Quests in star craft 2. StarCraft - For the big-eyed. Campaign Unique Troops

The main task: destroy the supply center, Raynor must survive.
Additionally: destroy 6 holographic stands.
Achievements:

  • Independence Day - Complete all objectives in the "Independence Day" mission
  • Raynor is back in business! - Raynor must kill 5 enemies in the Independence Day mission on Fighter difficulty
  • Damn Mengsk! - Kill all enemies in the Independence Day mission on Veteran difficulty
Pretty simple, educational mission. After watching the introductory portion of the videos, 5 fighters led by Jim Raynor will come under your control.

We go forward along the road, we meet a small group of opposition. Behind it there will be a kind of holographic stand:


You have to vandalize it and 5 more of the same holograms. Finding them is not difficult, here are screenshots of each of them:

As a result, it turns out that civilians are exiled to work against their will. We destroy the guards and transport, listen to the dialogue of gratitude and civilians will follow you. You can’t control them, but they provide high-quality fire support. Having reached the cherished goal marked on the map, we destroy the building. That's it, the first mission is completed.

Outlaw

The main task: destroy the Dominion base.
Achievements:

  • Outlaw - Complete all objectives in the Outlaw quest
  • Cash Reward - Find all containers of minerals and gas in the Outlaw mission on Fighter difficulty without taking any casualties
  • Delaying Death is Like - Complete Outlaw on Veteran difficulty in less than 10 minutes
So, as it turns out - Dominion forces unearthed an alien artifact. The goal of this mission is to take possession of it, destroying the station along the way.
Having received control, we begin to stamp fighters and KSM. We send the KSM to the mines, and the fighters will have to wait until the rebels contact you and ask for help - as it turns out, their base is located nearby, and they are attacked by the forces of the dominion. Having provided assistance, they will join your squad - which will not be superfluous at all, and all useful buildings at their base will come under your control. Having created a couple more fighters, we set off to destroy the dominion base - they will not show particularly strong resistance, 15-20 fighters are enough to destroy everything that is on the base.
After all the enemy buildings are destroyed, you will be able to see a scene where the crane will pull out the coveted artifact.

Time H

The main task: hold out until evacuation (20 minutes).
Additionally: get to the rebels (3)
Achievements:

  • Time "H" - complete all tasks in the task "Time H"
  • Not one step back - Complete "H Time" on Fighter difficulty without dominating or losing any buildings.
  • The best defense is... - Destroy 4 incubators in Time H on Veteran difficulty
Nobody will let you leave the planet with a captured mineral so easily - while waiting for a ship on which you can fly away from the planet, you have to fight off attacks, this is the third mission.
There are 2 bridges leading to your base, which the zerg will attack.

From the very beginning of the mission, 8 fighters and one bunker will be waiting at each bridge - you should immediately build another bunker so that the fighters do not just stand there. 2-3 bunkers are enough for defense, but you should immediately start churning out soldiers for another squad - after a while you will receive a message asking you to help the encircled rebels - there will be three of them in total.

The rebels will join your squad and you can try to attack the Zerg base, which is located in the north, or send them to guard the base.

Evacuation

The main task: get to the base and escort 50 colonists.
Additionally: collect 3 DNA samples
Achievements:

  • Evacuation - complete all objectives in the mission "Evacuation"
  • Careful Handling - Complete the Evacuation mission on Fighter difficulty without losing a single armored personnel carrier
  • No casualties - complete the Evacuation mission on Veteran difficulty without losing or dismantling any buildings
This time you will be thrown to the planet Agria. The local colony is almost destroyed under the onslaught of the Zerg, and you have to evacuate its remnants.
Once in the beginning of the game in the south of the map, you will receive a small detachment that will have to break through to Dr. Hanson's colony, which can be reached by moving along the road to the west.
After you reach the checkpoint, the colony itself will come under your control. We develop the base and prepare a detachment to escort the settlers. Getting to the rescue ships is not easy, along the way there will be 3 points that will attack the Zerg especially hard. The first point is located at the abandoned bunker, on the left side of the road. It is worth building a few more bunkers there to securely take a position.
The next point is on the right side of the road, the place is not marked with anything except a small entrance to the forest. A few more bunkers are to be built there as well.
Finally, the third point is located on the left side of the road and there is another abandoned bunker next to it. We are fixed in position. The Zerg will attack every time you accompany the colonists, along the entire road - it is necessary to assign a detachment to the colonists, which would guard them.
Optional task - collect 3 DNA samples from the Chrysalid Zerg. One of them is located near the point where you accompany the settlers of the colony, the second is a little west of the place where you find the first abandoned bunker, and the third is north of the entrance to the forest.

Epidemic

The main task: investigate the source of infection (destroy 144 Zerg buildings)
Achievements:

  • Epidemic - complete all objectives in the mission
  • 28 minutes later - complete the mission on the difficulty level of the Fighter before the start of the fifth night
  • Army of Darkness - Destroy 15 infected buildings at night on Veteran difficulty.
The planet Meinhoff is in the spotlight, and the main enemy is the Zerg again.
The objective of the mission is to drive the Zerg off the planet by destroying all of their buildings.
One of the features of this mission is the accelerated cyclic change of day and night on the planet. It is best to attack during the day at this moment, the Zerg are weaker. Accordingly, you need to be ready for the night defense of your base.
There are 3 entrances to your base, each of which must be protected - build bunkers and push infantry there.
Zerg buildings are all over the map, but it's best to start from a base north of your base.
To attack, use fast Helions - a new unit available in this mission.
The additional objective of this mission is to kill two Infectors. They only spawn at night, so it's best to smash the Zerg buildings first, leaving one, then wait for the night and deal with the Infectors.

Safe Haven (Storm in the Harbor)

The main task: Destroy 3 Protoss Nexuses and the Vindicator ship or Destroy 4 Infestations (depending on choice)

Achievements (Safe Haven):

  • Safe haven - complete all objectives in the mission
  • You shall not pass! - Save 3 settlements on Fighter difficulty
  • My darling! - Save 2 settlements on Veteran difficulty
Achievements (Storm in the harbor):
  • Storm in the harbor - complete all objectives in the mission
  • The Doctors Have Arrived - Protect 3 settlements from Zerg infestation on Fighter difficulty
  • House Call - Protect 5 settlements from infestation on Veteran difficulty
In this mission on a planet called the Harbor, you have to save the colonists again. A new unit called the Viking will play a significant role - he is able to transform between flying and ground form.

Or you can take the side of the Protos and destroy the colony - but then Dr. Hanson considers this a betrayal.

If you choose the option to destroy the infected colony, then you will have to suppress the activity of the Zerg in at least three centers. If you do not have time, the Zerg will gradually infect the rest of the settlements, and you will have to destroy them as well.

Vikings are very useful for storming colonies.

But, it is not in vain that they say - a woman on a ship is in trouble. After the mission, you will find out that Dr. Hanson has turned into a Zerg a little and shoot her in the laboratory.

If you choose to fight the Protoss, then get ready - you have to destroy 3 Protoss nexus in order to break through the defense of the Vindicator ship - it will move between settlements and destroy them.

Devil's Sandbox

The main task: get 7000 minerals.
Additionally: kill the brutalisk, save the miners.
Achievements:

  • The Devil's Sandbox - Complete all objectives in the "Devil's Sandbox" quest
  • Boiled Lobster - Kill a brutalisk with lava on Fighter difficulty
  • Cutthroat - Find all of Tosh's miners on Veteran difficulty
And so, the scene is the planet Redstone 3, on which lava and the ubiquitous Zerg will interfere with you. The purpose of this mission will be to collect minerals. In addition to the development of minerals by XMs, we collect a squad that would collect resources scattered around the map - this is one of the keys to success in this mission. A new unit called a cutthroat will come in handy in this mission - fast, able to jump to higher levels of the map, he will quickly collect minerals. The main reserves of minerals that can be collected by a detachment are located north and east of your base - you will also meet the Zerg there. By the way, by attacking them and destroying their buildings, you can also get minerals.
Additional objectives will be to save the miners - they are located north of your base, and kill Brutalisk - he will be waiting for you in the south.
Lava floods the planet in several stages - accordingly, in order to save your troops, they must be moved to higher places on the map.

Call of the Jungle

The main task: Obtain 7 terrazine and prevent 7 altars from being sealed.
Additionally: Collect 3 Protoss relics.
Achievements:

  • Call of the Jungle - Complete all objectives in the mission
  • Once - and you're done! - prevent the protoss from destroying any SCVs on Fighter difficulty
  • It's that simple - don't let the protoss seal any of the altars on Veteran difficulty.

Welcome to the planet Bel-Shir. Here you have to collect 7 units of terrazin, and the Protos will interfere with this, trying to seal the altars in which they are located - so in this mission you have to move.
There are 2 entrances to your base in this mission, through which the Protos will climb, using units moving through the air - the best defense against them is turrets and bunkers.
And so, there are 12 altars, 7 of which you have to visit. Only the SCM can extract the desired item from the altar, which will need to be covered - the Protos will attack him. You can slightly weaken the attacks on the SCM by defeating the Protos base, but this is not necessary.
An additional task is to collect 3 Protos relics, the first one is located in front of your base, the second one is in the northeast, and the third one is in the west. Two of these relics will be protected

Escape (Ghost Chance)

The main task: destroy the entrance to the prison (Tosh must survive) or destroy the jorium warehouse, tank with terrazine and psi-emitter (Nova must survive) (depending on the choice at the beginning of the mission)
Additional tasks: kill the guards of cell blocks A and B or kill phantoms (10)
Achievements:

  • Escape - complete all tasks in the task
  • Cold-blooded Tosh - Tosh's health must not drop below 100 on fighter difficulty
  • Prison Riot - Complete the mission on Veteran difficulty in less than 25 minutes.
or
  • Phantom Chance - Complete all objectives in a quest
  • Unconditional Obedience - Destroy 15 enemies on Fighter difficulty with subordinate troops
  • Complete reversion of protons! - Destroy all opponents on Veteran difficulty.
In this mission, you have to make your choice again - this time between Tosh and Nova.
In this mission, regardless of the choice, you will not be able to build anything. Depending on your choice, you will be able to control Tosh or Nova, each of which is invisible and has special abilities.
For example, Tosh can massively kill units (Brain Explosion ability), and Nova can subdue enemy units. These abilities will be the main key to success in this mission.

The Great Train Robbery

The main task: destroy 8 trains.
Additionally: find abandoned Asps (6), collect 3 defiler bones.
Achievements:

  • The Big Train Robbery - Complete all objectives in the mission
  • Hooligan Detractor - Destroy a special squad of Marauders on the Fighter difficulty
  • Silver Arrow - Complete a mission on Veteran difficulty without missing any trains.
The scene is the planet Tarsonis. You have to destroy 8 Dominion trains, of which you can only miss 3. A rather difficult mission, since the trains move at high speed, and they will also be guarded to a heap. Help in the passage of this mission should be a new unit Aspid, able to move and shoot at the same time.
By the way, the secondary goal will be to find these units - there are 6 of them in total, the location of 3x will be marked, and 3 more you have to find yourself.

Heart of Darkness (secret)

The main task: explore the Dominion lab, then disable the nuclear reactor, then run away from the hybrid.
Additionally: kill a brutalisk, find 4 protoss relics.
Achievements:

  • Heart of Darkness - Complete all objectives in the mission
  • Downed Demon - Complete the quest on Fighter difficulty without taking any casualties in the Brutalisk battle.
  • Honored Gunsmith - Find all 13 weapons in a mission on Veteran difficulty.

And so, a secret mission. You find yourself at a secret Dominion base, where, as it turns out, Zerg-Protoss hybrids are being built. We carefully move through the base, using the features of Raynor, hack into the surveillance cameras and use them. As soon as you get to the point with Brutalisk, the task will be updated - you have to destroy the nuclear reactor. By destroying the reactor, you will weaken the energy field guarding the most evil hybrid - he is almost invulnerable, so you have to run away from him. Along the way, you will come across a weapon that can slow it down - use it to successfully escape from the beast. As soon as you get to the marked point on the map, there will be a Dominion ship, on which you can get off the planet.

Whisper of fate

The main task: get to the three parts of the prophecy, then get to the ship before it gets destroyed.
Additionally: destroy 3 incubators.
Achievements:

  • Whisper of Fate - Complete all objectives in the mission
  • Picnic on Ulaan - complete the task on the Fighter difficulty level, while saving more than 2 stalkers.
  • It doesn't hurt me - complete the quest on Veteran difficulty, Zeratul should not lose health.
Mission available through the crystal. At the beginning of the mission, you will be able to control only one unit - Zeratul. You have to get to 3 parts of the prophecy scattered all over the map, and the Zerg will interfere with this. Using the "jump" ability, we get to the prophecies, and along the way we meet a group of stalkers who will join you. On the way to the third prophecy, you will encounter allied troops who will help pave the way to the third. As soon as you visit the third prophecy, a timer will start - they will try to destroy your ship. Using the same jump, we get to the ship and dump it.

Stash truth

The main task: restore power to the abandoned base (6), then free the Guardians (3)
Additionally: restore power supply to abandoned buildings (3)
Achievements:

  • The Terrible Truth - Complete all objectives in the mission
  • In the name of justice - Destroy all protoss on Fighter difficulty
  • Breath of Death - Complete the mission on Veteran difficulty in less than 25 minutes.
In this mission, you will gain access to the Protoss buildings. Half of the base will be de-energized - you have to build several towers in order for the buildings to start working. Then, as it becomes clear - there are three more abandoned buildings on the map - the goal of the additional task will be to take possession of them. As soon as you gather an army - attack enemy bases, in the east and north, after which a bridge will appear. Make your way through it to the Guardians.

Echoes of the future

The main task: get to the nexus, then lead Zeratul to each of the Overmind's nerve nodes (Zeratul must survive)
Additionally: restore energy supply to the obelisks(2)
Achievements:

  • Echoes of the Future - Complete all objectives in the mission
  • And one warrior in the field - complete the task on the difficulty level of the Fighter, while Zeratul must kill 50 zerg
  • Sleep of the Overmind - Complete the mission on Veteran difficulty in less than 20 minutes.
Quite a difficult mission. At the beginning of the mission, Zeratul will be under your control and you won't be able to build anything. We move to the Nexus, the Zerg encountered along the way can be left untouched. As soon as we got to the nexus, we restore energy supply to the buildings, after which we build defenses - in a few minutes a dense attack will take place on you. Then, having prepared the detachment, we move in one direction to the tentacles of the overmind.

In total darkness

The main task: kill 1500 units, then die.
Additionally: protect the protoss archive.
Achievements:

  • In pitch darkness - complete all objectives in the mission
  • On the corpses of enemies - kill 250 zerg in excess of the required on the difficulty of the Fighter
  • A Glorious Death - Kill 750 Zerg in excess of the required amount on Fighter difficulty.

A rather difficult mission in which you have to build a deaf defense - you will be attacked by massive Zerg attacks, both on the ground, and above and below ground. There will be 3 main entrances to the base - they will have to be defended for quite a long time. As soon as you kill 1500 protoss - you can safely stop defending, and wait until the enemy troops smash your entire base to the last building.

Grab and run

The main task: capture the alien artifact (get to it)
Additionally: Destroy 3 Protoss Research Centers.
Achievements:

  • Grab and Run - Complete all objectives in the Grab and Run mission
  • Stumbling Block - Complete "Grab and Run" on Fighter difficulty without taking any casualties against the Protoss Stone Guards
  • Once - and you're done! Complete this mission on Veteran difficulty in less than 15 minutes
After the third mission, you find yourself on a ship with Captain Horner. Along with this, the opportunity will open up to use the Arsenal - a place where you can squander the money earned in previous missions. They can be spent on upgrading troops.
In the fourth mission you have to focus on the extraction of another artifact located to the east of your base. This time both Protos and Zerg will resist you. An additional objective of the mission will be to destroy the Protoss research centers - there are only three of them, they are located to the north, west and east of your base.
Having collected a strong enough detachment of foot soldiers, doctors and marauders (a new unit available in this mission), we make our way to the artifact. As soon as you get to it, three stone statues will come to life and will try to kill your squad for a long time - don't let them do it.

big excavations

The main task: find the laser launcher, destroy the gates of the xel'naga temple (the laser launcher must survive).
Additionally: collect 3 Protoss relics.

