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Completed Starcraft : Brood War LP

Darth Roxor

Royal Dongsmith
Staff Member
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dis terran campaign is pretty derpy on reflection

didn't remember it to be this derpy, but then again last time i played starcraft was like 15 years ago
 
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Messages
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Divinity: Original Sin 2 Steve gets a Kidney but I don't even get a tag.
Zerg Campaign




Mission I : Among The Ruins

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:

Awaken my child, and embrace the glory that is your birthright.
Know that I am the Overmind; the eternal will of the Swarm, and that you have been created to serve me.

Behold that I shall set you amongst the greatest of my Cerebrates, that you might benefit from their wisdom and experience. Yet your purpose is unique. While they carry forth my will to the innumerable Broods, you have but one charge entrusted to your care.

For I have found a creature that may yet become the greatest of my agents.
Even now it resides within a protective Chrysalis, awaiting its rebirth into the Swarm.

You must watch over the Chrysalis, and ensure that no harm comes to the creature within it.
Go now and keep safe my prize.


Objectives :

- Create a Spawning Pool
- Create a Hydralisk Den
- Protect the Chrysalis


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First mission is very basic when it comes to objectives and units available. We are learning how to build and grow our base, while protecting the chrysalis.


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We need to make Spawning Pool and Extractor for gas gathering. We have a little pack of zerglings from the start. They don't have massive damage or health, but when they are in pack, they can help with mechanized forces like Goliaths and Tanks. Not to mention they are cheap, with one egg comes two of them so it's always good to make more than needed. They can be used as a cheap reconnaissance as well.



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Zasz, one of the Cerebrates introduces himself. He tells us to destroy the Terran forces here.

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Almost right after that we are introduced to our friendly neighbours.

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I move to the right, since the map is so tiny, and zerglings are so eager for killing. I find a little outpost with barracks and turrets. Alas there has been more forces on the north and sadly they died too quickly.



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I've sent single zergling up to north, to check if it's safe. Ups, guess not ! I add Hydralisk Den, to produce Hydralisks as well. In a 12 units pack they are really good when it comes to destroying lonely air units and having more punch than a zergling.

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I'm making another Hatchery nearby, to quicken the process of making a bigger group of brood.

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After they've been waiting patiently in the ground it's finally time to rush into the enemy.


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Poor SCV is trying to help the Goliath, but it's almost over. The zerglings like mosquitoes are sucking life from them quickly.

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I'm taking care of some unfinished business as well.


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Only ashes of the base are remaining here. Time to move on.
 
Joined
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Divinity: Original Sin 2 Steve gets a Kidney but I don't even get a tag.
Mission II : Egression

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:

I am well pleased young Cerebrate, and so long as my prize remains intact, I shall remain pleased.
Thus, its life and yours shall be made as one.As it prospers, so shall you. For you are part of the Swarm.
If ever your flesh should fail, that flesh shall be made anew. That is my covenant with all Cerebrates.

Now you have grown strong enough to bear the rigors of warp travel with the Swarm.
Thus we shall make our exit from this blasted world and secure the Chrysalis within the Hive cluster, upon the planet Char.

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:

Remnants of the Protoss fleet still linger within this planet's orbit.
They will attempt to block our exodus at every turn.

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:

My Brood shall aid you, Cerebrate, should you require assistance.


Objectives :
- Bring the Chrysalis to the beacon





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This is another mission, where we need to guard the chrysalis. Daggoth gives us a helping hand tentacle and we have small pack of Hunter Killers available. They are basically the elite Hydralisks, and they will serve us as a deadly force mixed with normal ones. All right, it's time to build our base.

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Two hatcheries will make it quicker for us to meet our goal.

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Additional sunken colonies and spore one, just to be safe will aid the ground forces.

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Which are really close by the looks of it. The pack makes it first move.

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There is another photon cannon with some Zealots and Dragons guarding it. Nothing we couldn't handle but for now I'm moving through the south corridor.

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Hydralisks are on the move. The HK deliver the final blow on poor lonely Dragon.

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Time to dig in, and add some Zerglings for a surprise party.

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Meanwhile the forces from the second spot have finally made their moves. Mutalisks and Sunken Colonies are destroying this little ambush.

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It's time to move !

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The Zerglings are so eager to play with a Dragon. I quickly move other packs to give a finishing blow to this base.

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I move toward south, since all the enemy forces here have been decimated. Time to make our task a lot easier.

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Of course I couldn't not make our own base to gather all the minerals

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I checked the route for the drone and the Chrysalis. The whole NE sector has photon cannons, Zealots, Dragons and last but not least Scouts, which are pretty tough compared to the Mutalisks. But thanks to the little cute Scourge units we can kill them with less effort. Remind me of the Goblin demolition squad from Warcraft 2. I wipe all of the remaining forces leaving no one alive.

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It's time move the Chrysalis with the Drone.

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Our remaining forces are well rested and just waiting patiently.

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Into the unknown...
 
