collective
  • Next mission if successful: 5b
  • Next mission if failed: end

Victory: The Yor have been wiped out of this quadrant. The Iconians are very pleased with the results and we now have missile and anti-missile technology.

Defeat: With our defeat the end has come -- for you. You've been replaced.

Mission 5b: The Thalan[]

The Thalan are a mysterious new civilization we have almost no knowledge of. But, we need to make them our friends. There are a few ways of doing this. If we can gain friendly relations with them, then they may be willing to trade a new weapon technology called Mass Drivers. We can either try to culturally assimilate them through influence or gain a "close" diplomatic relationship with them. If we go to war with them, we lose. The Yor and Korx have a presence in this quadrant so be very careful.

  • Map Size: Small
  • Teams: Terran Alliance, Yor Collective, Dominion of Korx, Thalan Empire
  • Next mission if successful: 6
  • Next mission if failed: end

Victory: The Thalan leaders have joined our side, but have little to offer in terms of raw military might. They have contributed several new technologies that will help us in our battle against the Dread Lords. Most notably - Mass Drivers.

Defeat: The Thalan people appear to prefer their own culture over ours. They spit out our soda beverages, they laugh at our ridiculous clothing, and they even fail to grasp the genius of 'Reality' holotronics. The human race was quickly overcome by the Dread Lord forces after our recent failure. In short, the Thalan people have left our culture to be forgotten in the mists of time.


Mission 6: Apocalypse[]

This is it. We have assembled our entire alliance here. The Arceans. The Altarians. The Iconians and even the Torians are here. This will be a huge battle that will settle the fate of the galaxy. We must defeat the Dread Lords once and for all. However, we're at the galactic core here. The Korx and Drath have worlds in this quadrant and the Drengin and Yor have a couple of outposts. That should not distract us from the primary goal: wiping out the Dread Lords. The Dread Lords don't seem that concerned with the Yor and Drengin. We can only conclude that they consider us the greater threat. Like in other missions, the Dread Lords don't have much in terms of numbers. Moreover, the Dread Lords apparently do not colonize worlds. The Dread Lord weakness continues to be their own technological advantage. The infrastructure necessary for them to create new weapons and ships is so vast that they have a hard time doing so with the primitive infrastructure on the planets they conquer. It's not surprising that they don't bother to even try to colonize given how long it would take them to build up from nothing. We believe the key to victory is to strike fast. The longer the Dread Lords occupy their worlds, the more time they'll have to build up the infrastructure. In the long-term, the Dread Lords are unstoppable.

  • Map Size: Large
  • Teams: Terran Alliance, Altarian Republic, Arcean Empire, Torian Confederation, Iconian Refuge, Drengin Empire, Yor Collective
  • Next mission if successful: 7
  • Next mission if failed: end

Victory: The Dread Lords are defeated! From their base worlds, we have recovered the pocket universe activation device. Not that this will help us now. But when the war is over, we'll be able to study it and learn a great deal from it. Unfortunately, right now we have to head to the defense of Arcea, as the Drengin have launched a massive attack against the Arcean homeworld!

Defeat: The Dread Lords have won. The galaxy will soon be theirs! Run for your lives!

Mission 7: Exploitation[]

With the main force of the Dread Lords seemingly defeated, the Drengin Empire and its cruel robotic ally, The Yor, have begun to strike. You have done very well in your missions. The war, however, is not going well overall. The Dread Lords took an immense toll on our military. While the Terran Alliance bore the brunt of it, the Arcean Empire was also hard pressed. The Drengin Empire has launched a massive attack on the Arcean home world. We must help our allies defend themselves from Drengin aggression.

  • Map Size: Huge
  • Teams: Terran Alliance, Altarian Republic, Arcean Empire, Torian Confederation, Iconian Refuge, Drengin Empire, Yor Collective
  • Next mission if successful: 8
  • Next mission if failed: end

Victory: The Drengin and Yor have been defeated. But the victory was too easy and now we know why -- it was a ruse to spread our forces. The real attack was aimed at Earth, which is now under siege by a Drengin armada! The mysterious visitor has returned and counseled us that we send one ship to the planet Charon. On Charon is a device that may hold the key to Earth's survival. We are sending a small task force there immediately.

Defeat: The Drengin have conquered Arcea. What's worse, they've also attacked Earth! Our defeat here means there are no forces to help Earth. Our forces have been utterly vanquished. We have hidden in a cave hoping that the Drengin won't notice it and we can flee to live out our lives on the run. Unfortunately, that was just so much wishful thinking, as the Drengin have noticed us. Now would be a good time to learn the song "Life as a Slaveling."


Mission 8: Deception[]

Earth is under siege by the combined forces of the Drengin and Yor. However, the mysterious visitor has returned and told us that there is a second device connected with the final days of the Dread Lord / Arnor war that is loosely translated as the Salvation Device. This quadrant contains the planet Charon, which apparently has the device we are looking for. Precursor artifacts are just never convenient. This is one messed up quadrant. Our task force includes a colony ship and couple of cruisers. We've found an unoccupied world to land on, but the quadrant already has a few renegade Dread Lords, Yor, Drengin, Korx, and Drath. The planet Charon is currently not occupied by anyone, but that will likely change. Regardless of who has it, we must take it for ourselves to recover the so-called "Salvation Device". Charon is also located near the center of this quadrant, close to a Yor outpost. It's going to be a real slog.

