Patriot’s Blood | StarCraft: Brood War (Terran #7)
UED flagship, Aleksander, holding perimeter orbit over the planet Braxis.
Adjutant: Admiral, the fugitives Mengsk and Raynor escaped through the warp gate due to the intervention of the Zerg. But shortly before our forces were overrun. Vice Admiral Stukov took control of a large contingent of troops and came here to the planet Braxis.
DuGalle: Why would he abandon the battle on Aiur? Why has he come back to Braxis?
Duran: I mean no offense, Admiral. But perhaps Stukov’s loyalties are not as strong as you once believed.
DuGalle: Because you are young and foolish, Lieutenant, I will pardon that insult. Alexei and I have been friends since long before you were born. However, he must be found. If Stukov is here, he will account for his actions.
Adjutant: Admiral, our sensors have detected a fully functional Psi Disrupter on the planet’s surface directly below our position. It would appear that the Vice Admiral did not destroy the Psi Disrupter on Tarsonis as was ordered.
DuGalle: What? Impossible!
Duran: I warned you Admiral! Stukov has betrayed you! He’s reconstructed the Psi Disrupter in order to sabotage your mission in this sector!
DuGalle: I can’t believe it. Yet the evidence is incontrovertible. Alexei, what have you done?
Perhaps you’ve been right all along, Lieutenant. On my authority, enter the Psi Disrupter… and… deal with the Vice Admiral Stukov appropriately…
Duran: Of course, Admiral.
- Find and kill Admiral Stukov.
- Duran must survive.
There are no SCVs or buildings to build in this mission. You have a set of units and must navigate a maze inside the Psi Disrupter building to accomplish the objectives.
You start with 9 Marines, 2 Medics, and Duran (Ghost).
Marine: Lieutenant, hang tight for a sec while we clear the entrance. They’ve locked the door. Set the bomb!
Three of the enemy Marines die to the explosion, and the remaining one is killed automatically. Four enemy Marines walk toward the door and the UED Marines automatically kill them too. You don’t control the Marines yet.
Adjutant: Unauthorized entry detected.
Marine: We’re in. This room’s clear!
NOTE: Move the camera back to the top-left corner of the mini-map. Duran and 2 Medics are there. Move them toward the Marines to unlock control of them.
Note: Step on the beacon.
Marine: Uh, how do you work this damn thing? Computer… located Admiral Stukov.
Adjutant: Access code denied.
Note: 2 gun turrets rise from the floor to shoot your units. Destroy them.
Marine: I hate computers.
Civilian: What’s up?
Marine: Where’s Stukov?
Civilian: Don’t tell those traitors anything Harry!
Marine: Wax’em boys!
Note: After killing the Civilians, 4 UED Marines and a Ghost aggro. There are 2 gun turrets below the ground where those Marines in the back are standing — which activate upon proximity. Destroy them and go past the door.
The next door to the east has a gun turret, 3 Civilians and a Beacon. Stand on the Beacon.
Marine: Another computer. Says “Hit any key?” Well… well… which one’s the “any key”?
Adjutant: Security cameras activated. Goliath repair bay located in sector 4.
Note: The camera view is moved to reveal this new location:
Marine: If we can get over there we might be able to hi-jack those Goliaths.
Note: The room east of the beacon room has 2 Firebats. These could seriously harm your Medics and some Marines. You can either ignore that door, or cloak Duran to safely kill them.
The next door to the south pops another gun turret from the ground before the door opens. Then 5 UED Marines aggro.
Step on the Beacon past that door.
Adjutant: Access code denied.
Civilian: Hey! Who’s messing with the computers? Oh.
Marine: Gimme the damn access codes before I blow an agression inhibitor!
Civilian: I ain’t tell’n you nothing!
Note: The Marines automatically shoot 2 Civilians. The third one is willing to talk.
Civilian: Wait! I’ll tell you. It’s… “Farnham.”!
Adjutant: Access code accepted.
Marine: Uh… oops… heh. eh-heh-heh-heh.
Past the door… it is a dead end room with a civilian.
Adjutant: Security cameras activated. Vice Admiral Stukov detected in sector 8.
Note: The camera view is moved to reveal this new area showing Stukov’s location.
Step back and go through the door to the northwest.
Marine: Hey boys we could sure use those Goliaths. Get over there and commandeer them.
Note: You need to be super fast in this part of the mission. You must go down the tiny stairs and head west to the chokepoint of the hallway. Several civilians will walk toward you. Shoot them fast. If you let any go past you they will commandeer the Goliaths and attack you.
After you kill them, you can commandeer those Goliaths yourself. These Goliaths do not attack you unless a civilian boards them.
Civilian: Intruders! Alert the Goliath Pilots!
There is a missile turret next to the tiny stairs:
You can ignore the civilians that run west through the hallway, but do not ignore the ones that go south or north — as those might commandeer a Goliath and attack you.
