Enslavers Redux Gameplay Guide/Episode II Strategy Gude
Campaign Overview
Story Prologue: This episode focuses on the Protoss between Brood War Episode IV (The Stand) and mid-late Brood War Episode V (The Iron First). The Protoss have evacuated many survivors off Aiur to the Dark Templar world of Shakuras and have purged any lingering Zerg infestation that followed them by activating the Xel'naga temple there with the help of the twin crystals Uraj and Khalis. Now, as both the Khalai and Nerazim cultures strive to find peace as they rebuild their shattered people, Dark Prelate Zeratul, Preator Artanis, and Executor Selendis mount a rescue expedition back to Aiur to look for any stranded survivors, unaware trap has been laid for them that will set in motion a dark plan that threatens the extinction of their people once and for all...
You will be able to use Brood War tech in this campaign as this takes place after "The Stand", meaning Dark Archons, Dark Templar, and Corsairs are available when applicable, in addition to any bonus units you may find along the way. Enemies however will also have access to Brood War tech including UED Valkyries and Medics and Zerg Lurkers and Devourers.
Hero Overview
Zeratul
Description - Praetor of the Dark Templar, Zeratul possesses powerful psionic abilities and is a master of harnessing the void. Can attack ground units.
Armament: Master Warp Blade
Like all of his dark brethren, Zeratul was banished from the Protoss homeworld long ago for refusing to submit his will to the 'communal glory' of the Khala. Because of this, Zeratul long harbored a deep-seated hatred for the Protoss Conclave and the Judicator caste who were responsible for his wrongful exile. That all changed when the Zerg came to the Koprulu sector.
Just before Aiur was overrun by the Swarm, Zeratul was lured to Char from the powerful psionic emanations of Kerrigan, generated subconsciously in her chrysalises. Once realizing the source, Zeratul sought to put an end to the Zerg found there. Instead, he met the former protoss executor Tassadar, also led by the same psionic calls, as well as the terran Jim Raynor. Eventually they both overcame each others prejudice, beginning to heal the rifts between the Khalai and the Nerazim.
After the rebirth of Kerrigan, Tassadar distracted her long enough for Zeratul to slay Zasz, cerebrate and leader of the Garm Brood. This created a connection between Zeratul and the Overmind, which enabled Zeratul to discern the Overmind's motives but conversely allowed the Overmind itself to discern the secret location of Aiur and begin its invasion of his homeworld and the genocide of his entire race. This dark secret of how the Swarm came to invade Aiur with such precision is currently known only to Zeratul and the late Tassadar. Zeratul is careful not to reveal these thoughts to his brethren, less all of the healing bonds accomplished since the Khalai and Nerazim rejoined at Shakuras would become in jeopardy. As a result, this secret has created a heavy burden for the dark prelate to carry with him.
Zeratul is a hero based on an elite Dark Templar. As such he starts off permanently cloaked and deals incredible damage to ground units in moderate attack speeds, but cannot attack air units. This puts him in two disadvantages - He can be overwhelmed with lesser forces such as zerglings as his attacks are slower than that of heroes such as The Commander and he can be overwhelmed with any air units as he cannot repel their attacks initially. He must rely on his fellow ally Protoss to assist him, or until you can level him up enough that he can disable or deal with them another way.
Zeratul when you find him Starcraft is an old Dark Templar who has forgotten much of his training. You gain him as he is in Starcraft/BroodWar but with training, he re-learns things. Unlike The Commander in Episode I, Zeratul does not increase his stats or gain abilities by finding "things" around the map. Instead, he gains levels, starting at Level 1 and up to a max of Level 10. Each Level he gains improves all his stats slightly and awards him a new active or passive ability. In order to gain experience points to reach a new level, Zeratul must personally slay an enemy unit. Destroying enemy buildings does not award experience! Note there are also certain level caps in missions, so you cannot farm Zeratul to Level 10 in the first mission. But it is highly recommended that you do farm Zeratul to reach his highest level potential before proceeding to the next mission to ensure he is at his fullest potential to improve your chances for victory.
That isn't to say there isn't a "find" component to this campaign. In each map there are 3 or more Protoss artifacts that Zeratul can pick up. When these are found, Zeratul is presented with the option of upgrading one of two of his abilities. Not all of his abilities can be upgraded but many abilities that can be upgraded have 2 levels to upgrade, while more advanced ones have only 1 level. If you wish to upgrade an ability to its highest potential, keep choosing that ability when the option presents itself. If you wish to diversify Zeratul's power, mix and match which ability gets upgraded.
Starting Stats -
- Health - 60 (+30 per level, +100 at level 10)
- Shields - 400
- Health Regeneration - 0 (+0.2 per level, +1 at level 10)
- Shield Regeneration - 0.672
- Life Armor - 1 (+1 at level 3, +1 at level 5, +1 at level 7)
- Shield Armor - 0 (+1 at level 2, +1 at level 6, +1 at level 10)
- Movement Speed - 2.812 meters per second (+ 0.1 per level)
- Attack Damage - 100 (+5 per level)
- Attack Speed - 1.35 per second (+2% increase per level, +20% increase at Level 10)
Level Up Potential:
- Level 1: 0 (+0) Nerazim Cloaking (Starting Ability)
- Level 2: 50 (+50) Temporal Aura (Protoss01+)
- Level 3: 125 (+50) Shadow Walk (Protoss01+)
- Level 4: 225 (+100) Void Prison (Protoss02+)
- Level 5: 350 (+150) Spectral Sight (Protoss02+)
- Level 6: 550 (+200) Mind Warp (Protoss03+)
- Level 7: 750 (+200) Void Armor/Dark Shadow (Protoss04a/b+)
- Level 8: 1000 (+250) Essence of Adun/Essence of Naraza(Protoss05a/b+)
- Level 9: 1250 (+250) Shadow Strike/Shadow Fury (Protoss05a/b+)
- Level 10: 1500 (+250) Master (Protoss06a/b+)
Artifact/Level Caps:
Mission 1 - Levels 3 capped. 4 artifacts to be found. 4 total, 1 potential skill point.
Mission 2 - Levels 5 capped. 5 artifacts to be found. 9 total. 3 potential skill points.
Mission 3 - Levels 6 capped. 6 artifacts to be found. 15 total. 5 potential skill points.
Mission 4 - Levels 8 capped. 6 artifacts to be found. 21 total. 7 potential skill points.
Mission 5 - Levels 9 capped. 6 artifacts to be found. 27 total. 9 potential skill points.
