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StarCraft - The Ultimate StarCraft Guide
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%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%                                 %
% MISSION 5: "THE AMERIGO"        %
%                                 %
%            Primary Hive Cluster %
%            Planet Char          %
%                                 %
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
                                                                       
Objectives: Bring Kerrigan to the Supercomputer.
            Kerrigan must survive.
                                                                       
Briefing:
                                                                       
Kerrigan- (with no one else)
               _____________________________________                   
              |                                     |                  
              | Cerebrate, you watched over me      |                  
              | during my incubation, and I am      |                  
              | grateful to you. It is my wish that |                  
              | you continue your vigil, so that I  |                  
              | might strengthen my powers to       |                  
              | better aid the Swarm.               |                  
              |                                     |                  
              |_____________________________________|                  
                                                                       
               _____________________________________                   
              |                                     |                  
              | I have been unable to access the    |                  
              | totality of my latent powers, and as|                  
              | such, I would like to infiltrate a  |                  
              | Terran science vessel and uncover   |                  
              | the secrets of their abandoned      |                  
              | Ghost projects. If I can learn more |                  
              | about their mental conditioning, I  |                  
              | can undo the damage their tinkering |                  
              | scientists have done to my mind.    |                  
              |                                     |                  
              |_____________________________________|                  
                                                                       
                                                                       
Zasz- (with Kerrigan)
               _____________________________________                   
              |                                     |                  
              | Though you be the favored servant   |                  
              | of the Overmind, you would do well  |                  
              | to remember that you are just a     |                  
              | servant. You know of our grand      |                  
              | mission, Kerrigan. Would you put    |                  
              | your personal whims before the will |                  
              | of the Overmind?                    |                  
              |                                     |                  
              |_____________________________________|                  
                                                                       
                                                                       
Kerrigan- (with Zasz)
               _____________________________________                   
              |                                     |                  
              | Do not cross me, Zasz. I will do as |                  
              | I see fit, and not you or any other |                  
              | Cerebrate shall stand in my way.    |                  
              |                                     |                  
              |_____________________________________|                  
                                                                       
                                                                       
Overmind- (with Zasz; Kerrigan out)
               _____________________________________                   
              |                                     |                  
              | Let her go, Zasz. The greatness of  |                  
              | her spirit has been left to her;    |                  
              | that the Swarms might benefit from  |                  
              | her fierce example. Fear not her    |                  
              | designs, for she is bound to me as  |                  
              | intimately as any Cerebrate. Truly, |                  
              | no Zerg can stray from my will, for |                  
              | all that you are lies wholly within |                  
              | me. Kerrigan is free to do as she   |                  
              | desires.                            |                  
              |                                     |                  
              |_____________________________________|                  
                                                                       
                                                                       
Zasz- (with Overmind)
               _____________________________________                   
              |                                     |                  
              | By your will, Overmind. Cerebrate,  |                  
              | you must see that she comes to no   |                  
              | harm.                               |                  
              |                                     |                  
              |_____________________________________|                  
                                                                       
                                                                       
message-
               _____________________________________                   
              |                                     |                  
              |                                     |                  
              |          End of Briefing.           |                  
              |                                     |                  
              |_____________________________________|                  
                                                                       
                                                                       
Comments: Poor Zasz, I have a feeling his days are nuumbered =( ....
          Anyway, on with this mission, which resembles that of Mission
          4 of the Terran Campaign.
                                                                       
Starting line-up: 6 Zerglings
                  2 Hunter Killers (Hydralisks)
                  1 Kerrigan (Infested Terran)
                                                                       
Introduction: Daggoth - Cerebrate, take these, the deadliest of my
                        minions. They shall aid you in your search.
                                                                       
Comments: As I've mentioned, this is yet another type of mission you
          will encounter in campaign mode, one that concentrates solely
          on unit management and does not, in any way, involve resource
          usage and gathering. What you need to do here is find your
          way to the "exit" or the place where the mission is accomplished.
          The guys at Blizzard programmed this mission in such a way
          that you would more or less have to go through the entire map
          before finally reaching the unknown goal. And if you're wonderin
          how a handful of units are gonna take out an installation,
          don't. These types of missions will usually provide their players
          with useful reinforcements, and also usually when the need arises.
          Ok, on with the strategies: Gather your forces and head southwest
          to open the "door" there. Move in, Zerglings first, Kerrigan
          second, Hunter Killers last.
                                                                       
Transmission: Advisor - Unauthorized entry detected.
                                                                       
Comments: Unauthorize my @$$! Don't let that notice scare you, since it
          WON'T mean tons o' Terrans coming your way. Jusy continue southwest,
          up the stairs, and through the doorway.
                                                                       
Transmission: Marine - We got company!
                                                                       