Achievements:

  • Big Excavation - Complete all objectives in the mission.
  • Direct Fire - Destroy 20 enemies with a laser launcher on Fighter difficulty
  • Dig Up - Destroy 50 Protoss buildings on Veteran difficulty.

And so, in this mission we find ourselves on the planet Xil. The main goal will be to protect the Laser Installation.

At the beginning of the mission, you will not be able to build - first you have to reach the abandoned base, and only after that you can take control. On the way to the base, you will receive several Siege Tanks and you can try them out in action. The defenders of Tal Darim will act as enemies in this mission. After the base comes under your control, you have to defend the installation while it drills the entrance to the temple.

The Protos in this mission have two bases. For better defense in this mission, it is worth combining bunkers with foot soldiers, turrets and Siege Tanks.

A little later, the installation will come under your control - it can be used for defense and long-range attacks.

Well, an additional goal in this mission will be the capture of 3 relics of Protos. To capture, you need to destroy 3 temples, each of which will be marked on the map. You can destroy them with the installation, but you cannot use it while the object is covered with fog, so you have to do reconnaissance first.

Each temple is protected by at least three units and defenses.

Möbius factor

The main task: destroy the data storages (3), Kerrigan should not get to the storages.
Additionally: Kill the Brutalisk.
Achievements:

  • Moebius factor - complete all tasks in the task
  • Live here! - find all the survivors at the level of difficulty Fighter
  • Painful Quest - Complete a quest on Veteran difficulty before Kerrigan destroys 6 abandoned buildings
And so, in this mission you will meet Kerrigan. You have to destroy 3 data centers BEFORE cutie Kerrigan visits any of them. A new unit in this mission will allow you to transport troops and heal them - in this mission this is vital, because. getting to data centers is quite difficult. Don't forget about base defense - the Zerg will use worms to get into your base.

supernova

The main task: clear the landing pad, then destroy the storage with the artifact.
Additionally: find 4 protoss relics
Achievements:

  • Supernova - complete all tasks in the task
  • Easy run - complete the task on the difficulty level Fighter without suffering losses from the fiery front
  • Shock and Awe - Complete the mission on Veteran difficulty by destroying 75 units or structures with the Disguised Banshees.

Another race against time. Initially, everything looks simple - you are sent to the planet for another artifact, but as it turns out, the planet of that look will turn into a supernova.
In this mission, the new unit will be the Banshee - a plane capable of attacking ground structures and able to camouflage. In this mission, it will be extremely useful.
As soon as you clear the landing area, buildings will fly in and you will gain access to the base. A fiery wave will appear in the west of the map, which will move quickly enough in your direction - if the mission drags on, then you will have to transfer your entire base to another place several times - it is worth scouting the surroundings for mines. Then, having pumped the Banshee to the maximum, attack the base of the defenders of Tal-Darim, where the artifact is stored.

Bosom of the Void

The main task: clear the landing pad, then destroy the xel'naga vault.
Additionally: save the prisoners.
Achievements:

  • Bosom of the Void - Complete all objectives in the mission
  • I am omnipotent! - Destroy all graviton field generators on Fighter difficulty
  • Master of the Universe - Complete the quest on Veteran difficulty without suffering damage from the graviton field.

In this mission you have to get the last artifact. It is located on an abandoned spaceship, which in turn is guarded by the defenders of Tal Darim. Almost the entire map is covered by a graviton field, once in which the lives of your units will rapidly decrease. In order to prevent this, you have to destroy the graviton installations, each of which is located in the center of the field. As soon as they are finished with, you can attack the artifact storage, dealing with enemy troops along the way.

Hell Gate

The main task: gather an army (100 units), then destroy 3 worms.
Achievements:

  • Gates of Hell - complete all objectives in the mission
  • The case is on the move - Destroy all spore cannons in a mission on the Fighter difficulty level
  • All Dominion Assembled - Rescue 10 Dominion drop pods on Veteran difficulty

In this mission, your forces and the forces of the Dominion will be united. Your base will have 2 entrances, each of which must be protected.
You have to gather a large army to start the invasion. Dominion forces will be arriving in pods and you'll have to get through to them before the Zerg do. As soon as the army is assembled, it will become known that the main base of the Dominion is located behind the main base of the Zerg, and they can be quickly finished off by 3 worms - so push the army to meet them and kill the worms.

Powers of Heaven (Belly of the Monster)

The main task: destroy the cooling towers (4) or plant explosives at each rift (3), depending on the choice.
Additionally: kill zerg leviathan
Achievements:

  • Powers of Heaven - complete all objectives in the mission
  • Don't stand under the arrow - complete the task on the difficulty of the fighter without incurring losses from platform explosions
  • The Sky Is Getting Closer - Complete the mission on Veteran difficulty in under 25 minutes.
  • Belly of the Beast - Complete all objectives in the quest
  • Stand Up and Fight - Complete the mission on Fighter difficulty without allowing any heroes to be neutralized
  • One Shot - Destroy 50 Zerg with one shot Needle on Veteran difficulty.

And so, if you chose to deal with the Zerg air force, then you have to destroy 4 towers, each of which cools the reactor. As soon as you destroy the cooling tower, a timer will appear that will count down the time until the reactor explodes - you need to have time to get out of the platform, because. the explosion will destroy it entirely.
The base in this mission will have to be protected mainly from air raids, so turrets and bunkers will be especially needed.
During the attack of the tower, you should not be distracted by the rest of the buildings - the explosion of the platform will demolish them.
If you chose to deal with the worms - you have to manage a group of four heroes led by Jim Raynor to walk underground in the habitats of worms. Almost all heroes have unique abilities - they should be used to the fullest in this mission. Along the way, you will meet groups of Dominion troops surrounded - all of them should be freed, because. firepower in this mission will be missed. As soon as the charge is laid, you have to guard it for three minutes - after that you will go to the next dungeon. As soon as all three charges are detonated, you have to get to the extraction point.

Bets are made

The main task: protect the artifact.
Achievements:

  • Bets are placed - complete all tasks in the task.
  • Roast Meaty - Complete the quest by killing 150 Zerg with an artifact on Fighter difficulty.
  • A real ace - complete the task on Veteran difficulty using the artifact no more than 1 time.

The goal of the last mission will be to protect the artifact. Zerg in this mission will be especially hard to attack, so you should not skimp on defense. You need to build it in accordance with the previously made choice - if you destroyed the worms, then concentrate on air defense and vice versa.
From time to time you will be visited by the Queen of Blades - it is worth preparing a separate army for her, because. it's very hard to take it out.
The artifact has a protective property and can make a not weak explosion that will massively take out the zerg, but this will slow you down a lot.

StarCraft 2 Wings of Liberty Campaign, Expert walkthrough with all achievements:
Mission 21 Heart of Darkness (secret mission)

Exercise: Disable the reactor, Rayonor must survive.
Achievement 1 Demon defeated: Kill a Brutalisk without taking any casualties against him on Fighter difficulty
Achievement 2 Honored Gunsmith:
Collect all weapons on Veteran difficulty (13 pieces).
Achievement 3/Additional task: Kill Brutalisk, find Protoss relics (4 pieces).
Secret Achievement/Feat of Strength Monster Battle: Kill a Brutalisk with an A.P.E.C on Fighter difficulty.

When playing on expert, it is better not to lose units at all and tank with Raynor.


At the terminal, we choose which turrets to enable, I did not notice any difference between the choice.

  • Grenades: Use on enemy clusters. You should not save them, but also squander them.
  • Plasma Cannon: Use on single large targets.
  • Treatment: if you haven't lost your first medics, it will be useless.
  • Time Rift Generator: Slows down the hybrid.


At the next terminal, Zerglings are the best choice. Don't forget to destroy the camera, it will drop protoss technology.



One weapon that many may miss is behind the door that Raynor has to break open.



It's time to use the plasma gun on the tank, turret.

To complete two achievements, you will have to go through the next area without a robot. At this point, you can spend all weapons, leave 2 plasma shots on the final torus.



You can blow up barrels that will kill some of the troops.

At the end, you will be offered reinforcements, if you have lost doctors, then choose them, otherwise I would still choose marauders, because. they live longer.



Kill opponents and return for the robot, and then open the cage with brutalisk.
You can help your robot with an army, the main thing is to withdraw the troops at the end so that the robot delivers the final blow.

We destroy the reactor in the next room and prepare for the 2nd part of the mission.

A hybrid will start chasing you, but you need to try to inspect all areas so as not to miss weapons, killing enemies along the way. In battles where the protoss are fighting the zerg, just ignore them and move past.


This is one of the most common places to miss weapons. Top 2 forks and bottom 2 forks.
You must first go up, and then come back and go down.

There are no more difficult zones, the mission can be completed even if you have one Raynor left.


13 weapons, 3 zerg tech, 4 protoss tech.

Corner of Bronze (tips, for those who, even with a guide, cannot complete the mission):

  • Complete 1 achievement and unlock a Feat of Strength on Fighter difficulty.
  • Complete 2 achievements on Veteran difficulty.
  • On the expert, stage 1 is also passed, and in the second you can simply run without collecting technologies and weapons, because. completed these tasks on other difficulties.

Passage option from speedrunner Furios Paul:

Normal 0 false false false RU X-NONE X-NONE

The main task: hold out until evacuation.
Additional task: save friendly units
Achievements:

Not one step back (Complete the mission without losing or dismantling any buildings),

The best defense is... (Destroy 4 enemy incubators on Veteran difficulty)

If you have completed the StarCraft II: Wings of Liberty story campaign, you are tired of beating the Zerg (Protoss, Terran) in skirmish and want something more exciting, then the Trials mode is what you need. Or maybe you've already tried it and can't complete one of the missions? Then you've come to the right place - we will tell you how to effectively and with minimal losses complete all the challenges in StarCraft II.

Planet Mar Sara (Mar Sara Missions)


Liberation Day

So, let's start from the very beginning, perhaps from the very first mission that you will have to play! You will start your game on a dusty road along the desert of Mar Sara. Your small squad will consist of five main marines and Jim Raynor, where, in fact, without him. Raynor is our hero, so he will be much stronger in all respects, relative to ordinary units, this should not be surprising. Also, do not forget that this brave soldier, our hero, must survive if you still have the desire to complete this mission successfully.

Let's not stand still! We collect all our troops that we were given at the disposal and go along the road. Along the way, we will have to face the Dominion foot soldiers, nothing particularly terrible will happen. Just stop and destroy the enemy (they are not strong). Then you will come to the center of the city itself, which is quite seriously guarded by reinforced enemy forces. You do not need to immediately run and attack the enemy, as allies will land to help you and distract the enemy. Use this chance to kill the rest of the Dominions and capture the territory to add more soldiers to your squad.

There is also a secondary mission. Shields and sound propaganda are scattered across the territory. There seem to be five of them around the square. After you destroy them all, you will have additional bonuses. Once you're done with that, you need to continue down the road.

You continue along the road and come across a vehicle that is transporting innocent and imprisoned colonists. Take out the guards and then use the transport to your advantage. This will help you a lot, as there is a turret on top of the car with pretty good firepower. Now, when there are more of you, it is already possible to start storming the fortress. As soon as you finish with the enemy and capture the base, the window with the inscription victory will immediately light up!

Outlaws (The Outlaws)

The next mission is that you will need to storm the Dominion base, which is located on the north side of the map. The task is not easy, so it will be necessary to prepare at least a little for this matter. To begin with, we will begin to receive minerals that guest workers (SCV) will extract for us and with the help of them we will build one plant, of course, to collect gas. Further, it should not be sprayed heavily, although this is optional. Since we have an offensive planned ahead, two barracks should be built. The first will be with a reactor for the rapid production of marines, and the second will have the technology of a laboratory for the production of medics.

While the number of your troops is growing and this is facilitated by the newly built new barracks, you need to seriously think about provisions, which may not be enough for everyone. So don't forget to build warehouses with food. As for the protection of the perimeter, we can definitely say that eight infantrymen and four medics is an excellent combination that is very difficult to break the enemy. Put them in patrol mode and let them patrol the area. Sometimes, while scouring the area, you will encounter single enemy groups, but these groups can be destroyed very easily, since you will have a very competent combination of troops.

Constantly look for additional mineral and gas deposits. In this case, your units will be able to quickly replenish their supplies. Along the southwestern part of the map, you will find a rebel base that will be under attack by enemy forces. Help them fight off the enemy and thus you will maintain an alliance with them, while you can get additional help and resources. If you are still not very developed and you have too few units, then in this case you should not take risky actions and focus on creating offensive and defensive units.

The enemy base is pretty well guarded by vehicles and several infantry units. In order to launch a successful attack and win this battle, you will at least need about 16-20 infantry and 8 to 10 medics to support the infantry. Try to immediately demolish the barracks and factories to cut off enemy units from replenishment. Once you have completely dealt with all enemy units, you will need to destroy the command center and SCVs to complete the mission.

Time “H” (Zero Hour)

In this mission, you will no longer need to openly fight the enemy, but rather pursue him. It is understandable that you would like to have complete control of the entrances to the bunker, but still, you do not want to be completely closed off. Instead of capturing both bunkers, build at least one warehouse. This will give you support and in any case it will be possible to reduce the supply of supply depots, allowing the army to go ahead and scout the area.

You will need two of the same barracks as you did in the last mission. One with a technical laboratory for the production of medics, and the second with a reactor for the accelerated production of marines. Load four marines into the bunker and leave about four medics near the bunker who will help out in case of emergency. Also, do not forget to leave hard workers who will automatically repair them in the event of an attack on buildings.

Several rebels and a fairly tangible portion of supplies will be scattered around the map. In order to locate and locate these supplies, it would be a good idea to form a small detachment of medics and foot soldiers, who work in pairs, respectively. What are these reserves for and is there any point in looking for them? Definitely there is, since you will have the opportunity to build troops, which is never superfluous. And besides, the rebel forces will immediately join you as soon as you release them. The Zerg will constantly try to interfere with your search! It is clear that there is no way to do without losses, but what we get in return for these losses will be a much more solid piece of reserves.

Once you have collected enough allies, minerals and gas, return to your base and close your walls, raising your supply of resources. Now the whole difficulty lies only in resisting the army of the zerg. Your marines can attack both on the ground and in the air, this requires aviation units. If there is a problem with the protection of airspace, then in this case several air defense systems with missiles will help you, which quite effectively deal with enemy air targets, preventing them from roaming around on the ground. Worst case scenario, if you already feel like you can't hold off the Zerg onslaught, then just try to make it to the end of time. Once the time runs out, the mission ends.

Walkthrough Starcraft 2

Dr. Hanson's Mission Group (Colony Missions)


The Evacuation

At the very beginning of the mission, you will have only two flamethrowers and only two medics, so you won’t get too far and you will need to be extremely careful. In order to choose an initially safer position, move a little to the west, where you can take control of a small base. If you take the same proven tactics again, then as before you will need to build two barracks, one as mentioned earlier for the accelerated production of foot soldiers, but the second for the medics. The third hut... also a good idea, because now you can already produce flamethrowers.