Joined
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Messages
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Divinity: Original Sin 2 Steve gets a Kidney but I don't even get a tag.
Mission III : The New Dominion

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:

Behold the power of that which is yet unborn!
For the swirling images that flow forth from the Chrysalis are only a shadow of the sleeper's true power.

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The psionic emanations of the Chrysalis have rached out into the depths of space and lured our enemies to us!
Even now, we are aware of their plans:

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All right. All squadrons close formation and scan for hostiles.
Emperor Arcturus believes that there's Zerg out here, so it's our job to flush 'em out! I don't want any slip-ups this time!
We'll show these critters that they can't run from the Terran Dominion!

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:

Engage the Terran forces with care. Your priority is to protect the Chrysalis at all costs.


Objectives :
- Protect the Chrysalis
- Eliminate the Terran presence



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The chrysalis is much bigger than the last time. It's nicely protected by spore colonies, but we'll need to add something extra to defend it before the Duke and his squadron starts attacking our base. Time to start gathering resources.



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Now we have a nice minerals pile that we can spend. I'm making additional creep colonies and transforming them to keep up the safety of my minions.

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For now I'm being attacked by groups of marines and firebats, but it's only a matter of time when we need to look out for tanks and their deadly siege mode.


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Ah, much better. With the small group of Zerglings I found a nice placement for another Hatchery.

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I moved Hydralisks and they are patiently waiting borrowed in the ground. This will prevent tanks to react too quickly which would be a catastrophy right now. I need to upgrade the number of Mutalisks as well, the whole 12 group of them will help with the ambushes.

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On the entrance I'm burying group of Zerglings to quickly attack any tanks or mechanized units that will come nearby.

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As usual I've added some sunken colonies plus a single spore one. Time to move the Drones and start digging resources.

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With a single tiny Zergling I'm revealing some part of the map.

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I'm ready to start making massive damage. The Overlords are capable of transporting the units as well.

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The path here is nicely cleaned, but unfortunately there is a lot of turrets upwards combined with tanks and bunkers. It would be a total massacre. Time to change our plan.


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Bingo ! The eastern entry is less heavy guarded. Destroying Starport will stop Wraiths production, so it's a good start.

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Maneuvering with Mutalisks and ground units I'm trying to minimize the deaths on my side made by tanks. It seems that I'm at winning side right now. The bunkers are empty since the enemy have engaged in total war with me.

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Mutalisks that survived are hunting the tanks.

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I'm sending Zerglings as well, who were waiting on the eastern perimeter.

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Oops, I need to kill that guy fast. Sadly there was another tank, but it doesn't matter. The backup Mutalisks are ready to go.

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I've prepared some ground units to give a finish blow and end this mission.

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While we are destroying the remnants of the base, we are interrupted by Duke.

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Whatever you say Zasz, victory !


 
Joined
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Messages
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Location
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Divinity: Original Sin 2 Steve gets a Kidney but I don't even get a tag.
Mission IV : Agent of the Swarm





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:

Cerebrate, be warned.
While Daggoth is occupied with the forces of the Dominion, the emanations of the Chrysalis have called even more of our enemies to Char!

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:

These too shall be eradicated by your hand, Cerebrate, for you grow more cunning with each passing battle.
Indeed, you are a testament to my will and the fury of the Swarm.

Yet first must you stay your wrath, and watch over the Chrysalis a while longer.
For the very hour of the sleeper's rebirth is at hand, and soon my greatest creation shall be loosed.



Objectives :
- Protect the Chrysalis until it is ready to hatch


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Our mission is quickly interrupted by Jim Raynor who apparently is seeking Kerrigan after leaving Mengsk forces. We will need to resist the upcoming forces, which will try to destroy the chrysalis. Considering how basic our base is, it can be tough as the attacks will be from 3 directions and we have only a couple of zerglings. Time to build and prepare for the worst.


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So far so good. I'm building creep colonies and upgrading them, plus more zerglings.

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One of the sunken colonies was hit preety bad, but it's almost over and I prevailed.

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Finally, it is done. We've got new Kerrigan - part Zerg, part human hybrid that has some interesting abilities that reflect that. Cloaking - which works exactly as with ghosts/wraiths/etc. plus Ensnare - the same thing that Queens can do and Consuming. We can sacrifice a Zergling, which will give her 50 energy for casting. That's it for now. After surviving the waves of enemies we can finally upgrade our home base to maximum level and start conquering the region while wiping out the Terran forces.


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I wonder how Jim knew what hapenned to Sarah ? Must be really strong telepathic connection or something.

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Up the north I found a little deposit of minerals, which will be useful as always to gather. I'm continuing the base expansion.

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Much better. The spore colonies are very effective against the air units. Sunken colonies less, but they can take more hits than Hydralisks and Zerglings and they costs only minerals, so why not make it easier for ourselves ?

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After scouting the middle of the map, and finding out that is empty and has some additional resources I'm taking the opportunity to expand further. I will have easier time to transport ground units with Overlords on SW and NE points as well.

