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Messages - :+:Sea!:+:

#1
Site News / Re: Join us on Diablo III
May 14, 2012, 09:23:15 PM
All of us old school players gonna get down on diablo 3!
#2
General Discussion / Re: Thoughts on D3 open beta
May 08, 2012, 02:04:45 PM
Quote from: hopingforrelease on May 06, 2012, 07:08:16 PM
Quote from: :+:Sea!:+: on April 25, 2012, 04:12:51 PM
It sucks there is no world pvp because thats what kept the replay value up for me on that game. Then again I am looking forward to playing it because it is something fresh and new and I haven't been able to play any type of mmo lately that rustled my jimmies.

PVP  will come a few months after release so no worries!

Yea crappy Arena which is what deterred me away from WoW. World PvP is still the best and nothing like griefing hardcore characters. That shit was the best.
#3
General Discussion / Re: Thoughts on D3 open beta
April 25, 2012, 04:12:51 PM
It sucks there is no world pvp because thats what kept the replay value up for me on that game. Then again I am looking forward to playing it because it is something fresh and new and I haven't been able to play any type of mmo lately that rustled my jimmies.
#4
General Discussion / Re: CRACK CRACK CRACK !!!
September 10, 2011, 08:48:45 PM
Quote from: Swipes322 on September 10, 2011, 04:32:56 PM
Quote from: Fargo123 on September 10, 2011, 02:27:14 PM
The latest world wide Diablo 3 anti-crack patch rumor is false:

Someone started the rumor that BLIZZARD ENTERTAINMENT patched Diablo 3 to counter attack SPHT's crack (SPHT is the cracker's name). It's not true. I just checked and there is no such patch.

Thomas L

It obviously is false because there has been no real crack for the beta yet. just a login screen bypass. thats it.

You should sit on their IRC more often. SPHT was able to get into the game and walk around with a barbarian and he has screenshots proving it. But the game crashes shortly after
#5
General Discussion / Re: Starcraft 2 Manual
July 25, 2010, 04:45:28 PM
7. No Transfer or Sublicense. THE GAME IS LICENSED, NOT SOLD. NEITHER THE GAME NOR THE LICENSE
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21


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22



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23


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– 2010 Havok.com Inc. (and its Licensors). All Rights Reserved. See [url=http://www.havok.com]www.havok.com[/url] for details.
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are trademarks of Dolby Laboratories. All other trademarks referenced herein are the properties of their respective owners. 7283810
#6
General Discussion / Re: Starcraft 2 Manual
July 25, 2010, 04:45:07 PM
DESTRUCTION OF THE PSI DISRUPTER

The UED's control over the new Overmind and the broods on Char
gave the Directorate a decisive advantage over Kerrigan, for a
weapon known as the psi disrupter prevented the Queen of
Blades from controlling the zerg broods that were not yet under
the Overmind's control. Fortunately for Kerrigan, however, she
had foreseen this difficulty and had acted accordingly.

Kerrigan had contacted Jim Raynor from her fortress on the
planet Tarsonis. Raynor cared for her before she joined the Swarm, and she knew that on
some level he still had feelings for her, even though he distrusted her. Contacting him
had therefore involved minimal risk to Kerrigan, and Raynor had made the perfect
ambassador between her and the protoss on Shakuras, who had not forgotten Kerrigan s
past manipulations. Once Raynor and the protoss had been willing to listen, she had
asked them to rescue Emperor Mengsk and the battle-scarred remnants of the Dominion
fleet from the UED s assault. Galvanized by the threat of an emergent Overmind in the
hands of the UED, Raynor had temporarily put aside his hatred of Mengsk and agreed
to Kerrigan's plan.

Once Raynor had rescued Mengsk, Kerrigan assured the emperor that she had no
intention of killing him, for she was no longer angry at his betrayal. Victory over the
UED, she maintained, was more important than petty grudges.


