Dancing Marines
Description: I hear the mighty Jim Raynor is back on the road…and short on cash. The planet Redstone has the most valuable resources in the area… and when the Zerg invaded, the Kel-Morian Combine packed up and left it all behind. People with some entrepreneurial skills could make big profits there. Meet me on Redsstone if you want to get involved. Well, this planet is a little… unstable. The low-lying areas are flooded with lava every few minutes. Of course, there are mineral deposits right there.
Requirements:
– Complete any four missions.
Main Objectives:
– Mine 8000 minerals.
Side Objectives:
– Kill the Brutalisk. (3 Zerg Research)
– Find Tosh’s workers.
Reward:
110,000 Credits
Planet:
– Redstone III
This mission is relatively easy to complete without further upgrades.
In the beginning you should attach a techlab directly to your barracks and produce medics as soon as possible. You should increase the number of your WBFs to around 15. When the warning of the approaching lava comes, you still have 10-15 seconds left – so you can easily let the SCVs break down a bit (of course don’t forget to pull them back).
In the following it is helpful to add a second and third barracks with techlab as well as take the avengers and run around the area to gather resources. On some plateaus you will find more avengers that complement the army in a useful way. You should return to the base regularly to heal and call in the mercenaries as often as possible.
In addition to the Avengers, which can also be increased as needed, the army should also include 1-2 Fire Eaters and some Marines as well as 5-6 Medics, as the Zerg will come up with Zerglings, Hydralisks and Mutalisks from time to time. The Avengers should move around the map to collect resources and destroy Zerg buildings while the rest of the army guards the SCVs.
The avengers should first go to the plateau northwest of their own base (1), kill the troops there and then continue to the right end of the plateau (2) to get more avengers and resources. The liberated SCVs (including the command center) can be used to mine resources below the plateau (3) or east of the plateau (4) (the latter position cannot be well defended by your own forces, but attacks here are rare).
The Avengers should head further east to destroy the Hatchery there (5) – it leaves behind some resources. With a little micro, the occupation there can be done without losses. After that, the center of the map (6)(7) should be cleaned up and – if possible, some Zerg breeding grounds (8)(9) should be destroyed from plateaus. Losses to the Avengers should be avoided if possible. If you have time, you should also stop by the Omegalisk in the southwest corner of the map (10) and shoot it below 100 HP – if it has too much health, it won’t die fast enough by stepping on the lava (a challenge this mission). All you have to do then is lure the Omegalisk down the next lava climb to the right of the plateau (11).
The last Avengers can be found east of the Omegalisk (12) and behind the Zerg base in the east (13) – you can get there relatively well from above, but this involves some losses and should therefore only be carried out at the end.
Now all you have to do is collect or mine the last resources and you’ve already won.
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.