Supernova
Description: Moebius has reestablished itself after the Zerg drove them from their old seat. They also seem to have located the location of another artifact, on a nice little planet called Typhon.
Main Objectives :
– Clear the loading zone.
– Destroy the Artifact Vault.
Side Objectives:
– Find the 4 Protoss Relics (4 Protoss Research).
Reward:
120,000 Credits
Planet:
– Typhon XI
Requirement: Auto Refinery, Viking, Siege Tank, Starfighter, Orbital Command and Tech Reactor
You start by smashing your way to camp (1). First leave the photon cannons unattacked and fly in from the side – attack the Hetzer and then destroy the pylons, then you can safely switch off the cannons. Feel free to do all of this in stealth mode, as it counts toward your kill level (you need 75 kills with stealthed banshees to succeed).
Once your base is active, you build three tech reactors directly and only pump banshees and siege tanks at first. With your Banshees you fly north (2) to take out the Protoss camp – just to increase the number of units killed by cloaked Banshees. The camp is only secured by a few photon canons and you can easily disable the pylons and then overrun the camp. In the meantime, you will only be attacked by weak ground troops, who should be able to easily eliminate your initial units and the tanks built for them. Move further north to get the first relic (3) and clear the base in the east of the map (4) before heading to the center of the map (5). Summons the Viking mercenaries here already,
You should be slowly starting to move your base and, thanks to your MULEs, you should have collected everything empty (if there is still a block there, it is definitely worth moving out. To the left of your new base in the middle of the map there is the second relic (6 ), which you should pick up. Simply destroy the two canons in passing with your siege tanks and switch on the pylons as well and collect the artefact. Your base in the middle will be attacked relatively soon after it is set up, collect your units best behind your buildings .Here you also have to start building a large amount of space fighters.Meanwhile, send your Bashees in a south-east direction from your current base and fight your way to the third relic (7) there.
From your base you now take all your troops (approx. 6 tanks, some eagles are also doing quite well as well as some marines, two air fleets (the ones that can attack air (Vikings and space fighters) and your banshees)) and grab the small one Base north of your current camp (8) – this will be your next base. From here you advance east (9) – with most of your troops. Since it’s also the direction your opponent is coming from, you can kill two birds with one stone. Destroy the camp south-east of the last Protoss base and transfer your buildings here. Build the mercenary camp here again and call the Viking mercenaries a second time. Now take some tanks and free the last relic (10) which is east of your way to the last base. With the help of your siege tanks you should be able to make a breach in the base (11), your air army should get the psi turrets and fly out of them as quickly as possible. Feel free to use Scan at this point in order not only to destroy observers but also to possibly catch High Templars in time with your tanks. You don’t have to wipe out the camp – you can easily run up the east flank (12) and the temple will fall.
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.