12



Kerrigan explained that she wanted to use Mengsk's psi emitters to
reclaim control of additional zerg forces. She would then be able to tear


down the psi disrupter, at which point she would finally stand a chance of
beating the Directorate fleet. In return, she offered to help Mengsk reclaim the
planet Korhal from the UED. Mengsk was free to refuse her offer, of course, but
if he did, she would imprison him for the rest of his life.

Mengsk could see no other alternative, and he was enticed by the prospect of
reclaiming Korhal, so he loaned Kerrigan the psi emitters. Kerrigan's plan worked
perfectly, and she destroyed the psi disrupter on Braxis.

Once Kerrigan had gained control over a greater number of zerg and built up sufficient
resources, she and her reluctant allies launched an assault on Korhal. The UED forces
occupying the planet were overwhelmed, and Mengsk was jubilant as he retook
possession of the planet. Declaring himself the emperor of the Terran Dominion
once again, he set up a base of operations in Augustgrad.

BROKEN ALLIANCE

Kerrigan, having rebuilt her zerg forces and driven the UED from its primary seat

of power in the Koprulu sector, decided that her allies had outlived their usefulness.
Duran pointed out that if she struck now, her erstwhile allies would not be expecting
an attack.

Without warning Kerrigan sent multitudes of her minions against the terran
encampments. Mengsk denounced Kerrigan for her treachery. She responded
that her actions were well justified revenge, given the suffering she had
undergone due to Mengsk's betrayal on Tarsonis. As for Mengsk, she
would permit him to live: she wanted him to watch her ascend to
ultimate power and know that he had helped shape her into the
deadly Queen of Blades.

Raynor fought courageously, but he knew a hopeless fight when
he saw one. As he escaped from Korhal, he promised Kerrigan that
she would pay for the lives she had taken: one day, Raynor swore,
he would kill her.

FREEING RASZAGAL

Kerrigan remained determined to crush the UED forces and their
enslaved Overmind. To that end, she traveled to the planet Shakuras
and kidnapped the dark templar matriarch, Raszagal.

Using Raszagal as leverage, Kerrigan laid out her demands.
Because only Zeratul and his people could destroy the Overmind
and its cerebrates, Kerrigan made them an offer: if the dark
templar killed these renegade zerg, Kerrigan would permit
Raszagal to return to Shakuras.

15


Despite Zeratul s reservations, Raszagal convinced him that, for the sake of all
protoss, he must do as Kerrigan demanded. In the end, Zeratul obeyed. The dark templar
assaulted the UED forces on Char and managed to slay the Overmind along with its
cerebrates. As a result, all zerg in the Koprulu sector became subject to Kerrigan's will
once more.

When the mission was completed, Kerrigan asked Raszagal if she wanted to return to her
people, but the matriarch said that her only wish was to serve Kerrigan. In that moment,
Zeratul realized that Kerrigan had long ago enslaved and corrupted Raszagal's mind.

After their defeat, the remains of the Directorate fleet had fled from the planet Char. Zeratul
and the other dark templar circumvented Kerrigan's defenses and rescued their matriarch.
They had yet to realize that Raszagal's mental enslavement could not be undone.

Before the dark templar could escape with Raszagal, the zerg surrounded Zeratul s base
and attacked. As Kerrigan and her minions closed in, Zeratul cursed Kerrigan bitterly and,
rather than let the zerg recapture Raszagal, dealt the matriarch a mortal blow. In her last
moments, she thanked him for freeing her from Kerrigan's influence.

Ravaged by grief and guilt, Zeratul vowed he would avenge the matriarch's fall.

A FAR GREATER POWER

Upon leaving Char, Zeratul and the dark templar investigated protoss power
signatures on an uncharted moon nearby. There they found several stasis cells
containing protoss and zerg. Further investigation revealed that Samir Duran
was using genetic manipulation in an unholy attempt to create the hybrid:
creatures with mixed zerg and protoss DNA.

Most disturbing of all, however, was the fact that Duran's attempts were
proving successful.

16



Unmoved by Zeratul's disgust, Duran revealed that he served a power far greater
than Kerrigan and that the creation of the hybrid was the last step in a vast cycle
that was approaching its end. Duran claimed that the hybrid, who were scattered
on a thousand different worlds, were on the verge of completing their development,
and they would change the universe forever when they awoke.

