A Safe Haven
Description: My people have established a colony on planet Haven. All went well for quite a while, but now all radio traffic has stopped. They no longer answer on any frequency. We have to go there and see what happens. Maybe they were exposed to the Zerg virus! They are also located on the edge of Protoss space. Jim, I’m worried that something bad has happened.
Requirements:
– Complete the Epidemic mission and 11 other missions, or complete 2 other missions after “Epidemic”.
Main Objectives:
– Destroy the 3 Protoss Nexus.
– Destroy the mother ship the “Purifiers”.
Secondary Objectives:
– Stop the 1st Terror Fleet.
– Stop the 2nd Terror Fleet.
– Stop the 3rd Terror Fleet.
Reward:
125,000 Credits
Planet:
– Haven
In this mission you need Vikings to complete the bonus mission in “Totally Bored”.
At the beginning you should build workers, throw a Viking directly, collect the three Vikings and move the four Marines and two Medics to the right edge of the base. You attack directly with the fourth Viking (after the fourth turn on the reactor directly) together with a phase prism to the right of the starting position (1) and withdraw so that the marines can help against the phoenixes and you can kill them without loss.
Quickly repair the Vikings and then fly around the camp with the Nexus to the right of your starting position (2). Destroy the phoenix and the phase prism on the back side to land on the plateau and destroy the nexus. Since your units are no longer seen, the ground units don’t fight back either.
Take off immediately after the Nexus is destroyed by Focus-Fire, circle around the camp and regroup your army with the replica Vikings and fly to the South-West (3) as this camp will be the next to be attacked. With the two marines still in camp and your Vikings, you should be able to destroy the carriers without any problems. You might lose a Viking, but nothing more.
Land a Viking to collect the resources and fly back to your base as an attack is imminent. Fend off this one, repair your troops and then head to the middle Nexus (4). If you can already produce two Vikings in parallel, you should urgently get your second gas. Getting this too early will only slow down your depot/worker production. To protect your base, you can also build 1-2 bunkers with marines.
As said, fly to the center of the map and attack the Nexus from the west (4). There is a plateau from which you should be able to dissect the Nexus undisturbed. As of this writing, two bases should have been destroyed first. Immediately after destroying the Nexus, you should regroup and repel the attack on the humans’ second base (5) (again, this shouldn’t be a big problem if you’ve consistently produced enough Vikings from the reactor-equipped spaceport). Collect the resources again and fly south. There you should first destroy all air units on the north-west side of the camp (6). If psi storms are cast on you, you must dodge them as best you can by constantly moving your troops. You should also try to to provoke the psi storms now so that the templars run out of energy later. After destroying the air units, fly back to your base, defend it and repair your Vikings – then it starts again. Land to the east of the base (7) and transform your Vikings and run into the base – this worked best for me. Distribute your units so that any psi storms are not as strong and you can better fight Archons. The Nexus should be destroyed relatively soon. Since the mothership won’t fight back once its shields are gone, you should be able to easily take it down with a well-aimed attack while or before it attacks the nearest base. After destroying the air units, fly back to your base, defend it and repair your Vikings – then it starts again. Land to the east of the base (7) and transform your Vikings and run into the base – this worked best for me. Distribute your units so that any psi storms are not as strong and you can better fight Archons. The Nexus should be destroyed relatively soon. Since the mothership won’t fight back once its shields are gone, you should be able to easily take it down with a well-aimed attack while or before it attacks the nearest base. After destroying the air units, fly back to your base, defend it and repair your Vikings – then it starts again. Land to the east of the base (7) and transform your Vikings and run into the base – this worked best for me. Distribute your units so that any psi storms are not as strong and you can better fight Archons. The Nexus should be destroyed relatively soon. Since the mothership won’t fight back once its shields are gone, you should be able to easily take it down with a well-aimed attack while or before it attacks the nearest base. Land to the east of the base (7) and transform your Vikings and run into the base – this worked best for me. Distribute your units so that any psi storms are not as strong and you can better fight Archons. The Nexus should be destroyed relatively soon. Since the mothership won’t fight back once its shields are gone, you should be able to easily take it down with a well-aimed attack while or before it attacks the nearest base. Land to the east of the base (7) and transform your Vikings and run into the base – this worked best for me. Distribute your units so that any psi storms are not as strong and you can better fight Archons. The Nexus should be destroyed relatively soon. Since the mothership won’t fight back once its shields are gone, you should be able to easily take it down with a well-aimed attack while or before it attacks the nearest base.
There’s a chance your camp will be overrun during the attack on the third nexus since you hardly keep any troops there – then just take off your command center and fly it northeast. You just have to make sure that you destroy the mothership fast enough.
15 –Â A Safe
Haven Complete all mission objectives in the mission “A Safe Haven”.
10 –Â You Can’t Get In Here
Save 3 Colonist Outposts in the mission “A Safe Haven” on Normal difficulty.
10 –Â My shaaaatz!
Save 2 colonist outposts in the mission “A Safe Haven” on Hard difficulty.
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.