Then move all your units to block the hallway, and kill all the incoming civilians — or they will hi-jack the Goliaths. Below is the room where those civilians are idle at first, and where you have to shoot them.
Now that the civilians are dead, you have freedom to hi-jack all of the Goliaths by walking a Marine into it.
These are the 5 Goliaths you can hi-jack.
If by any chance any civilian hi-jacks a Goliath, you can quickly use Duran to cast Lockdown.
There might be one or two turrets hidden on the walls if you get too close.
In the next room, within this yellow circle is an SCV. Walk toward it to commandeer the SCV. Now you can repair your Goliaths.
Marine: Hey you! Get over here with that SCV and repair our Goliaths.
Civilian: Don’t shoot! I’ll do it!
Now you can control the SCV to repair the Goliaths and you get up to 150 Minerals and 150 Vespene Gas — so it is a limited resources for repairs. However, 2 Marines will aggro from the southwest.
The next room will aggro immediately as soon as you get near the door. There are 9 Marines, a Goliath, and an SCV. Select Duran and cast Lockdown on the Goliath.
You might have to move injured Marines away and micro-manage, because they pack a lot of damage. You might have to lead in with your Goliaths, and have your Marines/Medics behind.
There is another Missile Turret hidden on this wall.
The next corner has another Missle Turret too.
In addition, there is a Ghost north of that corner shooting from high ground. Too far to hit him. You can move your units south, select Duran and cloak to kill that Ghost. Or optionally, you can just move south and ignore the Ghost. There is nothing up there anyway.
The next door leads to a dead end with a tiny stairs. The room has 2 Firebats, and as soon as you go past the door, a missile turret hidden at the corner aggros.
Go up the stairs. You might want to separate the Goliaths and the Marines. Select the marines, the medics and Duran and go upstairs. Move them away from the stairs. Now select a Goliath one by one and maneuver them to go upstairs. Goliaths are clunky climbing tiny stairs.
Before going into the next room, and before the doors open, 3 gun turrets aggro from the ground.
Repair your Goliaths.
The next door opens and 3 Marines next to it aggro.
Bring Duran to the Beacon.
Marine: We’ll need Duran to open this door.
Duran: Vice Admiral Stukov, I am here under orders to terminate your command.
Stukov: Lieutenant Duran. I’m not surprised. We both know exactly what it is that you’re here to terminate. Get on with it.
Duran: Say goodnight, Stukov.
Stukov: To hell with y- (gunshot) (gasp)!
Note: Duran goes into Cloak mode and disappears.
DuGalle: Lieutenant Duran, report your situation immediately!
Stukov: Gerard… old friend. You do indeed have a traitor in your midst… but it’s not me. Duran. He has been playing us both from the start… He convinced you to destroy the Psi Disrupter… even though it was our best chance at defeating the Zerg. And then, on Aiur, … he allowed the Zerg to overrun us even as we had the fugitives in our grasp. I came here… to activate the one hope we have of defeating them… And you killed me for it. Heh, heh… Duran is your enemy Gerard. I suspect… that he may even be infested as well… Use the Disrupter, Gerard… Finish our operation… Let my death have at least some meaning.
DuGalle: Alexei! No! What have I done? What have I done? Computer, where the hell is Lieutenant Duran?
Adjutant: The Lieutenant no longer registers on my sensors, Admiral. He appears to have vanished.
Adjutant: Self destruct sequence initiated.
Adjutant: Sir, the Disrupter’s power core has just been set to overload. In order to prevent meltdown, you will need to reach the manual override terminal and shut the reactor core down.
DuGalle: It must have been Duran. You men served the Vice Admiral loyally. I ask that you continue to serve his memory by keeping this Disrupter in one piece! Now get going and find that override terminal!
Note: 4 Marines come into the room and another one is in the next room by the Beacon. These will join your team. Step on the Beacon.
A 15:00 minute countdown starts for the core meltdown.
Adjutant: Security cameras activated. Override Terminal Located in sector 12.
Note: The camera view is moved to reveal the location of this terminal.
Continue to move forward. Almost reaching the corner, a message pops onscreen.
Adjutant: Outer installation walls have been breached. Tracking multiple Zerg signals throughout the Psi Disrupter’s interior.
Move quickly to the top of the stairs and block the way with a Goliath so that the Zerglings don’t come upstairs. Shoot freely. 15 Zerglings come rushing at you.
Marine: What the hell? How did Zerg get in here? Captain we may have a huge infestation problem.
DuGalle: This proves that Duran’s working with the Zerg! Captain, don’t let a single Zerg stand in your way. We need this Disrupter now more than ever!
Don’t move. Stay upstairs with the Goliath blocking the stairs. Another 15 Zerglings will come after the previous batch is killed. For curiousity’s sake, these spawn from this hole near the stairs in the next room. Go up those stairs shown below.
