The Jungle
Description: On Bel’Shir there is a rare gas that the Protoss call “Breath of Creation”. They consider it a gift from their gods. We call it Terrazine, and it’s worth a fortune to the right person. Of course, if these protoss catch us on their sacred ground, they’ll finish us off – or at least they’ll try.
Requirements:
– Complete the mission Dance on the Volcano .
Main objectives:
– Mine terrazing gas from 7 geysers.
– Protoss are not allowed to seal 7 altars.
Side Objectives :
– Find the 3 Protoss Relics. (3 Protoss Research)
Reward:
120,000 Credits
Planet:
– Bel’Shir Unlocked
Relatively easy to do with an M&M army, which you should already have upgraded by now.
Since you don’t have a time limit, you can approach this mission calmly: a Marines and Marauders tactic has proven to be very potent, so it’s worth going directly to a reactor near your barracks, continuing to build SCVs and waiting for now . Research the attack upgrade for your marines and build a second barracks with tech lab to be able to produce medics. If you already have the upgrades for marines and medics up to this point, it will be all the easier – then your reactor will be sufficient to produce marines and medics at the same time.
Your Protoss opponent will try to close the altars after some time and now you have to act – right after the first altar, which is just to the left of your base, you have to destroy the Protoss camp north of your starting position, where there is a expansion is located. This is important in order to be able to advance to the center of the map in a timely manner. The resistance should be easily broken with an M&M army. If necessary, simply lure the armed forces away from the canons and only then run in.
While you destroy the base, the protoss will set off to seal the second altar – which is slightly north-east of the first altar they tried to seal. The distance from the cleared expansion to this altar is very short, so you should be able to bridge it easily.
The third altar that the Protoss will target will be the one that’s on the middle right side (second from the bottom) and that’s why you had to destroy the Protoss camp in time – of course it’s advantageous to have a command center right there Build to later enable production from up to 4 Barracks (depending on Techlab/Reactor ratio). You should now be able to pump out of two Rax with reactors without any problems, you should already have the War Pigs (mercenary marines) and your 1-0 upgrade should already be through. Combined with Stimpacks and Battle Shield you should have absolutely no problems – if it weren’t for both Colossus and High Templar with Storm. With the latter two, you have to steer your units a little skillfully, otherwise you lose too much.
You can also slowly start mining gas yourself – the Protoss will no longer try to seal an altar that is not within your reach. So build up your expansion, if you haven’t already done so, and produce marines and medics from 4-5 barracks and simply get the gas from the four sources around your camp and the three sources in the middle of the map (north-east from your expansion).
You still have to make two sorties to find the other two Protoss relics (the first one is on the way to the expansion), but in principle a small group of Marines and Marauders can do the job simply by walking there tuned in.
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.