  • Map Size: Huge
  • Teams: Terran Alliance, Drengin Empire, Yor Collective, Dominion of Korx, Drath Legion, Dread Lords
  • Next mission if successful: 9
  • Next mission if failed: 8a

Victory: We have found the Salvation Device. And if it does what we think it does, it definitely lives up to its name. We must quickly return to Earth before it's too late!

Defeat: We have failed to recover the device. This is too important to Earth to ignore, so a second team has been sent. In the meantime, you have been ordered to clear a quadrant so that when the device is recovered, they can return directly to Earth.


Mission 8a: Pathfinder[]

Our defeat at Charon is a major setback. Earth has sent a covert force to attempt to steal the Salvation Device. Should they be successful, they will need to be able to take the device back to Earth with us as escort. While they attempt to obtain the device, we must clear this quadrant of all enemies. It won't be easy. There is a Dread Lord outpost here and a number of Yor planetary bases. Thankfully, the Dread Lords are quickly fading now that their main fleet has been destroyed. Post-battle analysis has indicated that a Dread Lord fleet generally only consisted of a few dozen individuals, so this outpost may have only a single Dread Lord living on it. But, it could be enough to gum up the works.

  • Map Size: Medium
  • Teams: Terran Alliance, Altarian Republic, Yor Collective, Dread Lords
  • Next mission if successful: 9
  • Next mission if failed: end

Victory: Our agents have stolen the Salvation Device from under the Drengin's noses. We must escort them back to Earth with the hope that all our sacrifices have not been in vain.

Defeat: Utter defeat. Our ship has been captured by a Dread Lord. Our liives will be over momentarily...


Mission 9: Salvation[]

The situation is desperate. We're talking really, really bad. The Arceans have already been defeated. The Altarians are on the ropes. We have returned to Earth's home quadrant, which happens to include the Altarian homeworld as well. Both are fighting for their lives. The Drengin are incredibly powerful and likely to get increasingly powerful over time. We must act fast. The Salvation Device apparently works by attaching it to a special apparatus and then pointing it towards the planet you want to "save". We wouldn't normally contemplate taking such a risk -- we don't know exactly what this device will do. But it's either this or total genocide for humanity, as the Drengin Empire has already wiped out our colonies on Mars and the Moon. We have long known there is some sort of Arnorian outpost on the planet Uthon. The planet is desolate (Class 1) and currently occupied by the Drengin Empire. We need to take that world to have a base to point the Salvation Device at the Earth and hopefully save the day. We have remnants of Altarian and Torian outposts here. The Drath have an outpost as well. Make no mistake, the Drengin are incredibly powerful here, though a lingering suspicion remains that they are little more than pawns. There are rumors that a Dread Lord is pulling the strings behind all this activity. With Earth under attack, our only hope is to take Uthon and activate the device before Earth is conquered. The Altarians will try to buy us time with their last outposts. Good luck!

  • Map Size: Gigantic
  • Teams: Terran Alliance, Altarian Republic, Torian Confederation, Iconian Refuge, Drengin Empire, Yor Collective
  • Next mission if successful: 10
  • Next mission if failed: end

Victory: The Salvation Device has been activated. A warp field was generated and a beam passed through it to instantly arrive at Earth. Rather than destroying the Drengin fleet, it createed an immense, self-sustaining force field around the Earth. Nothing can pass in or out of it. The Salvation Device has a second-translation -- Imprisonment Device. This is the device that the Dread Lords once used to imprison the Arnorian homeworld during the Precursor War. From our perspective though, it does what we wanted. Earth's "salvation" has been to enclose it within the energy field. As nothing can go in, the Drengin will be unable to conquer it. As long as we maintain control of the Salvation Device, Earth isn't truly imprisoned because we can turn off the field. Drengin shock troopers who have managed to get on Earth are now cut off from reinforcements and are doomed.  The Earth is isolated but safe.  However... we are not. Moments after the force field became activated, our sensors detected a blizzard of deep space scans. The Drengin are coming. We can bring the device with us to wherever we go. The question is, where should we go? The Altarian home world has been occupied and what's left of our fleets have been destroyed. In short, the war is over. We've lost. The Drengin and their allies are triumphant. We have received word that the Torians are now occupied once again by the cruel Drengin. Our sources tell us that the Drengin used massive orbital bombardment against the Torian homeworld before conquering it. The planet is in ruins. The Iconians have retreated to hidden places. The Arceans have surrendered. The galaxy is covered in evil and darkness with no apparent hope. Earth is protected or imprisoned depending on how you want to look at it. Either way, the Terran Alliance is utterly defeated. What's worse, there seem to be Dread Lords present. There are rumors that the Dread Lords have pulled the strings behind all of this strife. It may be that the Drengin are thralls of the Dread Lords without even knowing it. There seems to be no hope for the galaxy. We are the only independent fighting force remaining and we are no match for the Drengin fleet. Worse, long-range sensors indicate that the Drengin are on their way here. We must leave this place with the device. But, where should we go?