KERRIGAN'S ASCENSION

For a brief time thereafter, Kerrigan was sorely challenged. Duran had inconveniently
disappeared; the orbital platform from which she watched over Char was under attack;
and most of her forces were still on the planet surface. Arcturus Mengsk had scraped
together a new fleet, and a gleaming armada of protoss ships from Shakuras had
warped in as well. Last but not least, Directorate forces were stubbornly intent upon
defeating the woman who had manipulated and humiliated them.

Yet the Queen of Blades proved to be too powerful a foe as she unleashed her full wrath
upon her enemies. Facing imminent defeat, Mengsk withdrew early in the battle. He told
Kerrigan to watch her back because he would be lying in wait for her, ready to strike when
she inevitably made a mistake.

Nor did the forces composed of Aiur protoss and dark templar retreat without a
parting word, declaring that they would never forget the death of Raszagal. They
too would be watching Kerrigan.

At last it became clear that the UED fleet could not hope to overcome Kerrigan
at her full strength. For her amusement, Kerrigan allowed the fleet to flee in the
direction of Earth, giving it a reasonable head start before she sent the Swarm
after them.

Kerrigan s forces soon overtook the UED fleet and tore it apart. Not one of the
fleet s ships would reach Earth to report the events that had taken place in
the Koprulu sector.

17


Aftermath

The Queen of Blades has not grown complacent in the wake of her victory. She continues
to keep watch over the Swarm from Char. The Brood War showed her to be more powerful
than anyone could have imagined: she is truly the dominant force in the Koprulu sector.
However, for the last four years the Swarm's initial, merciless expansion has been replaced
with a foreboding silence.

There is only speculation about what Kerrigan has been doing for the last four years, as no
scouting expeditions to zerg-occupied planets have lived to report what they witnessed.
Many believe that the zerg are building their strength and engineering new organisms
before going on the offensive again. Some contend that Kerrigan is staying her hand due
to some lingering shred of humanity, but those who have encountered the savage fury of
the Queen of Blades suspect that this is merely wishful thinking.

The Aiur protoss have been struggling to recover from the loss of their homeworld, while
attempting to reunify their society with the dark templar living on Shakuras. It has been a
difficult transition for both sides, and the name of Raszagal has been invoked more than
once to keep the peace. Interacting with the dark templar and the xel'naga technology on
Shakuras has also led to many new developments as the protoss prepare themselves for
continuing the war with the zerg.

Memories of Raszagal have plagued Zeratul, and he was deeply disturbed by his encounter
with Samir Duran. For years he kept to himself, racked with guilt and sorrow, until a valiant
terran archaeologist in need of Zeratul s aid sought him out and convinced him to emerge
from his self-imposed exile. Since then, Zeratul has uncovered a revelation somehow
related to the xel'naga, creators of both the zerg and the protoss. He has been seeking
additional clues to unravel the mystery.

Arcturus Mengsk and his forces initially returned to Korhal to regroup. His first
order of business was to rebuild the Terran Dominion. In Kerrigan he has found
a new target for revenge. The Dominion has risen once again to become the
most powerful force among the terran factions, having taken over almost all
of the original Confederate worlds.

The UED expeditionary fleet was shattered during the Brood War and now only
a few isolated pockets of survivors remain hidden in the Koprulu sector.

Jim Raynor has led a resistance movement known as Raynor s Raiders
against the spreading power of the Dominion, but over the years it has been
a losing battle. Arcturus Mengsk has used his greatest weapons–the media
and propaganda–to marginalize Raynor s efforts. Now Raynor seems to be
losing faith, drinking heavily and haunted by the ghosts of his past.

Those who know Jim Raynor best have been saying that there is one part
of him that won't rest until Sarah Kerrigan is dead...

...and another part of him that refuses to let her go.

