FAQ/Walkthrough by benchill
Version: 1.02 | Updated: 10/12/11
Table of Contents
Millennium 2.2 FAQ/Walkthrough by Ben Hill.
Version 1.02, last updated 12 October 2011.
Millennium 2.2 is a resource management game, with an action screen and simple 3D mini-game for base defence. It begins in the year 2200, after a 20 trillion ton asteroid has collided with Earth, rendering it uninhabitable. The player starts in a base on the Moon, with a hostile race of Martians operating from Mars. The objectives are to build up the base on the Moon, mine asteroids and establish new colonies, defend the colonies from Martian attacks, go to Mars and defeat the Martians, and ultimately terraform the Earth and reinhabit it. The objectives are generally completed by researching news items, mining the resources needed for them, and producing them. Millennium 2.2 has a sequel, Deuteros.
The game is controlled with the mouse. The top of the screen shows the current location, the current option under the mouse if any, a toolbar, and the current time and date. The toolbar buttons are:
1. Moon Base - go to the Moon base
2. Colonies - select a colony to go to
3. Craft roster - view the current location of each spacecraft by hovering the mouse over it, and go to the cockpit screen of the craft by clicking on the name. Green indicates docked at a colony, yellow is in orbit around a moon or planet, and red means in transit or otherwise busy
4. Database - view information about moons and planets. Red indicates yet to be visited by a probe, yellow is yet to be researched, green is research completed, and white means a colony is established there
5. Bulletin Board - shows the last eight announcements, new notifications open this screen automatically
6. File access - load / save a game
7. Log - This shows summary information including number of colonies and total population. The C.T.R. percentage - Civilisation and Technology Rating - is the game score, based on: craft in service, number of colonies, and total population.
8. Zoom out - this successively zooms out the display from colony to moon or plant, planetary system, inner solar system if applicable, then outer solar system
9. Advance hour - this advances the game by one hour, and can be held down continuously (for example until the next Bulletin Board notification)
10. Advance day - same as Advance hour but advances the game time by a day
The Moon Base display shows the base with seven different nodes, clicking on a node changes the display to that area of the base. Within a node, clicking on empty space away from any options returns the display to the base overview. Additional colonies have five nodes, the same as the Moon, minus Research and Production - new items can only be researched and produced on the Moon. At the bottom of a colony display are status indicators for each node except Flight Bays, red generally means the node needs attention (resource mining not running, energy output too low etc)
The Flight Bays screen is available by clicking on the centre of the colony, there are eight bays for spacecraft to utilize and the bunker option appears here on the Moon if it has been built. On the left is a list of the bay usage, clicking on the gold panels takes you to the different bays, bay #1 is at the 12 o'clock position, bay #3 at 3 o'clock etc.
Within the flight bay, information on the spacecraft is displayed on the right. The options at the bottom of the screen, from left to right are:
Name craft - each spacecraft needs a name before it can be launched, putting the spacecraft type - Probe, Grazer etc - in the name can be useful
Crew ship - assign crew to the ship, deducted from the base population
Equipment bay - load/remove equipment items such as solar generators, fighters
Loading bay - load/remove resources from the ship, the Auto button removes all
Launch - launch the spacecraft, this happens instantly and the ship can be sent onto another system right away. Landing takes 45 minutes.
Scrap ship - destroy ship, which recovers the resources and crew
The Energy screen shows current energy output and demand, and allows changing solar generators from the list displayed under Stores. Clicking on a different generator name installs it and updates the output. The further a colony is from the Sun, the weaker the SolaGen output, so larger generators need to be used at more distant colonies. The baseline demand is 7Kw for all colonies, and an additional 30Kw is needed to mine resources. The Moon needs more output to run production, demand depends on the project. When running on batteries the output is 10Kw.
This is an information only screen; it shows the number of habitation nodules, the type of atmosphere and life type (Human, Methanoid etc), total capacity and current population. Each nodule houses up to 100 humans in oxygen atmospheres, on non-oxygen colonies the population is not limited by nodules and maxes out at 2000. The Moon base comes with one nodule, expandable to six; each colony, one (not expandable).