Defeat: Our failure to properly activate the Salvation Device has allowed the Drengin forces to occupy Earth. We were the last, best hope for Humanity. And we failed. From this point on, all Terran citizens will live in slavery under the rule of Lord Kona. Now we know how the Torians feel.


Mission 10: Escape[]

Earth is safe -- thanks to the Salvation Device. It has surrounded the Earth in an impenetrable field. While the Drengin have Earth surrounded, they cannot invade. And we have custody of the Salvation Device.

Now is the time to escape. But where should we go? The mysterious figure has arrived again. He... It... continues to wear a long dark robe. As he approaches, Izok of the Thalan arrives in a shuttle. He has insisted that we not talk to the mysterious figure!

Izok claims that the mysterious figure will lead the entire galaxy to ruin. In response, the mysterious figure unrolls his hood revealing himself -- he's human! He calls himself "Draginol".

To us he says, "The galaxy is shattered, crushed by the evil Drengin and their allies. But the real lords are the Dark Arnor -- the Dread Lords. You have but one hope. You must return to Karion. On Karion is the temple with the device that brought the Dread Lords here. It is too late to send them back, but the device can send you and your forces to where the Dread Lords were. Think of it -- the Dread Lords inhabited that place for centuries, the power and devices that must still be there are the only hope for the free peoples of the galaxy. You must go there and in time, return. Your return will be the beginning of a great crusade to rid the galaxy of evil and tyranny and put an end to the Dread Lords once and for all."

In response, Izok disagrees, "No, that is what we have been trying to tell you. The Thalan are not of your universe. Humans have interefered too many times in the affairs of the galaxy. Your Hyperdrive technology was only the first step. As bad as it is, there are worse things for the universe as a whole than one galaxy dominated by these Drengin creatures. Humanity has been manipulated from the beginning by greater powers. Without your Hyperdrive technology, none of this would have happened. What this 'Draginol' suggests will lead to greater ruin."

If you go to Karion and to the place of the Dread Lords I have no doubt you will return. And your "crusade" will end in fire and death for all living things. That is why we are here, we were sent to stop you. But events occurred too fast and now it's too late so I can only appeal to your... humanity. You must not do this thing."

The Draginol figure looks vaguely familiar though you cannot quite remember from where. However, the decision as to whether to leave the Earth imprisoned forever or to find hope for the future is a no-brainer. Earth WILL be saved. We will go to Karion.

Draginol explains that at the temple we must bring our ships as close as possible. Once the device is activated, our ships will be teleported from our universe to the pocket universe that the Dread Lords were in.

Karion is occupied by the Dread Lords. We must take it back.

Victory: The Dread Lords have been defeated on Karion. Upon activating the device, our fleet of ships has been teleported to a pocket universe. There we see an incredible world which we shall call Haven. This world is not dark and desolate as we had imagined, it is incredible. The world is utterly abandoned but full of intact Precursor infrastructure. It is very odd as there are no stars in the sky other than a single yellow one that the Precursor world orbits. We must now set ourselves to unraveling the secrets we learn here so that we can eventually return to normal space, save Earth, and defeat the Drengin and their evil allies. To humans in the galaxy -- we shall return. We will return as crusaders to save the galaxy from Drengin tyranny and evil.

Defeat: You've been captured by the Dread Lords. The last thing you see is them activating the device to lower the field that was protecting Earth.

Dark Avatar[]

Mission 1: A Matter of Genocide[]

The Drath home world is under siege. A commander of the Drath war fleet, Slir Rah'shi, has brought together the clans of the Drath civilization in an all-out defense of their home world. As commander of Drengin forces, and per your direct-supervisor Lord Vire's orders, you are assigned to the glorious task of liberating the Drath home world…for our use. Prepare the remaining Drath survivors for transition into slavelings.

Kindar, the leader of the Korath clan, has placed Lord Drimm to be in charge of the final stages of the war.

In our glorious work ahead, we have been teamed up with the infamous Commander Ragash. We are told that his deadly shock troopers will be leading the assault on the Drath home world.

Our long war for supremacy of the galaxy seems to be near its final conclusion. The Drengin Empire reigns supreme. The only remaining forces who oppose us are the Drath and the Korx. The other so-called major powers are either now occupied or operating only in isolated pockets.

One exception to this is the Thalan. As far as we can tell, the Thalan have no distinct home world. We don't know where they came from, but they appear in various quadrants that we wage war in and generally do not interfere unless offended.

The Korath clan, as you know, are where our elite Drengin shock troops come from. In recent months, they have become numerous enough to actually support a distinct command structure.

Lord Vire, your commander, has ordered you to cooperate with the Korath and make a good showing that us "common" Drengin are every bit as lethal as the illustrious Korath.