After some time, you definitely won’t have to wait for a long time, a transport will arrive that will be completely packed with colonists and, oddly enough, your task, as it was originally, is to protect the colonists at any cost and prevent any losses among the civilian population. So, collect all the forces that you just managed to set up and it is desirable to completely surround the transport with these forces. Don't forget to take your SCVs with you as they can come in very handy in repairs. On the roads you will meet abandoned bunkers, this is what you will need to pay attention to. Here's another thing...don't forget to leave a few spare marines, a medic, a repairman, and everything else at the base. We throw all other forces to escort transport and continue to escort it.

The Zerg will be constantly delivering wave strikes, so don't think that everything will go very smoothly and you will be able to quickly evacuate. In principle, there are several methods that work. First: from defense - constantly dig in meter by meter, setting up bunkers, but this is very long and you will not advance so quickly. Second: the fastest, but there may not be enough soldiers - to lead the column, but separate several infantrymen from it in order to delay the enemy group. Third: constant replenishment - constantly send replenishment from the base, although it is a bit long, but it is verified that it works!

After the delivery of the first part of the transport, the Zerg will take a slightly different tactic, and will already use the Naidus worms. In fact, quite formidable worms that climb and multiply rapidly. The whole point is that they need to be killed very quickly, concentrate all your strength on killing them first. When all attacks are repelled, continue to escort the transport and you will soon complete the mission completely. As a result, you now have a flamethrower, Graven Hill - a hardened recruit with black market connections and with his help you can hire more powerful flamethrowers that can deal increased damage.

Epidemic

If you still have not had to visit the laboratory, then now is the time to make and buy yourself a couple of upgrades that will really help you in the game, to do this, you need to go to the laboratory. There are sold various studies, both for the zerg and for the protoss, and each of them has some kind of special power and gives its own effect. The most important thing here is not to miscalculate, choose exactly the branch of research that best suits your style of play. In the end, our mission will be that we will have to clear the territory and nearby buildings from the zerg infested there.

Now you have a good opportunity to study something during the day or kill something during the whole day. However, the Zerg are very strong at night and it is at night that they will storm their own base. To do this, you need to quickly build barracks and produce foot soldiers and doctors. Also, very fast Hellions will help you, which are equipped with guns and are simply lightning fast.

It doesn't take much to win this mission! A well-organized defense and well-organized shock troops are the key to success. The defense will consist of several bunkers, in which there will be flamethrowers and marines along with doctors (be sure to put repairmen near each point with bunkers). The strike force should include about fifteen hellions, fifteen marines, and six medics. With such an army, you can climb the territory even at night, but you should not run into heavily fortified bases. As soon as you destroy all the buildings of the enemy, the mission will be completed.

Safe Haven - Selecting this mission cancels the Haven`s Fall mission

The Protos claimed that the Safehaven colonies had been attacked by the zerg. In any case, Safe Haven must be protected at all costs, so we will prepare for battle.

Your main goal is to destroy the giant Protoss ship called the Avenger. It is he who is one of the auxiliary ships of the protoss. At the heart of each Aspirator is a huge khaydarin crystal charged with an incredible amount of psychic energy. Using this energy, the Agitator can cause warp or crack the very structure of space-time. The destructive forces of this ship can destroy squadrons of enemy ships in the blink of an eye. Nevertheless, it will not be possible to destroy this ship right away, since it will still be necessary to travel quite a long way to it. Start your journey by creating two barracks, two factories and two starports. Start producing foot soldiers, but don't forget the medics. Pay attention to the creation of the Vikings, they are the strongest units in the air-to-air class and resist the Zealots quite well.

Five or six Vikings, surrounded by a dozen foot soldiers, is a pretty good assault group for clearing and destroying nexuses. They are poorly guarded, so there will be absolutely no problems with them. First attack and clear the first nexus, then the second. After the destruction of the second colony, quickly fly to save the third colony from the attack of aircraft carriers. Now when the Invoker will destroy the colonies, send as many Vikings to him and attack. The ship is not "cardboard" it will have 6000 health. After it is destroyed, the mission will end.

Storm in the Haven (Haven`s Fall) - choosing this mission cancels the mission Safe Haven (Safe Haven)

In this mission, you will need to defend the colonies from Zerg infestation. In fact, the mission is inherently very simple and does not cause much difficulty. Especially since you have a new unit called "viking", which can be easily transported from air-to-air class to ground-to-ground class. It is these units that will be able to complement your more familiar medics and marines.

To win, just make a pretty big and powerful squad. Then, as if by dots, go from colony to colony, destroying the zerg. If you do not set yourself the goal of saving all the colonies, then in fact, even with a very small detachment, you can simply complete this mission. When all colonies are liberated, the mission will end. Walkthrough StarCraft 2: Wings of Liberty

Phantom Tosham Mission Group (Covert Missions)


Devil's Playground

It will be quite difficult to roam with resources in this mission, so try not to spend much and save. The goal of your mission will be to collect 6000 minerals. Be frugal and don't spend a lot on expensive units, use cheaper units like Marines, they will actually be the "backbone" of your army. Another little annoyance of this mission is that this planet contains deadly lava that sweeps away everyone in its path. It is possible to get away from the lava, it spreads only along the low heights of the map and will not reach your units if you transfer them to a high altitude. The alarm must be sounded about 30 seconds before the next wave of lava approaches in order to have time to take the workers and foot soldiers to a safe height.

Fortunately for us, we will have, or rather, a new unit will become available, which is familiar to us from the previous parts - this is the Ripper, he is a reaper, a thug and a scythe. He is rather weak physically, but he has two Gaussian guns and a jetpack, which allows him to move around the terrain very quickly and climb into all hard-to-reach places where resources can be found. In this mission, we simply need it to collect minerals that are far away.

The whole problem lies in the fact that the Zerg will not sit idly by and will also scour the entire map in search of new minerals that you did not have time to collect. Keep in mind that it will be quite difficult to repel their attacks, so constantly build new foot soldiers, support medics and rippers who will help repel scouting (reconnaissance) attacks. To weaken the onslaught of the Zerg, try to destroy their base. And in no case do not forget that lava will come up after a while, so do not get carried away with the attack, so that there is time to return the army back or drive it to the hill.

Welcome to the Jungle

Quite an interesting mission in which Tosh asked you to get him a very rare Terrazin gas. The problem is that he said that it can only be obtained or purchased from the rare Tal'darim protos fanatics, but under no circumstances do they want to give this gas away at all. Well, we'll have to take this gas by force!

The Tal'darim will use mostly air units to carry out their attacks, but you should also not forget that they can produce ground units as well. Moreover, they do it quite cunningly, and this is felt on high difficulty, when they constantly attack with air units, sometimes they organize a powerful attack with ground units. In order to avoid such “losers” and “punctures”, you should seriously prepare your troops not only for attack, but also for defense. To begin with, start the production of marines - this will strengthen your position and hold back the attack in the first stages, then set up the production of goliaths, especially since they have already become available. Now… the most important thing is to decide on the beginning of the attack! Don't forget to take one SCV with you to collect the gas and surround him with foot soldiers. When there are enough troops for both attack and defense, you can go on the assault.

Keep in mind that your opponent is not so stupid that he will only attack you. There is one trick here, which is that you must strike the enemy with a lightning strike and take him by surprise, otherwise they will simply cut off the gas supply and the mission will then simply be impossible. If you feel that it is difficult to contain the attack while the workers clean the gas from the warehouses, then try to place turrets with rocket launchers around the perimeter as well, which will give you additional fire support. Once the tank is full, the mission will end.

Breakout - Selecting this mission cancels the Ghost of a Chance mission.

Here you will face a small dilemma and you will need to make a little choice. You can either help Tosh and get a special unit as a reward, or give your preference to Nova, for which she will thank you with a new unit - a ghost. It's up to you to decide, but we decided to follow Tosh.

In this mission, you will only be able to play as Tosh, and you will also have the support of the Raynor guys, who are pretty good. You will be in constant disguise, so that the standard units of the enemy are not afraid of you, since they simply cannot detect you. However, some units will still be able to spot you, and if they spot you, they will immediately call for help from the unit. Units that can detect you are crows, missile towers and ghosts. The white circle around these units is the range of their detection, the main thing is not to hit it. Moreover, if you are out of sight of the enemy, you can easily shoot him and he will not notice you.

Of course, you can count on Raynor's raiders, who will constantly distract the attention of the enemy. If it gets really bad, or just to be safe, do not forget about the doctors who can always heal and who will always help you in difficult times. Don't forget to use Tosh's unique ability to regenerate energy. The attack of Raynor's guys will give you the opportunity to free the hostages, with the help of which in the next mission you can already build the Diamondback tank.

As the mission draws to a close, Tosh will be able to use a nuclear weapon. The number of shots will be limited, so we do not recommend zeroing. Concentrate the shot on those places where the enemy is most concentrated and which can be eliminated with a single shot. As soon as all buildings and enemies are razed to the ground, the mission will end in victory.

Ghost of a Chance - Selecting this mission cancels the Breakout mission

If you decide to side with Nova instead of Tosh, then your main task will be to destroy the terrazine plant. You will have full control over Nova and Raynor's Raiders. Initially, Nova will be in the southern part of the map, but a group of marines and medics will be a little further north. Consider the fact that although Nova is invisible to enemies, it can still be spotted by scanners and crows, so make sure that the infantry does everything so that Nova remains as safe as possible.

Nova's most useful ability is recruitment. With this exceptional ability, Nova can recruit an enemy unit and he will fight on our side. There are several options where this ability will be really very useful. The first possibility is to recruit a siege tank, then put it into siege mode, and then inflict significant damage on the enemy. Whenever a recruited unit is killed, you have the option to produce a new one.

Now we actually need to start destroying the plant itself. This procedure is not very difficult, since you will need a siege tank. Further, we are slowly advancing with the main troops, and keeping Nova a little behind. We aim the bomb and begin the liquidation of the plant. Once the plant is destroyed, the mission will be over.

walkthrough of the game StarCraft 2: Wings of Liberty (Starcraft 2 Wings of Liberty)

Mathom Hornerom's Rebellion Missions group


The Great Train Robbery

This mission will show you how efficient and fast units like Diamondback are. Naturally, you should immediately create a couple of factories where they will actually be produced. Despite the power of these tanks and their laser guns, we should not neglect the past units, which will help us out more than once. We are talking about ordinary foot soldiers, doctors and fireworks. They will not be as useful on the offensive as in supporting and guarding the base.

Between attacks on the train, try to scout for resources, believe me, this will help in the future. Collecting bone samples can soon be translated into additional bonuses that will be added to you at the end of the mission itself. Under no circumstances should you forget about your base, as the enemy will send units in batches to attack your base. The medics and infantrymen that you left at the base will definitely help you resist this onslaught, do not forget about it.

With each new train, the Dominion will create new defense tactics. At first, the trains will be accompanied by defense tanks, which are not very easy to deal with, but before proceeding to attack the train, it is better to deal with them. Next will be stationary bunkers. Initially, it is better to destroy them before they start attacking you. Another bad news is that some trains are equipped with accelerators, which only allow them to catch up with diamondbacks. When all trains are blown up, the mission will end.

War Machine (Cutthroat)

In this mission, you will mainly need to confront Colonel Orlan and capture 6000 minerals in the process. Whatever it was, but he has a tactical advantage both in terms of troops and bases. His three bases will oppose your one. There is nothing wrong with this, of course, but you still need to push a little with development. Immediately hit the production of medics, marines and vultures. You need to remove the colonel gradually, with each destroyed base he will be weaker and weaker. After you remove all three of his bases, you will see that in total he extracts an insignificant amount of minerals and is at a very low level.

Now it would be a good idea to reorganize your tactics a bit and take more targeted actions towards increased mining. Everything is very simple here, the more workers you use, the faster the bar of what you need to mine will fill up. Also, one should not forget about the defense itself, although the bases have been destroyed, there are still some outposts of Orlan, from which small detachments of his soldiers will constantly attack you. In this case, just remember to cover the workers with soldiers so that your workers do not get destroyed. It would also be nice to create a separate squad and explore the map a bit, since you can still find enough additional resources. And here's another thing ... especially for those who immediately think of attacking Orlan's last base in the forehead - it's better not to do this yet, wait for Mira and you will understand that with her forces it is much easier.

So the moment has come when you have collected all the necessary 6000 minerals. After that, Mira will add fresh strength to your army. Now gather all your forces and advance to the final attack on Orlan's base. Believe me, it will be very difficult for him to resist!

Screen Star (Engine of Destruction)

At the very beginning of the mission, you will be given a small group of five Marines and two Medics. What will you need to do? The answer is obvious - protect Tikus while he steals Odin from the Dominion force base. By and large, there is nothing difficult here.

And now the really terrible and destructive mission will begin. Tikus will take small breaks for himself while he will crush the enemy, but with Odin you need to be a little more careful. The entire shock mil of the enemy will fall on him. Yes, of course, he is very “armored”, but you should not joke with this, since he is very vulnerable from the air and this can be felt when five battlecruisers fly at you, which can cause good damage to Odin. To avoid such a mess, Odin from the air must be covered by the Vikings, which will provide him with good support. For the production of Vikings, you can capture a couple of starports nearby. Do not forget about the workers who will definitely help us repair our damage. After demolishing the enemy base, you can get comfortable a little and start mining gas and minerals.

When you take the last fortress, you will see that there is a fairly large abundance of air defense. In order not to ruin our aircraft, we take the marines, doctors and Vikings (easily transported to ground units) and begin an active cleaning of the territory. At the time when Tikus reaches the last place to attack, he turns on the rage mode, but although he attacks much more, he can still be killed, so a couple of repairmen will not hurt him at all. And as soon as Odin destroys the last base, the mission will be finally over.

Heart of Darkness (Media Blitz)

The mission begins with you taking control of Odin and Tikus. Raynor's guys will be engaged in the creation of our base and we will not interfere with them for now, besides, they are completely safe from the Dominion, which will not make any attacks for five minutes. So, in front of us on the map there are three dominion bases. Base number one is located in the northwest of the map and produces powerful forces that are focused on attacking from the air. Base number two is located in the northeastern part of the map and relies on the production of powerful ground units. Base number three is in the southeast and only makes speed units. Of course, it is up to you to decide where to start, but it would be more logical to start with base number one.

After the first five minutes, you will have full control of Raynor's raiders. This is important, but for now, take a couple of hard workers and quickly fix Odin with them. Another good news is that you now have the ability to produce Thors, although they are a smaller copy of the Odins, they are still quite effective in combat. Build two factories, a barracks and a starport, in order to produce a pretty good combination of troops that will complement each other very well. Be that as it may, the Dominion will attempt to destroy your base by sending “packs” of warriors there. To prevent this from happening, two Thors will be enough with a naked one to ensure safety.

When you have produced enough Thors, then you can absolutely calmly start attacking the second and third Dominion bases. Here you should be careful, although a sufficient number of troops will not hurt you. When the enemy bases are destroyed and the broadcasters are launched, the mission will end.

Walkthrough StarCraft 2: Wings of Liberty

Tychusom Findlay's Artifact Missions group


Grab and run (Smash and Grab)

This is really a very simple mission, the name of which is very consistent with its passage. Your task is to accumulate enough troops to completely defeat the enemy, who is located on the right bank of you. First of all, you will need to collect all the protos, and these are four pieces. Quickly create tori and goliaths. The infantry should also not be neglected, as it can greatly help at a crucial moment. As a result, when the army came out pretty strong, we collect it and go to the altar with the artifact.

On the way to the altar you will meet two enemy bases. There is no point in distracting them strongly, but it is advisable to destroy them so that there are no problems with enemy troops that will constantly chase you in the back. Decide for yourself what to do with the bases, but then very quickly run to the island where the altar itself is located, destroy the stone zealots and take your artifact.

Big Dig (The Dig)

This mission will be slightly divided into two parts. Initially, you will have several marines and medics. You will need to act very carefully, since you do not have a lot of troops, and the enemy can attack at any time. When you come to the place where a couple of turrets will stand, Swan will send a couple of siege tanks to help you.

