Starcraft Missions – Epidemic

Epidemic

Jim, refugees from all over the sector are using Meinhoff as a staging point. But with so many people in one place, a previously unknown epidemic is spreading through the camps. Please – my people need help! We must do something before it’s too late!

Requirements:
– Complete the mission The Evacuation .

Main Objectives:
– Eliminate the infestation by destroying all attempted buildings.

Side Objectives:
– Kill the two Zerg Infestors.

Reward:
110,000 Credits

Planet:
– Meinhoff Unlocked

This mission fits in with the story, but you don’t necessarily need the Hellions.

Begin the mission by building SCVs, a supply depot, a techlab at your barracks, and a bunker at each entrance (1)(2). Leave the SCVs right there as they will keep the bunker alive during the night. Occupy your bunkers with one fire eater each and build two directly (one more fire eater in the bunker per entrance). Also research the +1 attack upgrade for your infantry directly and otherwise continue to build marines and medics (another barracks is not necessary). Stock up your supply a bit so you can build lots of Hellions later.

As soon as your Hellions have arrived, you build a reactor at your supplied factory and a second right after that. You don’t need more than one gas up to this point and also for the rest of the mission, since you will almost only build units that cost minerals. When the night is over, unload your bunker directly and attack the two settlements north of your (3)(4). You should get these well destroyed on the first day and thus you can also secure the expansion there directly. To do this, set up two bunkers and your command center and man the bunkers with a fire eater and two marines per bunker. These should be placed in such a way that they are as close as possible to your main building, as this will attract less attention and your SCVs will have a shorter path to repair the bunkers. Since zombies will no longer appear on cleaned areas, you shouldn’t have any problems with them initially on the second night. Your camp will be attacked at the end of the second night at most, but you should be able to repel this with the crew there and repairing SCVs. Your production should now be sufficient to sustain two factories with reactors, as well as your SCV and naval production.

When the second night is over, you turn off the remaining areas in the north (5) and in the east (6)(7). All attacks on your expansion will now come from the south, so you don’t really have to defend the west anymore. However, marines are now also more important, since the zombies are supported by long-distance zombies and your fire-eaters can therefore no longer defend themselves from bunkers. You should use the third day to occupy the areas around the infestors (7)(8). To do this, it makes sense to attack the buildings south of the infestor (8) with about 10 HP and to destroy them as soon as night falls – you have to destroy 15 buildings during the night, which is admittedly a bit difficult for buildings with full life points. Did you destroy the buildings and units there, you simply take on the infestors on the way back to your base and thus kill two birds with one stone. Hellions are good for this because they are very fast. You should have increased your production to 6 factories with reactors by now.

You must not forget to defend your southern flank of your Main (9) now, since the zombies will break through there. In the last two days you should manage to complete the remaining areas and number of nightly demolitions to successfully complete the mission.

15 – Epidemic
Complete all mission objectives in the “Epidemic” mission.

10 – 28 Minutes Later
Complete the “Epidemic” mission before night 5 falls.

10 – Army of Darkness
Destroy 15 infected buildings at night in the mission “Epidemic” on “Hard” difficulty.

– 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.