18



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19


d. Use any unauthorized third-party software that intercepts, "mines", or otherwise
collects information from or through the Game or the Service, including without limitation any
software that reads areas of RAM used by the Game to store information; provided,
however that Blizzard may, at its sole and absolute discretion, allow the use of certain third party
user interfaces;
e. Modify or cause to be modified any files that are a part of the Game in any way not expressly
authorized by Blizzard;
f. Host, provide or develop matchmaking services for the Game or intercept, emulate or
redirect the communication protocols used by Blizzard in any way, for any purpose, including
without limitation unauthorized play over the internet, network play (except as expressly
authorized by Blizzard), or as part of content aggregation networks;
g. Facilitate, create or maintain any unauthorized connection to the Game or the Service,
including without limitation (a) any connection to any unauthorized server that emulates, or
attempts to emulate, the Service; and (b) any connection using third party programs or tools;
h. Attempt to sell, sublicense, rent, lease, grant a security interest in or otherwise transfer any
copy of the Game or your rights to the Game to any other party in any way not expressly
authorized herein; or
i. Use the Map Editor (defined below) to access or edit anything other than content included in
an authorized copy of STARCRAFT® II licensed to you.

3. Map Editor. The Game includes a program that allows you to create custom levels, maps, scenarios
or other materials for use in connection with the Game (the "Map Editor"). The following terms are
specific to the Map Editor:
a.
Map Content. You understand that the content required to create or modify STARCRAFT® II
Modified Maps (as defined below) is included in the STARCRAFT® II game client, and that all
such content is owned by Blizzard and governed by this Agreement. YOU ACKNOWLEDGE AND
AGREETHAT ALL MAPS, LEVELS AND OTHER CONTENT CREATED OR MODIFIED USING THE MAP
EDITOR (COLLECTIVELY, "MODIFIED MAPS") ARE AND SHALL REMAIN THE SOLE AND EXCLUSIVE
PROPERTY OF BLIZZARD. WITHOUT LIMITING THE FOREGOING, YOU HERE BY ASSIGN TO
BLIZZARD ALL OF YOUR RIGHTS, TITLE AND INTEREST IN AND TO ALL MODIFIED MAPS, AND
AGREE THAT YOU WILL EXECUTE FUTURE ASSIGNMENTS PROMPTLY UPON RECEIVING SUCH
A REQUEST FROM BLIZZARD.
b.
User Content Restrictions. You represent and warrant that neither the content you use to
create any Modified Maps, nor the compilation, arrangement or display of such content
(collectively, the "User Content"), infringes or will infringe any copyright, trademark, patent,
trade secret or other intellectual property right of any third party. You further represent and
warrant that you will not use or contribute User Content that is unlawful, tortious, defamatory,
obscene, invasive of the privacy of another person, threatening, harassing, abusive, hateful,
racist or otherwise objectionable or inappropriate.
4. Service and Terms of Use. The Terms of Use agreement governs all aspects of game play. If you do
not agree with the Terms of Use, then (a) you may not register for an Account to play the Game; and (b)
you may call 1-800-592-5499 within thirty (30) days after the original purchase and request a
full refund of the purchase price. Once you accept the License Agreement and the Terms of
Use, you will no longer be eligible for a refund.

20



5. Ownership. All title, ownership rights and intellectual property rights in and to the Game
and all copies thereof (including without limitation any titles, computer code, themes, objects,
characters, character names, stories, dialog, catch phrases, locations, concepts, artwork, structural
or landscape designs, animations, sounds, musical compositions and recordings, audio-visual effects,
storylines, character likenesses, methods of operation, moral rights, and any related documentation) are
owned or licensed by Blizzard. The Game is protected by the copyright laws of the United States, interna
tional treaties and conventions, and other laws. The Game may contain materials licensed by third parties,
and the licensors of those materials may enforce their rights in the event of any violation of this License
Agreement. You have no interest, monetary or otherwise, in any feature or content contained in the Game or
associated with the Account.