Mission 6 - No Level cap. 3 artifacts to be found. 30 total. 10 potential skill points (max).Artifact Skill Choices:
Abilities:
(3) 1 - Cloak Level 2 or Blink Level 2
(6) 2 - Void Level 2 or Temporal Level 2
(9) 3 - Cloak Level 3|2 or Blink Level 3|2
(12) 4 - Void Level 3|2 | Temporal 3|2
(15) 5 - Cloak Level *|3|2 -> Blink Level *|3|2 or Void Level *|3|2 -> Temporal Level *|3|2
(18) 6 - Cloak Level *|3|2 -> Blink Level *|3|2 or Void Level *|3|2 -> Temporal Level *|3|2
(21) 7 - Armor/Shadow Level 2 or Cloak Level *|2 -> Blink Level *|3 -> Void Level *|3 -> Temporal Level *|3
(24) 8 - Strike/Fury Level 2 or Cloak Level *|2 -> Blink Level *|3 -> Void Level *|3 -> Temporal Level *|3
(27) 9 - Armor/Shadow Level *|2 -> Strike/Fury Level *|2 or Cloak Level *|3 -> Blink Level *|3 -> Void Level *|3 -> Temporal Level *|3
(30) 10 - Armor/Shadow Level *|2 -> Strike/Fury Level *|2 or Cloak Level *|3 -> Blink Level *|3 -> Void Level *|3 -> Temporal Level *|3Nerazim Cloaking (Passive)
- Description: Allows Zeratul to become a master of the shadows.
- Level 1 - Always Permanently Cloaked (Initially Owned)
- Level 2 (Advanced) - 20% evasion from all attacks
- Level 3 (Master) - Gains bonus shield regeneration when not detected
- Strategy: The core Dark Templar passive ability. Every guy has this, but Zeratul takes it a bit further. As soon as you get the chance, you should level this up as it becomes your best defensive ability. Level 2 gives you a 20% chance to dodge attacks from everything, regardless if your detected. Level 3 is where this really shines however. As soon as you find yourself critically low in shields, simply go run away, and when un-detected, you will start to quickly restore shields. Then get back into the fray. This is highly useful when away from shield batteries but you need Zeratul back in action.
Temporal Aura (Passive)
- Description: Allows Zeratul to modify time itself to emit an aura to increase his allies combat effectiveness.
- Level 1 - Increases the movement and attack speeds of allies by 10%
- Level 2 (Advanced) - Aura area of effect is 50% increased
- Level 3 (Master) - +10% movement/attack speed bonus.
- Strategy: Like a true leader, Zeratul gains a powerful aura that boosts his armies movement and attack speeds. While not dramatically increased like a Warcraft bloodlust, it is noticeable enough, even on the initial level, to effectively get units into combat and improve their attack speeds. On higher levels the area of effect is larger allowing Zeratul not to be so close to them for the effect to happen. This makes it extremely useful to have Zeratul leading attacks head on, which he should be anyway, in order to gain experience points.
Shadow Walk
- Description: Allows Zeratul to move in and out of combat.
- Level 1 - Teleports Zeratul to a nearby location.
- Level 2 (Advanced) - 50% cooldown decrease
- Level 3 (Master) - On teleport becomes undetectable for 3 seconds
- Strategy: This is your first "Wings of Liberty" ability Zeratul finally re-learns and keeps with him till SC2. Blinking is something that you will find invaluable for him and is actually mandatory to proceed in Protoss02 (mostly due to the fact Level 1 is canon in WOL for him to have it). Leveling this up to advanced level may not be worth it at first but getting it to master level he becomes nearly god-like. At a normal 10 second cooldown, a 50% reduction brings it down to 5 seconds. When teleported, he CANT be detected by anything for up to 3 seconds. Effectively meaning, he is INVULNERABLE (with the exception of area of effect attacks like siege tank blasts, psionic storms, plague, and of course, nukes if he is unlucky enough to step in one) for the duration of the 3 seconds. He only then has 2 seconds left to teleport again to repeat this invulnerable period. As long as you are fast enough, Zeratul can quickly zip in and out of combat wreaking havoc as needed or escape to recover. Synergies extremely well with a master level Nerazim cloaking.
Void Prison
- Description: Allows Zeratul to stun a unit for a period of time
- Level 1 - Imprisons an enemy unit for 30 seconds.
- Level 2 (Advanced) - 50% cooldown decrease
- Level 3 (Master) - Triple duration increase
- Strategy: Another familiar Wings of Liberty ability that Zeratul will learn. This extremely useful disable ability will effectively "stun" a single enemy. Unlike The Commander's mass unit stun ability, this only stuns a single unit, but it lasts a massive amount of time, plenty of time in fact for anyone to take it out. Similar to the Commander's ability, however, massive units like Battlecruisers, Ultralisks, etc, will recover in about 50% the time. This ability WILL work on heroic and frenzy units you find in this campaign such as the Brutalisk and Ulrezaj, but it will only last a fraction of the time for only a second at level 1 or 3 seconds at level 3. Leveling this up to 2 will allow Zeratul to cast this ability twice just before the first effect wears off and leveling this to 3 greatly increases the duration, allowing you to entrap up to 3 units before the first one wears off.
Spectral Sight (Passive)
- Description: Improves Zeratul's sight range and allows him to see hidden units while cloaked. This ability is disabled if Zeratul is detected.
- Strategy: This ability is vaguely similar to the Commander's Oculus passive variant ability with some notable differences. First, it is available in both A and B canon. Secondly, as he has no range, his sight is dramatically improved far more Oculus did. Third, this only works if Zeratul is hidden. The moment the enemy knows he's there, its lost as is his sight. So its best he stays in the shadows, or, still bring along an observer for good measure. As there are many burrowed zerg and cloaked dark templar to deal with in this campaign, this ability is highly useful to have.
Mind Warp
- Description: Allows Zeratul to take control of a single enemy unit at any given time.
- Strategy: An ability normally only seen for a Dark Archon, this allows Zeratul to become slightly more independent as he can take control of any one unit, only once. This also won't deplete his shields like a Dark Archon. However, the drawback is that the effect is semi-temporary. Once the unit is tethered to him, he can't mind control any other units until the unit dies or is manually released. However there is no expiration for the unit to revert back to the alliance of the enemy. So if you wish to have a Battlecruiser follow you around for an entire mission, you may. You may instead wish to mind control a science vessel to cast defense matrix on yourself, however.
Void Armor/Dark Shadow
- Description: Void Armor - Grants nearby friendly units a temporary overcharge in shields
- Level 1 - Grants nearby friendly units +100 shields for 10 seconds.
- Level 2 (Master) - Increases shield regeneration by 5 for duration of effect.
- Strategy: This A-canon ability quite obviously synergies with your upcoming final 06a mission where you must fight against a weapon that drains your entire armies shielding. Thus, if you want to be well prepared, you might want to level it up. Fortunately, it only takes 1 level to master it. Initially, it grants an overcharge to everyone's shielding, including yours, by 100. This ability is identical to the Legacy of the Void ability Zeratul has. So sometime between Wings of Liberty and Legacy of the Void, he re-re-learns this again. Oh forgetful Zeratul! If you put a skill-point into this, it will dramatically boost the shield regeneration of everyone around you as well, which, even when not playing 6a, is still a very helpful bonus to have when in the middle of a battle.
- Description: Dark Shadow - Creates a shadow clone of Zeratul that deals 50% damage but takes double damage. Clone is not cloaked and cannot use any of Zeratul's abilities. Lasts 30 seconds.
- Level 1 - Creates one clone.
- Level 2 (Master) - Creates two clones.
