Starcraft Missions – Evacuation

Evacuation

All ships receiving this transmission… The Zerg are invading Agria. The let us down. We’re just a small colony. We need to evacuate before we get overrun. If you receive this message, please help us!”

Requirements: – Complete the Zero Hour
mission . Main Objectives: – Accomplish Dr. Hanson’s settlement. – Export 50 colonists to colony ships. – No 20 colonists may die. Side Objectives: – Collect the cocoon DNA from 3 Zerg cocoons. Reward: 100,000 Credits Planet: – Agria Unlocked Technology:

This mission is relatively easy to complete and you need the money for the Medic upgrades.

In the beginning you have to run west to join your troops. You will encounter minor resistance that you should be able to turn off without major problems (your medics will be focused with under – then simply pull back) and you should not forget to collect the resources in the last two upper fields (1)(2). .

As soon as you have your camp, you start with the worker production and also add a depot quite quickly and collect the resources to the left of the entrance (3). You should increase your army a bit (3-4 medics, otherwise just add marines for now) and accompany the convoy with a SCV. The Zerg attacks are still holding back very strongly and you shouldn’t lose anything. Make sure you get to the bunkers (4)(6) fast enough and keep them alive with your SCVs. The second bunker in particular is not very easy, because you have to run in front of your convoy to avoid losing it. After the turn to the right (5), run straight away, otherwise it could be tight. After you have fended off the attack as well, collect the Zerg DNA (7) and start expand your positions. To do this, a second bunker and a tower next to the existing bunkers (4)(6) (you do not need to permanently man them yet) and set up another barracks with a reactor in your base. Take your troops and run to the left of your first bunker (8) to secure the second piece of DNA (you can expect resistance here, as Zerg units have dug in there).

As soon as your second convoy comes, you run with it and from now on place two SCVs and one (or two) medics to guard the bunkers and occupy both bunkers with one marine each (that should be enough for the time being, since there are no attacks between the waves take place). For the waves themselves, which come when driving your convoy, you should completely occupy the bunkers. Upgrading your infantry with the appropriate upgrade would also prove useful here.

Now add a third barracks and get the third DNA (9) (again after the convoy has reached its destination) by following the path south a bit with your troops at the middle junction (5) – the guard falls here too just slightly off. From now on you should keep your bunkers fully occupied at all times, put 2-3 SCVs and just as many medics behind them and keep the rest of your troops close to the convoy and the rest of the mission should only be a matter of time.

15 – The Evacuation
Complete all mission objectives in the mission “The Evacuation”.

10 – Caution fragile!
Complete the mission “The Evacuation” on Normal difficulty without losing a transport.

10 – No Step Back
Complete the mission “The Evacuation” on Hard difficulty without losing or recycling any buildings.

– 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.