Eliminate the Drath. This is the twilight of their galactic civilization.

Victory: The Drath home world is ours. But a disturbing situation arose during processing.  Signals were mixed and instead of processing the Drath, the Korath have exterminated them instead.  This is not the Drengin way.  We do not exterminate species; they are too valuable as slavelings.  Now who will work in our mines?  We've almost run out of slavelings even on our home planet of Drengi! Clearly, Lord Vire will not be happy with these results.

Defeat: You have lost.  And you have lost much more than just a battle.  You're being relieved of command by Lord Vire and swiftly transitioned into the slaveling world.  Enjoy your final few hours of daylight, as you won't see it again anytime soon when you're deep in the mines of Drengi!



Mission 2: Spies[]

Gemini Quadrant

With the defeat of Slir Rah'shi and the rest of the Drath having gone relatively smoothly - other than the fact that there were no survivors to become our slaves - you've been allowed to command yet another mission. However, if you want Lord Vire off your back, this one needs to go much better.

The Terran Alliance is no longer the military force it once was, but that hasn't deterred the Terran spirit. Led by Special Agent James Solon Locke, they're teaching us a bitter lesson in guerilla and information warfare.

These Terran agents are strong enough that a single Human base is starting to create problems throughout the entire Gemini Quadrant. The notion of sabotage with espionage agents brings to mind an encounter with Seitsaeb, a self-proclaimed "professional mirage schemer." Until now, his ramblings seemed absurd. Our best people are trying to locate his whereabouts as we speak, but until we hear back, we're on our own. We can only defeat a non-standard enemy by defeating these agents and obliterating their base.

Beware. There are also reports that an independent group of Thalan are lurking around. Do not underestimate the Terran Alliance. They tend to try to find subtle ways to thwart our will and if left unchecked will quickly become a major thorn in our side.

Victory: We have taken out the Terran Alliance in this sector. We discovered part of the reason they've been so effective; they're doing something new - they're harvesting resources from nearby asteroid fields.  This technique was originally invented by Sothos the Mnemonarch of the Iconian Refuge.  Sothos has served as a data archiver for the Iconians for several years and was working on re-building the shards of the Precursor libraries in order to give the race a huge advantage.  The Iconians were more than willing to trade for this technology, but due to bad negotiation skills on their part, much of the necessary information has been "obtained" by other races for no fee at all. We've done a lot to strip planets of their resources, but the small scale of asteroids never interested us. We must make full use of new asteroid mining facilities.  Not only for our benefit… but to deny those resources to our enemies as well. With this discovery now in our hands, and the relative ease by which you've disposed of the Terrans, Lord Vire has decided that you are a strong commander indeed.  While he will still be in charge of watching you, he will most likely not be doing so as closely now.  Good work!

Defeat: You've been shattered by Special Agent Locke and the Human Ministry of Dis-information.  To say that Lord Vire is unhappy with you would be quite an understatement.


Mission 3: Bribery and Backstabbing[]

Andromeda-Triangulum Quadrant

The Korx have been bribing minor races in a futile attempt to thwart the might of the Drengin Empire. The Korx have even managed to bribe renegade units from the Terran Alliance and have also attracted contingents of the Altarian Resistance to help them defend this quadrant.

The Korath have once again assigned Commander Ragash to bring in units and pre-assemble a base on the planet Sidin as we prepare to defeat the Korx.

Conquer everyone that doesn't agree with our conquest in this sector.

Victory: The Korath have once again exterminated everyone on the conquered worlds. Though we didn't make our slaveling argument terribly clear this time, the Korath (being a clan of the Drengin Empire) should have known better.  This is becoming a serious problem, despite Commander Ragash's claims that these are isolated incidents. ...A Meeting with the Humans... Though the Terran Alliance is no longer a factor in the war for galactic domination, their covert operations continue to be a major thorn in our side.  Against our better judgement, a meeting was granted with Terran Special Agent James Solon Locke, and he brings allegations against our kin. According to Locke, the Korath are developing a planet-killing technology.  Locke claims this planet killer is actually a spore.  Not just any spore.  The Korath were boring down to a pool of petroleum, and upon contact with the oil, every rig worker perished.  The area was quarantined and a spore of ancient age was identified.  Rock strata show the underlying area was about 6.2 billion years old, so the spore is of great antiquity.  The Korath have successfully groomed the spore into an almost living organism that can duplicate itself regularly in the lab… but only under specific conditions.  All animal-based tests have come out positive… meaning not a single animal survives contact.  The spore infects nervous tissue and protein degeneration starts. Ironically it isn't the degeneration of either the tissue or the infection itself that kills the creature, the proteins fold and start coagulating into crystals.  Like a river freezing, the proteins grow like a chain of spikes freezing all function… growing exponentially.  This rapid expansion of solid material not only kills the host, but also kills the spore. Released en-masse in the atmosphere, it would kill every creature with a brain, leaving the planet ready for colonization… no resistance. Locke claims the Korath have a lab on the planet Dithir, which is working to scale up this mass genocide weapon.