- Strategy: This B-canon unique ability is essentially a self-hallucination that instead of create an image that does no damage, it will actually be able to harm enemies....at 50% damage. Still...your talking about a guy who can deal over 100 damage at this point, so we're talking closer to 60-70 damage a strike. Not bad for a clone. Drawback is three-fold, he takes double damage, and if that wasn't bad enough, he is NOT cloaked. So you can't summon him and go to town on a base, he will instantly be attacked and destroyed. Also a clone only lasts 30 seconds, so you can only summon 1 at a time at level 1. The best way to utilize this ability is to summon it when you are in the middle of a battle and the enemy is already distracted, the clone can attack uninterrupted and you can cause significant damage until it is destroyed or expired. By level 2, two clones will equal the damage of Zeratul himself for 30 seconds, essentially causing a double damage of Zeratul to a single unit, or you can diversify the targets to 2 or to 3 units. Also of note - The clones cannot use ANY of Zeratul's abilities, including his aura's will not work on other allies. Sorry...they are only useful in attacking. They are also useful in the final mission against enhanced Zerg...use them wisely.
Essence of Adun/Essence of Naraza
- Description: Essence of Adun - Zeratul gains a 25% chance to manifest a lightning spinning strike upon each attack, capable of dealing up to 80 damage to nearby ground enemies around him.
- Strategy: Think of how powerful Zeratul's single attack is. Now think of how powerful he could be if you apply that to an area of attack. Yeah...that's what this does. Now its true this only works 25% of the time, but when it does land, its devastating to enemies, especially Zerg. What's more, Zeratul can actually move through enemies while its activated. It only lasts about 2 seconds, dealing about 40 damage a second, but in those two seconds if he is surrounded he can slice through enemies, making for a handy escape route. This also damages buildings as well, although he can't move through buildings. In addition, this dramatically speeds up his experience gaining, which is ever handy in 5a and 6a to get him up to Level 10 to face Ulrezaj at peak condition.
- Description: Essence of Naraza - Zeratul heals 20 Life and restores 20 Shields when a nearby biological unit is slain.
- Strategy: Nothing too unique about this one if you've played Legacy of the Void. Zeratul takes a page from the forbidden depths of the void and what the Tal'darim do on a daily basis Zeratul is trying out. Whenever a nearby enemy is killed, either by Zeratul himself or from one of your allies, it'll heal his life and/or shields. This synergies VERY well with your shadow clones, as they can help heal you as they slice and dice and keep Zeratul in the game for as much as possible.
Shadow Strike/Shadow Fury
- Strategy: Zeratul's final ability is also his most powerful also found from his unit in Legacy of the Void. Zeratul unleashes a critical strike against a single ground unit or structure, dealing a massive 500 damage, easily killing any ground unit or defensive structure in a single blow. This truly makes him the assassin he is feared to be. And what makes him a better assassin? Make that strike deal splash damage you say? Well why don't you put a skill point into it! Unfortunately Shadow Strike isn't learned until very late in this campaign but as soon as you can you should level it up. This way, instead of waiting to destroy a single massive unit, you can unleash it on anything, such as a hydralisk, and watch as the entire group of hydralisks are slain.
- Description: Shadow Strike - Zeratul strikes a ground unit for critical damage.
- Level 1 - Deals 500 damage.
- Level 2 (Master) - Attack deals nearby splash damage to enemies.
- Description: Shadow Fury - Zeratul rapidly teleports around the battlefield, striking up to eight enemies and dealing 60 damage to them, then returns to his initial position. Can strike the same enemy multiple times. Zeratul is immune to damage during this ability.
- Level 1 - Deals 60 damage
- Level 2 (Master) - Deals 90 damage. Instantly kills biological enemies.
- Strategy: This ability was seen in Legacy of the Void used by Vorazun, daughter of Matriarch Razagal. In fact, this ability was taught to her by Mohandar, whom you get to see use a lesser but faster cooldown version of it in Protoss04b. Zeratul then decides this is pretty nifty ability and learns it himself once he reaches level 9. Except his damage is much higher but cooldown is also higher. At level 1 you can deal 480 damage to a single unit or spaced out to 60 per unit and anything in between. At level 2 you can deal 680 damage to a single unit or spaced out to 85 per unit and anything in between. A level 2 Shadow Fury is extremely useful in the final battle against Ulrezaj as it can cause an insta-kill towards groups of hydralisks against you. Regardless, it is a powerful ability that should always be left in autocast, if nothing else, to turn Zeratul invulnerable every so often.
Dark Shrine
Unique Protoss structure that cannot be built in this campaign. These are ancient Nerazim structures that have only recently been rediscovered. Many are found all over the worlds you will travel to where Dark Templar have been to. There are 1 or more of these structures hidden on each map and a beacon near them. The structures are initially invulnerable. When Zeratul approaches the beacon, the Dark Shrine will revert control to you and become vulnerable to attack by enemies. The Shrine is then tethered to Zeratul's soul. If Zeratul is near death, he will be instantly warped back to the shrine with a partial restore of his health. The shrine's power, however, will be depleted and become invulnerable once more, but cannot be re-activated. Only 1 Dark Shrine can be activated at any given time, so don't hesitate to activate one as soon as you locate it, just be sure you garrison some protection near it!
Plot Choices
There are several plot choices that will grant you additional units or missions in this campaign. Here are some of the options:
- Protoss01- Saving Commander's Task Force
- If you completed the Terran Campaign under A canon, you gain them as allies, including The Commander, as controllable allies. They will also be available as uncontrollable allies in the final battle against Ulrezaj in this campaign.
- If you completed the Terran Campaign under B canon, you will ask them to leave, leaving their site as a new expansion zone for you as well as dropping several supply crates off. Even with the tension here, they will be available as uncontrollable allies in the final battle against Ulrezaj in this campaign.
- Protoss02 - Re-activate pylon grid
- Re-power Khaydarin Monlyths -> Instantly re-powers all Khaydarin Monolyth defensive towers scattered around map. Only gains the ability to build more in Protoss03+
- Upgrade Shield Batteries -> Instantly upgrades all current shield batteries to Nerazim shield batteries, increasing range to heal shields and rate of energy regeneration. Future shield batteries in Protoss02+ will use this new version.
- Protoss03 - Plot Arc
- Secure Khaydarin Crystal -> Moves onto plot A-canon. Reclaims Khaydarin crystals, Schezar's men escapes.
- Destroy Energy Tower -> Moves onto plot B-canon. Interrogates Schezar's field commander to learn the location of Alan Schezar. Khaydarin crystals are lost to the Zerg.
- Protoss04a - Ulrezaj's Dark Templar
- Trust the Dark Templar -> Ignites a trap set by Ulrezaj, enemy reinforcements are warped in. Allows use of the energy bridge north of you and can build Void Ray's in Protoss05a+
- Kill the Dark Templar -> Reclaims Sentry's for your use in current mission and to build more in Protoss05a+. Also gains Shuttle's for transport over the ridge.
- Terran04b - Rescued Dominion
- Let the Dominion soldier go -> Gains access to stolen Sentry's for your use in current mission and to build more in Protoss05b+.