This screen allows the production of any item that has been researched. To assign a new project, click on the shimmering screen in the top left. Project names appearing in yellow are partially finished. Selecting a project begins construction if the resources and energy supply are available, or lists the shortages if not. The lower centre of the screen shows the current progress, different projects can take from a few days up to 60. A different project can be selected at any time, the earlier one will continue where it left off when selected again.
The Defence screen manages the defence of the base when under Martian attack. There are three buttons, Launch Fighter, Activate Laser, and Exit, and above the Launch/Activate buttons are a count of Fighters and Orbital Lasers available. When under attack, the centre screen shows a radar image of the enemy fighters, and below that a count of the fighters remaining. After an attack it shows a Damage Report.
When an attack comes there is an alarm sound, and the Bulletin Board opens with the name of the location under attack. You have about 15 seconds to get to the Defence screen and launch fighters and activate lasers. Destroying all enemy craft prevents damage to inhabitants, SolaGens, and resources. The initial attack is one enemy, increasing by one for each wave to a maximum of 10 enemies. The quicker you can launch a fighter after each battle, the more enemies you'll be able to take down. Until you have a colony mining Uranium, you'll only be able to build fighters.
Launching a fighter takes you to the fighter cockpit, where you need to put the enemy in middle of the screen and blast away - there is no penalty for holding down fire to shoot continuously. Hitting the enemy craft produces a different sound, and it takes about 20 hits to destroy an enemy. Below the main screen is a radar showing the enemy position, distance, and an indicator showing which way your fighter is turning.
Activating a laser wipes out a random number of 3-10 enemies (6.5 on average) and consumes the laser. Most attacks can be repulsed with two lasers, if there are one or two survivors they can be mopped up with a fighter. Keeping the base and each colony well stocked with lasers (8+) and two fighters is effective at repelling all attacks.
This screen shows the collection of resources, on the right is a list of stock available and the Kg/day mined when running. There are two buttons on the left, Activate and Shutdown, 30Kw of energy and a population of 50 are needed to activate mining. If either falls below these levels then the resource mining stops automatically without warning, and needs to be manually reactivated.
The Research screen manages the research of new colonies and new equipment. The different folder names at the top of the screen each have a list of projects available to research, yellow means yet to research, green is completed research, and red entries in the colony list require a Probe to land on them. Completed research for equipment shows the weight of the item along with power and resource requirements to produce it. For colonies it shows the analysis of the Probe data, and if it is habitable lists the resources available.
Selecting a spacecraft in space from the Craft roster, or clicking on it from the planetary system takes you to a cockpit screen with various options to manage the spacecraft. On the lower left are View Cargo, View Equipment, Ditch Cargo (warning - this happens immediately without confirmation), and for the Fleet Carrier, launch fighter. On the lower right are Auto Land to land the spacecraft on a moon or planet, Set Destination to select a new destination for the spacecraft (once set cannot be changed), and Auto Pilot which exits the cockpit display.
The planetary system display appears when zooming out from a colony or leaving a cockpit display. Click on the planets to zoom the display in again. The moons and planets move around as time advances.
This walkthrough contains spoilers - the game is intended for the player to explore the solar system and discover the places for essential rare resources. Because they're always in the same place, the walkthrough goes directly to them.
At the start of the game you have no resources and the Moon base is running on batteries, so first go to the Energy screen and click on the MkI SolaGen in the stores to increase the power output to 100Kw. Next go to the resource screen and activate the mining, to begin accumulating resources. To produce the larger items a greater power output is needed, so you want to research the SolaGen MkII from the research screen. Generally, researching, producing and installing one version of the SolaGen enables you to produce the next higher model - an MkIII is needed to meet the energy demand to produce the MkIV for example.