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While I'm preparing for the invasion, scouting the southern part is the first priority for me. Damn Wraiths are really bothersome and I had have enough of them mixed with the shuttles trying to attack me.

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Speaking of which, I found the Starport as well.

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Whenever I can, I use Queens ability to kill some mechanized unit like Tank to destroy a turrets as well up north. I wait up for another combined attack from air and after destroying all the forces, I quickly rush to make a counterattack.

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Time to finally strike down with upgraded to the max small army. Mutalisks are making a clear landing ground. There were some remaining forces, so I had a couple of casualties but they helped me a lot to secure this perimeter.

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Hydralisks are finishing the job as smoothly as they can.

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Finally the dreadful Starport goes first.

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The whole south is now clean and we have to get rid of the remaining forces up north where the Jim is.

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As usual, Mutalisks take the first shot. It seems that the enemy is almost finished here. I'm moving Zerglings and Hydralisks as well to help them out.

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I'm postponing the destroying / infection of Command Center. First I'd like to take care of some unfinished business and have a peace of mind after so many attacks.

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Ah, much better. The Queen is already being dispatched and she infects the Command Center with Jim.

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Jim has an interesting story to tell. After a warm up with the chrysalis, we finally are moving onward to more interesting goals. See you next time!
 
Joined
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Messages
7,057
Location
Elevator Of Love
Divinity: Original Sin 2 Steve gets a Kidney but I don't even get a tag.
Mission V : The Amerigo

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Cerebrate, you watched over me during my incubation, and I am grateful to you.

It is my wish that you continue your vigil, so that I might strengthen my powers to better aid the Swarm.

I have been unable to access the totality of my latent powers, and as such, I would like to infiltrate a Terran science vessel and uncover the secrets of their abandoned Ghost projects.

If I can learn more about their mental conditioning, I can undo the damage their tinkering scientists have done to my mind.

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Though you be the favored servant of the Overmind, you would do well to remember that you are just a servant.
You know of our grand mission, Kerrigan.
Would you put your personal whims before the will of the Overmind?

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Do not cross me, Zasz. I will do as I see fit, and not you or any other Cerebrate shall stand in my way.

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Let her go, Zasz. The greatness of her spirit has been left to her; that the Swarms might benefit from her fierce example.
Fear not her designs, for she is bound to me as intimately as any Cerebrate.
Truly, no Zerg can stray from my will, for all that you are lies wholly within me.
Kerrigan is free to do as she desires.

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By your will, Overmind. Cerebrate, you must see that she comes to no harm.


Objectives :
- Bring Kerrign to the Supercomputer
- Kerrigan must survive


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It's another installation mission, where we don't have any resources and must win against the much bigger number of enemies. We will help Kerrigan to unlock her last ability that will aid us in upcoming battles. Daggoth for the second time is helping us, and gives two Hunter Killers. They will really for our advantage here.

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After a quick rundown we find out the Zerglings who just had some fun with Terran marines. They are very vulnerable, but still it's better than nothing. Let's move out.

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We encounter a couple of marines, but nothing really dangerous at first.

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Too late!

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We locate the SUPERcomputer in the Sector 6. There is a lot of a ground between us and the target, so we need to move on carefully. There is a lot of turrets / flame throwers ahead.

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The fog of war didn't allow us to see that there are some units that can shot at us easily if we come too near to them.

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Cleaning another room. A couple of marines died quickly, the civilians are next.

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Kerrigan cloak kills some more marines.

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You will bleed as well soon enough. Time to release the puppies from the prison.

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Well, at least a couple of them survived.

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This is a tight spot. First I use Hunter Killers to destroy the rocket turrets. This way Kerrigan will stealth kill the rest of them.

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Using a bait tactic I killed the whole group of firebats.

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At the end I see that there are ghosts, plus a small room up north. I'm looking it up first.

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That's were you are wrong kiddo.

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I'm teleporting with Kerrigan on the upper part, where the remaining squad was shooting me before. I guess they are not as tough as before. Now back to our objective.

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Gah, they have rocket turret of course. It would be just to easy. Hunter Killers to the rescue.

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I use the ensnare to make it harder for ghosts to shoot.

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Kerrigan finishes the remaining duo easily.

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We will now have the Psionic Storm ability, which will help us fighting with the enemy units. Mission accomplished!

And last but not least, we learn what happened with Amerigo station after that.





"Thank God for cold fusion"

:salute:


Fantastic. Suddenly I feel an urge to watch Aliens.
 
Joined
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Messages
7,057
Location
Elevator Of Love
Divinity: Original Sin 2 Steve gets a Kidney but I don't even get a tag.
Mission VI : The Dark Templar

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:

Do you feel that, Cerebrate? The Protoss are here. On Char. They have been for some time...
Hiding.
Protoss commander, it was folly of you to come here.
For I am Kerrigan, and I am Queen of the Zerg!