Defeat: You were unable to conquer everyone in the quadrant.  Your failure has meant the death of many men, and the ultimate doom for our race.

Mission 4: A Nightmare on Dithir[]

Centaurus-Crux Quadrant

Having finally come to an agreement on the slaveling vs. extermination issue with commander Ragash, the Korath and Drengin are finally working as finely tuned machine. The Korx resistance is nearly overwhelmed. Their fate is now preordained.

While the Korath are busy, we have been asked by high command to investigate the allegation that the Korath are researching "Weapons of mass genocide". Therefore, we need to get at least 4 spies onto the planet Dithir to find out exactly what's going on in those labs. Obviously, the Korath control Dithir so we'll have to be careful.

We MUST get those agents onto Dithir before the Korx are wiped out in this sector otherwise we'll have little excuse for hanging out in this quadrant. A professional has been sent to help in this manner. Seitsaeb has been located, and will be assisting you in this mission. By following his instructions, you are almost assured victory.

Victory: Under Seitsaeb's direction, our agents have verified that the Korath are working on the Ancient, now genetically engineered spore.  The weapon is exactly as James Locke described.  Infecting the axons of neural cells, denaturing their proteins, and as the proteins denature, their shape snaps and forms a Prion - not unlike the Mad Cow disease of Earth.  Since the protein crystallization expands and replicates in size so quickly, it destroys the creature, and then the spores soon thereafter.  The spore has been engineered to last only a few weeks out of culture, so a world once infected via air - is soon wiped clean of all non plant-life. Genocide on a galactic scale is their plan.  The Korath are not known for genetic tinkering or medical research, and this technology to produce these modified spores is far beyond anything we have ever encountered. There is no way that the Korath developed this on their own, and no other race (besides us) would even consider such a technology trade.  Though we have spies that were not captured, they reported an odd presence surrounding their activities…

Defeat: You've blatantly ignored Seitsaeb's expert advice and somehow managed to get your spies caught, and fleets destroyed.  Something terrible awaits this Galaxy... yet you will not be there to witness it.


Mission 5: Return of the Dread Lords[]

Centaurus-Crux Quadrant (part 2)

Thanks to the espionage efforts of Seitsaeb, we now know where the Korath gained their sudden research expertise... The Dread Lords! Not only were the Dreads Lords not previously defeated, but they used us... and the Terrans... to corrupt our cultural conquests. 

The Korath were once just another clan of the Drengin Empire. But the Dread Lords offered them power and glory beyond their imaginations. In exchange, the Korath have agreed to further the Dread Lord agenda - wiping out all races in the galaxy. Sadly, there's been a hidden price to this agreement. It's all too evident the Korath have begun to change physically as well as mentally. In fact, they barely even look like Drengin anymore.

We have a problem... the Dread Lords do not want us to inform the other races of their existence - or their plans. Unfortunately, the only hyperspace relay station in this quadrant is on Dithir! We must take Dithir from the Dread Lords so that we can send a communication to high command on what has happened.

Our agents that were on Dithir are gone. In fact, upon discovery, the Dread Lords sprung a long prepared trap that has sent out a massive shockwave throughout the quadrant! Only our original outpost on Kandthis has survived and only then just barely!

We must take Dithir. It will not be easy.

Victory: We've taken Dithir just long enough to send out the message. All out Civil War is imminent.  We need to make a hasty escape out of the quadrant.  The Dread Lords are returning with a force we can't possibly confront at this time.

Defeat: You have been destroyed by the Dread Covenant. Little hope remains for the rest of the Galaxy.


Mission 6: The Death of the Korx[]

Ursa Major & Ursa Minor Quadrants

Rushing back to Drengi to deal with the consequences of the Dread Covenant, we have unwittingly come upon the scene of a massive battle. The homeworld of the Korx is under assault by the Korath. Normally a seedy mercenary race, it seems the Korx have run out of tricks. Their final world is sandwiched between Ursa Major and Ursa Minor. If the Korx lose this battle, they will cease to exist as a civilization.

We aren't prepared for an extended battle, and our force is too small to make a difference. Bottom line - the Korx are doomed. But as long as they are still fighting, there's a chance the quadrant is too much in flux for the Korath to notice us.

Yax Ulnar of the Korx recognizes his world is doomed, but maybe his species could survive somewhere across the galaxy if the Dread Covenant is ultimately defeated. Yax has agreed to come aboard our ship...in exchange for transporting him he will show us the safest path to get across undetected.

We must take our fleet and guide it across to sector 1,3. Once we are in there, we can safely make it back to Drengi. A morale resource is just East of your exit point.

Victory: You're on your way back to Drengi.  The Korx have informed us that one of their secrets to success..well, success up to this point anyway, was that they were able to colonize many planets that we classify as "class 0". Apparently there's a whole range of planets we could colonize if we have the proper technology. The Korx have informed us of several types of worlds. This may prove useful in upcoming ordeals.

Defeat: Your ship has been obliterated and the Korx are stellar dust.