Use the Advance Day toolbar button to fast forward time until the Bulletin Board announces the MkII has been researched. Next go to the Production node, click on the shimmering screen in the top left, and select the MkII. If there aren't enough resources check the resource mining is activated and advance time until there's enough Aluminium and Silica. Attempting to build the MkII it will say insufficient power, so the resource mining needs to be temporarily switched off. Returning to the production screen should now say production running, advance time until the production is complete. Now go to the Energy screen and install the MkII, and reactivate mining from the resource screen. Repeat this procedure for the MkIII, except it from now on it isn't necessary to switch off the resource mining.
Repeat again for the MkIV, but a few days after installing the MkIII a special bulletin appears, saying there was a flaw with the MkIII that has caused an explosion and destroyed all the SolaGens! So you need to build and install another MkI, MkII, activate mining again, and build another MkIII. Along with the other goals, the SolaGen development needs to progress all the way to MkX. A MkIX or better is needed to build the S.I.O.S. to establish new colonies.
Exploration and asteroid mining
To build additional colonies, a Probe needs to be sent to each moon and planet to find suitable sites. It's good to send many Probes out early on, to find the best sites, and because some trips take a long time (over 1 year to Pluto for example). Build a Probe in the production screen, then go to the Flight Bays screen. The Probe should be listed on the left in bay #1, to access it click on the gold panel at the 12 o'clock position. Before a spacecraft can be launched it needs a name, click on the Name craft button to type in a name (descriptive names like Probe 1 or Probe Venus are helpful). Next click the launch button, and the Probe will be in orbit around the Moon.
The Probe needs a destination to be assigned, so go into the cockpit display for the Probe by selecting it from the craft roster (or Zoom out from the Moon base to see the Probe in orbit around the Moon and click on it from there). Then click on the Set Destination button in the lower right (with the up arrow and question mark) and select a moon or planet to visit. It's best for all craft to avoid the Mars system for the time being because they get killed, and Probes sent into the asteroids get destroyed (the first Probe to pass or go to the asteroid belt causes a special bulletin saying the craft has been lost, and future Probes will avoid the asteroids). Clicking on the Auto Pilot button in the lower left (with the yellow arrow pointing left) closes the cockpit view. When the first Probe reaches its destination, set it to land to complete the mission - after landing the destination will be available to research under the Colonies section.
Now advance time for a few days to receive a special bulletin, a warning from the Martian commander that any craft launched from the Moon will result in war. To prepare for Martian attacks, research the Fighter from the Weapons section of the Research node, and then produce several. The orbital laser is better defence but the Uranium required isn't available yet. New colonies and transport spacecraft need resources not found on the Moon, but the asteroids have the Copper and Platinum, and they can be mined with a Grazer. So research and build several Grazers, and send them to the asteroids. When they arrive they will automatically start scanning, and a news bulletin appears when they find a minable asteroid. Generally most asteroids are worth taking, but if it has little Copper and Platinum it can be left for another. After mining an asteroid, send the Grazer back to the Moon, click on the Auto Land button to send it to a Flight Bay. From there click the Loading bay button and press Auto to unload all resources. Now the Grazer can be sent back to the asteroids to get another. While the Grazers are mining, continue building Probes and dispatching them to the various moons and planets including Leda, Callisto and Triton. Continue upgrading the SolaGens, and produce more Nodules to expand the population of the Moon base.
A few months after the bulletin from the Martian commander, the first attack on the Moon will come. An alarm will sound and the Bulletin Board opens saying the Moon is under attack. Quickly go to the Moon base and click on the Defence node, then click launch fighter to defend the base. The enemy craft needs about 20 hits to destroy it, position the enemy in the centre of the screen and hold down fire to kill it. A radar at the bottom of the screen shows the position of the enemy, and it's easier to hit when it comes closer. The first attack is just one enemy but this increases by one for each wave to a maximum of ten.
Research the Carrack (large transport) and S.I.O.S. (new colony ship), when there are enough resources to build both it's time to establish a new colony. Leda is the best place to start, because it's the closest place with Uranium needed for the orbital lasers. Build the Carrack and S.I.O.S. for Leda, along with two Fighters. Load the Fighters and a spare SolaGen MkIV onto the Carrack from the Equipment bay in the Flight Bays screen, and send it and the Leda base spacecraft off to Leda. When establishing a new colony it's a good idea to send a Carrack with Fighters, Orbital Lasers (if available) and a suitable SolaGen simultaneously, sometimes the Martians attack a new base only a few days after it's been established. A suitable SolaGen for each new colony needs to generate at least 37Kw; the more distant the colony is from the sun the less energy the SolaGens supply. The Planetary systems data table below shows how much each model supplies at different planetary systems.
