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Initially, [[phase prism]]s are used to power some of the [[photon cannon]]s. These prisms are used as transports as other prisms are lost. This will leave the cannons unpowered.
 
Initially, [[phase prism]]s are used to power some of the [[photon cannon]]s. These prisms are used as transports as other prisms are lost. This will leave the cannons unpowered.
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As the mission continues, the protoss will begin attacking with carriers and colossi. Colossi are capable of devestating bunker with marine defenses, while carriers are capable of launching intercepters from outside the range of bunkers and missile turrets. Keep some siege tanks and wraiths, vikings or battlecruisers (depending on what's available) on hand to handle these threats.
   
 
==Achievements==
 
==Achievements==

Revision as of 17:34, 23 August 2010


Maw of the Void is a StarCraft II: Wings of Liberty mission. Raynor's Raiders tried to collect an artifact from a xel'naga worldship populated by the Tal'darim.[1]

History

Background

Raynor's Raiders were hired by Valerian Mengsk to retrieve another xel'naga artifact from the Tal'darim.

The Mission

This time, the Tal'darim had the assistance of a xel'naga worldship and the Tal'darim executor's own mothership. The Raiders assaulted the mothership and worldship and succeeded in liberating the artifact, resulting in the mothership's destruction.[1]

Bar Fight

The alliance between the Raiders and the Dominion caused dissent amongst the rebels. While Raynor saw it as an alliance of convenience, some of the crew believed they had been sold out. A drunk Tychus Findlay fanned the flames by agreeing that Raynor could not be trusted. The rebel leader was forced into a brawl with Findlay in Hyperion's cantina. Although the fully armored ex-convict threw tables and the jukebox, Raynor won through superior agility. Raynor convinced his disgruntled crew that the zerg were just as much a threat to terran freedom as the Dominion was, and faith in his leadership was restored. Raynor then demanded that Findlay fix the jukebox.[2]

The next article in this series is Gates of Hell.

Gameplay

A significant portion of the map is covered by an HP-draining aura, produced by rip-field generators. Units with active plasma shields are unaffected; this favors the protoss defenders.

Battlecruisers have the health to sortie into the aura; adequate firepower may be provided by a fleet of ships. Withdraw ships for repair before they are destroyed by enemy fire or by the aura. Science vessels make it easier to keep the fleet repaired in the field; SCVs are too fragile to enter the rip-fields.

The dark templar may be freed to add shielded units to the army. Clearing the photon cannons with yamato cannons allow the dark templar to provide ground support to the fleet. It's generally unnecessary to use the dark templar on the generators.

When the enemy mothership arrives stay out of its range. Wait for it to near the edge of the rip-field and strike it with yamato cannons. This will cause it to retreat. Do not engage directly with battlecruisers until it is almost dead.

Initially, phase prisms are used to power some of the photon cannons. These prisms are used as transports as other prisms are lost. This will leave the cannons unpowered.

As the mission continues, the protoss will begin attacking with carriers and colossi. Colossi are capable of devestating bunker with marine defenses, while carriers are capable of launching intercepters from outside the range of bunkers and missile turrets. Keep some siege tanks and wraiths, vikings or battlecruisers (depending on what's available) on hand to handle these threats.

Achievements

MawOfTheVoid SC2 Icon1 Maw of the Void
Points

15 (Artifact Mission) Achievement SC2 Game1

Criteria

Complete the mission

IHaveThePower SC2 Icon1 I Have The Power
Points

10 (Artifact Mission) Achievement SC2 Game1

Criteria

Destroy all rip-field generators.

MasterOfTheUnniverse SC2 Icon1 Master of the Universe
Points

10 (Artifact Mission) Achievement SC2 Game1

Criteria

Complete the mission without losing any units to rip-fields on Hard difficulty.

Notes

Since there is no time limit, patience is key to this achievement. Battlecruisers are the only unit tough enough to remain in the fields, do some damage, and pull out in one piece. Several science vessels (if taken) will allow them to remain in the field longer, but eventually it may become necessary to pull out and repair with SCVs, or wait for the science vessels to regain their energy and patch up the fleet. While it is possible to use the dark templar to harass the enemy, most of the work will be done by a fleet of battlecruisers backed up by science vessels (if possible), going in, doing some damage and pulling out for repairs.

Conversations After Mission

AmmoCounter SC2-WoL CineFireFury1
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Trivia

  • The achievements of this level appear to refence the He-Man franchise.

References

  1. 1.0 1.1 Blizzard Entertainment. StarCraft II: Wings of Liberty. (Activision Blizzard). PC. Mission: Wings of Liberty, Maw of the Void (in English). 2010-07-27.
  2. Blizzard Entertainment. StarCraft II: Wings of Liberty. (Activision Blizzard). PC. Cinematic: Bar Fight. (in English). 2010.