Echoes of the Future
Description: I returned to our homeworld of Aiur. The Zerg Infestation still plagues most of our planet. The withered remains of the Overmind were still there, a memorial to battles lost and won.
Requirements:
– After completing the mission A Dark Turn , use the Ihan Crystal in the Laboratory.
Main Objectives:
– Reach the Nexus.
– Delivers Zeratul to all 4 nerve cords of the Overmind. (4 Zerg Research)
– Zeratul must survive.
Side Objectives:
– Power up the 2 obelisks. (2 Protoss Research)
Reward:
– none
Planet: aiur
There are many research points that you can use for the rest of the missions and you don’t need any prerequisites.
First of all, you can easily take Zeratul and run or teleport to the base (1), since there are no detectors up there yet and the earlier you activate the base, the faster you can build up. After that, you can always clean up the initial path.
Once you have control over your probes, activate all buildings, start your probe production and take your two colossi to clean up the plateau above your base (2). You shouldn’t have any problems with the units present there. In the meantime, send Zeratul east (4) and kill everything up to the robot factory – there are also some minerals and gas lying around there, which you can use for your quick base build-up. Also start your +1 Attack Upgrade right away. You should take the expansion on the cleared plateau directly to strengthen your economy. You also need a pylon for the warp gates and the first obelisk there (3). If you have all this, you should increase the number of your warpgates and build another robot factory in your base.
As soon as you have some Warpgates, you should start your Hetzer production – your remaining troops can’t do anything against flying units and you will meet a few Mutalisks and Broodlords in this mission.
Meanwhile, Zeratul can move on from the robot factory in the east (4) to the north (5) and stir things up a little there. By teleporting under the Overseer and imprisoning him in the Void Prison, you’ll buy yourself enough time to clean up the area a bit. If Zeratul takes damage, it doesn’t matter – once you’ve cleaned the area, you can fill up your life points completely by going onto the Overmind’s first nerve cord, which is on the plateau. Secure your base to the north and east with a handful of photon cannons and advance directly north (6) with your army. Also capture the buildings (6)(7) lying here and produce colossuses from two robot factories and mainly Hetzer and some Berserkers from your warp nodes. If an attack wave is imminent, you should always have 2-3 colossi in your base, otherwise it could end badly. But don’t delay your advance north (8) on the western flank too much – you want to play for time after all. From there you can make a small dash and simply teleport to the second nerve cord (9) with Zeratul – he’s invulnerable while receiving the vision. Then you quickly teleport yourself back and should retreat to your camp. From there you can make a small dash and simply teleport to the second nerve cord (9) with Zeratul – he’s invulnerable while receiving the vision. Then you quickly teleport yourself back and should retreat to your camp. From there you can make a small dash and simply teleport to the second nerve cord (9) with Zeratul – he’s invulnerable while receiving the vision. Then you quickly teleport yourself back and should retreat to your camp.
When you get to the camp, fend off the next wave if it is about to happen and then take all the troops and simply order the third nerve cord (10) to attack, which is to the east. Quickly capture him with Zeratul, then just send your units to the final nerve cord with a move command (11) – Zeratul just needs something to draw fire in his place. You can teleport the last bit and step on the nerve cord – then you have completed the mission in less than 20 minutes.
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.