When the spacecraft arrive, set the Leda base to auto land, advance time by an hour, and the new base is established. Next land the Carrack, advance another hour, and go to the Leda base by selecting it from the Colonies toolbar button at the top of the screen (zooming in from the Solar system map is another method). Through the Flight bays unload all the equipment, then from the Energy screen for Leda install the SolaGen MkIV. The population starts at 16, it will take about 46 days for it to increase to 50 so that resource collection can begin. Activate the resource collection as soon as possible, it's a race against time before the Martian attacks grow too large to repel with Fighters alone. When 40 Uranium is ready, load it and any other resources (except Methane, which isn't used anywhere) onto the Carrack and send it back to the Moon. There produce four Orbital Lasers, load two onto the Carrack and take them to Leda. Unloading the laser makes them available for base defence; each one wipes out a random number of 3-10 enemies and is consumed in the process. Repeat this method, taking all available Uranium back to the Moon and returning with a few lasers, until there are at least 8 lasers on Leda, and 10 or more on the Moon. Eight of the Moon lasers will go to a new colony, as long as the Moon has two or three lasers and some Uranium it can quickly replace losses.
Now the bases have sufficient and sustainable defence, the goal is to produce a Fleet Carrier, which can transport Fighters to Mars, destroy the Martians, and permanently stop the attacks. The second colony to build is at Callisto, which has some of the resources to build the Fleet Carrier, along with Copper and Platinum needed to build additional S.I.O.S. craft. When there's enough resources to build another S.I.O.S. for Callisto, the Grazers can optionally be scrapped. Build two Fighters, and load them, a SolaGen MkIV or better, and eight Orbital Lasers onto the Carrack. Build the S.I.O.S. for Callisto and send it with the Carrack to establish a colony there. Continue to transfer all the Uranium and some Copper and Iron from Leda to the Moon with the Carrack, and when the population for Callisto hits 50 activate the mining there. Now this Carrack can shuttle back and forth, taking Titanium, Aluminium, Iron, Silver, Copper, Platinum and all the Uranium from Leda and Callisto to the Moon, and returning empty or with Orbital Lasers to replenish any losses.
The third colony to build is for Miranda. The Fleet Carrier requires 1205 Silver to build, while Callisto would eventually mine this, Miranda stockpiles Silver nine times faster. Build a new Carrack and the S.I.O.S. for Miranda. Load the Carrack with a SolaGen MkVI or better, two fighters and 8 Orbital Lasers. Then send both the Carrack and S.I.O.S. to Miranda and establish a colony there. Shortly after establishing the colony, a special bulletin appears, saying a prospecting team on Leda has discovered a massive ship loaded with fighters - this allows the Fleet Carrier to be researched. Research the Fleet Carrier, and the Waverider (a small fast transport).
Build a Waverider, as several months later there is another special bulletin, announcing the Leda colony commander has died from a virus, and the Leda colony has the Martian flu (which reduces the population to zero over time if left unchecked, and prevents most spacecraft from landing). Research and build the vaccine, and use the Waverider to rush it out to Leda (the vaccine is listed as Medical supplies in the Equipment bay). Build two more vaccines, one each for Callisto and the Moon, they get infected after a visit from a spacecraft that has been to Leda. If a colony population reaches zero, scrap a manned spaceship at the colony to release the crew into the colony population. When the Waverider reaches Leda land it and unload the vaccine/medical supplies, advance time one day the flu will be eradicated (looking in the Life Support node, it says "Quarantine regulations in force" if a colony has the flu). Because the population has dropped below 50 the resource mining has automatically shutoff, when the population rises above 50 again reactivate the resource mining to keep the Uranium coming in. Once a colony has had the flu, it never catches it again. Use the Waverider to collect another vaccine from the Moon and deliver it to Callisto.
