Рет қаралды 49
Mirror, Mirror, On The Wall Who Is The Save Scumiest Of Them All? We get stuck beneath the planet of the zerg, and save scum harder then on any level ever since the ''ion storm'' of command and conquer, An infamously difficult level, world famous, known as ''Into The Darkness'' requires biblical micro and situational awareness and blind fog of war psi storms to avoid getting bricked by infested terrans, who, with their 500 damage aoe suicide attacks, are extremely dangerous to your 400 shields 80 health tassadar. Without loosing too many dragoons, tassadar, or marines, you can use zealots to absorb zergling hits for shields or infested terran hits in exchange for hits on your marines, to get more over all ranged damage and breathing room in the hall ways and the stairs. Once the security door has been unlocked at the first beacon, your reinforcements at the second beacon, and the final wave defeated, you can use your ghost to scout for more information, and your fire bats to deal good ling damage. From there you can use psi storm on floor traps, zerglings behind gates, or zerglings burrowed up ramps, and infested terrans that have not been agro'd yet. Once agroed how ever they (the infested terrans) become extremely dangerous, so be sure to run tassadar away from them. Be aware also of areas where only terran units will spawn the infested terrans, protoss units and tassadar will not trigger the spawns. Areas where infested terrans are likely to trigger-based-spawn after the arrival of your terran units, are marked by large numbers of doodads depicting dead bodies of marines on the ground to act as visual ques. There are also audio ques of it happening, which if you listen too carefully can give you enough time to react. Reach the last beacon with tassdar and the scenario is yours.