Mission 7: In Defense of Drengi[]

Perseus-Auriga Quadrant

We've made it back to the Drengin home world. A state of Civil War has already existed and now the Korath have taken in to the Drengin capitol.

Our forces currently control the Drengin home world.

The Korath have vowed to conquer and if necessary liquidate all Drengin who do not bow to the Korath clan. As before, the Korath are backed up by a contingent of Dread Lord ships operating from a base in this quadrant.

The Korath have taken over several small bases and have a considerable force. We must build up our native strength and kick the army of the Korath out of here.

We have one advantage that they don't -- we know that some of the planets in this quadrant are colonizeable. The Korx have let us know of the existence of a number of new colonization technologies. If we research them, many of the previously uninhabitable planets become open to us!

Victory: You've defended the Dregin homeworld, now it's time to look for alternatives.  We can't hold out alone.

Defeat: The Dread Covenant overwhelm your forces and decimate the home planet of Drengi. There is little left but smoldering ruins.


Mission 8: The Hearts & Minds of Robots[]

Orion-Canis Quadrant

The Yor are a wild card. They have traditionally allied with us against races that oppose our alignment, but the Korath are appealing to them as well. We can't fight the Dread Covenant without an ally, and the Yor are our strongest hope.

Delta-3 is the ultimate arms merchant and is working for the Yor. He will step in and offer to help anyone who needs help if they are losing a war. His motives are unclear, but there are rumors that he may be linked to the Dark Yor.

Build an alliance with Delta-3 and the Yor. They must ally with us. If they don't, all is lost. You can be sure that the Korath are trying to do the same.

Note that there are some isolated pockets of Terran Alliance and Arcean Empire forces in this quadrant so be careful.

Victory: Delta-3 and the Yor have agreed to help us fight the Dread Covenant.  Old allies again.

Defeat: The Drengin race is doomed because of your poor leadership.


Mission 9: Saving the Torians[]

Leo Quadrant

Though Delta-3 and the Yor have joined us in our war with the Dread Covenant, we need to go back to what started this series of wars. We need slavelings, yet each attempt at absorbing a race has ended in genocide at the hand of the Korath Clan.

During the past few years of battle, the Torians have continually been pushed into a smaller corner of the Galaxy. Though we're traditional enemies, the Torians are in a dire situation of being exterminated. Therefore, we are doing something ridiculous. We're going to try and save the Torians. Sure it's not entirely noble, since we need slavelings - but beggars can't be choosers.

Toria is still currently under Drengin control, but the Korath mean to take it and finish the work they started. We have installed a puppet government on Toria that are our "allies".

We must defeat the Korath in this quadrant while making sure that Toria is not conquered.

Victory: You have saved the Torians for their role as Drengin Slavelings.

Defeat: You've allowed Toria to fall.  The penalty for your failure is death.


Mission 10: Dark Apocalypse[]

Dark Apocalypse

In the ultimate battle of might, the fate of the galaxy will be decided in this climactic battle. The Dread Lords and the Korath are on one side, while Delta-3 and the Yor have sided with us.

This is a large area consisting of the Hercules, Corona Borealis, Serpens, Draconis, and Bootis quadrants. The Arceans, Iconians, and Thalans are also here. They may help us, yet they could surprise us and join the enemy. The intentions of Sothos and the rest of the Iconians are still unclear. You'll need to keep a watchful eye on their actions. In addition, the Thalan are a factor in this quadrant. We may be able to enlist their help.

Take no prisoners, and do what you must to eliminate the Dread Covenant.

Victory: The desperate struggle against your fallen kin has ended. Remnants of the Dread Covenant are being hunted down, but without outposts to provide supplies, the capture of your enemies will be swift. Savor your victory... your direct supervisor, Lord Vire, is extremely proud...

- Epilogue - For eons the Drengin Empire was known as the dark scourge of the galaxy. With their various warrior clans united under the same flag, the ruling Drengin and Korath divisions forged a fearsome brotherhood that struck fear in all. Bloodthirsty and power hungry, their bond was only strengthened during their plot to unleash a legendary terror known as the ‘Dreadlords’. Humans driven to near extinction, sub-races on the verge of collapse, the Drengin superpower appeared unstoppable. Civil war, however, loomed beyond their victories. The seeds of rebellion were actually sown prior to the apparent defeat of the Dreadlord armada. Working with the Korath clan, the Dreadlords arranged to disband their fleet and leave the galaxy in its current state of disruption. Hiding in the shadows of Drengi, the Dreadlords empowered several Korath leaders to previously unobtainable heights. Once in power, these leaders began to put the gears in motion for the Dreadlords ultimate goal...complete galactic extermination. Their Drengin brothers were the last to be eradicated, but Lord Kona fought back and, armed with new (and several unlikely) allies, turned the tables on the rebel Korath faction. Now, with the Korath Clan in shackles and the Dreadlords once again driven from the galaxy, a new day dawns for the Drengin Empire and the neighboring species Lord Kona is now free to enslave.