Tanks are best put into siege mode, although they cannot move in this mode, but their attack range is significantly increased and they can deal more damage. So, bring in the tanks and destroy the protos posts so they don't interfere with the infantry. The infantry is best left behind the tanks. Move on and soon you will arrive at an abandoned base.

Now that you've reached your destination, you should quickly build some defensive bunkers and factories. It would also be very good if you set up enough tanks and put them in siege mode. A couple of turrets with missiles would also not hurt. All this is done so that the mission here is not set up for you to attack, but more for the fact that you will need to conduct a fairly serious defense. Ultimately, you have full control of the laser, which can be used effectively against quite serious opponents such as Archon and Colossus. After you deal with the enemy, do not forget to extract the artifact.

You should send a couple of workers to the second command center in order to collect additional resources there. You can also use the laser to destroy other protoss buildings, which will unlock some research in your lab.

The Moebius Factor

A few words about what we will do in this mission. Our task is that we will have to destroy several Moebis archives before Kerrigan can make some changes to them and find out about the location of other artifacts. It’s not worth joking with this case, since the area is simply oversaturated with zerg, which are pretty aggressive. In order to transport your army safely, you need air transport. “Meddozor” by and large is quite good for this, but Hercules will be much better, since it can accommodate many more passengers than the first transport. We will need to produce a lot of troops, so there is no need to relax in advance. You will need Marines, Marauders, Goliaths, Ghosts and Vikings. Two factories and a couple of barracks would be a good start.

The zerg worms will roam where they can, so before you go on the offensive you will need to make sure that you have some troops left in your base to protect it. The fight will not be easy at all, but you will have an advantage in the strength and sharpness of the attack. Also, be warned that there will be a lot of AA spots during the last attack, so don't forget to bring some Vikings with you who can put some order in there. At this time, transfer ground units, which, in fact, will lead you to victory!

Supernova

The wall of fire goes in an incomprehensible direction and sweeps away everything in its path. Mobilize your workers quickly and in doing so try to collect as many minerals and gas as you can, the more the better. Factories for the production of tanks and expensive units are not for this mission, here we will need to be extremely economical. To do this, we are building a barracks, where we will rivet the marines, cheap and cheerful. With the help of the built troops, you will need to hold the advance of the Taldirim and at the same time you will still need to accumulate enough forces to launch an offensive against them and destroy their fortifications.

As the fire approaches, try to constantly withdraw your units. By the way, destroyed enemy bases are a great place to start new development there, take this into account. Also try to do everything very quickly. Next, we build an army and go on the attack, nothing else will be difficult. After you win you will have the opportunity to hire new units.

Bosom of the Void (Maw of the Void)

The Taldarim have created a special generator field that will inflict constant damage to your troops. The only units that are able to resist this gender are battlecruisers. That is exactly where it would be desirable to start.

The very first step is to build some starports. It’s not hard to guess that in this case, the main striking force here will be battlecruisers, but they can also be pretty well supplemented by the Vikings. Also worry about the vehicles that will move your ground forces. The Taldarim have captured several prisoners, freeing which you will have a pretty good bonus. The bonus will be that you can create characters called Black Templars, who not only have protection from the enemy field, but can also be invisible thanks to the cloak.

In the end, the Taldarim will decide to launch a powerful ship. Destroying it will not be easy, but it is quite possible. To organize its rapid destruction, use the yamato cannons on the battlecruisers and try to do everything quickly. Before the onset of the main army, you should destroy the generators that will interfere with you. Be careful and keep an eye on costs and resources. Perform a fast and powerful attack, then Tal'darim will fall forever.

Walkthrough Starcraft 2 Wings of Independence

Zeratulom's Prophecy Missions group


Whispers of Doom

In this mission, you will need to take control of Zeratul, one of the rather powerful Dark Templars. It is constantly in the shadows and is unrealistic to detect, but there are some ways, thanks to the controller and the spore scanner. Both scanners are only anti-air and Zeratul is not immune to them in any way. Depending on the situation, you need to determine the type of scanner yourself.

Just run and don't look back! You will come across zerg on the way, which you can quickly destroy, if not, then just donate those stealths that you find. Please note that after you find two more pieces of the puzzle, you will have only one minute to return to your ship.

The Terrible Truth (A Sinister Turn)

You will have full control over the Protos base. Many buildings have already been built, so you won’t have to work much. Place pylons very close to buildings to gain control. The army will have to be built very quickly, since the constant attacks of the hybrid zerg-protoss are simply provided to you. Infantry production sluices and robotics should be your top priority in this fight.

Do not immediately rush into battle, gradually produce your army for the last, decisive blow and try to constantly hold the offensive. You don't need to spray on all flanks. Gather a significant army and go free the three guardians who will deal with the resurrection of the hybrid.

The Zerg will have several fortresses at their disposal, and they will also be very lucky and take control of some of the remnants of the Protos bases. You will be much less lucky and only one single protoss base will fall, on which you will need to deploy your forces. Keep in mind that the army must be oriented both on the offensive and on defense. Turrets, hunters and colossi should be the backbone of your army. It should also be noted that the Zerg will constantly send Nudus Worms at you every few seconds, which will be your main target.

When you see that the positions of the zerg are weakening, and the worms have ceased to practically attack, then you should start studying the Overmind. For this, it would be a good idea to take Zeratul and lead him directly to the vault. Keep in mind that even though he has an invisible cape, he can still be detected by scanners, so be extremely careful. But now the time has come when he will be able to learn all the secrets of the supermind.

In pitch darkness (In Utter Darkness)

This is the final protos mission you will have to play in this game. The task before us is not at all easy, since it will be necessary to destroy a wave of zerg, numbering 1500 individuals. But there is good news, which is that in addition to Zeratul, other heroes will also help us.

There is, as it were, a small tactic that can be pretty well applied and hold out for a long time. There are two bases in total, one a little lower, the second a little higher. The defense must begin from the base, which is located a little lower, since the main blow will fall there. Photon guns will be simply necessary here. Also, do not forget that we will be given only 4 reinforcements when things go completely sad. According to the degree of advancement and onslaught, the enemy will push us to the heights.

Constantly produce new forces, fight to the very end. When you have already turned 1500 zerg into meat, then the mega-onslaught of the enemy will come, which you will not be able to cope with, but resist as long as possible. When all your strength is lost, the mission itself will end there.

Secret mission before the finale (Secret Missions)


Piercing the Shroud

This secret mission will unlock if you destroy the lab during the Heart of Darkness (Media Blitz) mission. Jim Raynor and a small group of infantry will be placed at your disposal. And this time we will need to storm the Dominion's secret base. However, not everything is as simple as it might seem at first glance, because a few protos and zerg climb this base and are a pretty serious opponent.

In this mission, you will have full access to the security system of this base, and this is a pretty big argument, since you will have the opportunity to release prisoners. In some cases, it will even be possible to set enemies against each other. Also, for your own safety, don't release a group of ultralisks. These creatures are not your caliber, especially since there are about five of them.

Old Jim has several tricks up his sleeve to kill enemies quickly and stunningly. These are his techniques, like a sniper shot, a flurry of grenades and other things. In any case, Mat and his soldiers will constantly help Jim, but sometimes you should not count on their help.

And in the end, you will stumble upon a zergo-protos hybrid, which is absolutely not afraid of any damage and is able to develop a pretty decent speed. Now your goal is to escape Raynor to the evacuation ship that is waiting for you. Don't lose the medics at any cost. If it takes sacrifice to stop the monster, sacrifice the Marines. When Jim is on the evacuation shuttle, the mission will end.

Starcraft 2 It's two games in one. And although they are not divided into two executable files, as in some Modern Warfare, it's impossible to go wrong. The multiplayer mode and the campaign live their own lives, like in a communal apartment, only occasionally meeting in the common kitchen. They are created for different players, they have their own rules and principles, their own cards and even sets of troops. And the deeper you analyze, the more noticeable these differences.

We have been familiar with the network mode for a good six months. The famous "beta" brought together tens of thousands of players, full-fledged championships were going on all over the world, and the developers were working on jewelry balance adjustments based on the results of matches between professionals. Not surprisingly, not much has changed in the final version of the game. A couple of cards have been added, communication with servers has stabilized, literally on the eve of the release, a full-fledged computer opponent and group battles appeared ... and that's all. The campaign, on the contrary, turned out to be somewhat of a surprise.

Let's start with the kitchen - the common thing that a single game and network mode have. Before us is a classic RTS of the old school: with the systematic construction of the base, the queues of construction and the following development options from them. The number of troops traditionally rests on the limit, which increases as the game progresses. There is infantry, equipment, aviation; there is no fleet due to the complete absence of water. Troops and buildings are built in exchange for two types of resources: simple minerals and vespene, a gas usually spent on technological development and advanced troops. Actually, all this is probably familiar to you from the first StarCraft. The participants in the hostilities have not changed either: fundamental terrans, futuristic protoss, countless zerg.

Most of the changes are cosmetic, adding to the game everything that has long been considered good form in the genre. Convenient grouping. Ability to assign number keys to buildings. Map scaling and rotation. And in total - a modern strategic engine, where the classic set of troops and skills migrated with minimal changes. At the same time, the demand for microcontrol has noticeably decreased: those who have managed to correctly allocate their time no longer need to frantically click the mouse to the point of exhaustion.

Online

StarCraft 2 is first and foremost a competitive game. The network mode was taken seriously, finely balancing micro- and macromanagement, the balance between races at all levels of development. Detailed maps, a reasonable rating system, communication between players - behind the scenes of the project you can see the painstaking work of hundreds of specialists.

Players were divided into leagues (silver, gold, platinum, diamond) according to the level of skill that the game determines over the course of five qualifying battles. Each league is made up of many divisions, with hundreds of people each. They are constantly added as new members register. A series of successes allows you to get to the top of the ranking in your division and jump to a higher league, a series of failures - on the contrary. There is no single table, but it is not needed. After all, a couple of hundred extra-class masters will still sort things out at the championships, and it is much easier for the rest to focus on the 26th place in the platinum league than on some 6283rd line in the global standings.

One of the typical Terran tactics is to build up the entrance to the base.

In rating battles, auto-selection plays the main role - you select a race, start a search, and the game automatically searches for an opponent close in level (and if you don’t find one right away, it can match you with a slightly stronger or weaker one). Moreover, if you managed to defeat a more experienced opponent, this will bring additional bonus points, and if you lost to a weaker one, it will increase the penalty for defeat. During the time outside the network, the so-called "rest points" are accumulated, which increase the bonus point in case of victory. This approach to some extent equates those who play occasionally, with stubborn fans, sitting all the time in multiplayer. It is similarly done in World of Warcraft, where the rested hero gains double experience.

In addition to single duels one on one, there are options for 2v2, 3v3, 4v4 and "against all". And social services that allow you to make friends and join groups allow you to join the battle as a well-coordinated team with a single tactic, leaving no chance for a group of random players of a similar level. There is a mode against the computer, there are custom games where you can fight, including on homemade maps (soon there will probably be your own “dota” here). The results of these games, obviously, do not affect the rating.

But with group ratings, they acted very witty. When a team of players unites and enters the game, a separate line is created for it in the final table of team battles. With the same leagues and divisions as for the 1v1 mode. It is quite real when two players individually sit confidently at the top of the platinum league in the singles standings, and together they do not rise above the "silver". By the way, this example is not fictional.

What is the uniqueness?

You hear a lot about the unique, absolutely ingenious balance of StarCraft. However, not everyone knows what it is about. Are all three races equally strong? Excuse me, it’s easier to achieve this: it’s enough to make them more or less the same (as, by the way, the developers once did Heroes of Might & Magic 3). It is not difficult to achieve parity of wins / losses in another way - simply by analyzing match statistics. We found out that one race is stronger than the others - they cut it from the shoulder, weakened the troops, slowed down the construction a little, and you're done.

Two counter fast attacks. The one who destroys all the buildings first wins.

The balance of StarCraft is interesting for its integrity and elaboration in all aspects.

    balance of power. Indeed, there is no strongest or frankly weak race.

    Micro / macro balance. The player does not stand idle, but also does not fuss from the beginning to the end of the battle, the game evenly distributes his time and attention.

    Resource balance. Minerals and gas are consumed so that they come to an end almost simultaneously.

    Troop type balance. No pointless combat units - any type of troops can be the basis of a winning tactic.

    The balance of the army. All troops have vulnerabilities: a full-fledged army consists of at least two or three different units.

    Ground / air balance. Each race has ground-to-air, air-to-air, and air-to-ground troops, balanced so that no race has a clear advantage in any of the three types of encounter.

    Crowd/titan balance. The means of destroying a large crowd and large armored combat units have been balanced.

    Balance visibility / invisibility. Each race has adequate means of attacking in stealth mode and defending against an invisible enemy.

    Balance of rush attacks. Early attacks can be repelled by means that cost no more than the cost of the attack.

    Technology balance. The balance of power is maintained throughout the game.

This list can certainly be continued. Mention about “balance of forcing obstacles”, “balance of expansion”, “balance of maps”. It is important that all of the above factors are balanced in StarCraft, and this despite the fact that all races are fundamentally different from each other both in terms of development methods and in the manner of fighting.

It is safe to say that all of the above applies equally to the first and second parts of the game. Taking the established setting as a basis, the developers brought it to mind for several years, and then tested it on the players for another six months. The first part has evolved a good twelve years of regular patches, the second has gone this way many times faster. Of course, there are more than a dozen patches ahead of us, but even now the level of balancing is worthy of the highest praise. In many areas of igrostroy Blizzard competes only with itself.

patchwork world

Well, we've played it. The Queen herself
va Klinkov came out to stretch her paws, and this is fraught with destruction.

Perhaps the only serious drawback of the network mode is the division of the world into reservations. There is an American version, there is a European, Russian, and all of them are decidedly incompatible with each other.

Developers can be understood. Firstly, for each region there are appropriate payment terms, and messing around with transatlantic traffic, apparently, is not a priority task. Be that as it may, the producer of the game - Tony Su - answered our question evasively: they say, of course, we are thinking about integration, but we are not planning so right now.

The terms of payment for the game are very different. In Europe, players will be offered a deluxe collector's edition, and in South Korea, everyone who has a paid account in World of Warcraft automatically receives a subscription to the game. Russian players were less fortunate. Jewel is sold for 500 rubles, the boxed version - for a thousand, and through the Internet you can purchase an unlimited subscription ...

Yes. StarCraft 2 is the first RTS in the history of the gaming industry with a paid monthly subscription. It is clear that this primarily concerns the network mode: four months are already included in the minimum delivery of the game, and this is more than enough to complete the campaign. In addition, once you activate your account on Battle.Net, you can continue to play without an Internet connection - however, the network mode and the achievement system will not work.

Well, those who plan to arrange battles with their own kind will have to pay in any case. Local network among the options is not provided. Think of it as a classic Blizzard online game... just an RTS.

Campaign

This Memory Crystal contains the memories of several Protoss missions.

Wings of Liberty- the first part of the StarCraft 2 trilogy, where we participate in story events from the side of the terrans. Two more are expected in the future: Heart of the Swarm for the zerg and Legacy of the Void for the protoss.

By the way, they will give a little play for the protoss now: several missions are the memories of the dark templar Zeratul, available to the main character through a memory crystal.

But this is a lyric. In the meantime, our old friend Jim Raynor is with us.


Once he was a criminal. Then - sheriff on a provincial colony. And then he managed to join the revolution of Arcturus Mengsk, who overthrew the government of the Confederation. It also did not suit Jim for a number of reasons, but, as it turned out later, Mengsk turned out to be even worse in the role of ruler. Obsessed with a thirst for power, he gave the whole planet to be torn to pieces by the zerg. Among the victims was Sarah Carrigan, a ghost girl with whom Jim had a strong mutual sympathy. And they didn't even kill her; she was infected, turning into a hybrid creature - the Queen of Blades, endowed with the power to command hordes of zerg.

