:
Executor, I know that you were reluctant to leave Aiur in this dark hour, and that you still grieve for the lost of your comrade, Fenix.
But remember that he lived and died as a Templar.
He has reached the Khala's end.
There is no greater glory than that.
We Judicator are called to look beyond such matters; to ensure the safety and future of our people.
It is not the Zerg, but the rouge Tassadar, who represents the greatest threat to us now.
If he is allowed to spread the Dark Templar's tainted influence to Aiur, all will be lost.
We will find him and bring him to judgement.
Tassadar claimed that this world was abandoned by the Zerg just prior to the invasion of Aiur.
Yet, I still sense a lingering darkness here.
Be prepared for anything, Executor. If there are still Zerg on this world, then they must surely know of our arrival.
Objectives :
- Find Tassadar
- Bring Tassadar to the beacon
This mission is interesting, because it's divided into two segments. The first one start with our forces being dispatched near the beacon. We must find our way to the base, where Tassadar is.
Right now we don't have any base and resources, so we must carefully move through the Zerg Sunken Colonies. Plus there are Zerglings / Hydralisks buried beneath them as well. The High Templars, which is available from now can use Psi Storm to kill the big groups of enemies, if we know when to strike. We need to be careful to not use it on our own units. Especially Zealots, who like to rush quickly to the foes.
Even with being careful as much as you can, with no shield restoration it is expected to loose someone on the hell road.
Finally, we are meeting Tassadar in a small base. Hey, there is a Vulture here as well!
It's Jim. It seems that he found it's better to help Tassadar than sit and do nothing but drinking whiskey in a cheap bar.
So we will be taking Tassadar with Jim as well. But not to meet Aldaris and the Council, but to find Dark Templar Zeratul. As the High Templar informs us, we are being surrounded. And he is not kidding. There is a lot of Hydralisks waiting on the path to the beacon. Since I like the challenge, I shall commence the total purging of the red brood here to have a clean path without any complications. But first let's make this base a really big one, with a lots of Photon Cannons while I'll be busy scouting and preparing for the real battle.
That's how I like it. I'm making additional High Templars and upgrade them. They will be great for the upcoming combined attacks.
Like this one for example. Be wary that Zerg like to burrow units up north and they strike in a second. It's good to keep at least one Templar to help Photon Cannons who take the first hit.
Meanwhile it seems that I'll be having a resources problem soon enough if I don't start acting and searching the big black terra incognita.
I'll take all my Scouts for a long patrol. I was lucky to spot an Ultralisk and a Zergling, which looks so tiny in comparison. No Hydralisks bodyguards, bad move!
Damn another attack. This one is more intelligent.
One of the Hydralisks group that we need to kill before we have a safe pass. I have a good idea here. Templar, YES!
A stinking pile of entrails, nice and clean without engaging in combat.
Judging from the revealed area, the red Zerg musts reside in the north. I'm moving up there.
A single Spore Colony. Nothing that so much Scouts couldn't handle. The problem lies with the number of Mutalisks who will attack us after that.
I quickly made a safe pass to the base with scouts, and prepared ground troops for the battle. The Mutalisk group is bigger than it seems on the screen, because they are clipping each other and you don't see a real number of them. They will attack as one once provoked as well. Very nasty.
The positioning here is important. I destroy the Sunken Colony on the lower right to let of some pressure from Zealots and Dragoons. After that you must be really careful and provoke Mutalisks. Then quickly dispatch Tassadar or High Templar and let him use Psi Storm. The attack will be devastating and the Scouts will be probably engaged in combat "only" with Hydralisks. I move quickly Zealots to help them out. After the onslaught I clear the place from all the Spore Colonies that put pressure on my Scouts.
All right, we are halfway there. Now we need to hit the core of the base. As usual with Zerg bases, it's good to start from outer ring and destroy every unit and Spore/Sunken Colonies with proper unit.
Man, that was tough. I loosed many Zealots due to the Ultralisk and Hydralisks residing patiently. Still, it's over for this brood. Now it's time to clean out the remaining structures.
Meanwhile I have an encounter with the Hydralisks who were burrowed on the rest of the map. I guess they've decided for the total war option. A couple of photon cannon were destroyed, along with the Dragoons. Vae Victis.
After that, I'm finishing the business with the red brood. Time to move out with Tassadar and Raynor to the beacon.
There were still some remaining Zerglings on the path.
Success. We move out to meet the mysterious Zeratul.