Defeat: You have been defeated.  The Korath and Dread Lords are fierce opponents.  Too brutal for you apparently...

Twilight of the Arnor[]

Mission 1: Of the Arnor[]

A small Terran Alliance task force led by Colonel Jenna Casey has returned from deep space to discover the catastrophe that has occurred over the past 2 years while her and her crew were gone.

In the past two years, the ancient Precursor civilization of the Dread Lords has been set free from the pocket universe they were trapped in for eons and fought a brutal war with the intergalactic coalition led by the Terran Alliance.  Just as the Terran Alliance seemed to be on the verge of victory, the evil Drengin Empire struck with its full power.

The Drengin Empire were able to quickly overwhelm the Terran Alliance and their allies the Arcean Empire and Altarian Republic.  Earth itself remains defiant but has been neutralized behind an impenetrable forcefield powered by a Precursor artifact. 

Facing utter destruction at the combined Drengin Empire and Dread Lord fleets, the remaining Terran Alliance fleet captured the pocket universe key stone and disappeared into the unknown.

Soon after, a brutal civil war broke out within the Drengin Empire between the majority of the Drengin Empire and the even more ruthless Korath clan.  The Korath insisted that all non-Drengin species be exterminated.  To that end, two of the major civilizations, the Drath and the Korx were wiped out.  The Drengin demanded that the Korath cease their genocidal campaign so that the defeated could be converted to slave labor.

The Drengin were able to drive the Korath from the Drengin home world but now the galaxy remains divided between the two halves of the Drengin Empire. 

Now, task force Odyssey, led by Colonel Jenna Casey, has returned to known space to discover a quadrant full of hostiles. Scouts have detected Dread Lord presence in the area, so we'll need to act quickly and neutralize them as soon as possible to stand a chance at surviving this battle.

Victory: Fortunately, this quadrant was only lightly occupied by the Korath and Dread Lords.  The Dread Lord occupied world of Ai’lur is home to a significant Precursor ruin.

Within this ruin they discover a live Dread Lord – or..not quite.  The Dread Lords are the offshoot of the single Precursor civilization known as the Arnor.  Inside of a special dungeon on the planet, the living Arnor is a being wrapped in light.  He claims his name is Tandis.

Tandis explains that the Dread Lords are the invisible hand behind the Korath.  The goal of the Dread Lords is the sterilization of the galaxy and their instrument to do this has been the genocidal Korath. 

According to Tandis, the Korath will ultimately defeat the Drengin thanks to the subtle support of the Dread Lords.  The only hope for the galaxy is for the Dread Lords to be defeated once and for all.

The Dread Lords, explains Tandis, may be immensely powerful but they are incredibly few in number. Their strength is based on a combination of their innate essence which gives them incredible powers of mind and hand as well as their ability to channel those powers into mighty ships and weapons.

The Dread Lords can be defeated by capturing the shards of the Telenanth from the Dread Lords.  The Telenanth was an ancient crystal that was used to create the Arnor in the first place. 

Long ago, the Telenanth crystal shattered and the Arnor found 5 pieces of it.  The Arnor devised what is called the Orb of Forging to corrupt these shards to be able to channel the native power of the Arnor into creating virtually anything the Arnor could envision.

The Arnor thus were able to expand out into the galaxy and build a mighty empire through the use of these shards.  When the Arnor split into factions, much like the Drengin and Korath have now, the evil Arnor, known as the Dread Lords, captured 3 of the 5 shards.  A fourth shard was sacrificed to create a pocket universe and trap the Dread Lords there.

Tandis opens his hand to reveal a small piece of crystal. The crystal is the fifth shard which is now at the service of the Terran Alliance.  With Tandis’s help, Colonel Casey might possibly be able to defeat the Dread Lords.

Defeat: You have failed.  Apparently the Korath and Dread Lords were a bit too much for you to handle.

Mission 2: Proving Grounds[]

The Arnor known as Tandis has, with the power of the shard in his possession, created an Arnorian Battle Cruiser for us to use in our struggle to free the galaxy from the Dread Lords. To test out our new addition to the fleet, you've been tasked to wipe out the Yor presence in this quadrant. Try not to lose the Battle Cruiser, as it will take Tandis some time to replace it.

Victory: Good work.  You learn quickly.  It's time to move on.

Defeat: Despite the battle cruiser provided by Tandis, you have still managed to fail.  What should have been an easy exhibition of our new capabilities, has turned out to be a complete embarrassment.

Mission 3: Shatter Point[]

One of the shards we must capture is located on Ka’thax.  This quadrant is dominated by the Korath so this will have to be a lightning strike.  Build a transport, take out Ka’thax’s defenses and take the planet and thereby capture the shard.

Victory: Shard acquired!  Now get a move on!

Defeat: You have failed to take over Ka'thax.  Who knows what evil awaits us now that the shard is in the hands of the enemy.