Later in the game the resource Chromium is needed, Triton is the only place to get this, so build another Carrack and an S.I.O.S., and load the Carrack with 8 Orbital Lasers, 2 Fighters and a MkVII SolaGen. Send both spacecraft out to Triton and establish a new colony there.
The gathering of Silver on Miranda should be proceeding well, when it reaches 1000 (or the total everywhere exceeds 1205), fill the Carrack at Miranda with Silver and send it back to the Moon. The other large resource requirements for the Fleet Carrier are Iron and Titanium, so prioritise these when transferring resources from Leda/Callisto to the Moon. When all the necessary resources are available for the Fleet Carrier (the requirements are listed in Research or the Production list below) go ahead and build one. To get the 35000Kw power required, the resource mining needs to be switched off temporarily. The Fleet Carrier takes about 60 days to build, when constructed it appears in the Flight Bays and comes with one Fighter. It can carry up to 30, but only load in two spares, it's possible to destroy all the defenders at Mars with just one. Send the Fleet Carrier to Mars, and a Probe few days later.
When the Fleet Carrier arrives there is a bulletin board message saying it's under attack. Go to the Fleet Carrier cockpit, and press the button "Launch Fighter" in the lower left to attack and destroy the 10 Martian defenders. When the last one is destroyed and time advanced by one day, a special bulletin appears, the last Martian announces their surrender. Send the Fleet Carrier back to land on the Moon, and establish a Mars colony - it doesn't need any defence and just a MkII SolaGen. Shortly after the colony lands, a special bulletin appears saying the plans for a Terraformer were discovered in the old Martian computer.
Research the Terraformer, building this takes 220 tons of Chromium, when this becomes available on Triton load it onto the Carrack there and send it back to the Moon. Build the Terraformer, a few days later a special bulletin appears saying it's possible to convert a Fleet Carrier to transport the Terraformer. A new research option, the Juggernaut, is available on the transportation section (the Fleet Carrier needs to be in the Moon Flight bays to trigger this message). Build a Juggernaut, load the Terraformer on it, and send it off to Earth.
At some point a special bulletin appears, announcing a colony commander says an armada of Fleet Carriers was seen loitering in a distant orbit, despite the Martians being destroyed months ago. Several days after this message a massive wave of 240 enemy fighters attacks the Moon. Even if the maximum 16 orbital lasers are fired, and fighters quickly launched, it's only possible to kill about 100, the remaining enemies damage stocks of water, destroy the MkX SolaGen, and wipe out the whole population. To recover, install the MkIX SolaGen, scrap one of the Carracks to release its crew, and reactivate the resource collection.
Ensure the are no spacecraft docked at any colony other than the Moon, then go ahead and land the Juggernaut on Earth. Shortly after this the colonies declare independence one by one until only the Moon remains. About a month after the last declaration of independence, a special bulletin appears saying the terraforming is finished, and the Earth is ready for a colony. Build an S.I.O.S. and land it on Earth to win the game. An outro screen appears showing the Earth colony in a field under a blue sky, with music playing. Congratulations!
(100% C.T.R. - Civilisation and Technology Rating - can be achieved with a colony on every habitable world.)
Planetary systems data
Power generation, and the average trip time to/from the moon in days, at the different planetary systems. The trip times are for all spacecraft except the Waverider, which travels twice as fast.
|System||Avg trip time||SolaGen MkI||MkII||MkIII||MkIV||MkV||MkVI||MkVII||MkVIII||MkIX||MkX|
Planet and moon data
Lifeform and available resources on each habitable moon and planet
- 70 in research notes
This FAQ/Walkthrough is copyright 2011 by Ben Hill. This guide was written exclusively for use on GameFAQs.com and any affiliate site of CBS Interactive, including GameSpot and AOL amongst others. This guide should not be hosted elsewhere. If you are viewing this guide on any site not mentioned here, you should always check at GameFAQs.com to ensure you are viewing the most accurate and up-to-date version of the FAQ.