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:

I know of you well, O Queen of the Zerg, for we have met before.
I am Tassadar, of the Templar.
I remember your selfless exploits, defending humanity from the Zerg.
Unfortunate it is, to see that one who was once so honorable and full of life would succumb to the twisted wiles of the Overmind.

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Do not presume to judge me,Templar.
You'll find my powers to be more than a match for yours.
In fact, I sense that your vaunted power has diminished since last we met.

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Mayhap, O Queen. Or it is only that I need not flaunt my power in such an infantile test of will?

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Foolish Templar. Prepare your defenses! I will come for you soon.


Objectives :
- Exterminate the Protoss intruders
- Kerrigan must survive



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Protoss destruction mission. First Zasz is talking about the Tassadar. We've got a lot of work to do here but the big plus is that we have Guardian available. While they can only kill ground units, there still are great combined with Mutalisks. So that's what I'll be basically doing here, since this strategy is the most economic one as you will note quickly. Enough talk, like Arnold said in Conan The Destroyer.


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Thank to the Lair upgrades we can add faster movement, transport, and longer sight to our Ovelords.

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I'm mutating the lonely Mutalisk since we need to defend ourselves with minor force power.

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To upgrade into Guardians, we still need Hive and Greater Spire. Gather resources my obedient drones!

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Oh shit, it started. Reavers have long attack range and their Scarabs can kill dozens of our own units if we let them.

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:balance:

A balanced squadron will make my life a lot easier. Since there aren't any invisible enemies I can start moving through the whole map.

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Reaver and Zealot, masterful charge avoided. This will be a perfect second base, especially for the Vespene Gas which I lack due to the all upgrades and Guardians evolutions.

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I'm upgrading flying units to the max, to have the upper hand agains Dragons which will probably show up in greater numbers.

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I put a little resistance force in the new perimeter since the attacks have stop right now. After the Hatchery is being made I make some creep colonies and evolve them further.

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Ah, much better and safer. I make 12 units of Mutalisks and Guardians. Balance is important.

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Gah one Mutalisk died to being a solo hero. It's time to unleash Guardians and keep them as a support if needed.

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Ouch. A lot of Dragons, one Guardy is almost dead but still kicking.

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Damn, there is even more of them. They just keep coming. I need to move quickly to find the structures and destroy them.

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:shredder:

This is getting really interesting. Two guardians down, Mutalisks are attacking as well to take some damage from Dragons.

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Ohkay, the worst part is behind us. Now it's just destroying everything and leaving no one alive.

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Mighty words for someone whose forces has been decimated. I'm coming Tassadar, just a little cleaning of the rest of the map.

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Hello there little caterpillars. That's it, everything is destroyed so I just transport Kerrigan for a Mortal Kombat with Tassadar.

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Apparently Tassadar was doing some research on Friedrich Nietzsche. I guess since he wasn't really there we've won by walk-over.
 
Joined
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Messages
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Divinity: Original Sin 2 Steve gets a Kidney but I don't even get a tag.
Putting Zerglings and Hydralisks out there on battlefield is just a sure resources attrition. The best is to keep them at the bases if there are any drops being made. Add some spore/sunken colonies and you are set. Of course you can play with the former and play with Reavers to destroy them, but the base is heavily fortified with Dragons and Photon Cannons so it's just easier to use superior and more durable air support.
 

Darth Roxor

Royal Dongsmith
Staff Member
Joined
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Messages
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didsonsansen-profile_fyug5.png
Mayhap, O Queen.

Ye gods!

Also, I always found Tassadar's portrait super weird. It's like he has a pig snout and a visible brain. How the hell is it even supposed to match his final cutscene portrayal?
 

Storyfag

Perfidious Pole
Patron
Joined
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didsonsansen-profile_fyug5.png
Mayhap, O Queen.

Ye gods!

Also, I always found Tassadar's portrait super weird. It's like he has a pig snout and a visible brain. How the hell is it even supposed to match his final cutscene portrayal?

Yeah, while most of organic Protoss units can be recognised to be members of the same species, Tassadar is just off.
 
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Mission VII : The Culling


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:

Insufferable Protoss coward!
Tassadar cannot evade my wrath forever! I shall find him and-

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:

Kerrigan, Zasz is dead!

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:

Oh? It is a pity that Cerebrates cannot truly be killed.
I expect that the Overmind will reincarnate him soon.

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:

No. He will not!
The Protoss have devised some new attack.
An attack powerful enough to nulify our reincarnation and give pause to the Overmind itself!

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:

So. Tassadar's plan was merely a diversion.
I should not have underestimated him so.

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:

Without its master, Zasz's Brood has run amok and even now threatens the Hive cluster.
Cerebrate, you must eradicate the rampaging Brood and stem any further damage it might cause.
I shall deal with the Protoss myself.


Objectives :
- Eradicate every last remnant of the Garm Brood



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We start at the bottom, literally and actually having no structures and only a handful of units. We need to be careful and keep low profile for now. Going north seems to be the most reasonable thing to do right now.

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Bingo. I found a little base for gathering resources from the Zasz's (try pronouncing it three times in a row very quickly) and we can setup our own forces.