Upstairs you encounter this crossroads: north and south paths.
Heading north leads to a dead end room — there are 8 Zerglings guarding the door. They will automatically aggro as soon as you get near the corner. Press HOLD (H) to shoot. If you enter the room, there are 2 Marines and 2 Firebats trapped. They join your team when you move next to them.
Back at the crossroads, the south path leads to this Beacon. Step on it.
Adjutant: Security cameras activated.
Marine: Oh man! How the hell are we going to get by all them zerglings?
Note: The camera view moves to reveal an area filled with more than 50 Zerglings.
As you move forward, 5 Zerglings will spawn from the previous hole on the wall — and attack you from behind.
Immediately, 2 seconds later, 6 Zerglings come from the north path. If you notice, in the image above, you can see a door south. That is a dead end room. If you enter the room and walk next to the 2 Marines and 2 Medics, they join your team.
Medic: Prepped and ready.
Heading north, you encounter 2 Ultralisks and 1 Zergling. These won’t attack you because they are in a low-ground cage.
Marine: Heh, check that out. They’re trapped.
Don’t shoot them yet. It is a distraction. 9 Zerglings rush you from behind.
Now you can shoot the 2 Ultralisks, or you can just ignore them — remember there is a countdown.
The next door has 2 Ultralisks, and these do attack you.
The next room afterwards has 16-18 gun turrets that pop up from the ground. A few Zerglings also come into the room from an adjacent room in the north. The turrets don’t damage you. These only damage Zerg. The marine that talks gives you a hint of what to use this corridor for. You can lure Zerg to the corridor to get annihilated by the 18 turrets.
Marine: Sir, it looks like this corridor has been lined with defensive autoguns. If we can lure the Zerg in here, they’ll be cut to shreds!
That is the room full of over 50 Zerglings shown earlier by the security cameras. Lure them into the corridor.
Marine: Hehe… I love the smell of toasted zerglin’s in the morning.
Ignore all the doors in the 18-turrets-corridor. They are empty. Go through the door where the 50 Zerglings came from and head south. You will encounter 6 Hydralisks around the corner.
As you continue heading south, careful with the next corner — 2 Infested Humans will come really fast at you and that is a massive AOE damage. Keep your Marines and Medics in the back. Head in with the Goliaths in front. Use the SCV to lure them out.
Around the corner, 4 Zerglings will come out of a room.
At the chokepoint they came from, another 5 Zerglings spawn.
To the left, you will find 2 Marines. There are 15 Marines hidden out of view. Go to them to claim them into your team. Assist them asap. 5 Zerglings from the north and 9 Hydralisks downstairs spawn to attack them. Select the new Marines and move them back towards your team — or they will be decimated. Once you regroup, go after the Hydralisks.
There is a hidden single Marine around to the northwest.
Marine: We gotta move.
Now you can safely bring your entire team to kill the 9 Hydralisks downstairs.
Marine: Ugh, oh man… poor Johnny.
When you reach the corner of this huge avenue, over 15 Zerglings will rush at you, and another 5 Zerglings come from behind as well. Turn that corner and head south toward the next door.
Stop at the door. Send only 1 Marine though the second door. There is a Defiler. It will cast Plague on most of your team if you don’t send a single marine into that room. Plague lowers your health down to 1 hitpoint.
The next chokepoint has 20 burrowed Zerglings scattered through the hallway.
Past the door at the end of that hallway, the next room is where the Computer Terminal to shutdown the core meltdown is. The stairs is on the left side of the Beacon.
However, you aren’t out of danger just yet. 20 Zerglings will rush you immedately.
Go upstairs, and stand on the Beacon to complete the mission objectives.
Adjutant: Reactor Core shutdown sequence initiated.
DuGalle: Good work, Captain. I want this Psi Disrupter kept on full power around the clock. I’ll leave a garrison here to protect it as well. Prepare the fleet to move out. We are going to the planet Char to claim that cursed Overmind! And may heaven help Duran for what he has done this day.
- UED Commando Force (you)
- Jormungand Brood (Zerg Swarm)
- Fenris Brood (Zerg Swarm)
- Elite Guard (Stukov’s Elite Guard)
- Omega Squadron (UED Commando Force)
- Delta Squadron (Stukov’s Elite Guard)
Note: the last 2 might or not be a known bug that mixes up faction names.
- 5 Goliaths to commandeer. Kill all Civilians or they man them.
- SCV to commandeer.
- Beacon to enter Stukov’s locked room.
- Beacon (reveals #12 Computer Terminal location. Triggers 15 minute countdown)
- 2 Marines + 2 Firebats join your team.
- Beacon (reveals over 50 zerglings in a room — top-right corner of map)
- 2 Marines + 2 Medics join your team.
- 15 Marines join your team.
- 1 Marine hidden joins your team.
- Computer Terminal (mission complete).