This was far from the only trouble that happened to Raynor after he left his native colony. Unexpectedly for himself, he got stuck in a conflict between the zerg and the protoss, as a result of which he helped the ancient race to avoid extermination. But among people, fame has gone extremely bad. Mengsk declared Raynor a traitor and a terrorist; there is a bounty on his head. And Jim himself wanders through space, gets drunk in a bar in the evenings and makes plans to overthrow Mengsk from his throne. He tries not to even think about Carrigan...


What will win this time, a sense of duty or personal sympathy?

For most of the game, Jim Raynor's team roams the vastness of space aboard the Hyperion cruiser. Game menus are stylized as the premises of the ship - on the bridge you can view the star map and select the next destination, in the wardroom you can watch TV, view trophies, put on a new song in the jukebox or play the mini-game Lost Viking - a space scroller on the engine of the "starcraft".

The ship is full of life. Team members are engaged in research and improvement of the arsenal, rare guests and space contactees offer tasks. You can chat with many after the mission to at least get the latest gossip.

The campaign is non-linear. Each character has their own chain of tasks, the order of which is up to you. Plot forks are provided in two places; perhaps the decision will come back to haunt the subsequent chapters of the trilogy. Some missions may not be completed at all - only the Tychus chain needs to be completed to the end. Completing most of the quests has a cash reward, expressed in galactic credits. They are spent on the purchase of improvements for troops and buildings, as well as on the services of mercenaries.

Mercenaries

In the wardroom, a suspicious type with a laptop will offer to use the services of mercenaries. A contract with them is bought for credits, but to call during a mission, you will have to pay extra resources.

Soldiers are summoned to the Mercenary Den and appear on the battlefield almost instantly. That is why they are valuable - they help to plug holes in the defense or quickly strengthen the advancing group, when there is no time to train troops in the barracks. They are also obviously noticeably stronger than their non-elite counterparts.

Mercenary Zdo-
rovier
Damage Peculiarities Contract/call cost Limit Available after...
War boars 4 Marines +65% +35% No more than three calls per task. free / 250 units minerals 4
Hells dogs 2 flamethrower
chika
+60% +25% 25000 / 250 units minerals, 75 units. gas 4 Evacuation
Top security 2 marauders +25% +20% No more than two calls per task. 30000 / 250 units minerals, 75 units. gas 4 Grab and run
Spartan detachment 2 goliaths +25% +20% No more than two calls per task. 30000 / 300 units minerals, 125 units. gas 6 call of the jungle
Siege Masters 2 siege tanks +33% +66% No more than two calls per task. 45000 / 400 units minerals, 200 units. gas 6 big excavations
Hades Angels 3 vikings +45% +40% No more than two calls per task. 45000 / 400 units minerals, 300 units. gas 6 Fate Harbor
Shadow Flock 2 banshees +25% +50% No more than two calls per task. 60000 / 350 units minerals, 200 units. gas 6 supernova
Jackson's retribution 1 cruiser +30% +33% No more than one flight per mission. 80000 / 400 units minerals, 300 units. gas 6 Bosom of the Void

Campaign Unique Troops

We will not list all the buildings, infantry and military equipment, if only because White-Ra already did this in the June issue. Another thing is that there are noticeably more troops in the campaign: some of them did not enter the network mode during the optimization of the arsenal, but in story missions they came in handy. Let's talk about them.

Medic. A mobile field hospital with two slender legs, the only function of which is to treat foot units. It is very easy to manage, in battle it tries to stay behind and not be exposed to a blow. Heals even the most hopeless wounds and allows the infantry to win battles without loss, but spends energy on healing, which it restores over time.

Flamethrower. A bulky guy designed to deal with massive enemy raids. Deals damage in a cone in front of him, great for landing in a bunker on the front lines, although he takes up two whole places there. Actually, this is almost an exact copy of the Marauder, only with a shortened fire of the Hellion instead of high-explosive shells.

Goliath. A walking robot armed with a machine gun and missiles. Something similar to the "Viking" in its ground modification. It perfectly copes with air defense functions, but in ground combat it is not so effective and quickly dies.

Vulture. A high-speed bike, a relic of the times of the first part. It shoots only at the ground, and it is completely unconvincing. But he knows how to place spider mines that detonate when an enemy approaches. They can be very useful on defense.

Asp. A plasma tank with a unique ability to shoot on the move, and quite powerfully. It copes with slow-moving opponents without losses, you just need to maintain a distance and not let yourself be driven into a dead end. Very poorly protected and defenseless against air attacks.

Phantom. The antipode of the "ghost", in many ways similar to him in terms of characteristics, but with different skills. He prefers brute mental strength to elegant sniper shooting - he stuns enemies with an area-of-effect blow, and after upgrading, he learns to deal huge damage to single targets.

Mirage. Another guest from the original StarCraft is a nimble ship that can become invisible. It is distinguished from the Banshee by a weaker attack, but it can shoot at air targets.

Technological development

Rory Swann's workshop is gradually filling up with samples of available equipment.

If in a multiplayer game improvements are ordered in the arsenal, engineering complex and laboratories, then it was decided not to overload the single player campaign with this. Instead, the protagonist has at his disposal a certain supply of currency, replenished in almost every mission, and the "Laboratory" and "Arsenal" are located right on board the flagship. Entering the arsenal, we will see a list of open troops and buildings; for each there are two available upgrades - overall very useful. Additional armor, firing range, increased attack, more capacious bunker. You won't have enough credits to buy all the upgrades, but you don't need to. Any player has a certain set of favorite troops, so they should be improved to the maximum.

The other side of progress is the technology of alien races. In many missions, the skeletons of ancient creatures, fragments of mysterious units and other debris of considerable scientific interest are scattered around the map. Collecting them provides the onboard lab with "research points" that slowly fill up DNA-like progress bars in Zerg and Protoss technology research. At each next level of research, you will need to choose one of two global improvements (the second will immediately become unavailable).

All "extra" research points are converted into credits at the rate of ten thousand to one. In addition, in the laboratory you can take a closer look at the extracted artifacts, read the notes of the eccentric Professor Egon Stetmann and chat with the lovely Ms. Hanson. Zeratul missions activated through the memory crystal are also available here.

Protoss Research

    Weapon upgrades also increase attack speed by 5%.

    Armor upgrades also increase durability and health by 5%.

The effects are quite equal. In what case will you feel more confident: if you hit harder or if you are better protected?

    Storages are built instantly

    Refineries produce Vespene 25% faster

It is worth proceeding from the fact that you do not forget to build new storage facilities in a timely manner. If suddenly yes, then the first option will save you a lot of nerves. Otherwise, it makes sense to take accelerated gas production.

    Vespene no longer requires CSM

    Can produce two KSM at the same time

The first option is valuable not so much in saving on workers, but in the absence of the need to keep a command center near the gas. In at least two missions - "Supernova" and "Bosom of the Void" - this will serve you well.

    Crow. He can see the invisible, install auto-turrets and point defense modules, and launch Hound-class missiles.

    Science ship. Able to see the invisible, irradiate organic targets and repair equipment.

"Raven" is a completely wonderful thing, but it is difficult to exchange it for a machine capable of repairing equipment in automatic mode, and even not spending resources on it. Many people prefer to fight with infantry precisely because medics allow you to fight without losses - and now vehicles have their own medics.

    Laboratory reactor combining the functions of a laboratory and a reactor

    Infantry arrives immediately at the rally point in orbital pods

The second option would be infinitely valuable in a multiplayer game, but it is difficult to surprise the computer with an unexpected landing of infantry in the rear. But the ability to produce two Thors at once is difficult to overestimate.

Zerg research

    Automatic silo turret

    Bunker health increased by 150

Extra units of durability, of course, increase the chances that the inhabitants of the bunker will have time to fight back. But isn't it better to have an additional weapon instead, which will help to quickly thin out the ranks of the attackers? And repairs are cheaper.

    Powerful cannon for the command center (the building will stop flying)

    Automatic flamethrower turret capable of burrowing into the ground

It is difficult to trade the challenge of MULEs and the ability to fly for a big gun, even if it is very convincing. And the turrets - they are turrets, an additional line of defense.

    Predator. An anti-personnel unit that deals area damage.

    Hercules. Capacious transport, quickly landing troops.

"Hercules" for the entire campaign seriously comes in handy in only one mission - "The Moebius Factor". It is critical to have a capacious transport there, which, moreover, guarantees the lives of passengers even if it is destroyed. "Predator" is easier to find a use for.

    Energy reserves of specialists are increased by 100 units

    Air and ground equipment is gradually being repaired by itself

If you are betting on specialists, then the first improvement may make sense. In all other cases, we recommend taking the second one - you will have less to drive the KSM to repair the beaten army.

    Building that takes control of the selected zerg

    A building that reduces the speed of the Zerg around it

The advantage of the second is that it does not require direct guidance. The slow effect is enough to give siege tanks time to fire an extra salvo. But if the prospect of manual control does not scare you, then taking control provides a more significant advantage.

Which version to choose?

Today, two versions work normally in the CIS - Russian and European. It is better not to mess with America or Korea: the distances are too long for a normal ping. The list of options for the Russian version is quite wide.

Jim Raynor in reflection: which version of StarCraft 2 to take...

The European version does not provide for time-based payment, it is originally "eternal". The key is sold on the Internet for about 60-70 US dollars. If you just want to go through the campaign and try the online mode, feel free to take the cheapest Russian one - then you can renew your subscription. If you are looking for a more active online and generally more polite team (subjective opinion of the editors!), then this is Europe.

Aboard the Hyperion

And now - a few words about the key characters, whose fates were tightly intertwined with the fate of the protagonist. The list is deliberately incomplete, leaving out those whose mention in itself would be a cheeky "spoiler".






Zeratul. An unsurpassed, but somewhat unlucky dark templar warrior. In an attempt to stop the zerg, he first inadvertently showed them the way to his home planet Aiur. Then, at the instigation of the cunning Karrigan, he had to kill his own matriarch. After this unfortunate incident, Zeratul was seriously offended by the zerg and vowed to take revenge on them at all costs.

In the story appeared quite unexpectedly. Raynor was going about his business on the ship, when suddenly a wounded Zeratul emerged from the darkness, handed him a memory crystal, "which will give answers to all questions," and again disappeared into nowhere. His appearance was so incredible that none of the crew could believe the incident. However, the crystal turned out to be quite material, and with its help, Jim was able to see everything that Zeratul saw in his search.

Gives tasks: Whisper of Fate, Terrible Truth, Echoes of the Future, Into the Dark


space eggs

Blizzard wouldn't be Blizzard if there were no Easter eggs in the game. But the sky did not fall to the ground, the rivers did not turn back, everything is in the order of things. Glory to the eggs.

Here it is, this inconspicuous house with a secret.

    In the Screen Star mission, you can access a secret task. Find a neutral research center in the southeast corner of the map and destroy it. After that, the mission "Heart of Darkness" will appear on the star map.

    In the H-Time mission, make your way to the northwestern Zerg base. There, directly north of the Vespene Geyser, you can find a level 80 Tauren Infantry. As soon as you notice him, he will immediately hide in the nearest toilet. Click on the booth with the mouse - you will see what happens.

    In the Devil's Sandbox mission, scout the southeast corner of the map. There, on a small island, you can find Diablo himself - the main villain from the game of the same name.

    In Harbor Storm, in the southwest corner of the map, there is an elephantine giant graveyard rich in orphan gas. A little to the east, at the bottom of a narrow strait, you can see a container with a man embedded in it.

    In the mission "Heart of Darkness", right after you call for reinforcements, examine the rock to the northeast of the landing site. From it, a nearby asteroid will be visible, on which a heavily armed Murloc Space Marine is dancing with impatience.

    Another murloc lives in Call of the Jungle on the western edge of the map, just to the left of the third terrazine source.

    After the “ghosts” join you, go to the arsenal and examine their weapons close by. If nothing is done for some time, Nova will materialize on the container, which, in principle, is not supposed to be here.

    A night elf from World of Warcraft works as a holographic dancer in the wardroom.

In the dry matter

The game is almost flawless. The multiplayer part of it became a full-fledged esports discipline even before the release. It not only successfully ousted the first StarCraft, but also pulled over part of the audience from other games. The campaign is fundamental and elaborated, the missions are made with imagination and extremely diverse, the game menu is executed at such a level that you won’t immediately understand that it’s just a menu. And even the localizers heroically jumped over their heads, painstakingly correcting the graphic inscriptions and adjusting the articulation to the speech of the actors. In all this splendor, there is only one major FAIL. Characters and their dialogues.

We will not begin to guess what amazing processes in the depths of the Blizzard studio led to this result. But the fact is that the dialogues are entirely built from formulaic phrases of the level of a science fiction series. The characters are obscenely archetypal, their relationships are naive and strained. The epic pathos is not diluted with a gram of lively humor and paradox, which makes it sickly from the first minutes.

Network game - an absolute masterpiece, single mode - alas, the usual RTS. Solid, interesting, hellishly fascinating ... but still not brilliant.

ADVANTAGES LIMITATIONS
Fascination impossible to break away - first from the campaign, and then from the network mode not marked
Graphics colorful, recognizable, high quality close-ups of characters are sorely lacking in polygons
Sound the style of the game is perfectly complemented by the sound localized dialogue replayed, zerg voiced comically
Game world balanced system of three fundamentally different races uninteresting campaign characters
Convenience thoughtful interface, convenient management not marked

Walkthrough

Quests on Mar Sara

Independence Day

In the possessions of the Dominion, desolation reigns.

Training mission. Lead a squad from point A to point B, helping the local population raise an uprising against Mengsk. The side task is to shoot seven statues of the emperor along the way.

To minimize losses, manually assign targets to your squad, and in the end, feel free to hide behind the backs of the militias.

Outlaw

Reward - 45000.

In the bar where Jim Raynor was drinking, an old friend Tychus Finlay appears and offers to get an artifact commissioned by scientists from the Mobius association.

From the very beginning, run north and pick up minerals and gas to speed up the starting development. Then build up some troops and help the rebels in the southwest fight off the Dominion. They will gladly come under your banner, supplying you with doctors. Now you can visit the Dominion base and arrange a pogrom there.

In this booth, a real tauren paratrooper flies to his home planet.

Time H

Reward - 55000.

Surprise, surprise! The same artifact is also not without interest to the Zerg, and very soon they will come to visit - to fight and search, find and hide.

The mission is strictly defensive, you just need to hold out for the specified time. Build bridges with bunkers so that none dog not leaked, and spawn soldiers with doctors on all available resources. Three times per mission, you will need to pick up a group of survivors - first in the east, then in the north and northwest. This will always happen between waves of attacks, so respond immediately. Do not limit yourself to building the lower platform - in the end, the zerg will start landing on the hill with the base.

Horner's assignments

The big train robbery

After a crushing victory over Mengsk, you can afford to relax a bit.

Horner learned that the Dominion was taking valuable cargo off Tarsonis; True, it is not clear in which of the compositions. However, if you intercept everything in a row, you can make good money.

There will be eight trains in total. The first will pass without any escort, the second - already with security. In the interval between the second and third squads, expect a visit to your base. After the destruction of the third, the enemy will begin to build bunkers along the tracks - shoot as much as you can before they are completed. The departure of the fifth train will be marked by the appearance of a patrol detachment of marauders - you can avoid it (the location is marked on the map) or still try to eliminate it. The sixth and seventh trains will be accelerated, and the eighth will again barely crawl, but considerable forces will be thrown to its defense.

Bunkers along the tracks are very useful for attacking trains. They will bind the escort units in battle, making it possible to calmly deal with the train.