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Now we are talking. Since I can easily defend myself right now, scouting is the only option.

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My little Mutalisks pack finds outs another base on the west side.

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I'm grouping them with Hydralisks and move out.

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Navigating with Hydralisks, I try to avoid being detected by Sunken Colonies. It's really hard since there are many foes here. Mutalisks are very helpful here since the base is so concentrated and their projectiles hit many targets at once.

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All right, so we have another spot with resources.

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I'm making Guardians in new base as well. They will do some scouting with Mutalisks.

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Just a little spore colony to destroy. I'm going to reveal the map horizontally in case there is another spot with resources.

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Upgraded my Mutalisks to full squad, and it was a good move. Ultralisk was coming to visit me quickly.

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The Guardians are taking care of spore colonies and Evolution Chamber.

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Meanwhile at home there was an Overlord drops coming down. Zerglings and Sunken Colonies did the cleaning here. I should be more careful and put some Spore Colonies at northern section. Thankfully not much Drones have been killed.

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After that I'm moving with Guardians. Zasz really like Ultralisks, since I found them in every part of the base.

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Another base eradicated. I'm making another Hatchery for the convenience and to make a steady flow of Vespene Gas since I'm running out of it quickly.

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Finally, the last base. It's funny seeing enemy Guarding that can do nothing with the ones that we have. Of course there is another Ultralisks and other buildings in a nice small concentrated space. Time for some cleaning. Hydralisks aren't being made right now so I'm rushing out to finish the mission.

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Guardians finish what is left of the remaining structures. Only wandering Overlords it's whats left of Zasz's forces. RIP and Victory!
 
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Mission VIII : Eye For An Eye

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:

Behold, my long silence is now broken, and I am made whole once more.
The cunning Protoss have dared strike down that which was immortal.
For the Protoss who murdered Zasz are unlike anything we have faced before.
These Dark Templar radiate energies that are much like my own, and it is by these energies that they have caused me harm.

Yet shall their overweening pride be their downfall.
For when the assassin Zeratul murdered Zasz, his mind touched with mine, and all his secrets were made known to me.
I have taken from his mind the secret location of Aiur, the Protoss Homeworld.

At long last, my children, our searching is done. Soon we shall assault Aiur directly.

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:

For now we must ensure that the Dark Templar can cause no more harm.
Cerebrate, you shall set a trap for our foes. Kerrigan will lead them to you.


Objectives :
- Destroy the Protoss bases
- Let no Dark Templar escape
- Kerrigan must survive



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This is an interesting mission, since we have to our disposal a new structure called Nydus Canal. They basically work like solid teleports which can be as usual build only on creep. We have three separate Hatcheries, with one main and other serving as a backup for making new units. The West and South perimeters have Overlords which keep an eye on Dark Templars, because they have a constant invisibility mode so without them we would have been slaughtered. Time to start making some progress here.

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There is a lot of pressure considering that we need to face many Zealot/Dragon/Reaver attacks. And you need to divide your forces since the attacks are just keep going. It's a good idea to make a good number of ground forces to help out defending the spots where Overlords are keeping watch for the Templars and as usual use Mutalisks/Guardians for finding out the bases.

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My Mutalisks founded a little base of Protoss. We will have a safe air corridor from now on.

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The south sighting spot has been "upgraded" by me to help a little with Sunken Colonies. This is the most frequently attacked place since there is a base in the West. We've got Ultralisk from the start, putting Hydralisks and Zerglings is a good way to defend here.

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Meanwhile my Zergling check out another place to make it safe for my other bases while moving. I found another base.

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As usual I'm using Guardians since they are the most economical approach and I need ground units for repealing the attacks anyway. Time to kill!

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With almost full squad the Guardians are safely disposing of any Dragon that comes nearby. After blowing up the base we are interrupted with a short dialogue between Kerrigan and Zeratul.

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We need to strike while the iron is hot. Dragon forces are mostly destroyed and we have mostly Reavers in the main base, plus some photon cannons.

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It's over, very straightforward mission. I didn't even clean the rest of the map since it would be just a waste of time knowing that there is so small resistance.

Victory!
 
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Mission IX : The Invasion Of Aiur




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:

My children, the hour of our victory is at hand.
For upon this world of Aiur shall we incorporate the strongest known species into our fold.
Then shall we be the greatest of creation's children. We shall be...

Perfect.

Yet before I can be made manifest upon this world, the way must be prepared.
You must seize the Khaydarin Crystals.
For within them lies power undreamed of by the Protoss.

Go now, my Cerebrate.
Secure the crystals, and bring swift wrath to all who oppose the Swarm!


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While the mission is with no clear "destroy all bases" order, it's way easier to just wipe of all the Protoss from here and have a much easier finale. We start in NW with the most basic structures, but it will save us some time and money since the computer will be attacking more frequently from now on, and we are deeply outnumbered at the beginning.

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I'll try to look out with one of the Zerglings and find out more mineral deposits and enemy structures.

