Starcraft Missions – Breakout

Breakout

Description: New Folsom is ripe, man. Anyone who has ever risen up against Mengsk is being held captive in there. If we release all the prisoners, he won’t even know what’s happening to him. Let me know when we can get started.

Requirements:
– Complete the Welcome to the Jungle mission and 12 other missions, or complete 2 other missions after “Welcome to the Jungle”.

Main Objectives:
– Destroy the prison’s main base.
– Tosh has to survive.

Side objectives:
– Kill the guards in cell block A (25,000 credits)
– Kill the guards in cell block B (25,000 credits)

Reward:
125,000 credits

You must storm the prison complex with Tosh. Since he has an unlimited supply of mana, you shouldn’t be stingy with it either. So rush in and eliminate the first guards (1) and also attack the guards at the gate (2). After that, it continues and you continue to take out all troops (3)(4), mainly by using your stun ability. If you use your first ability twice in quick succession, a group of enemies will fall over very quickly. It also works against vehicles (tanks/hellions) and buildings (rocket turrets/bunkers). Before you attack the first bunkers, however, turn left and climb the hill (5) – from here it is much easier to first take out the tank and then the left bunker. With your reinforcements together you can then easily overrun the second bunker. In the camp behind (6) you will find another tank and the production facility that needs to be eliminated. Then keep running until you find the Ghost (7) standing in front of two bunkers and a rocket tower. Now you have the opportunity to refresh your mana, which you should do directly. Have your possible wounds treated directly by a medic. You should always refresh your energy on Marauders, as they give you the most energy again. First attack the tanks (8) behind the bunkers by slipping past the enemy defenses on the right side through the narrow passage (9). The next time your troops attack, you should get rid of the rocket tower (10) with your shield and some damage spells – the rest is then a matter of form. Refresh your mana and run north (11) to free the colonists. You wait until the guards are on the left and turn them off with a few spells. Then activate your shield and kill the tank and destroy the missile turret – the prisoners are now free.

Continue running south (12) (again with full mana and HP) and destroy the left bunker by placing yourself just outside the reach of the towers. You can only take out the right bunker by attacking with your troops (don’t forget your shield) or you can destroy the rocket tower again. Then you have to sneak along the southern flank (13) and first destroy the units and then the missile towers. If you keep walking, the second camp (14) is on your way. Replenish your mana, destroy the center troops with a quick series of damage spells, and retreat again. Since the Raven is patrolling, you shouldn’t have any trouble making it unseen. However, activating your shield beforehand still cannot do any damage.

Then you have to use an atomic bomb to burn down the first camp (15) on your way. With a second atomic bomb you should be able to overcome the next position (16) without any problems. On the right side (16) above you are two siege tanks, on the left (18) two ghosts – you should eliminate both as quickly as possible so that your troops do not take too much damage. It goes on: With another nuclear missile on the cruiser (19) is also this story – if you still have one left, you should ignite it in the production facilities on one of the two sides, otherwise you only have to clean up until your troops are in the majority and you’ve already completed the mission.

– EVENTS

Overnight, the apocalypse befalls the Terran colonies: 2 alien races invade the sector, seemingly destroying everything in their path. But the real reason is far more gigantic than first assumed.

Terran Campaign: Rebellion

Mar Sara, a small planet on the edge of Confederate space: the newly appointed magistrate is put to the test early in his term: The nearby colony of Chau Sara has been reduced to rubble by the recently discovered Protoss for no apparent reason. As a precaution, Mar Sara is therefore quarantined – all colonists are to be evacuated to the outer wastelands for the time being. Due to the destruction of a base infiltrated by the Zerg, there is finally a rift between the local marshal, Jim Raynor, and the Confederacy. The latter eventually forms a shaky alliance with the resistance group Sons of Korhal, led by Arcturus Mengsk. It gradually becomes clear that the Confederacy has known about the Zerg for over a year, but remained silent. Its only activities were limited to experiments to control the Zerg – not stop them.
Raynor – by now a captain – eventually flees with the Sons of Korhal to Antiga Prime, another colony Arcturus wants to liberate from the Confederacy.

Through an unfortunate coincidence, the rebels learn that the flagship “Norad II” has been attacked and crashed by the Zerg. They seize the opportunity, rescue the survivors and in this way win General Edmund Duke for their cause. Through the discovery of the plans of a so-called psi-emitter, Mengsk meanwhile believes that the Zerg were created by the Confederation in order to be able to use them specifically against rebellious colonies, whereby they could then also glorify themselves as the savior in the emergency. After a brief meeting between Raynor and the executive of the Protoss fleet, Tassadar, Arcturus Mengsk finally wants to turn to Tarsonis itself and free it – with the help of the captured psi-emitter. Much of the defense of the Confederate central world of Tarson is then overrun by millions of Zerg. When the Protoss try to counter the Zerg invasion, Mengsk tries to prevent it out of fear that Confederates might escape.

Meanwhile, he himself has become the monster he originally wanted to fight. This finally becomes clear to Jim Raynor, among others, when Mengsk leaves behind Ghost agent Sarah Kerrigan, who was quite close to both of them, confident of victory. Raynor splits off again with his troops and flees into the unknown, while Arcturus Mengsk has himself crowned Emperor of the newly proclaimed Terran League.