- Kill the Dominion soldier -> Sentry's are destroyed in explosion but finds a hidden Colossus the Dominion was experimenting on. Allows more to be built in Protoss05b+.
Mission Overview
Protoss01 - Return to Aiur
- Max Experience/Level Cap: 125, Level 3
- Artifacts To Be Found: 4
- Ally Heroes: The Commander (optional objective, conditional)
- New Tech Available/Restraints: Full ground tech except air offensive units and Stargate.
- In this opening mission, you start off with a sizable Protoss ground force, including your main hero, Zeratul. He has the same starting stats as you have him in Starcraft/Brood War. As such, he is permanently cloaked and has an incredibly strong 100 damage ground attack, but cannot attack air units. Zeratul needs to attack enemies in order to gain experience points and level up to improve his stats and acquire new abilities, so consider putting him in your frontal assaults but move him in the back when he takes too much damage.
- Before you hit your first Zerg base, you will come across a Dark Shrine. You cannot build these structures. Unlike in SC2, Dark Shrines and only recently being rediscovered by the Protoss across multiple worlds. A Nerazim like Zeratul can use a Dark Shrine can tether himself and upon death will instantly warp there. However, this effect can only be used once, and the Dark Shrine will power down forever. Each map will have 1 or more Dark Shrines to find. Some will be fairly obvious as the Shrines will be in or near your base, others will be hidden in the map to find. Some will be removed based on difficulty. While this provides Zeratul with first level-early access immortality, he can only use it sparingly, unlike The Commander (late level, but continuous).
- Your first attack is against numerous Spore Colonies, not an issue since you have no air units, but problematic for Zeratul and detection. Still, use your heavier allies like Archon's to soak up damage while Zeratul deals the finishing blows. You should be able to Level Up to 2 easily before you even start building your first base. Before you can do this, however, there are numerous Sunken colonies to deal with with a few pesky overlords. If you can, snipe the overlords so Zeratul can finish the job. Don't let the sunken defensive towers destroy your ground units, you will need them to defend your base as it builds
- Once you begin constructing your base, you'll get a distress call from none-other than our hero from the last Episode. The Commander and the last surviving allies, (either the task force, or Dominion, depending on your canon), will be pinned down, if you choose to rescue them, you will be rewarded, although the rewards differ depending how hostile you were to them by canon last episode. (NOTE - There is no time limit to rescue them, they are well fortified and the enemy, even on Hard, should not be able to penetrate their defenses.)
- You have full access to all ground tech for Protoss, but no air tech. Feel free to construct heavy ground units like Archons and Reavers, you will need them against the strong ground attacks the Zerg through at you. In addition you have the high ground, so be sure to fortify both the north and south ramps leading into your base with Photon Cannons and Shield Batteries. Finally, High Templar psionic storms work wonders against clusters of Zerg here...use them to your advantage.
- If you need an expansion before rescuing the Commander, there is one to the far east, but you will need to fight through some Zerg to reach it. It is more advisable to either fight through the Zerg north of your position, or send some Dark Templar hugging along the western trees and avoiding fighting to make it up there. You only need to send a single ground unit to the Commander to consider him "rescued".
- If you completed A canon last episode, the Commander and Zeratul will stay allies and you have full access to the Terran ground tech, including the Commander hero himself. This is a huge bonus and should make finishing this mission much more simplistic. If you completed B canon last episode, there still exists some hostilities between the Commander and Protoss, and Zeratul asks him to leave. The Commander still leaves Zeratul with some resources, as well as leaving you with a nice empty free expansion. However, if you sent only a few units and left the Zerg base intact, this doesn't do you any favors and you still need to destroy it before you can expand. In addition, there is an EXTREMELY useful benefit to saving the Commander that will appear in the last mission on both canon's of this episode, so in either case, it is well worth it to save him HERE and NOW. Don't be a jerk...
- To finish the mission, you need to clear the stasis cell area of Zerg, not the map. This includes some Lurkers that are hiding, so be sure to bring some Observers to flush them out if they don't unburrow themselves. If you still can't find them all, build more observers and make a permiter around the cells, the area is fairly large to secure but not the entire plateau.
Protoss02 - Hung Jury
- Max Experience/Level Cap: 350, Level 5
- Artifacts To Be Found: 5
- Ally Heroes: Eredas
- New Tech Available/Restraints: Full tech except Carriers. Has option to unlock Khaydarin Monolyths (can build more in 03+) or Nerazim Shield Batteries
- This missions starts out fairly inconspicuous. We got the big bad Ulrezaj, he was actually pretty easy to capture...almost too easy. What could go wrong right? Oh well...with a few mincing of words, Terran mercenaries appear and break Ulrezaj and his cohorts out of the Nerazim jail cell. In the chaos, Zeratul attempts to fight 1 on 1 with Ulrezaj. Just as Zeratul is about to overpower Ulrezaj, the sneaky bastard escapes on a dropship and Zeratul is forced into hiding. D'oh!
- As you might have guessed from the opening, you are alone in the 1st half of this mission, so stealth is your ally. You have access to Eredas but not his base. The base is well fortified and should not need defending, but during attacks feel free to use Eredas to micro-manage attacks. He can soak up damage with Hardened Shields and dish heavy, mostly insta-kill, damage with Shadow Cannon's. This is also his only attack to airs as he is a proto-Immortal.
- Do not rush ahead immediately, let the Terran army pass first and destroy your allies structures. They have a science vessel that will obliterate Zeratul with its detection. Once the thread of detection is passed, proceed west. Going east, the fastest way back to your base, is not an option as it has been fortified by Bunkers and Turrets. Attempting to Blink your way past it is a risky option, and will 9 out of 10 times result in your death. If you think you want to waste your time trying it, go for it, but it is more worth your while trying to sabotage these mercenaries while you are alone, so try and do that first.
- There are two types of Terrans in this 1st half - Active Terrans who will periodically attack Eredas' and his base, and those that are on the defensive inside the canyons. The ones who are active you do not want to fight as they will use Scanner Sweep on you, however, you should not encounter them at all unless you go too far west. The passive ones will never use Scanner Sweep on you, but will use any active Science Vessels to find Zeratul if he attacks.
- Go North once you destroy the first Bunker and you will be brought to a training grounds. If you did not reach Level 3 in Mission 1, which you easily should have, the game will prompt you to fight Marines which will spawn infinitely from a nearby cave. If you are at Level 3, you will have access to Shadow Walk, which is a Blink ability. Go north to the cliff and blink your way to the Siege Tank to dispatch it and proceed to the next one to do the same. Continue to the beacon in order to overlord the underground pylon cluster there and watch the Terrans burn. This opens a new passage for you to walk freely without fear of detection.
- Continue north west, be sure not to hit any missile turrets or you'll be treated to a siege tank blast. Blink past another canyon gap and you'll find some spider mines in your way that can detect your presence. You have no choice but to let them hit you or blink past them. Be sure to collect the free artifact north here. Activate another beacon to fry the Terrans here, then proceed east, DO NOT head west.