In the upper left corner there is a place for a side base - the enemy does not visit there. Guarded by marines and a cannon, it is not difficult to occupy it.

At the very beginning of the mission, you will be shown the location of three abandoned "asps", you will have to look for three more yourself - examine the hills. Zerg skeletons for research are lying along the tracks: in the south, west and southeast of the main base.

With a knife to my throat

An old friend of the Hyperion crew, Colonel Orlan, is reputed to be an expert in hacking, but prefers to profitably sell the obtained information to the Dominion. In the meantime, the bidding is going on, engages the mercenary Mira Khan to distract Raynor. She offers the following conditions: if Jim pays her before the general, she will go over to his side.

The task is to extract the proper number of minerals before Orlan. First of all, demolish all the mining bases of the enemy, and then start collecting construction debris and Protoss artifacts for research. The first one is at the lower exit from the main base, the second one is slightly to the left of Orlan's northern base, and the third one is on the headland to the right of the southern one.

Kill most of Orlan's workers and slowly attack the command center so that the surviving SCVs rush to repair it - this will reduce the enemy's supply of resources.

After you accumulate the required amount, the base in the south will be under your control along with the troops. They are more than enough to capture Orlan's positions.

war machine

First of all, on each mission, establish an economy. Dosta-
the exact number of workers will allow you to build troops continuously.

On the planet Valhalla, a new combat robot "One" is being developed and is being prepared for presentation on television. If you steal the prototype and use it to take over the television center building, juicy details may appear on the evening newscast.

Tychus was placed in charge of the mission. He is armed with a heavy machine gun and is completely uncontrollable - just follow him, supporting him with fire and medical assistance. Literally right at the entrance is the first capsule with research material for the laboratory - do not miss it. You will meet two other capsules along the way, one in the northwestern base, the other in the eastern one.

As soon as Tychus transfers to the Odin, his transmitter will fail, and he will continue to create mayhem at his own discretion. Always carry a couple of SCVs behind him and repair the giant in a timely manner, supporting him with troops as much as possible. Your main enemy is the ghosts that thin out the ranks of repairmen with sniper shots. The rest of the enemies ignore them for some reason, but still try to stay at the rear of the robot.

It is interesting: once at the helm of Odin, Tychus begins to enthusiastically quote Duke Nukem - in particular, when he starts talking about the fact that it's time to chew gum and kick ass.

Build "mirages" throughout the mission, maintaining their numbers as much as possible - near the eastern edge of the map, the super-heavy cruiser "Loki" is preparing to leave the stocks, and it will take decent power to destroy it.

screen star

Reward - 120000.

The Odin crew change operation was quiet, unnoticed, and successful.

You will have literally a few minutes to cause as much destruction as possible. Shoot at clusters of enemies to hit everyone at once with one shot. When destroying buildings, try to open fire away from enemy troops - that's how they are inactive, but if they start shooting nearby, they will immediately join the battle. They won't kill you, but they will detain you.

Immediately after the expiration of the allotted time, "One" teleports to the base. Immediately attach a couple of KSMs to it, pick up the arriving "Thor" and move to complete what you started. It is best to start bypassing from the north - there are spaceports, and this way you will secure your base from air raids. In the south, light equipment factories are located, which is much easier to fight off. Pay a little attention to fortifying your base and continue your victorious march, gradually connecting new Thors and repairmen.

It is important: in the southeast corner of the map is a neutral building labeled "Civilians of Korhal". If it is destroyed, access to a secret mission will open.

When the card is empty, you can start downloading data to TV stations. Gather the entire army near one of them, put one fighter on the marker, and get ready to repel the attacks with the rest. After you download the third portion of the data, the transmission will go on the air.

heart of Darkness

The captive little animal can be released into the wild and try to shoot it yourself.

Reward: 25,000, 3 Zerg Research Points, 4 Protoss Research Points.

In a ruined building on Korhal, information was found about a secret Dominion laboratory disguised as a beryllium warehouse. The access codes were also contained there, which allowed a small reconnaissance group to immediately stick their nose into it.

Raynor himself leads the group. He has increased survivability and damage, and in addition, he knows how to use explosives to clear the path, as well as pick up and use weapons lying on the level. There are three types of it - grenades (for clusters of enemies), plasma gun (for especially strong ones) and a time rift generator (slows down all objects in the area of ​​effect). Save your weapons on the way back - you will have to leave the laboratory in a hurry.

In addition, there are consoles at the level, with which you can harm the enemy - open a cage with zerg, activate turrets, call for reinforcements. The options are pretty much the same.

Protoss relics for research - one in the cage from which you released the zerg, the other in the hall with brutalisk. To get Zerg research points, it is proposed to kill this Brutalisk - agree.

After the explosion of the reactor, the hatched hybrid will break free, and you will have to run away from it. Try not to get involved in fights, the enemies left alive will help distract the hybrid. If he gets really close, use the time rift generator.

On the way back, you can pick up two more protoss relics: in the southwest corner of the hall, where there is a fierce scuffle between zerg and protoss (clear your way with a grenade), and the second one is literally in the next room, guarded by zealots.

In the hall with ultralisk hatchlings, remember that eggs will hatch if you get close to them. Go around them, or shoot them from afar.

Hanson Quests

Evacuation

Reward - 100,000, 3 Zerg research points.

Eh, didn't follow...

A distress signal came from a distant planet - the zerg attacked the colony and are about to devour everyone. Jim rushes headlong to help and discovers that the colonists need to be escorted to the spaceport.

From time to time, residents will dive into vehicles and move to the evacuation point. The easiest way is to assign a mobile group to them, which will move one step ahead of the bus, clearing the way for it.

Go in search of research material during the calm period, immediately after the transport arrives at its destination. The first piece is lying right under the spaceport, the second can be found around the first turn to the left from the side of the base, past the bunker and down. The third one is in the branch on the right, approximately in the middle of the track. There you can also find a lot of ownerless resources.

Keep in mind that even if the transport explodes, residents can still get to the spaceport on foot. As soon as fifty people leave the planet, the task will be considered completed.

Epidemic

Reward - 110,000, 2 Zerg research points.

At the suggestion of the Zerg, the virus turned the population of the colony into mutant zombies. The doctor is desperate, but Raynor knows the surest remedy for infection - burn everything to hell.

Mutants burn out in direct sunlight, so the mission is conditionally divided into two cyclically changing parts: at night you have to defend the base from invasion, and during the day you have to rush around and destroy infected buildings.

At first, the zombies attack only from two sides, but after a couple of nights they will break the barricades in the southwest - watch their safety margin and don't let yourself be taken by surprise. The passages are quite narrow and are remarkably built up with bunkers. Plant flamethrowers in them interspersed with marines and leave a repairman on duty nearby. During the day, fighters can be landed from the fortifications and attached to the punitive detachment, and by the evening they can be driven back.

It is interesting: infected villagers yell the canonical "kill me" when attacked. Tychus will even notice that the situation reminds him of some old movie.

To get material for research with minimal losses, pinpoint the location of the desired infectors on the first night, move close to them during the day, and the next night they will dig right into your arms.

The fate of the harbor

Reward - 125000.

The refugees settled on the planet Harbor on the border with the protoss possessions. One not-so-beautiful day, communication with the colony was cut off. On the spot, Raynor discovers a protoss armada aiming weapons at the planet - infected people were found there. The protoss do not even want to hear about saving their lives, except that they are ready to give Jim the opportunity to kill everyone himself, and even promise to bestow technology. Dr. Hanson believes that people can still be saved - in her laboratory, the development of a vaccine is in full swing. Whose side to take in this conflict is up to you. The plot depends on this choice, as well as what research points your laboratory will get.

Protoss Variant - Harbor Storm

Vikings at work. With the proper amount, they will demolish everything in their path.

3 protoss research points.

Dr. Hanson is not at all happy with Jim's decision and has locked herself in the laboratory, and in the meantime you have to arrange a small Stratholme on a distant planet.

There are two types of foci of infection - potential and already held. The first can and should be destroyed while they are ripening - Matt will report their occurrence, helpfully highlighting the place on the map. You need to fly there as Vikings - first destroy flying units like Mutalisks and the owners of the pack, and then sit down and take on the ground ones. The mission is specially "sharpened" for this type of troops, so make sure that you have a lot of Vikings.

It is better to go to the already existing centers on foot. Fortify the base from the north and south, gather an assault squad - and forward. If you receive a message about the emergence of a new focus, get distracted and fly there as "Vikings", and then return to the interrupted lesson.

However, there is no one to report on the successful disposal of the infection, Ariel, who locked herself in the laboratory, turned out to be infected, and she had to be shot.

Refugee Option - Safe Haven

The enemy mothership Vindicator slowly and inexorably crawls from settlement to settlement, burning them one by one. He is currently invulnerable due to the force field, fueled by three nexuses, and first of all you need to destroy them.

Immediately after the Vindicator destroys one settlement, a small squadron of aircraft carriers and void emitters is sent to the next to kill civilians. It must be quickly shot down by the Vikings, and in the meantime, the assault squad must deal with the nexuses. It is best to form it from vehicles - the colossi standing on the defense burn the infantry in batches. At the first opportunity, support the group with Vikings - they can attack the colossi, and the last nexus will be covered by aircraft carriers.

When moving around the map, try not to cross the path of the "Vindicator" - the ship is very effective in frying the space around it with lasers. As soon as the last nexus collapses, direct the Vikings to attack - they can shoot from a safe distance and easily cope with the task.

The protoss were not offended by the thrashing, by the way.

Tosh's Quests

Devil Sandbox

Reward - 110,000, 3 Zerg research points.

Sometimes you have to chase for research points.

On the planet Redstone, you can extract minerals of increased value, which no one claims now, because local volcanoes raged at the wrong time.

The level of lava rises only from time to time, and then falls again, besides, it still does not reach the hills. But the mineral fields are located exclusively in the lowlands, and it is possible to extract resources only during a calm period.

This is how the whole mission happens - you wait until the lava leaves, plant the command center near one of the mineral fields and dig, while trying to spend less so as not to delay the accumulation of the required amount. Zerg raids will take place regularly, and it will not be possible to defend the constantly moving KC otherwise than with a mobile infantry squad. This main base can be strengthened with bunkers, and in the lowlands they will instantly burn down.

At the very beginning of the mission, run to the hill in the north - there are several SCVs grazing there and a restless command center hanging in the air. In the same place, a little further north, there is a detachment of thugs who are willing to join you. Tosh will send you a few more as a gift, the rest will have to be searched all over the map. Explore all the hills that the thugs are able to jump on - you will find a bunch of ownerless resources. Feel free to visit the Zerg fortifications - they are so-so protected, and you can also get resources from the destroyed buildings.

In the southwest corner of the map is a Brutalisk that can be explored. Kill him with thugs - fly up close, fire a volley, jump back, fire a volley again - and so on. He will not chase after you for a long time, he will go down from his hill and stomp into place, naively substituting his back.

call of the jungle

Even gas from the Taldarim has to be fought back.

Reward - 120000, 3 protoss research points.

Another type of resource that Tosh needs is the rare terrazine gas. It can be obtained on the remote planet of Bel-Shir, which, by the way, is what the protoss living there do. However, these are not the protoss Raynor knew, but religious fanatics from the Tal'darim sect. Terrazine they call "the breath of life" and are revered as a shrine, building an altar around each canister of gas.

On the one hand, it’s even easier - you don’t need to dig anything, just fit the KSM to the altar, dismantle the canister and take it to the base. On the other hand, the Taldarim will soon begin sealing the altars. I myself do not din and I will not give to others.

There are seven canisters to collect, and thirteen altars on the map. Therefore, it is not necessary to react to every news that the nasty protoss are sealing the altar. Plan for yourself seven pieces of the closest ones, and defend them.

Enemy troops will appear in three cases. First, if the Taldarim decide to seal the altar, a small expedition led by a worker probe will move in its direction. To curtail the operation, it is enough to destroy the probe, but you still have to deal with the guards. Secondly, when your SCV begins to seize one of the canisters, a punitive squad will go after him. And finally, thirdly, the protoss from time to time will just visit your base.

The best time to collect relics is just after repelling one of these raids, when there will be a temporary lull. One relic is traditionally lying around at the exit from the main base (just north of it, by the way, there is an excellent place for building a side base, you just need to knock out the protoss from there). The second in the northwest between the two extreme altars. The third is in the northeast corner, heavily guarded.

On the way back with the canister, KSM starts automatically. It is worth guarding, but even if the worker is blown up, the canister will remain lying on the ground, and it can be picked up.

Choose a side

Reward - 125000 + 50000.

It turns out that Tosh does not need resources for sale, but for the implementation of a daring plan to free a group of phantoms from prison and create a center for training new personnel. Phantoms are a special subdivision of ghosts. They are stronger, smarter and more ruthless, but special training has a side effect - phantoms become obsessed with the thirst for murder. The ghost girl Nova will tell about this and offer an alternative - shoot the phantoms, and destroy the center for their training. The choice is yours. Not only the outcome of the conflict depends on it, but also what troops you can build in the future - phantoms or ghosts.

Tosh's variant - Escape

Nova warned the Dominion of the impending invasion, and they would have to break through serious fortifications to get to the prison. Raynor has placed his own base not far from the entrance, from which assault squads will be put forward from time to time. You cannot control them, only Gabriel himself, who has an impressive set of skills, will be under your control.

On the zerg-occupied planet of Char, Tychus isn't the only one wearing armor.

He is permanently invisible and can shoot enemies with impunity by staying out of range of the detectors. Keep your finger on the "Hold Position" button (default H) at all times to prevent it from chasing enemies. It is very convenient to thin out the enemy ranks with the “Brain Explosion” skill - it deals damage in an area, stuns enemies and does not require time to recharge. Two “explosions” in a row are enough for Marines and Medics, the rest can be finished off manually. A "Psionic Shield" that absorbs 300 damage over 10 seconds allows you to live under massive fire for some time. For example, in order to run up to a missile turret and quickly destroy it, then calmly shoot blind enemies, or quickly slip through the area controlled by it and attack enemies from the rear. Finally, energy costs are easily offset by the "absorption" skill, which drains half of the health of allies and converts it into pure energy. Try to feed on marauders - they are the most tenacious. And if Gabriel is wounded in battle, you can heal from an allied medic.

If you open two prison blocks along the way, get support from asps and siege tanks. And money - 25,000 for each open block. In the first one, you need to run to the tank under the "psionic shield" and calmly shoot everyone. Approaches to the second are patrolled by a “raven” - you can get it with a series of “brain explosions” or sit in the blind zone at the bottom right until the boat flies off, kill as many enemies as you can and hide back again.

In the end, you will be given nuclear missiles with instructions to "blow up the gates of the prison." You don’t need to do this - in order for them to open, you need to kill all the guards, so you can use the rockets at your discretion. After the last building collapses, the phantoms will break free.

Nova Variant - Ghostly Chance

Nova and a small landing party land at Tosh's base with the task of destroying the jorium store, the terrazine tanks, and the psi-emitter, the three main ingredients for training phantoms. At first, you have to act separately. Nova, in her constant disguise, sneaks up to the locking mechanism of the door, Marines and medics cover her, helping to destroy the turrets. After the door opens, the squad will reunite, but you can go further alone.

Nova's Subjugation skill allows you to gain constant control over one of the enemies, and Sniper Shot allows you to quickly and effectively deal with infantry. On the way to the first objective, do not forget to shoot a couple of phantoms on the balconies, each of them has a reward of 5000 credits. Please note that the mission consists of three separate maps and after passing one there will be no return. The warehouse itself is guarded by a couple of cruisers - subdue one of them and watch the firefight, and when it is blown up, capture the second.