Mission 4: Sea of Dread[]

With the second shard in our hands, things are looking up, but there are still two shards left. Tandis has located the next shard; unfortunately the only way to get to it is through a quadrant that's heavily occupied by both the Korath and the Dread Lords. There's too many of them for us to stand a chance in a straight-up fight, so we're going to have to make a run for it. We're going to need to get at least one ship to the other side of the quadrant if we're going to get a shot at the third shard.

With an additional shard at his disposal, Tandis has been able to create a second Arnorian Battle Cruiser to help us fight our way through the quadrant. Try not to lose it!

Victory: You've managed to get this far unscathed, but keep moving if you want to stay that way!

Defeat: Wow, they were all over you during that mission.  Perhaps a different route would prove to be useful.  After all, there's more than one way to get to Sector X:4, Y:0.  Clearly, your route just wasn't a safe one.

Mission 5: Crossfire[]

The Drengin Empire and their ally the Yor are fighting an epic battle for this quadrant with the Dread Lords and Korath.  Unfortunately for us, they all want to wipe us out.  The Arnorian Tandis has used our captured shard to create 3 Arnorian battle cruisers as well as has made available to us a new technology called 'Fortitude' that will allow us to equip ships in a fleet with more hitpoints on them making them quite lethal.

The planet Tarnex is the world that holds the second of the three shards we must capture.  We must take Tarnex, get the shard and get out of here.

Victory: We've taken Tarnex and found the shard.  Now let's get out of here.

Defeat: Despite THREE battle cruisers from Tandis, AND new technology that increases hitpoints, you have been defeated.  That's a problem.  But the biggest problem of all is that you didn't manage to get the shard from the planet Tarnex.  Who knows what will become of the universe now?

Mission 6: Rock & Hard Place[]

Tandis informs us that the last missing shard exists in a quadrant full of Korath and that only with the help of the Iconians who remain a force in that quadrant can we possibly capture the last shard.

In this quadrant, the Iconians are at war with their old enemies, the Yor.  The Krynn Consolate have moved in here too but are currently neutral.

We must win over the Iconians.

Victory: After saving the Iconians, they have sided with us.  Good work!

Defeat: Your defeat is surprising.  It's quite simple really.  All you had to do was protect the Iconians and get them to ally.  You can do this in whatever manner you wish.  Kill everyone besides them; ally with some and kill the rest; or heck, you could even kill no one but still manage to get the Iconians to ally.  Basically ANYTHING but what you DID do.

Mission 7: Conflagration[]

The planet Du’toth, currently a Dread Lord world, is the location of the last missing shard.

Unfortunately, this quadrant is the center of the galactic war.  And Du’toth is at the other side of the quadrant.  Your mission is to get there, capture the planet, and find the last shard.

Victory: You've taken Du'toth and found the last shard.  Time to get out of there!

Defeat: You have failed to take Du'toth and acquire the last of the shards.  Even though we have 3 of them, the fact that the Dread Lords still have 1 is something to be quite concerned about.  We really need that last shard.

Mission 8: Nightmare[]

We now have all of the shards. But the Dread Lords do not need to be in physical custody of the shards to draw on their power. 

Tandis explains that there are only two ways to neutralize the shards. The first way would be to use the Orb of Forging to alter the shards. But that artifact was apparently left in the pocket universe. 

The second way to neutralize the shards would be to have them put into a special energy magnification chamber and put it in the path of a star going supernova.

Unfortunately, there are no stars about to go supernova.  But Tandis has another option, one that he is loathe to share with us: We MAKE a star go supernova.

Tandis has created the energy magnification chamber and placed the shards, including the one he possesses, into the chamber. 

"This will be the twilight of the Arnor," said Tandis.  "Once these shards are destroyed, the Arnor - both my kind and the Dread Lords, will be forever diminished. We will be shadows of what we once were. But the galaxy will be free to set its own destiny."

Tandis shares with us a new technology that can lead us to the creation of a weapon of doom - a Terror Star.

A Terror Star will cause a sun to go supernova and destroy all the planets in its system. They were originally created to deal with the galaxy Andromeda which is scheduled to collide with our galaxy in 700 million Earth years. But the Precursor war consumed the Arnor before they could be used.

We already occupy the planet Kai'vox. That's the good news. We simply have to destroy this star with the shards on this planet.

The bad news is that the Dread Lords are coming.  We are surrounded on all sides by them.  There is a buffer between us and the Dread Lords occupied by the Krynn and Iconians. The Dread Lords will destroy them on their way to us but those battles may bide us enough time to construct the terror star.

However, we will need to be proactive in delaying the Dread Lords as long as possible. Building a terror star is a non-trivial endeavor and as a starbase, they are quite fragile compared to even a Dread Lord scout.  We must protect it at all costs.

Tandis has provided us with an entire fleet of Arnorian warships, along with a technology called 'Atlas' that allows ships in a given fleet to move faster.

Good luck!

Victory: We did it! Let's blow this star and go home!

Defeat: We have failed. The Dread Lords have overwhelmed our defenses and captured Kai'vox. All of the shards are once again in their possession. Any hope for defeating the Dread Lords died with the charred remains of the unfinished Terror Star. There will be no stopping them now.

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