- From here you want to head as far east as you can, but there are some turrets and science vessels along the way. Be sure to avoid detection but use Zeratul to kill as many unit producing structures as he can. This will help you when you get back to your base.
- About halfway east, you can head north to blink across the ridge to get another artifact. If you go as far east as you can go, there is another artifact there as well, but it is defended by a tank and some turrets. Your best bet is to push through.
- Head south at this point and use the third beacon to destroy the Terrans here before heading all the way south. Be wary of the patrolling science vessels here. If you have been slicing the Terrans along the way, you should have picked up a TON of experience points and likely have acquired Void Prison. Use this to freeze the vessels to deactivate their detection. This also works on Turrets.
- Before reaching your base, ensure nearly every Terran you encountered is dead. This is your final opportunity to do so before things heat up. Once you rejoin your base the enemy will re-counter with much stronger attacks. If you destroyed the entire canyon force, you will have free expansions to use immediately.
- Once you have control of the base, you will have an optional objective to re-power Shakuras' underground power grid, from the temple's you saw along the way, now they will have beacons to hit. Assuming you took out most of the Terrans along the way, bring Zeratul back to these as soon as possible marked on your minimap and a new bonus unit will be given to you. You can either activate a few dozen Khaydarin Monolyth's instantly throughout the canyon as an impressive defensive force against the Terrans, but you can't build any until the next mission, or you can upgrade your Shield Batteries to heal you from farther away and recharge their energy faster. This upgrade, is available in this mission, and all future missions. The choice is yours. While the Khaydarin Monolyths are the likely option for most players because who doesn't want a "Command & Conquer" style Nod Obelisk of Light to fry your enemies, don't poo poo the Shield Battery upgrades. Cluster the batteries together and their ability to rapidly heal your army cannot be understated.
- While you have access to Scouts, Corsairs, and Arbiters, you don't have capital Carrier's. So amassing them won't be an option. In order to defeat the defensive Terrans, you'll want to use the Corsairs to deactivate their bunkers, tanks, and turrets while you use Reavers and Dragoons to snipe at their defenses. A massive ground force will do the trick nicely here. To win, you only need to destroy both Command Center's, this is a helpful reminder for those going for the Achievement!
Protoss03 - Nemesis
- Max Experience/Level Cap: 550, Level 6
- Artifacts To Be Found: 6
- Ally Heroes: Selendis
- New Tech Available/Restraints: Full tech.
- This mission has no limitations in the beginning, you start with a regular base and have the full Brood War Protoss tech available. You also get to have Selendis in her personal Carrier. She boasts near Gantrithor stats in addition to more powerful Interceptors than regular Carriers. If that wasn't enough, she has a unique attack ability called Incineration Beam. She can target an enemy and rapidly damage them as well as nearby enemies in a small area of effect. This will kill most enemies and destroy most structures, except high health structures. However, the effect is useful if Selendis is under attack from a cluster of enemies or if you need to quickly snipe a defensive Bunker or Spore colony.
- You only have 1 Dark Shrine at your base so access it first to secure Zeratul's health. Selendis should do most of your early defensiveness but Zeratul can repel as well until you have a sizable force. You can expand within your own base with nearby minerals.
- You will need a large air force in order to prevent Schezar's mercs from reclaiming a Khaydarin crystal from the Zerg that nestled near it. Periodically they will send a dropship with an SCV to harvest a crystal and then the dropship will exit the map. If this happens, you lose. Since it is far more difficult to stop the dropship once it enters the "safety" of the Zerg, it is best to stop it once you know its en route with Scouts or Corsairs. Carriers and Selendis herself are simply too slow to catch up. If you miss the opportunity to stop the dropship, besides losing an Achievement, you have a final opportunity on the exit. The dropship may not exit the same way it entered so be prepared to attack it from any angle. In fact, the trajectory where the dropship can exit to can be a number of different paths and it is randomized which one it will take.
- The Zerg base is completely impassable by ground and as such will use air drops and air strikes to attack you. You can rectify this by destroying a gate control very near your base north of you. However, in doing this, the Zerg will retaliate by sending at you a large ground force that you cannot prevent, so prepare your defenses if you want to go this route. However, once it is stopped, you have access via a land-bridge to the Zerg.
- There are several small expansions to the south of you which you can take advantage of. Be sure you do this to secure your wealth early on and map control as well
- Remember that A-Canon is to destroy the Zerg and B-Canon is to destroy the Terrans. Choose your path carefully. You can, however, destroy all the Terrans and leave the Energy Tower intact, and still complete the A-Canon path, but be wary of destroying Zerg with the intention of completing the B-canon path.
- Trivia Fact - This mission takes place just after the Brood War episode "Emperor's Fall" when Raynor and Fenix warp Mengsk to safety per Kerrigan's deceptive request. While DuGalle and Stukov scramble to get the fleet ready to track Mengsk across the sector to the war-torn Aiur, Duran uses the chaos as an opportunity to get in touch with Ulrezaj's mercs, Schezar's Scavengers. He gives them a direct order to reclaim more of the modified Khaydarin crystals that Ulrezaj has created and deliver them to secret coordinates. He reveals here he is well aware of what the mercs did on Shakuras and is not only a double-agent here between Kerrigan and the UED, but a triple agent with Ulrezaj. Duran previously was masquerading as a top scientist Commander under Schezar in Episode 1 and, having offered Ulrezaj a bargain at the conclusion of Episode 1, now has revealed himself to be even more in "charge" than Schezar was. The mercs may not know who Duran is, but they know enough not to disobey him and follow his orders. The pecking order, if you haven't figured it out yet, goes Duran->Ulrezaj->Schezar. By the end of this mission, Duran sees that Ulrezaj's mercs have failed the task, and Stukov is starting to get suspicious of his wherabouts. Duran silently ignores Stukov and makes his way back to the UED fleet.
Protoss04a - Desperate Measures
- Max Experience/Level Cap: 750, Level 7
- Artifacts To Be Found: 6
- Ally Heroes: Eredas, Elite Templar (mix of very powerful hero-like ground units)
- New Tech Available/Restraints: Full tech. Has option to unlock either Void Rays or Sentry's later in this mission.
- This unique mission is a crawl, but not inside. You have to "de-activate" several modified Khaydarin crystals throughout the map with your only Dark Archon available. Each time you do so, a portion of the nearby Zerg will be rendered inert. This means you can attempt to launch your Dark Archon to the crystal but if it dies, you lose, so be careful. In addition, the final crystal north west of your starting position is protected by a forcefield, so you will need a final strike before it can be deactivated.
- You have access to Eredas again in this mission, so use him well to soak up damage. You also have all "elite" versions of Zealots, Dragoons, and Scouts. This means they have near-hero like stats and cannot be killed easily. They also have a single unique ability that can be auto-casted. Zealots can stun nearby ground enemies while they attack them. Dragoons can become quickly impervious to damage to soak up damage, even more effective than Eredas somewhat. Scouts gain access to the Corsair disruption web ability to disable enemy towers and range attacks, allowing you to pierce enemy defenses.