On the next map, Nova will be alone until she clears the landing pad. Enemies will immediately rush towards it, led by a “raven” detector. Quickly lure him to your side and calmly kill everyone. After landing the detachment, take the thugs in an armful and jump over the gate to the locking mechanism. Then move forward until you receive a message from Tosh about some "gift that is unlikely to be dodged." However, avoiding a nuclear strike is as easy as shelling pears - just step aside. Then drive the thugs to the elevation on the right and blow up the turrets located on it. On the dais to the left is a missile silo that Nova can easily access. Now you have a nuclear missile, but before you use it, drive the thugs to the northwestern island and shoot another phantom.

On the third map, you will be allocated aviation. You can drive the banshees back and forth a little and destroy everything you can reach. Then follow south, there is an ultralisk in a cage. Release him and he will cause some confusion in the enemy ranks. A little to the east, the Thor stolen from the Dominion is missing - a very worthy target for submission. With it, you can clear the rest of the map, just don’t release it against phantoms alone - they will stun and chop with psionic whips.

To the north is a missile silo, a little west of it is another phantom that will try to get Nova with a nuclear explosion. Two more graze on a rise in the center and south, and the last two are easily hurt by a nuclear explosion along with a psi-emitter.

In gratitude for the capture of the criminal Tosh, the girl will give the rebels access to the documentation on the preparation of "ghosts" and leave on her own business.

It is interesting: Nova was to become the main character of the action movie StarCraft: Ghost, and she had to fight there, among others, with a renegade "ghost" named Gabriel Tosh.

Tychus Quests

Grab and run

Reward - 55000, 4 protoss research points.

In this mission, you will have to work ahead of the curve, breaking through the protoss barriers before the zerg do. But it's best to lock yourself in your base and accumulate strength by repelling rare attacks. And when there are enough troops, overcome all the barricades at once and grab the artifact first.

But first, collect protoss relics. One is lying right at the exit from the base, the other is visible behind the cliff on the left - to get to it, you have to make a small detour through the zerg positions, but the fortifications there are not serious. Another relic lies on the peninsula in the southeast, and the last one can be found in front of the hall with the artifact - in a narrow appendix on the right.

After your troops get to the artifact, they will try to destroy you with the statues that have come to life, so do not enter the hall alone.

big excavations

Reward - 120000, 3 protoss research points.

No wonder the Tal'darim are so evil. There is a full-fledged hunt for their shrines, and no constipation saves them from plunder.

The Mobius tried to get another artifact from a dead planet, but their research team suddenly stopped communicating. There are Taldarim protoss on the planet, who sincerely believe that the terrans have come to desecrate their shrines. In principle, they are right, but why bother? Moreover, archaeologists have an impressive argument in the form of a 170-gigawatt laser installation, with which you need to try to open the ancient temple and extract its contents. This process takes time, and all this time the gun must be defended. Make the northern entrance to the base with bunkers and siege tanks, but in the south, place the bunkers in the lowland - there is a place for a side base, which would also be nice to protect.

When you repel several raids, the command will turn on the manual control of the installation. However, with its help it is worth burning only the most dangerous enemies - first of all, immortals, colossi, archons and aircraft. After all, all the time that the cannon shoots at enemies, it does not dig out the entrance, delaying the mission.

After some time, Matt will indicate the location of the three relics of the protoss, access to which also needs to be hollowed out with a cannon. They are not seriously guarded, so at the first opportunity, gather a small assault squad and run for reconnaissance.

When the health margin at the front door is almost dry, expect a massive protoss raid. But you don't have to beat him...

Möbius factor

The streets of the city were filled with zerg. The remnants of the survivors portray the Carlsons, holed up on the roofs.

Reward - 120000, 3 Zerg research points.

The Zerg have figured out the location of the Mobius base and are serious about taking possession of the results of the research. Scientists managed to evacuate, but did not destroy the archives of records. The sent mercenaries did not cope with this task, having disappeared somewhere in the ruined city, and now you are required to complete what you started and, if possible, find survivors.

Our base is located on the island, and three buildings with archives are on the mainland. Kerrigan does not know exactly where to look for them, and will methodically rummage through all the buildings in a row until she gets to the right ones.

The first archive can be destroyed literally immediately by landing all available troops on the roof closest to it; just keep them away from the edge so you don't get hit by hydralisk fire. At the same time pick up a few mercenaries.

The second archive will also not cause much difficulty - first you need to land on the roof halfway, shoot the creeping spores and everyone who can reach the trunks, and then fly over to the next hill, from where the mercenaries are already waving their hands. After clearing this place will be suitable for the construction of a secondary base. It is also recommended to overtake production buildings here so that you do not have to mess with the transportation of troops; from this roof there is a convenient descent to the streets of the city.

The third archive can again be reached by the "roof" method, landing on a hill with mercenaries, or you can simply collect a large fist of troops and walk to it on foot. Collisions with Karrigan can not be feared when she is busy destroying buildings, she is not up to worldly fuss.

Zerg will regularly visit your main base, either digging at its foot through the nydus worm, or landing on overlords, or sending aircraft.

To get Brutalisk offal for research, you need to take care of air support - once you attack it, Mutalisks and packlords will catch up. If a flock of Vikings is not on duty nearby, the landing party will not last long.

supernova

Reward - 120000, 4 protoss research points.

Apocalypse in Protoss. Under the hordes of zerg, even the ground is almost invisible.

Another artifact is located on a planet whose sun is about to explode. A fiery front is slowly but surely moving from west to east, burning everything in its path. You will, of course, be dropped off on the western side of the map, and will need to fight your way east through the protoss hordes, gaining foothold after foothold from them.

There is no need to dig in here for a long time - anyway, a fiery wall will soon crawl into your base, so get ready to fly from place to place often. As soon as you move, start extracting gas, and in spaceports (it is strongly recommended to complete at least one more) - to produce banshees. Ground vehicles confidently pass in this mission - the enemy is too strong, and you will not be allowed to accumulate a decent army. But against stealth helicopters, his only arguments are photon guns and a little aviation, patiently waiting until the banshee runs out of energy. To combat the latter, you will have to create a brood of Vikings.

Research elements are located almost along the way. One right next to the landing site, the second a little further, at the first suitable landing site in the south. The third is strictly to the north of it. And finally, the fourth lies far to the southwest, at the very edge of the map.

Zeratul Quests

Whisper of fate

Zeratul needs not only to get to the bottom of the truth, but also to stop the spread of the zerg if possible.

Walking mission without any special tricks; just follow the instructions. Actively use both of Zeratul's special skills to reduce losses. "Bounds of the Void" can immobilize both buildings and fighters - try to "turn off" one of the dangerous opponents before each battle. Disable or destroy detectors as soon as possible. If there are two of them in front of you at once, then entangle one with “bonds”, and teleport to the second “jump” and destroy it. Take care of the stalkers, you will have to fight with aircraft constantly. Feel free to jump back and regenerate shields as needed.

Protoss research points will be automatically given to you when you search the temples, and you will have to chase after the zerg ones. The first incubator will come across to you along the way. The second is hidden in the lower left corner of the map - jump over the gap and deal with him, but keep in mind that there is an ambush. The third incubator is found at the very end of the mission, in front of the third temple. Do not rush to stand on the marker, first jump onto the hill a little to the south, cross the abyss and destroy the stone barrier. Here he is, dear, guarded by cockroaches.

Enter the temple and immediately get ready to run very fast. Do not destroy obstacles on the way - overcome the "jump", this will save a lot of time. You won't be able to jump onto a hill with an evacuation point, you'll have to bypass it.

Terrible truth

3 Zerg research points, 3 Protoss research points.

Zeratul traveled to Zaqul to meet with the mysterious Keepers of the Archives, capable of deciphering the text of the prophecy. Upon arrival at the site, it is discovered that the Guardians are now "in the service of a higher power", namely, a fairly chatty hybrid of a protoss and a zerg. This creature, subtly similar to the archangel Tyrael, will respawn every few minutes and come to your base, wreaking havoc. Turrets are almost useless against her. Best of all, the heavy guns of the "immortals" cope with it, which will have to be spawned in a fair amount.

To get Protoss Research Points, you need to restore power to three abandoned buildings. Two of them are literally next to each other and are guarded by one unfortunate fighter. But in order to get close to the third one, you will have to destroy one of the enemy bases, and it is better not to hurry with this matter - it is fortified to last. However, it has very few photon cannons, and no other detectors at all, so it can be razed to the ground by a handful of dark templar.

The second base of the enemy is located on the opposite side, in the west. If you destroy it, it will partially save you from raids on your base. You need to properly prepare for an attack on the main enemy base - you can get to it only through a narrow bridge, which is very convenient to defend. Be sure to take care of the anti-aircraft troops, otherwise the enemy void emitters will burn out any of your army with impunity. And more immortals, more immortals!

Echoes of the future

4 Zerg research points, 2 Protoss research points.

Long-legged colossi are excellent saboteurs. Until they run into enemy aircraft.

From the gigantic corpse of the long-dead Overmind, one can still extract a drop of good. By making contact with its nerve endings, Zeratul is able to extract some information about the sensations of the Overmind just before death.

There are four processes suitable for contact. Worried zerg have dug in around each of them, and in addition they are going to regularly attack the protoss base, dropping from the nydus network. At these moments, it is better to keep the army at home, helping to repel the attack, and immediately after that - to arrange sorties.

It makes sense to walk along the western edge of the map with colossi - there are a lot of resources on the hills. But one should not let them go there, the zerg have aviation.

Research points are obtained by making contact with the Overmind, as well as by restoring power to the obelisks. One is located on the hill closest to the base, which is in the northeast, the other is in the north, next to the de-energized robotics factory.

Wait out a few attacks at the base, accumulate strength, and when you feel confident - go around the map around the perimeter, clearing the approaches to all nerve nodes. Now it remains only to drive Zeratul along the same route.

In total darkness

When there are a lot of troops, try to figure out who is fighting with whom.

3 Zerg research points, 3 Protoss research points.

The essence of the problem boils down to the fact that a crowd of zerg and hybrids will come and raze the protoss base to the ground. It is useless to oppose this, the only thing that can be done is to store the archive of knowledge in a special repository, where it may someday be found by other intelligent races. To do this, you need to hold out for about twenty minutes, for which three research points will be awarded to the heap. You will get three more points if you kill at least two thousand enemies.

From the very beginning of the mission, build more workers, about 40-50 pieces, to ensure a continuous influx of funds, and start producing troops, giving preference to colossi and immortals. Be sure to make all the upgrades to armor and weapons, and the sooner the better. As soon as you hit the troop limit, stick all the space around the archive with photon guns.

For the convenience of controlling the army, you can cheat a little - instead of driving the troops manually, order them to patrol the site, setting a long, long route in a circle using the Shift and A keys. Pay special attention to the owners of the pack - they know how to attack from a safe distance, and automatically your troops will not reach them. In this case, always keep a group of fighters on hand and destroy the owners of the pack as they appear.

When the last commander joins you - Artanis on the mother ship - start actively using the "funnel" skill, removing part of the enemy army from the battlefield. However, by this time, it will remain quite a bit to hold out.

Quests on Char

Bosom of the Void

Reward - 125000, 4 protoss research points.

A fleet worth the annual budget of an average colony
Rinsky ship - one tooth.

The last part of the artifact is located on an abandoned space station, where not only are Taldarim teeming with teeming, but also graviton fields are everywhere. The health of your units in such fields decreases at a depressing rate, so all hope is for the most “plump” units. Cruisers, for example.

It takes five shots from the Yamato to destroy each of the graviton field generators. Therefore, it is recommended to fly "on business" with at least five cruisers, but it's better to just build them non-stop throughout the mission - they won't be superfluous. Moving west, do not forget that the enemy will make regular raids on your base, and with a wide variety of troops. After losing all the buildings, you will lose, even if your fleet will no longer fit on one screen, so you will have to watch the base in both.

In the northern part of the map there is a place for a side base. It is pointless to fundamentally rebuild there - anyway, they will probably be demolished by foot raids, so just get all the resources from there and forget about its existence.

There are four prisons scattered around the map, in which "ordinary", not fanatical protoss sit. If they are released, they will help in combat, in addition, research points will be awarded for this. The graviton field does not affect them (as well as enemies while their shield is active), but the enemy fortifications are crammed with detectors, so it is best to use the dark templar to collect orphaned resources and in defense - they cope with landing groups with a bang.

At the artifact itself, big problems will begin - the mother ship is on duty there, in the camouflage field of which quite a lot of aircraft is hiding, and he himself skillfully uses the "funnel". It is easiest to shoot him from the Yamato, but it will take a lot of them. What's more, when it smells fried, the ship teleports away from you and repeats this trick twice before deigning to explode.

After the death of the saucer, life will become much easier, but before flying to the artifact, carefully thin out the enemy ranks. For some reason, the Taldarim neglect pylons, and their production buildings are easy to de-energize. After breaking through the enemy barriers, shoot at the entrance to the artifact storage - and victory is yours.

Hell Gate

The doctor doesn't care who to treat. If only "his".

This mission starts the final quest chain - once it starts, you won't be able to return to other quests. In search of Carrigan, Raynor lands on the planet Char, something subtly reminiscent of Shelezyaka. There is no vegetation, no water, except that it is inhabited not by robots, but by zerg.

The Terrans suffered their first losses during the landing. The landing groups turned out to be fragmented, and first of all, you need to try to gather together all the survivors. You have a poorly equipped camp in the center of the map and some resources. You will be attacked consistently and tastefully, but if you've collected Zerg Research Points and managed to get science to level five, you'll have a much easier time. With Hive Mind Emulators, you can enlist attackers en masse, and the Psi Destroyer will prevent exploding Banelings from approaching dangerous distances.

From time to time, capsules with troops will fall on the battlefield - you need to pick them up. The first one, with the Marines, will fall a stone's throw northeast of the camp. Look for the second in the southeast, there are marauders in it. The third will deliver a factory and vultures to the western peninsula - with their help, immediately mine the approaches to the base. In the fourth, tanks will arrive - to the east. The fifth will fall to the south of the base and will contain the spaceport, the "crow" and the medevak, in the sixth - in the northwest - the goliaths will be found. Further, the capsules will fall in pairs, and most likely you will have to choose who to save: the Vikings will fly to the southeast, the banshees will fly to the northeast. And finally, the last to arrive would be the Thors to the north and the cruisers to the west. Capsules need to be taken quickly, soon a crowd of zerg will come running to the landed troops, and there will be no one to save.

Once your army reaches 100, General Warfield's cruiser will crash into the northeast corner of the map. To save him from there, you need to destroy three nydus worms. Assemble your rescue team properly and move out. First of all, you will come across a base of infected terrans - destroy the buildings as quickly as possible, otherwise their flow will not dry up. Then there will be thickets of lashers, which are beneficial to thin out by aircraft. Then the usual zerg base and finally the worms. Artillery strikes from the Thors work wonderfully against them, knocking down the worm along with the guards, as well as shots from the Yamato, of which three are required for each worm.

Choice of strategy on Char

The command considered it unreasonable to directly shove the positions of the Zerg, so they would have to carry out a sabotage operation to undermine the enemy’s air or ground defenses. Tychus states that the Nydus Worms must be dealt with first in order to avoid a Zerg landing during the climactic battle. General Warfield is sure that the worms are nonsense, the main problem is the Zerg aircraft. What you will face in the last mission depends on your choice, so decide what is more unpleasant for you - air raids or underground landing.

Warfield Variant - Powers of Heaven

Wonder Beast Leviathan. Not only is he as strong as a bull, he is also
talisks breed non-stop.

The stronghold of the Zerg is located on orbital platforms, which have a wonderful vulnerability - artificial gravity generators. If their cooling system is destroyed, the generator will explode and pull the entire platform along with the nests located on it.

