Ghost for all Cases
Description: Tosh’s facility for phantoms is located on Avernus Station. If we meet there, then we can shut it down forever. I’ve identified three facilities critical to his operation. Our first destination is the Jorium Camp. Next we attack the Terrazin tanks. And finally, the Psi Waveform Indoctrinator, which Tosh uses to complete the phantoms’ activation process. I can break through most of his defenses, but I’ll need backup if I’m going to get through all of them.
Requirements:
– Complete the Welcome to the Jungle mission and 12 other missions, or complete 2 other missions after “Welcome to the Jungle”.
Main objectives:
– Destroy the Jorium camp.
– Destroy the terrazine tank.
– Destroy the psi inductor.
– Nova must survive.
Side Objectives :
– Kill 10 Enemy Phantoms (5,000 credits for each Phantom)
Reward:
125,000 credits
Planet:
– Avernus Station
Brings you credits and can be done without upgrades.
First, you turn off the Marauder (1) and the three Marines (2) with Nova – do not run within range of the missile tower. With your marines you use stimpacks, heal up and then attack the bunker (3). You do the same again up the ramp (4) and you can already turn off the guards.
Nova activates the gate (5) and the troops are united. Let Nova also attack the next units (6) until they are within missile tower range – then you move in with your troops and destroy everything. Let Nova take over the tank (7) and use it to destroy all troops (8) in the area – you can also simply attract them.
Then it goes on and you kill the enemy Specter (9) and the remaining units around it with Nova. Also kill the tank you converted earlier and run to the last level (10), convert a cruiser and use its Yamato cannon on the other cruiser to win the battle for you. Then destroy your mission objective.
In the next level you first convert the approaching raven (11), then destroy the marines (so the raven doesn’t die) and then the rest (12). Once everything is destroyed, you get an avenger, a raven and a siege tank. With the siege tanks (13) you first destroy the missile tower on the other side (14), then you jump over with the avengers and from above (14) destroy the siege tank by the opening mechanism (15) and the remaining units including the door controls. With a tank you now dismantle the bunker (16) and then you move on. First kill the tank on the hill with Nova (17) and damage the Banshee on the left plateau, then shoot down the tank in the middle (18) of the troops from above (17). With your Raven you kill the Specter on the left island with two autoturrets (first on the highest level (19), then on the middle one (20) and meanwhile you grope your way forward with your tanks). Jump up to the right with your avengers (21), destroy everything on the platform (22) and the adjacent ones. Watch out for the nuke (23) and then use your tanks to clear away anything on higher levels (24) (revealed by Raven). After that you take Nova and get the nuke (25) which you use to kill the units at the end (26) (be careful not to hit your objective and still have units left). then put one on the middle one (20) and meanwhile you feel your way forward with your tanks. Jump up to the right with your avengers (21), destroy everything on the platform (22) and the adjacent ones. Watch out for the nuke (23) and then use your tanks to clear away anything on higher levels (24) (revealed by Raven). After that you take Nova and get the nuke (25) which you use to kill the units at the end (26) (be careful not to hit your objective and still have units left). then put one on the middle one (20) and meanwhile you feel your way forward with your tanks. Jump up to the right with your avengers (21), destroy everything on the platform (22) and the adjacent ones. Watch out for the nuke (23) and then use your tanks to clear away anything on higher levels (24) (revealed by Raven). After that you take Nova and get the nuke (25) which you use to kill the units at the end (26) (be careful not to hit your objective and still have units left). to clear away everything on higher levels (24) (revealed by Raven). After that you take Nova and get the nuke (25) which you use to kill the units at the end (26) (be careful not to hit your objective and still have units left). to clear away everything on higher levels (24) (revealed by Raven). After that you take Nova and get the nuke (25) which you use to kill the units at the end (26) (be careful not to hit your objective and still have units left).
You start the last section (27) with a short push to the right (28) before destroying the units below your starting position (29) with camouflaged banshees. On a ledge east of your starting position (30) you will find a siege tank that you should take out with Banshees. Then you clear the area down (29), run further east and first grab the Raven (31), then the Ultralisk (32) that is in a southerly direction. Use it to clear away the Marines (33) and continue northeast to use the Ultralisk as a meat shield to snipe a Specter (34) away. Then you get the Thor (35), clean up through the middle of the map (36) and get the nuclear missile (37). With this you destroy the two Ghosts and the remaining units (39),
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.