- Throughout this mission you will be randomly fighting the stronger versions of Hydralisks and Zerglings, Hunter Killers, and Devouring Ones, respectively. Ulrezaj has been using the warped Khaydarin crystals to alter the DNA of these Zerg to quickly and rapidly evolve them to become not only stronger, but become infused with void energy. They have different models so be warned when you approach them. TRIVIA FACT! - This is Duran's plan that he allows Ulrezaj to take some of these enhanced Zerg to invade Shakuras with via warp gate. Duran tasked Ulrezaj with using the Khaydarin crystals and infuse them with the void as part of an experiment with ties to his Hybrid experiments. By the time Zeratul arrives to Char, Duran has already acquired a number of these warped crystals and enhanced Zerg and has fled the area to safety before needing to return to his life as a double (once triple with the UED) agent with the Queen of Blades consort. If doing B canon, you can see Ulrezaj using the remaining enhanced Zerg to invade Shakuras.
- You have the option of going left or right, you should aim to go left however as right will take you towards the final crystal, but you have two to take care of to the left first.
- Besides getting an achievement, try and keep all your elite units alive. You will need them for the final battle to the final crystal. While these Zerg are somewhat active and will every once in a while replenish lost forces, they will not actively seek you out. You can run hit and run tactics as needed, however, keep in mind you have a timer. The timer is shorter on Hard, so keep that in mind. You have enough time to go steady and not rush through the Zerg, but don't dwindle.
- When you reach an endless rush of Zerglings moving across caves they will ignore you unless they are attacked. If you attack them this will also trigger defender Hydralisks to come out of the caves to attack you. If this occurs, either push through them or back up. You only need your heroes and Archon, really, for the crystal north here.
- A Torrasque (lesser, BW version of it than Episode 1 Boss version), will appear as a scout for the Renegade Zerg once you get to the North crystal. It should prove no match for Eredas and Zeratul, but be careful with your Zealots and Dragoons. Trivia Fact! - This Torrasque was created from the same Cerebrate the Commander fought in Episode `1, and the same Cerebrate the UED fought when they arrived to Char. The Cerebrate was reincarnated by the Overmind when it was found, and brought to Char for safety and for its ability to create the Torrasque strain. However, the ability to create a Torrasque that would become stronger upon each death was lost, the Torrasque could only be reincarnated with the same strength it once had. Still, the strain was finally adapted into the greater Swarm to eventually be used later in Kerrigan's Ultralisk Swarm in SC2.
- Once you got both crystals, backtrack to your starting location, and this time go east. TIP - You can use Zeratul to kill inert Zerg, they will still grant him experience points! Mind the timer though. Passing through typical Zerg defenders you will come across some new attackers - Mutalisks and Guardians. Using your Scouts will come in handy now and they will make short work of them. Before you reach the third crystal a large amount of mutalisks will gain up on you. Eredas cannot tank here as their attacks are under 10 damage, but Dragoons and their shielding ability can.
- Go north for a small cutscene with one of Ulrezaj's followers waiting for you. He will claim he wants to help you. If you choose to trust him, he will, of course, betray you and warp in reinforcements including dark templar as well as...Void Ray's. A quick blurb about this stolen new Nerazim craft will commence but you will get to use this tech in future missions! You will also gain access to the light bridge north of you to cross the chasm. If you choose to kill him, no reinforcements will be warped in. You will not get access to Void Ray's, but instead, be presented with Sentry tech. These will be available in this mission to use as well as future missions. If you have lost some elite units, this may be the option you wish to go with as their energy restore and Guardian shield are extremely powerful support abilities. You cannot use the bridge north but you are given two Shuttles instead to carry your forces over.
- Fight through some Lurkers and Guardians next to reach the plateau first seen in the opening. Use your scouts to disable to defensive towers and Guardians here before using your archon to rush in and destroy the crystal here. Moving north of here you will see an inactive massive warp gate. TRIVIA FACT! - This warp gate would have been activated should you do B canon. You will see the counterpart on the platform above Shakuras in Mission 6. This is where it connects to. By doing A canon, you prevent this from ever happening, and thus, this warp gate remains inert.
- The final crystal is the hardest to attain. It is well protected with dozens of Zerg and Dark Templar as well as defensive structures of Zerg and Protoss origin. There are also Void Rays protecting it, so be wary of their range and over-time power upgrade. If that wasn't difficult enough, you can't rush your Dark Archon in like before due to a force field covering the crystal. (Well they had to use their heads at some point, right?) In order to destroy the force field you need to destroy the advanced khaydarin/Xel'naga crystals powering it, which means, the best way to win this is a firefight. These are indeed the same types of crystals that were powering the energy towers in Episode 1, and they are of khaydarin origin. These crystals are the ultimate version of what can manipulate Zerg and Protoss energies and what Duran is most interested in getting out of Ulrezaj.
Protoss04b - Turnabout
- Max Experience/Level Cap: 750, Level 7
- Artifacts To Be Found: 6
- Ally Heroes: Mohandar (Dark Templar), Schezar
- New Tech Available/Restraints: Full tech. Has option to unlock either Colossus or Sentry's later in this mission.
- This mission starts off with a small amount of Protoss forces including some Dark Templar, High Templar, an Archon or two depending on difficulty, and you have Mohandar as a hero. He isn't as strong as Zeratul likely is at this point, but he can still Blink and entrap enemies in a void-like prison briefly. He also has access to a lesser-version of Zeratul's ultimate B-canon ability, Shadow Fury, which for Mohandar can target an area and strike enemies in an area for moderate damage each. This is auto-casted by default so Mohandar will try and use this every chance he gets. It is extremely useful as he is invulnerable while using it. In fact, you may wish to scout ahead with just Zeratul and Mohandar, together they can cause some serious damage and you may get the Achievement needed with them early.
- Before you approach Schezar don't forget to fully scout the area north of him first, there are several artifacts to be found including some Dominion soldiers hiding stolen Protoss tech that you may find useful, depending on a decision you make.
- When you find Schezar he and a few lackeys will approach you for a fight. He isn't hard but don't waste units against his siege tanks. Back up a bit and let him come to you. Strike him down! Once he has sustained enough damage a cutscene will ensue that will flip sides making Schezar your ally and the controlled Zerg now both your enemies!
- The mission at this point can be one in two ways. A) Holdout until the timer expires. B) Defeat the Zerg bases. B is obviously the more difficult option but will yield you an achievement. The longer you try and holdout the more enemies will try and attack Schezar's base. You have no ability to construct more units but you will get the opportunity to warp in some defensive structures like Photon Cannons and Shield Batteries as well as some reinforcement units which randomly are given to you periodically. It is recommended you wait until you have bulked up enough with these then push out with Schezar's force to maximize your damage potential. You should easily be able to take out the southern Zerg base and the north west zerg base. The north east zerg base is the largest and most difficult.
- If Schezar's base is getting destroyed but you are close to victory continue onward! You have nothing to defend there but your heroes themselves. Of course if all your buildings are destroy those zerg will be coming for you and Schezar isn't cloaked :)
- Once victory is achieved either way a cutscene will showcase the UED garrisoning the planet after securing the Psi Disruptor and your forces fleeing as well as showing Ulrezaj becoming a Dark Archon in similar fashion to 4a.
