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Steps of Rite is a mission in the campaign of Legacy of the Void, and the first mission in the Tal'darim storyline.[1]

History[]

Background[]

"Behold, the death fleet under Amon's command, poised on laying waste to all life in the sector."

- First Ascendant Alarak(src)

The Spear of Adun warped into orbit of Slayn, as Hierarch Artanis and First Ascendant Alarak looked upon the death fleet. Alarak stated they had to make preparations, to which Artanis stated there was no time to sit and idly prepare. Alarak was firm in that the rite of Rak'Shir that would allow him to depose Highlord Ma'lash, the ruler of an entire people, could not be rushed it they were to be accepted. As per their bargain, Artanis would aid him. Artanis grudgingly had no choice but to follow Alarak's wishes.

Mission[]

"I thought you promised an assured victory, Alarak."
"You enjoy a challenge, do you not?"

- Hierarch Artanis and Alarak(src)

Alarak informed Artanis that Ma'lash's guardians needed to be slain before Rak'Shir could commence. The Daelaam were deployed to the surface of Slayn, and established a base, but terrazine fog began to arise from the chasms of the planet. This came in cycles, and shadows of the Void began to manifest and attack the Daelaam base. After surviving the onslaught, the Daelaam mobilized a counterattack against Ma'lash's guardians.

During the attack, Phase-smith Karax discovered two Tal'darim motherships with solarite cores, that could be destroyed to upgrade the Spear of Adun. One by one the Daelaam killed the guardians, fighting through cycles of terrazine fog, Tal'darim and hybrid. With the last guardian dead, Alarak revealed that this wasn't actually part of Rak'Shir, but would help him in it and thus wished to them dead. He came to Ma'lash's temple and invoked the rite of Rak'Shir, challenging him to a duel to the death for leadership of the Tal'darim.

Aftermath[]

"I am going to make this clear. The Templar are not a weapon you can wield as you wish. We are not here to slay your enemies under false pretenses. Deceive me again, and this "alliance" of ours comes to an end."
"Slaying Ma'lash's guardians fulfilled more than one purpose. Once the Highlord lies dead at my feet, none will challenge my rule."

- Artanis and Alarak(src)

Artanis angrily confronted Alarak stating that if he deceived him again, there would be no alliance. Alarak countered by stating killing the guardians would help secure his rule as highlord. He took a dose of terrazine, which allowed him to feel Amon's rage at Alarak's defiance. Alarak stated that his victory was assured, but Artanis warned him that his overconfidence would be his opponent's greatest strength.

Walkthrough[]

The player starts in the southeast corner, and initially must hold off waves of shadows of the Void. These are weaker versions of units from all three factions, but they come in a large number and with powerful combinations, so a strong defense of photon cannons, khaydarin monoliths and shield batteries is recommended. Nerazim's dark templars may also prove effective since the attack waves does not have detectors, and therefore can safely take down all the ground forces except Baneling. Alternatively, the Nexus Overcharge ability may be used to create "cannons" of much greater durability (though a high mineral cost and large space requirement).

After the wave subsides, start void ray production. This can serve as both a defensive unit once the terrazine fog starts and as a unit that can destroy most of guardian's defenses. Attack from angles that have the minimal number of defenders, and with sufficient numbers the shrines holding the guardians should be destroyed with little chance for them to counterattack. Time Stop is useful to avoiding much damage, though the purifier beam or solar bombardment can deal incredible damage. The guardians have area damage, so spreading the void rays is heavily recommended. Once the terrazine fog begins pull forces back to defend the base.

The Tal'darim, following the second terrazine fog, will send attack forces along with a warp prism to warp in reinforcements. The prisms must be dealt with as quick as possible, as they'll warp large groups of zealots. They're always accompanied by carriers on higher difficulties, making use of the dark archon's mind control abilities invaluable. Other targets like colossi, tempests can be mind controlled.

The motherships are also easily countered by a large number of void rays, but it is recommended not to engage them with too small of numbers as they are moderately well defended and cloak all units around them.

Especially on harder difficulties, it is recommended to have your army in two groups in case they have to work separately, as your base will be attacked ruthlessly from both the north and west, both during the fogs, as well as during each clear period when the enemy announces a single attack. Mass Recall is useful in moving your army back to your base quickly without wasting time in intercepting these attacks. Properly formulated ground forces backing up your void rays can also be very helpful, such as the Annihilator's Shadow Cannon or the Dark Archon's mind control which can take down troublesome units quickly. In addition, the Dark Archon's Confusion spell is extremely helpful for bunched masses of enemies such as the Void terrans and zerg.

Obtaining the "The Rite Stuff" achievement is tricky, but easily doable if one knows what to do. To obtain the achievement, no Tal'darim units or structures besides the guardians may be killed (void shadow units do not count). The best way to do this is to create a squadron of either void rays or tempests and use them to snipe the guardians before fleeing. Use Time Stop or Shield Overcharge to make things easier and reduce losses, or use Mass Recall to withdraw the fleet after the kill is made. In order to deal with the occasional fleet attacks without killing any units, use dark archons to mind control all enemy attackers, including the warp prisms (preferably before they deploy any units). Mind controlling the enemy units does not count as killing them.

Starcraft_2_STEPS_OF_THE_RITE_-_Brutal_Guide_-_Rise_And_Shine

Starcraft 2 STEPS OF THE RITE - Brutal Guide - Rise And Shine

Achievements[]

StepsOfTheRite SC2-LotV AchieveIcon1 Steps of the Rite
Points

10 Achievement SC2 Game1

Criteria

Complete the "Steps of the Rite" mission in the Legacy of the Void campaign.

Edit
StepsOfTheRite SC2-LotV AchieveIcon2 Rise and Shine
Points

10 Achievement SC2 Game1

Criteria

Complete the “Steps of the Rite” mission before the fourth Terrazine Fog cycle begins on Normal difficulty.

Edit
StepsOfTheRite SC2-LotV AchieveIcon3 Guerrillas in the Mist
Points

10 Achievement SC2 Game1

Criteria

Kill one of Ma’lash’s Guardians while the Terrazine Fog is active in the “Steps of the Rite” mission.

Notes

The achievement name is a reference to the 1988 film Gorillas in the Mist.

Edit
StepsOfTheRite SC2-LotV MasteryAchieveIcon The Rite Stuff
Points

10 Achievement SC2 Game1

Criteria

Complete the "Steps of the Rite" mission without killing any Tal’darim forces on Hard difficulty.

Edit
Legacy10 SC2AchiveImage The Golden Curtain
Points

10 Achievement SC2 Game1

Criteria

Complete the "Steps of the Rite" mission without losing a structure to Amon's forces on Normal difficulty.

Edit

Trivia[]

In the southwestern corner of the map is a Tal'darim immortal named "Immortal J'oh" that, if approached, states "I live, I die, I live again!" This is a reference to the film Mad Max: Fury Road.

References[]

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