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Well, that didn't took long. I'm preparing Mutalisks / Guardians for the photon cannons and defending forces. While it consumes much currencies, it pays off at the end.

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We are surrounded by one of the Protoss with Photon Cannons and some Zealots / Dragons. Even little pack of Guardians can do a good job here and secure the whole thing.

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I'm moving down with the Hydralisks and Mutalisks to the center. We quickly find out that there are Reavers and Templars which have very dangerous Psionic Storms, if used on a big pack of our units moving at once. This Hydralisks group was bigger earlier.

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I'm building next Hatcher since I found some mineral/gas deposits. As usual the remaining forces will try to destroy it leaving our home base safe for now.

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Meanwhile Guardians our continuing the big air raid. Mutalisks are waiting nearby if they are needed to intervene.

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Dragons can be really deadly if you let your units fly to much onward. It's all about knowing when to press hold and let them shoot without any assistance. Still you need to remember about the High Templars. I'm starting the destruction of this forces horizontally to reveal any units that could later on try to attack me. It's all about being methodical.

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So far so good. We've got some lonely Reavers and Zealot and we are halfway there. Good progre....

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:hmmm:

:rage:


Triple fail right here. Carriers are deadly when it comes to killing single units. While you can use Mutalisks, there is of course Scourge, which can destroy them easily with their suicide attack. A six of them should suffice. Hydralisks in a 12 pack are good as well. Here I've also met Arbiter, who is making all allies who are near him invisible. He can also lock you troops / air units with one of his abilities. It works most effectively with the big concentrated packs, as you can see on the above picture. Last but not least, a not so friendly High Templar.

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I need to finish what I started here nevertheless, so the left wing of the big base is finally destroyed.

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Archon is another new enemy, which is created by combining two High Templars. They have a huge shield and nice damage, so be ready to put some pressure on them when you see them.

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Since last time it was from right to left, this time we do it the proper way.

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Meanwhile the last Protoss set some nice ambush with Carrier and Dragons / Zealots. Luckily I've got some Scourges waiting to welcome the big flying ship properly.

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After that I'm continuing the previous task.

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I have now an easy way to the Khaydarin Crystals, but I don't want any unnecessary Carriers or other units interfering during the whole process.

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I'm cleaning the right part, since it has big number of forces waiting for another ambushes.

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Meanwhile the last Zealots are being send to my little base up NE. RIP.

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We've got the Crystals. Now it's only one mission remaining for our final victory in the campaign.
 
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Mission X : Full Circle

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:

You have done well, my Cerebrate.
The Protoss can do nothing but flee before the onslaught of the Swarm.
But now you must assault one final site before our conquest is assured.

Behold, there is a temple, not far from here, that lies upon ground most hallowed.
Though I have born witness to the passing of countless millenia, the temple which you must assault is older by far.
For it was constructed by my creators, the Xel'Naga, and it marks the site where the Xel'Naga first set foot upon Aiur.

The temple must be cleared, and the Khaydarin Crystal set in its place. Only then shall the way be made ready. For it is upon that



Objectives :
- Destroy the Protoss Temple


I really like how most of the Zerg briefings are quick and to the point without arguing and longer conversations in the original campaign. The Overmind speaks, the Cerebrate listens. It's the last mission so I expected a heavy resistance and huge forces to deal with. But it wasn't that bad really.


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As usual we are starting from little base, but right now we have a nice Ultralisk as a bonus to Zerglings and Hydralisks. I'm basically keeping this big boy in the base in case of Zealot raid and later on as well since he have a lot of health and can put up a fight even alone. But of course I'm not so careless so I'm starting to building up the necessary upgrades.


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A little better. As you can see the Spore Colony has took some damage. The Reavers will drop from time to time, and since their attack range is longer than Sunken ones, you will need to carefully intervene to not loose to many units yourself. Later on of course flying units are the best to deal with them.

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Even better, and the attacks are still piling up on me. Right now I see two different clans dropping some forces on me.

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Well, that's it! This attack has finally put some pressure on me. I'm starting to scout the nearby area.

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A little Guardian group destroys on small base in the West. The resistance was minimal.

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I've made some Scourge and Mutalisks as well, since I expect Carriers any time now. The Scouts aren't that nuisance, since they are not dropping in bigger numbers at once right now.

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Yep, here it is. Luckily he didn't have any Interceptors yet.

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Zerglings and Guardian are cleaning the East side of the map.

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The forces of this Protoss have been decimated. Now I have a clear wings and don't have to worry about the near attacks. I'm making another base to have extra Hatchery and more resources.

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I'm preparing to scout the whole North, what's left of it. Since the Zerglings are upgraded to maximum and have faster attack I'm using them as an additional force to destroy each building.

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Meanwhile golden Protoss made a fatal mistake by putting many Dragons on the top of here. My Guardians are having a great target practice session.

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Zerglings are happy to help as instructed.

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"Come on Skippy, the big old Archon doesn't want us in his backyard"

"Yay, so much fun!"