Protoss05a - The Gauntlet
Max Experience/Level Cap: 1250, Level 9
Artifacts To Be Found: 6
Ally Heroes: Eredas, Urun
New Tech Available/Restraints: Full tech in part 1, then only ground units in parts 2 and 3.
- In this unique mission there are three "survive" parts to complete, a defend survive mission, a run away from the enemy to survive mission, and a run faster than the other guy survive mission. Lets talk about these in order
- For the first one, you have a sizable Protoss base to start. Easy right? Not so much. The Zerg attacks the Cerebrate sends at you are never-ending so don't try and protect your outling perimter, they will be lost due to the invulnerable sunken colonies. Yes, this is the same Cerebrate the UED fights in the final "To Chain the Beast" mission, just on the other side of the area. While the UED is fighting it on that side, its spawning colonies to take you out, the colonies will inch its way into your base making your permiter smaller and smaller in a circle around you. So your best bet is to create an incredibly strong permiter close around your nexus area in the small plateau there. Let everything else fall.
- There are two artifacts Zeratul can get in this area but he must blink there. Luckily, they aren't very far to get.
- Once the timer expires all that matters is your heroes are alive, don't worry about your base. The UED has done it! The cerebrate is dead and the colonies are no longer invulnerable. Zeratul then cuts his way to a path and his allies follow. The next path explains a templar has already done on ahead to setup a warp beacon to boost the signal for Selendis to warp them to safety and they have to reach it, but first, a Brutalisk comes out of his hidey hole to kill you
- To survive you RUN! There are two paths to take here. You can go north to the where the Zerg fight the UED periodically and is the shorter path or you can go south around the ramp which bypasses all of that but takes longer and you fight more zerg. Note there are artifacts to pickup before you reach the Dominion fallen outpost so don't forget to scout around. The Brutalisk will never stop following you wherever you go but you can stun him with Void Prison briefly or pick him up with Graviton Beam briefly.
- You CAN defeat the Brutalisk before you do anything if you so wish for an achievement, but note you should get the artifacts first. The Brutalisk is also incredibly powerful, more so on harder difficulties. He can outright kill most units so use Eredas to tank and stun as much as possible. If Zeratul has leveled up enough he may already have Shadow Blade, his ultimate ability. If so, USE IT for a decent 500 damage to him.
- If you choose to run, you will come across a decayed Dominion base from when Duke was here. Eredas can repower the Missile Turrets here by leaning near them, and Urun can raise the Brutalisk so they fire on him, giving some much needed help against him. This area is free from UED/Zerg fighting also so its just you and the Brutalisk
- After victory you will finally see the warp beacon nearby but an old friend has also found you and plans to delay that - The Queen of Blades herself. You must cut a path of renegade Zerg to reach the beacon before Kerrigan's Zerg does. It takes Kerrigan's Zerg around 5-8 minutes to reach the beacon, depending no difficulty. There are again two artifacts here to pickup so if you want them you need Zeratul to move and blink FAST. Consider having Eredas cut a path while Zeratul is blinking for them if you are good at multi-tasking. You need ALL THREE heroes to reach the beacon, so you can't cheat and have Urun reach it only. If Kerrigan's Zerg reach the beacon and destroys it, you lose.
- Once you achieve victory you will see everyone warp away in epic fashion. Kerrigan wishes to pursue but Duran persuades her to save the few Zerg she has left and "greet" the UED for enslaving the Overmind as seen at the conculsion of the "To Chain the Beast" mission. Duran also makes a few statements about his true intentions on why he needs the Protoss to stop Ulrezaj before he grows too strong now that he got what he needed from him. He states that he is using Kerrigan but needs to play her consort a while longer. The name of "Amon" is first mentioned here as is the "Endless Cycle".
Protoss05b - The Old Enemy
Max Experience/Level Cap: 1250, Level 9
Artifacts To Be Found: 6
Ally Heroes: Mohandar (Void Ray), Schezar
New Tech Available/Restraints: Full tech except shuttles, including some Terran ground units. No Terran air units.
- This mission has two areas, a base building area and a temple exploring area. Zeratul/Schezar and a few allies have the temple exploring part while Mohandar in a new shiny Void Ray unit has the base building part after Urun graciously piloted it down to the surface while he takes up residence in the Nexus. Your objective is not to destroy everyone (although you can for a great achievement point) but to have Zeratul reach 4 beacons to re-activate an old Protoss colony warp matrix to help Selendis warp them off, in very similar fashion to the objective in 5a, but in completely different circumstances and mechanisms. You have a lack of major air units for Mohandar to use except himself but he is quite powerful in his own right so heal him well via Shield Batteries. You have some Terran allies as well but they cannot be controlled. They have infinite resources so long as you keep their producing facilities alive.
- Under 5 or so minutes only UED attacks the base. However, after a period of time, Kerrigan will arrive and order Duran to destroy the Protoss, much to his dismay as he was hoping they could leave Braxis and deal with Ulrezaj so he wouldn't have to. As he can't reveal his intentions to her, he had to agree. At this time you now have to deal with UED and Zerg attacks. In addition, periodically both Kerrigan and Duran will lead some waves against your base. They cannot be "killed" per se but once gravely injured they will cloak and walk back/warp to safety. If you press the attack into their base and destroy it, a final cloak/retreat will send them out of the area permanently. Then all you have to deal with is the UED to get the achievement point and not have to worry about Mohandar's side of things.
- Zeratul and Schezar have to worry about periodic Zerg attacks from inside the temple as well as the already present Zerg threat there and enhanced Zerg. Enhanced Zerg inlcude Devouring Ones (zerglings), Hunter Killers (Hydralisks), and Torrasques (Ultralisks). These greater versions of the units are deadly so be careful. When you activate an obelisk the Protoss colony AI comes online and will open a path for you to continue.
- You will come across a lost Dominion group. If you can kill one marine before it reach the base you can sneak attack them, otherwise he'll sound the alarm and a slew of all the force will come at you.
- Once you reach the final area you will find the area calm with only the beacon, however, the colony AI will think you hostile and activate the final defense, 4 Stone Zealot guardians. They have a wicked attack so make sure Zeratul and Schezar don't die here.
- Once the final beacon is active watch everyone warp away in epic fashion. Kerrigan wishes to pursue but Duran persuades her to save the few Zerg she has left with the Psi Disruptor now active. Duran also makes a few statements about his true intentions on why he needs the Protoss to stop Ulrezaj before he grows too strong now that he got what he needed from him. He states that he is using Kerrigan but needs to play her consort a while longer. The name of "Amon" is first mentioned here as is the "Endless Cycle".
Protoss06a - Showdown
Max Experience/Level Cap: 1500, Level 10
Artifacts To Be Found: 3
Ally Heroes: Selendis
New Tech Available/Restraints: Full tech.
