Starcraft Missions – Dark Turn

Dark Turn

Description: So we made our way to the forbidden archive world of Zhakul. There the triumvirate of enigmatic keepers awaited us. And in the shadows, something else was watching us…lurking.

Requirements:
– After completing the Harbingers of Doom mission , use the Ihan Crystal in the Laboratory.

Main Objectives:
– Power up the 6 buildings in the Abandoned Base.
– Free all 3 keepers. (3 Zerg Research)

Side Objectives:
– Power all 3 abandoned buildings. ( 3 Protoss Research)

Reward:
– none

Planet:
– Zhakul Unlocked

Technology:
– Berserker, High Templar, Submissive, Dark Templar

There are many research points that you can use for the rest of the missions and you don’t need any prerequisites.

you two probes and two pylons in your base (1), research the attack upgrade directly and build a Hetzer. As soon as you have the gas (for each probe you build, you send one into the geyser) you build a second stalker and attack the stalker at the robot factory (2) to the left from the base. You build the pylons on the right above the robot factory, otherwise it will be attacked by the hybrids and immortals are already available to you.

The hybrid is also next, but shouldn’t be a problem thanks to your immortal. You should also build an immortal directly and unlock the Dark Templars (3) with your troops.

Back at the base, stock up on 3 Warp Nodes and some more pylons, throw on your defense upgrade if you haven’t already (you should already have the second Geyser) and gather your troops to attack the base above the Templar Archives. If you attack them from above (4), you can eliminate parts of the troops before the rest attack. Use your Immortals to destroy some pylons and stop supplies.

Retreat in time to crush the Hybrid’s attack and take the base on the second try. You should always keep building immortals, because they are not only very good against the hybrids, but also super useful against the many hustlers and the buildings. As soon as you have wiped out the base, build your own Nexus there, take the gas directly and get the High Templars (5). Their mana flare will help you a lot against the hybrids, so always carry 1-2 in your army.

Next, you should be able to wipe out the base on the left edge of the map (6) without much trouble and set up a Nexus there as well. You should now produce from 5-6 warp nodes and the robot factory and collect your troops in the middle before the transition to the last base (7). Don’t attack until you have ~110+ food and the hybrid has just died. After that you should flash your stalkers down (8) (behind the bridge) and directly take out the carrier and the phase gliders before you take out the phase gliders above. Watch out for the psi storms that are coming! Your immortals should first clean up a bit, but then very quickly turn off the pylons in the upper part of the base (9) to stop post-production. The sooner you do that the better – even if there are still units around, that shouldn’t bother you. The hybrid will be back and should be tackled directly by your high templar, get your immortals involved as well. But still dispatch units that destroy the base – after all, you have to complete the mission in under 25 minutes and destroy all buildings. With your supplies together and your remaining troops, you should now split up: Some take over the buildings in the north of the base, some in the south and with some troops you should already be working on the three keepers (10) and the missions just about but in complete in under 25 minutes. bring in your immortals too. But still dispatch units that destroy the base – after all, you have to complete the mission in under 25 minutes and destroy all buildings. With your supplies together and your remaining troops, you should now split up: Some take over the buildings in the north of the base, some in the south and with some troops you should already be working on the three keepers (10) and the missions just about but in complete in under 25 minutes. bring in your immortals too. But still dispatch units that destroy the base – after all, you have to complete the mission in under 25 minutes and destroy all buildings. With your supplies together and your remaining troops, you should now split up: Some take over the buildings in the north of the base, some in the south and with some troops you should already be working on the three keepers (10) and the missions just about but in complete in under 25 minutes.

– 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 .