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Oops, now I really pissed him off. I better be careful. I'll make another base plus some Spore/Sunken Colonies to keep the pressure off me just in case.

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After that I'm continuing the path of destruction. There is another Protoss, the Red one which has a lot of backup.

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Since Guardians took some serious hit during the last attack I'm using Hydralisks from now on to help them out with Dragons and Scouts.

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I'm doing here a full circle to concentrate afterwards in the most crucial part of the map and this mission.

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Oh, how cute. The last remnants of the Protoss forces.

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Time to stack up and finish the whole thing.

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We have finally conquered Aiur. Let's see how it looks right now.

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How the Protoss will regain their position after that ? We shall see next time starting their campaign after being defeated on their home planet.
 
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Protoss Campaign

Mission I : First Strike

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:

En Taro Adun, Executor.
I am Judicator Aldaris, and I have been sent by the Conclave to serve and counsel you.
The former Executor,Tassadar, was commanded to halt the Zerg progress in the Terran sector by burning the infested human worlds.

Unfortunately, he disregarded his orders and attempted to destroy the Zerg while sparing the Terrans from the flame.
Clearly, Tassadar has failed us. You must not.
The Conclave has dictated that our first priority is to strengthen our defenses.
You must reinforce our outpost in Antioch and make certain that the province does not fall to the Zerg.
Your old comrade, Praetor Fenix, will meet you there an assist you in this endeavor.


Objectives :
- Meet Fenix at Antioch
- Destroy the Zerg base
- Fenix must survive


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We start the first mission of the Protoss campaign with a small squad of Zealots and Two Dragoons. The base situated on the west is our target, so we need to move on to meet Fenix.



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There is some minor resistance on our path...

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But nothing that could be considered a real danger. You quickly realize that their philosophy is quality over quantity.

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Finally Fenix is greeting us, and we see what is left of the base. Only a couple of pylons and buildings.

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We can only build other Zealots / Dragoons and upgrade them a little so we don't have to waste any more time on strengthening our defense inside the base.

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We are finally ready to scout the rest of the area...

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Oops, I didn't expect Mutalisks that quickly, and I didn't left any Dragons in the base. Oh well. Here is a quick solution for that problem.

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I'm moving out with Zealots along with Fenix to destroy Sunken Colonies that are in the way.

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I quickly realize that it was the part of the central Zerg base. Time for some purging.

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It's done. That was very quick after the last mission.

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Mission II : Into The Flames

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:

En Taro Adun, Executor. Your defense of Antioch has restored my faith in the Templar caste.
I admit that Tassadar's desertion had shaken my faith.

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:

Indeed, Aldaris? I would hope that the Judicator would put more faith in their Templar brethren.

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:

Tassadar! Where have you been?

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:

Be silent, Judicator. There is no time to waste, and I have much to tell you.
As you know, the Zerg vanished after the fall of the Terran world of Tarsonis, and though the Conclave bid me return home, I was compelled to remain.
A powerful psionic call drew my attention to a remote, barren world named Char.
Apparently, the call was answered by others as well.
For upon Char, I encountered those who were once our brethren - the Dark Templar.

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:

Consorting with the Fallen Ones is heresy!

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:

Enough! Hear me, Executor, for I have learned much from the Dark Templar Prelate, Zeratul.

The Overmind controls its minions through agents called Cerebrates.
Strike down the Cerebrates, and the Swarms will surely fall.

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:

Executor, Tassadar may be right.
If you can keep the Zerg occupied, my force may be able to penetrate their perimeter and slay the abomination.

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:

I pray we can trust you, Tassadar.
Already I can sense the taint of the Fallen Ones' influence on your mind.
You must return to Aiur at once!

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:

My concern is for the safety of Aiur, not the judgements of the Conclave.
I will return when the time is right.


Objectives :
- Distract the Zerg while Fenix gets into position
- Kill the Zerg Cerebrate
- Fenix must survive


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Immediately after we start the mission, the clock starts ticking and we have to build our base and prepare some new Zealots / Dragoons to survive the incoming ambushes from the Zerg, which will become more frequent the closer we will be to the zero on the clock.

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Right now I'm making a pylon and my initial units to the opening.

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Only 6 minutes remaining. I've already made some progress with the base. The photon cannon are great when you engage enemy in battle with your regular ground forces.

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Hydralisks triple drops from Overlords, but that's not a problem for me right now. The worst has been avoided.

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Meanwhile I see that my minerals will be harvested very quickly. I'll make another Gateway, since there needs to be another place with resources.

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Time is over. Fenix is being dropped with some backup, which will be very useful.

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Along with the known one we have 3 Reavers. They are great for destroying Sunken Colonies without being hit. But they need the protection, since they are really slow and can be killed easily if one is not cautious.

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So we basically have forces on east and west parts of the map. I'll start moving up with Fenix.

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I spot a mineral field and Hydralisk Den. It will be a perfect target for Reavers.

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Meanwhile I'm moving up to meet Fenix with the other squad.

