Starcraft Missions – Liberation Day

Liberation Day

Backwater Station is the League’s logistics hub on Mar Sara. Destroying the League’s rule here will thwart Emperor Mengsk’s plans for the entire planet.

Requirements:
– None Main Objectives
– Destroy the League Logistic Center.
– Raynor has to survive.

Side Objectives :
– Destroy the 6 holoboards of the League.

Reward:
– None

You can only complete this mission with a limited number of units and it has a linear progression, so playing through it shouldn’t be a problem. Just make sure you let the injured marines run behind you. In the middle of the mission (1) you get supplies for your soldiers and in the later course (2) the civilians also join your armed forces, albeit not controllable. At the end of the mission (3) you have to make sure that in addition to the existing troops, the two Vikings will also fight with your troops.

15 – Liberation
Day Complete all mission objectives in the “Liberation Day” mission.

10 – Raynor’s Back
Kill 5 enemy units with Raynor in the Liberation Day mission on Normal difficulty.

10 – Down with Mengsk
Kill all enemy units in the “Liberation Day” mission 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.