The location of the generators will be kindly marked on the map. Keep in mind, the Zerg base in the northwest is more suited to repel ground attacks, while the southeast bristled with air defense systems. Whom the central and southwestern base is oriented against is not obvious, the protection there cannot be called serious.

Of the unpleasant surprises on the mission, there will be a leviathan - a hitherto unseen kind of zerg, huge and flying. Not only is he strong on his own, but he also breeds mutalisks in terrible numbers. Try to kill him from the very first run, while he has not yet acquired a retinue.

How exactly to destroy the reactors is up to you, the mission equally disposes to both ground and air combat. But keep in mind that after destroying the cooling system, ground troops will still need to get away from it before everything explodes. But after each boom, a lot of orphan resources will appear on the platforms.

If there are not enough of them, you can take three places for side bases, having previously knocked out the zergs from them. At the same time, weaken the flow trying to get to your main base.

Tychus Variant - Belly of the Beast

Sometimes you have to act only four.

To get rid of annoying worms, you need to flood their caves with lava. To do this, you need to take it underground and detonate three warheads at the right points there. Only four will go on the expedition - Raynor (he knows how to shoot a special “needle” cartridge every twenty seconds, penetrating through everything in its path), Tychus (throwing a grenade once every twenty seconds, causing huge area damage), Swann (every forty-five seconds deploys a stationary flamethrower turret) and Stetmann (just a medic, but very effective). Heroes can only die together - if the enemies defeat one, he will lie down for a few seconds and get up again. Occasionally, there will be reports that some of the surviving paratroopers have been found in the tunnels - they can be attached to your squad.

The mission consists of four maps, completely linear - it is impossible to get lost. The passage of the first will do without surprises. Having reached the fault, plant a bomb and get ready to defend it for a couple of minutes. Save the "needle" and grenades for worms and fat aberration mutants. It is better to install the cannon not across the passage, as the game advises, but near the bomb itself, in order to shoot through all directions.

On the second map, you will encounter banelings - the heroes will survive the explosion, but ordinary fighters may not be counted, so do not let them get close. Catch on the gun - it doesn't care about acid explosions. Immediately after rescuing the flamethrowers, get ready for a tense moment - several worms will dig out in the tunnel, and mutants will fall from them in a continuous stream. Try to constantly move forward, paving the way with "games" and grenades. But if you meet an ultralisk, retreat. Leave him to gnaw the cannon and calmly shoot from a distance.

All the same mutants, as well as banelings and ultralisks, will climb to feast on the installed bomb. The turret will help you - the Banelings will break themselves against it, and it will distract the Ultralisks long enough to calmly shoot or treat them with a grenade.

On the third map, fields of Zerg eggs await you, which will open when you approach; some can be shot preemptively from afar. At the end, there will be a fight with the zerg queen - she will rush through the ovipositor, letting hordes of her subjects attack you. It should be killed as quickly as possible, using all skills; if you take her health off fast enough, she will get into a fight herself, and this will end sadly. If you constantly jam her with a “needle” and grenades, the queen will dig in and appear at another ovipositor. When her health falls below a third, she will begin to apply an mass stun and a painful bite - finish her as soon as possible.

On the fourth map, you will have to escape from the lava-filled dungeon. Use your skills prudently to kill everyone at once in one shot. The cannon can distract the pursuers, but it can be used too rarely. Luckily, it's not far to run.

Bets are made

Nydus worms must be destroyed immediately, otherwise the flow of enemy reinforcements will never end.

So, all preparations are completed, the artifact is assembled, and now you need to fully charge it. This process is not fast, it takes more than twenty minutes, and all this time it needs to be protected. But the artifact also has intermediate stages of charging - every three minutes it can be activated, and then a powerful force wave will destroy all the zerg in a rather big radius. True, it would take them literally a few seconds to send reinforcements. So feel free to activate the artifact as soon as you smell fried, without waiting for the defensive structures to be demolished.

Enemies will attack constantly, in small waves, but practically without pauses. The defense must be built in such a way as to have time to destroy them as they arrive and not allow them to accumulate. Keep in mind that there are never too many tanks, as well as bunkers. It is very difficult to fight back with mobile units here - the area is large, until they react, until they run - the zerg will already eat everything up and move on.

Every few minutes, Kerrigan herself will drop by your base. According to her own statement - out of boredom. It is necessary to kill her as soon as possible, she has a destructive power of hoo-hoo. Be wary of her area-smashing psionic storms, before you run out of the area of ​​effect, you will lose an entire squad at once. If the storm is directed at a cluster of structures, one can only grind one's teeth, so it is better to meet Kerrigan on the distant approaches. As soon as you bring her health to zero, she teleports back.

The passage of the mission directly depends on which of the threats you prefer to eliminate in advance. If you agree with the general and deprive the Zerg of air support, your main problem will be Nydus worm landings. As soon as Horner reports seismic activity, immediately look at the map - crawling worms will be marked with orange dots. They all need to be killed, the sooner the better, otherwise you will quickly drown in the troops transported by them. Especially for such cases, it is convenient to keep a banshee squadron on hand. Replenish it throughout the mission and in no case allow losses, not allowing you to get into firefights with hydralisks and sporoviks.

If you listen to Tychus and get rid of the worms, the mission will turn into a natural Pearl Harbor. The skies will be filled with mutalisks, occasionally diluted by packmasters and blighters, and the ground will hide under a carpet of zerglings. Troops with a powerful and massive air attack - Vikings, Goliaths, cruisers, marines, turrets will take the first roles. The latter will have to force almost the entire available area.

Mind emulators proved to be very interesting. You can set the entire base with them and lure dozens and hundreds of Mutalisks - you only have time to click with the mouse.

When the artifact is half charged, a leviathan will come to visit you. The tactics of dealing with him are the same as in the previous mission - shoot down with concentrated fire until he spawns too many mutalisks.

Matt will report the arrival of large flocks, the direction of their movement can be tracked on the map.

Hold out until the artifact reaches 100% charge, and then you'll have to watch.

StarCraft 2 Tactics

We remind you that for several months now our magazine has been publishing tactics lessons from Alexey Krupnik, also known as White-Ra, one of the strongest progamers in the world. The series of articles began at the beta testing stage and is devoted to the gradual preparation of players from the very initial level to the diamond league. And for someone, perhaps, these lessons will open the way to the world championships.

Each issue Alexey analyzes a new topic. How to choose the right race for you? How to conduct intelligence and interpret intelligence? How to competently use "hot keys" when building a base and directly in battle? Topics get progressively more difficult, and at the end of each lesson you'll find White-Ra's "homework" and some fresh tactics for the different races.

For those who missed the beginning, we will post the full archive of lessons on the magazine disk.

If, when playing role-playing computer games, the main questions of players are “what to do?”, “how to pass?” or “where to go?”, then a strategy game, especially from the classics of the genre, Blizzard, poses completely different tasks for players. So the main question becomes “how to complete the mission?” for the goals are clear and understandable to us, and it is quite difficult to get lost on a well-visible battlefield. In StarCraft 2, we are given the opportunity to continue the epic battle of three races, only one of which is familiar to everyone without exception. You guessed it right, we are talking about people, who in StarCraft 2 are usually called terrans, and in Warcraft 3 alliance (humans). However, when looking at the StarCraft 2 campaign in detail, the epic battle for the Korlupu sector is not so unique, and the opposing sides are already well known to the players, and not at all from the history of the first StarCraft.

Let's start with a not too pleasant fact, because greed has never painted people and companies; now this property of human nature is often referred to as marketing. If you have already read my articles on the site regarding StarCraft 2, then you could already guess what I'm talking about; this statement applies directly to the passage of this strategy game from Blizzard. The history of StarCraft 2 was divided by the developers into three parts, according to the number of races, as a result, we got three games and three playthroughs. In general, all three campaigns tell about the same story, which smoothly flows into one another; and it makes no logical sense to share the passage of StarCraft 2 on the arbse site, because we are not bound by marketing considerations, or, to put it simply, greed.

Each StarCraft 2 campaign will have its own race, its own protagonist, and in the case of Heart of the Swarm 2, a charming heroine. One can note the excessive length of the StarCraft 2 campaign; after all, it was simply necessary to somehow justify the division of the game, more details about the shortcomings of the first part of SC2 are described on the site in the Wings of Liberty review. So the developers like to mention the fact that the Wings of Liberty campaign alone is longer than both the StarCraft 1 and Brood War campaigns combined, while modestly silent about the quality of the WoL campaign.

However, so that we don’t get bored at all when passing StarCraft 2, in each campaign we will have the opportunity to play not only for one race, to which this or that part of StarCraft 2 is dedicated. However, not everything is so bad in this high-quality real-time strategy, and to play StarCraft 2 interesting to a certain extent, but with the right approach to the level of complexity, it is also difficult. The missions are smoothly and concisely interconnected, along the way we are shown videos between missions (mainly on the StarCraft 2 engine), mission tasks are varied and do not come down to a banal sweep of the map from the movable and immovable property of an insidious enemy.

Combined with classic, unique StarCraft 2 gameplay, you can enjoy all three campaigns of this strategy game from Blizzard. Moreover, it should be taken into account that StarCraft 2 is, first of all, an esports discipline, and the campaign in SC2 is not the main game element. Much to the delight of fans of free pirated copies of computer games, you can also play StarCraft 2 campaigns using pirated versions of StarCraft 2, while access to network arenas is tightly and categorically closed for them.


The first campaign of StarCraft 2 called "Wings of Liberty", the first part of the second Starcraft, had a difficult job on the one hand, but on the other hand, a more positive perception among Wings of Liberty players was ensured. After all, the players have been waiting for the second part of the legendary Starcraft for more than ten years, people yearned for the old heroes: Jim Raynor, Sarah Kerrigan, Zeratul, Mengsk. Therefore, any mention of them was like a red rag for a bull, although in fact these horned creatures do not react to color at all.

So StarCraft 2 was made more for the public to play on the feelings of nostalgia fans. Therefore, many, including myself, did not notice at the initial stage the protracted campaign for the terrans, the excessive sentimentalism of the heroes, although earlier the same Raynor was not distinguished by such a vulnerable soul. We meet him in the form of a bitter drunkard, on some abandoned planet, who, in longing and sadness for Sarah Carrigan, slowly wages a guerrilla war against the regime of Mengsk.

And the incessant sighs about Sarah completely lead to a dead end at first, and then simply get bored. However, after switching to the flagship cruiser Hyperion, the situation improves, and, more importantly, the Wings of Liberty campaign becomes much more convenient, which is only worth the mission manager on the Terran ship. At the same time, Hyperion is not a lifeless vessel, but a whole city where you can not only talk with colleagues on the revolutionary front, but also improve your own army. You can also warm up in the lost Viking (Lost Viking), in the slot machine. Only, contrary to the sonorous name and a hint of the old interesting logic game from Blizzard, we will control not a brave Scandinavian, but a flying terran unit with a similar name .. Something, but the tasks of the campaign are varied, we will rob ... no, not banks , and trains; look for mysterious artifacts of the ancient race of Zen Naga (Hel Naga); rescue old friends and much more.

However, even here the shadow of an excessively long plot prevents Wings of Liberty from freely spreading its own wings. For example, why was it necessary to divide this most mysterious artifact into several parts, because collecting it already from the third part becomes boring. And, so that the players would not be completely disappointed in the Wings of Liberty Terran campaign, the developers skillfully introduced the opportunity to play for the protoss; otherwise, the wait for Legacy of the Void can become unbearable. Zeratul's memories of his detective investigation will not only allow you to enjoy the ancient power of the protoss, but also help in understanding the plot of StarCraft 2, and indeed the entire gaming universe. When passing through Wings of Liberty, you feel involved in the gameplay, which is more rare than the norm for strategic computer games.

And the illusion of choice when saving the colonists is simply touching, because you should not worry - the Wings of Liberty mission manager on Hyperion will allow you to go through all the missions, watch all the videos, and almost nothing depended on your choice from the very beginning. But it is simply necessary to use ingenuity when using research points, although real questions about choosing a branch of development arise quite rarely, the research options are too unequal in strength. The lengthiness of the Wings of Liberty campaign, which has already been mentioned more than once on the site, can lead, as in my case, to a loss of interest during the passage of the game. Various achievements that are given when certain conditions are met are not a sufficient incentive, in my opinion. But the modes of difficulty levels in Wings of Liberty are made to last, you can vary the aggressiveness and strength of the computer opponent in a very wide range, which is enough for the vast majority of players in Wings of Liberty.

1. Liberation day
2. The outlaws
3. Zero hours
4. The Evacuation
5. Smash and grab
6. Outbreak
7. The Devil's Playground
8. The great train robbery
9. Welcome to the jungle
10. Cutthroat
11. Haven's fall
12 Safe Haven

Heart of the Swarm is the hardest part of StarCraft 2 to promote (not beat) and sell, in my opinion. Some, disillusioned with StarCraft 2 after buying Wings of Liberty, will at best try a pirated version of the Zerg leader. Kerrigan and Zeratula are entangled in a web of intrigue and allusion - it's time for a sequel, a sequel within Heart of the Swarm.

The main heroine of the campaign for the Zerg will, of course, be the Queen of Blades, aka Sarah Kerrigan, betrayed by people and full of a thirst for revenge. Jim Raynor follows her like a ghost, trying to return his beloved, while Zeratul is full of philosophical thoughts and hopes for the salvation of his people. One way or another, Heart of the Swarm, part of the Zerg within StarCraft 2, will not bring answers to the questions of the plot or campaign, the events there, on the contrary, will become more complex and confusing. The new units are primarily intended to justify the purchase of the same computer game for online matches through the battle.net game server; the campaign can, as in the case of Wings of Liberty, boast an even greater variety of units and buildings, the production of which will be available only in the campaign or a separate mission.

However, the powerful force of nostalgia in the case of Heart of the Swarm Blizzard will no longer help, forcing developers to implement new ideas. One of these ideas is Blizzard Dota, a dota map from the developer of StarCraft 2 and WarCraft 3 (and Diablo 3) within StarCraft 2; Dota from Blizzard has a separate section on the site, just like the classic Dota, which has gained popularity among many players and professionals in the eSports arena.


The climax of StarCraft 2's story will be shrouded in the protoss energy shield and the mystery of the ages in Legacy of the Void. However, you should not wait for the disclosure of all cards, explanations of all the reasons and motives, the developers cannot complete such a profitable story with one fat exact one, or a blot, as it happens. The developer left the most popular race of StarCraft 2, as they say, for dessert, as well as the ancients, like half of the Universe, the mysteries of the ancient race created by the legendary race of intelligent beings Zel Naga. Like the green-skinned orcs from WarCraft 3, the protoss are concerned about the history of their origin, and questions of a difficult and ambiguous fate, because the fall of the home world of Auir under the onslaught of the zerg, the heroic sacrifice of Tassadar - all these events are etched into the memory not only of Zeratul, who will lead his people as part of the Legacy of the Void campaign.

This part, the final part of StarCraft 2, if not doomed to commercial success, like the flagship Wings of Freedom, then has a very good chance of receiving not only multimillion-dollar profits, but also the love of the players. In many ways, such a privileged position of the part dedicated to the protoss of Legacy of the Void is due to the closing position of this expansion, as well as the race itself, for which many players have an internal sympathy, because the zerg, resembling insects, are far from pleasant to everyone, and people are too ordinary.

Despite the fact that the developers will leave a loophole for the continuation of the space saga called StarCraft 2 in the form of a convenient and high-quality door, some of the plot twists will be completed during the passage of Legacy of the Void. And not for nothing, old Raynor is on friendly terms with the protoss, while only Sarah Carrigan connects him with the zerg. His usual job of destroying the zerg can hardly be classified as a civilized relationship..

arbse.net has collected a lot of information and materials on StarCraft 2 (Wings of Liberty, Heart of the Swarm, Legacy of the Void) in one single section on this popular strategy computer game.

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