- This is it, the final mission for A canon. Ulrezaj makes his presence known as a Dark Archon here and, unlike the original mission for SC1, you get to fight him! Often! Cuz he revives! You will see shakuras and the platform with Schezar's warped minded mercenaries attacking the Protoss. Ulrezaj orders his secret weapon - a massive EMP - to begin charging. Meanwhile Zeratul and Selendis assault the platform and gain a foothold. You get a small base but you need to build quickly! This is a timed mission, if the timer expires, the EMP blast will permanently decimate Shakuras' shields, in which Ulrezaj will launch a direct assault there.
- There are NO DARK SHRINES in this mission, Ulrezaj stole three of them for his use to become impervious to death. So if Zeratul dies, he's dead. Be careful.
- Periodically, the EMP will shrug off a blast of energy to your units, reducing their shields and energy to 0. Luckily shield batteries energy is unaffected so BUILD SHIELD BATTERIES. Like..50 of them. As soon as the timer happens you'll know with an EMP sound and effect and that's your cue to heal. Zeratul can also help out with his Void Armor ability although this is temporary unless you've leveled it up.
- Shortly into the mission, if you rescued the Commander back in Protoss01, he will come with a massive amount of reinforcements and COMPLETELY destroy the south east mercenary base and construct his own! The commander's base is not controllable but he will periodically send his forces to attack Schezar's base, and ONLY schezar's base (he seems to hold a grudge, huh?). If Schezar is destroy'ed he'll refocus on Ulrezaj
- Speaking of Schezar, if someone gets too close to him on his vulernable area mid east platform, he'll jump on a transport and head to his MUCH more fortified north east base. The Commander's assault team likely will accidentally trigger this unless you can build up an aerial assault first or send Zeratul to assassinate him. You need to move quickly OR take out the transport first. Since Schezar has very high health here, taking out his transport is a much more smart decision.
- In this mission, you do not need to destroy Ulrezaj's or Schezar's main bases, it yields no achievement, only more bases to expand to and less attacks on you. Only do this if you have time otherwise focus attacks on the center base.
- Once Ulrezaj decides enough is enough he'll come after you and the music will change. He'll come after you alone first and he's a decent strength. His attacks are strong and he has several disabling abilities but nothing you need to really watch out for. Just focus fire on him as much as possible. Selendis' Incineration Beam can REALLY help here so use it. Once killed he'll warp back to his warp shrine area as a Dark Shrine merge unit (untargetable) as he recovers. After a period of time he'll be revived. He will occasionally come after your base again but this time with units. Otherwise he'll stay near the EMP to defend it.
- When you are ready to take down the EMP be warned if any units get too close to it it has a shield around it that instantly and rapidly will drain shields/energy of any ally unit. So ranged attacks are best, keep Zeratul or melee units away from it. Mass Carriers would work nicely here or Dragoons. If you choose to get Void Rays from 4a, they also would do phenomenally if focus fired on it.
- Once victory is achieved, Zeratul will bid the Commander adios if he appeared but then Ulrezaj revives yet again. His allies order Zeratul and Selendis to escape while they sacrifice themself to hold Ulrezaj down while the platform collapses. Zeratul is hesitant but agrees. Ulrezaj in his anger at Zeratul unleashes a new ability, pure energy which kills all nearby alliles. The final cutscene shows him doing this once more before the platform falls into Shakuras' atmosphere. Ulrezaj warps himself out to saftey however to Shakuras, but is beaten back by the Templar there to a warp gate. He escapes yet again to an unknown world. Zeratul refuses to join the council at Talematros and becomes visibly distraught to many. Urlezaj meanwhile absorbs three more of his Dark Templar followers to become even more powerful than ever before and toweringly large. He begins to seek out Duran, even though he was forbidden to, to see if the mysterious creature could offer him a new deal for vengeance like he made under Aiur after his first plan failed with Schezar and the Overmind.
Protoss06b - Showdown
Max Experience/Level Cap: 1500, Level 10
Artifacts To Be Found: 3
Ally Heroes: Selendis
New Tech Available/Restraints: Full tech.
- This is it, the final mission for B canon. Ulrezaj makes his presence known as a Dark Archon here and, unlike the original mission for SC1, you get to fight him! Often! Cuz he revives! You will see shakuras and the platform with Schezar's enslaved Zerg attack the Protoss. Ulrezaj orders his secret weapon - a massive warp gate - to begin charging to open a permanent rift from the platform to his crystal repository on Char where his enhanced zerg army resides. Meanwhile Zeratul and Selendis assault the platform and gain a foothold. You get a small base but you need to build quickly! This is a timed mission, if the timer expires, the warp gate will permanently open, in which Ulrezaj will launch a direct assault there with his enhanced zerg who are immune to the Xel'naga temple's attacks.
- There are NO DARK SHRINES in this mission, Ulrezaj stole three of them for his use to become impervious to death. So if Zeratul dies, he's dead. Be careful.
- When you start the mission you gain a small amount but fully upgraded amount of Schezar's Terrans. Schezar himself is uncontrollable, and you'll soon see why, Ulrezaj orders his execution from his dark templar. "Well this deal keeps getting worse all the time..."
- Periodically, the warp gate will open and several waves of enhanced Zerg of devouring ones, hunter killers, and torrasques will come for you. They are far more than you encountered at the temple, so be careful!!! They can easily overwhelm your defenses if you unprepared. If Zeratul has his ultimate, Shadow Fury, this is very effective against mass Zerg but mass photon cannons will really work here. Khydarin Monoliths will also be effective against the high health of Torrasques.
- Shortly into the mission, if you rescued the Commander back in Protoss01, he will come with a massive amount of reinforcements and COMPLETELY destroy the south east zerg base and construct his own! The commander's base is not controllable but he will periodically send his forces to attack the zerg or the protoss base.
- Once Ulrezaj decides enough is enough he'll come after you and the music will change. He'll come after you alone first and he's a decent strength. His attacks are strong and he has several disabling abilities but nothing you need to really watch out for. Just focus fire on him as much as possible. Selendis' Incineration Beam can REALLY help here so use it. Once killed he'll warp back to his warp shrine area as a Dark Shrine merge unit (untargetable) as he recovers. After a period of time he'll be revived. He will occasionally come after your base again but this time with units. Otherwise he'll stay near the warp gate to defend it.
- Once victory is achieved, Zeratul will bid the Commander adios if he appeared but then Ulrezaj revives yet again. His allies order Zeratul and Selendis to escape while they sacrifice themself to hold Ulrezaj down while the platform collapses. Zeratul is hesitant but agrees. Ulrezaj in his anger at Zeratul unleashes a new ability, pure energy which kills all nearby alliles. The final cutscene shows him doing this once more before the platform falls into Shakuras' atmosphere. Ulrezaj warps himself out to saftey however to Shakuras, but is beaten back by the Templar there to a warp gate. He escapes yet again to an unknown world. Zeratul refuses to join the council at Talematros and becomes visibly distraught to many. Urlezaj meanwhile absorbs three more of his Dark Templar followers to become even more powerful than ever before and toweringly large. He begins to seek out Duran, even though he was forbidden to, to see if the mysterious creature could offer him a new deal for vengeance like he made under Aiur after his first plan failed with Schezar and the Overmind.
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