Completely Screwed
Description: Those of Moebius want us to retrieve another artifact from a dead planet called Xil. Apparently they sent their team of specialists there – but lost contact two days ago. Bad luck I would say. We’ll get a hazard surcharge for the mission for that.
Requirements:
– Complete the mission When two argue… and at least 7 other missions.
Main Objectives:
– Capture the Laser Drill.
– Destroy the Xel’Naga Temple Door.
– The laser drill must remain intact.
Side Objectives:
– Find 3 Protoss Relics (3 Protoss Research)
Reward:
120,000 Credits
Planet:
– Xil
TOTALLY OBSESSED WITH TACTICS/STRATEGIES
Prerequisite: Vikings, Viking Mercenaries Siege tanks
are extremely useful.
Fight your way to the base at the beginning – you should be able to progress up to here without any problems. Start building SCVs and tanks in the base, mine Vespene gas directly with 1-2 workers and distribute your tanks 1:1 to the marked locations (1)(2). You keep your foot troops together at the upper exit (1) because that’s where the first attack takes place – then you go down.
Accordingly, the first replica tank should also be sent up, the second down. After that it’s just build tanks until you can acquire the Vikings mercenaries – then you build a spaceport and start producing Vikings with Reactor until you own both Viking mercenaries groups.
At this point, your expansion (3) should already be doing well. with two bunkers (can also be empty if you have researched the automatic turret), some missile towers and infernal towers in front of the bunkers you are safe. Now get the two artefacts on the bottom right (4)(5) by destroying the buildings and units with the laser as soon as your Vikings see them – in ground mode you then collect the artefacts.
Remember: Killing Immortals/Archons/Collisses/HTs with your laser has a clear priority, otherwise you will have to accept casualties under the ranks of your tanks. Pay particular attention to the High Templars, who you have to catch before they unleash their Psis storms.
You can easily fend off the first air attack with the help of the Vikings, after that you should place 2 more towers on each side.
Then fly with the Vikings south of the eastern Protoss base (6), destroy the flying units and feel your way along the edge of the camp (7) and destroy the buildings with the laser
Sometimes you have to retreat for a moment, as you shouldn’t be fighting ground units (even if it’s just a Stalker or Protector). In this way you manage to wipe out the base over a period of about 15 minutes without having to act aggressively with your troops.
Now devote yourself to the third artefact (8) in the remaining temple and also destroy the buildings there with the laser. As in the eastern base, you can now approach the western base with Vikings (9) and destroy buildings with the laser – workers will regularly construct new buildings that you can tear down again. This also increases your counter for the destroyed buildings!
If you flew up to the side of the camp (10) you should already have destroyed the 50 buildings and can now return to your camp and use the laser to destroy the temple as fast as possible.
COMPLETELY STUBBORN ACHIEVEMENTS
15 – Totally Stubborn
Complete all mission objectives in the “Totally Stubborn” mission.
10 – Come into the Light
Destroy 20 enemy units with the laser borer in the mission “Totally Obsessed” on “Normal” difficulty.
10 – Yippee-ay-yay
Destroy 50 Protoss buildings in the mission “Totally Obsessed” on Hard difficulty.
STARCRAFT – 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.