![]() A small chamber in the next room contains a plasma gun weapon and a health pick-up.ĭown the ramp outside is another plasma gun pick-up and a beacon. Destroy the pen they emerge from to find the first protoss artifact. Enemy strength and releasable units change with difficulty. ![]() The next beacon unleashes a mass of zerglings, zealots or ultralisks on the Dominion defenders in the next room. The hallway to the next lab contains several enemies and a grenade pick-up. The lab accessed afterwards has a holding pen that will regularly spawn zerglings to attack, the pen can be destroyed normally or with Raynor's breaching charge. The first beacon gives a view of the next room with enemy and the option to activate gun turrets on either side of the room to fight the Dominion troops inside. Use Raynor's blasting charge on the door, but stand back since they deal splash damage. The initial force consists of Raynor, five marines, and two medics. Save the weapon abilities for the second part. Each ability has limited ammunition additional pick ups give additional ammunition. The hand grenades, plasma gun ammo and chrono-rift devices each give Raynor a new ability when acquired. ![]() Health and energy restores - Restores health and energy of all units.Use it to slow down the pursuing hybrid when it gets close during the second part of the mission. Chrono-rift device - Creates a field that slows the attack and movement rates of units inside.Plasma gun ammo - Deals 150 damage to a single target.Best used against groups of enemies and on barricades when escaping. Hand grenades - Deals 100 damage to all units in the area of effect and instantly clears barricades.There are four types of items throughout the mission. These are good places to save and try out the different options. In the first part, beacons give options to help surmount obstacles. The first is to destroy the fusion reactor and release a powerful hybrid, and the second part is fleeing from it. Plot option ends here Gameplay Beacon Options and Items
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