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Oops, as usual problems. Zealots are always eager to fight but this time they need assistance of Dragoons.

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Reavers are just making a bigg massacre in the base. That's great, but I forgot to make another base for resource gathering.

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On the south I gathered all minerals while leaving the game on it's own to consume some Elex.

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I'm continuing the purging with Reavers Since I have so much to spend.

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Finally I find a big number of Sunken Colonies with many Overlords floating around. There must be something important here. Something like Cerebrate!

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Yep, here it is.

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But first I need to destroy last remnants of the Zerg base.

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Same goes for the Overlords, who are popping like pinatas thanks to my Dragoons.

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Now it's the time to finally finish the mission with a blast.

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Fenix stays to see how the Cerebrate will behave. Another victory for Protoss.
 
Last edited:
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Mission III : Higher Ground

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:

Executor, I bring news most dire.
The Cerebrate that we thought we had killed has arisen again.
The creature's battered form was reincarnated, despite the considerable damage we inflicted upon it.
Even now, the Cerebrate drives its Brood in preparation for their next offensive.

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:

It is as I feared.
It was folly to believe Tassadar could be trusted. The Conclave will not soon forget his wanton betrayal.
Nevertheless, we must stand resolute. For attacking defenseless Cerebrate is not the way of true Protoss warriors!
We shall overcome the entire Swarm with the might and the fury that is our heritage!

Executor, we shall lead our main strike force to the province of Scion which has fallen to the Zerg.
It's time the Zerg felt the wrath of the Sons of Aiur! Praetor Fenix will remain here with a small detachment and guard Antioch from any further assaults.

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:

Adun be with you, Executor.
Bring swift death to the enemies of Aiur.


Objectives :
- Destroy the Zerg colonies



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We start in the SE part of the map. The base is almost empty, with a couple of pylons and units to help us out with the first attacks. There is a lot of work to do here, so I start digging the resources and preparing for upcoming battle.



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Now it looks nice. Thank to the new Scout unit I'll be able to search the area without any problems, and with some nice punch as well. I still need to upgrade the ground defense wall in my base though. I don't want any ugly surprises.

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Well, what do you know. I find another mineral field, just for some extra boost which I will probably need due to the costs of each unit and upgrade.

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A quick scouting reveals the first Zerg base. The Spore Colony and Hydralisk Den are nice targets, but for now I will move up north and see how big the whole place really is.

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Jackpot, another mineral field. Although it feels too far for me.

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For now, I'm just making a big round scouting to avoid Spore Colonies attack. One air fighter was hit a little by them while moving.

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There is another white Zerg brood here as well directly in the north from our base. Perfect timing for moving out and to make another Nexus.

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Meanwhile I searched as much as I can through air the whole base of red Zerg.

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The Hydralisks are mostly buried in the ground. So while it may look, like there aren't many of them they will start showing when you attack one of the structures.

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Zerg started attacking my workers who I left unattended. Some Zealots will be good for helping them out.

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I'm making some Photon Cannon for the upcoming Overlords who will try to dispatch units into this base.

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The main Nexus is being attacked from time to time, but with the numbers of Zealots and Dragoons that I have they aren't really a threat to me.

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I'm preparing to raid the red Zerg.

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The Zealots took some hit due to the Sunken Colonies while being attacked by Hydralisks. Scouts are helping them out later on.

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The last Spore Colony is destroyed by them as well. I rather not put Zealots on the ground here right now for the obvious reasons.

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That's it. I kill remaining Drones and building to finally exterminate the red brood.

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I move the surviving units into another good location for base. It's time to move everything into the North and finish off the easier opponent.

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It's almost done. Now I need to take the lonely Spore Colony and we are finished here. Scouts took some hit, but it's a given with them.

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Poor Fenix, he didn't checked his Psi Blades before the mission.




"Oh fuuuck" expression is priceless.



:salute:
 
Joined
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Elevator Of Love
Divinity: Original Sin 2 Steve gets a Kidney but I don't even get a tag.
Mission IV : The Hunt For Tassadar

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:

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



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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.

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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.

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Even with being careful as much as you can, with no shield restoration it is expected to loose someone on the hell road.

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Finally, we are meeting Tassadar in a small base. Hey, there is a Vulture here as well!

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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.

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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.

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That's how I like it. I'm making additional High Templars and upgrade them. They will be great for the upcoming combined attacks.

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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.

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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.

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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!

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Damn another attack. This one is more intelligent.

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One of the Hydralisks group that we need to kill before we have a safe pass. I have a good idea here. Templar, YES!

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A stinking pile of entrails, nice and clean without engaging in combat.

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Judging from the revealed area, the red Zerg musts reside in the north. I'm moving up there.

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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.

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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.

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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.

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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.

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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.

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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.

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After that, I'm finishing the business with the red brood. Time to move out with Tassadar and Raynor to the beacon.

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There were still some remaining Zerglings on the path.

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Success. We move out to meet the mysterious Zeratul.
 

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