Comments: Deal with those Marines and proceed northwest to uncover your
          first Beacon. Oops, don't step on it! Head southwest and through
          the upper door, through the Terran civilians,
                                                                       
Transmission: Civilian - Call for help!
                                                                       
Comments: ...and through yet another door. Proceed through the only direction
          possible to meet a Vulture backed-up by a Ghost. You'd probably
          lose a Zergling here if you attack with them first, but don't
          worry, you can very well accomplish this mission with Kerrigan
          alone. Why? Because she is Zerg! She regenerates her own HP,
          and can just buy some time in one corner after every battle
          to ensure victory from the next. But of course life is much
          easier with her minions around to do the dirty work. Proceed
          southeast, but beware: Always keep your men very near the wall
          else you'll be shot by Ghosts and Marines alike. Go through
          the door there, only to be welcomed by a band of Goliaths.
          Dispose of them and go through, yep, another door. Ignore the
          door southwest and proceed towards the obvious direction. Enable
          Kerrigan's cloaking and take the four Marines and the Ghost
          waiting for you there. Go up and proceed southwest. Ignore
          the small path that leads southeast and continue towards your
          chosen path. Take care of the lone civilian there and find out
          that he was just a lure to get your men in the middle of a six
          Turret combo. Fortunately for you these turrets are weak and
          can be taken out with minimal loses (Even none if you use only
          the Hunter Killers). Turn southweast, through the door, and
          continue till you find a band of Marines.
                                                                       
Transmission: Marine - See, they ain't so tough. These critters
                       bleed just like anybody else.
                                                                       
Comments: Those Marines are whacking imprisoned Zerglings! Hurry and
          take them all out before your minions die helplessly. Step
          on the Beacon nearby.
                                                                       
Transmission: - Prison doors opened.
                                                                       
Comments: Yes! Another seven Zerglings by your side! Not necessary to
          complete the mission, but definitely makes it a lot less of
          a challenge. Guide your Zerglings towards Kerrigan and the
          Hunter Killers, smashing enemy turrets in the process. Proceed
          southeast, make a u-turn, and see why you have just been given
          reinforcements:
                                                                       
Transmission: Marine - All right, let's wax these critters.
                                                                       
Comments: A total of 11 Marines and 3 ground Missile Turrets will take
          part in this ambush, but again there's no need to worry. You
          can take them all out with ease. Move on, go down the stairs,
          and through the door, but wait...
                                                                       
Transmission: - Door is locked!
                                                                       
Comments: Ok, so I was wrong that time =p Anyways, Proceed northwest
          til you find two firebats then take them out. Continue til
          you find even more firebats then take THEM out. You'll see
          an SCV. Show no mercy and take THAT out too. Now, turn northeast
          and go through the opened doors.
                                                                       
Transmission: Marine - You'll never make it out of here alive, bitch!
                                                                       
Comments: And those doors close. It was a trap, and you fell for it!
          Actually you just didn't have much choice. Take out the ground
          turrets first, then have Kerrigan enable her cloaking abilities
          and assassinate every single Marine upstairs. Notice that there
          are two Beacons in front of you, one enables all security cameras
          (you don't want that) while the other (which you'll choose)
          gives this message:
                                                                       
Transmission: - You have unlocked all doors!
                                                                       
Comments: As mentioned, you have unlocked ALL the doors, including those
          that trapped you just a while ago, including that which was
          locked when you first saw it after dealing with the 11Marine-
          3Turret combo. Go through the latter and up the nearby stairway,
          annihilating all the Firebats and the lone ground Missile Turret
          in the process. Now go through the nearby Beacon.
                                                                       
Transmission: - Teleportation field activated.
              - You have teleported to sector 6.
                                                                       
Comments: And the latter transmission will be repeated everytime someone
          passes through these Beacons. Once all your men are teleported,
          head west to discover a stairway and some resistance. Deal
          with both accordingly and proceed southeast. Upon turning, you'll
          realize there's even more resistance so enable Kerrigan's cloaking
          and use your Hunter Killers to take out the ground Missile
          Turrets guarding the final flight of stairs. With that accomplished
          Kerrigan will just be hammering away on unsuspecting enemy Ghosts,
          and finally gain access to the Supercomputer.
                                                                       
Transmission: - Accessing Dominion Network>...
                                                                       
              - Downloading files>...
                                                                       
              - ...
                                                                       
              - ...
                                                                       
              - ...
                                                                       
              - File Transfer Complete>...
                                                                       
              Kerrigan - Cerebrate, I've located the records I sought.
                         We have everything we need here.
                                                                       
                          ___________                                  
                         |           |                                 
                         |  VICTORY  |                                 
                         |___________|                                 
                                                                       
                                                                       
CINEMATIC: "BATTLE ON THE AMERIGO"
 

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