6. Pre-Loaded Software. The media on which the Game is distributed may contain additional software
that requires a separate license before it can be used ("Additional Software"). You agree that Blizzard may
install this Additional Software on your hard drive as part of the Game installation process. You also agree
that you will not access, use, distribute, copy, display, reverse engineer, derive source code from, modify,
disassemble, decompile or create derivative works based on this Additional Software until and unless
you receive from Blizzard a license to use it along with a valid alphanumeric key with which to activate
all or portions of the Additional Software. The terms of the End User License Agreement displayed during
the installation or activation of the Additional Software will replace and supersede this Agreement, but
only with regard to those portions of the Additional Software for which you receive a license from Blizzard.
Notwithstanding anything to the contrary herein, you may make one (1) copy of the Additional Software for
archival purposes only.
#7
General Discussion / Starcraft 2 Manual
July 25, 2010, 04:44:30 PM
Download PDF here http://www.multiupload.com/EJVTO4Y4CS, text version below

STARCRAFT®II: WINGS OF LIBERTY™
BLIZZARD ENTERTAINMENT®

MINIMUM SYSTEM REQUIREMENTS*

PC OS:
Windows® XP/Windows Vista®/Windows® 7 (Latest Service Packs)
with DirectX® 9.0c

Processor: 2.6 GHz Pentium® IV or equivalent AMD Athlon® Processor

Video:
128 MB PCIe NVIDIA® GeForce® 6600 GT or ATI Radeon® 9800 PRO
video card or better

Mac® OS: Mac® OS X 10.5.8, 10.6.2 or newer
Processor: Intel® Processor
Video: NVIDIA® GeForce® 8600M GT or ATI Radeon® X1600 or better

ALL PLATFORMS

HD Space: 12 GB available HD space

Memory: 1 GB RAM (1.5 GB required for Windows Vista®/Windows® 7 users,
2 GB for Mac® users)
Drive: DVD-ROM drive
Internet: Broadband Internet connection
Display: 1024x720 minimum display resolution
* Note: Due to potential programming changes, the Minimum System

Requirements for this game may change over time.

RECOMMENDED SPECIFICATIONS

PC OS: Windows Vista®/Windows® 7
Processor: Dual Core 2.4Ghz Processor
Memory: 2 GB RAM
Video: 512 MB NVIDIA® GeForce® 8800 GTX or ATI Radeon® HD 3870 or better

Mac® OS: Mac® OS X 10.5.8, 10.6.2 or newer
Processor: Intel® Core 2 Duo Processor
Memory: 4 GB system RAM
Video: NVIDIA® GeForce® 9600M GT or ATI Radeon® HD 4670 or better

PC INSTALLATION INSTRUCTIONS

Place the StarCraft II DVD into your DVD ROM drive. If your computer has AutoPlay enabled,
an installation window will automatically pop up on your Windows desktop. Left click the Install
StarCraft II" button and follow the onscreen instructions to install StarCraft II on your hard drive.
If the installation window does not appear, double click the My Computer icon on your desktop,
and then double-click the drive letter corresponding to your DVD-ROM drive to open its contents.
Double-click the Install.exe icon in the DVD-ROM contents and follow the onscreen instructions
to install StarCraft II.

4



MAC INSTALLATION INSTRUCTIONS

Place the StarCraft II DVD into your DVD-ROM drive. Double-click the StarCraft II DVD icon, and
then double-click the Installer application to copy the required game files to your hard drive.

SUPPORTED VIDEO HARDWARE

For a complete list of supported 3D video cards, please visit
us.blizzard.com/support/article/SC2supportedvideo.

Troubleshooting

If you experience any trouble running StarCraft II please visit the Blizzard Support
website at us.blizzard.com/support and select StarCraft II. The Blizzard Support site
contains solutions to many common problems and also includes the Blizzard Support
contact information if you require additional assistance. Your problem might already be
listed there, along with possible solutions. Many errors can arise due to outdated drivers.
Make sure that the drivers for all of your hardware are up to date before contacting
Blizzard Entertainment for technical support.

GENERAL TROUBLESHOOTING (PC)

General Lockups/Video Problems

If your computer hard-locks without an error message, reboots during gameplay, will
not start, or has distorted graphics of any sort, please make sure that you have the latest
drivers for your video card. Contact your video card's hardware manufacturer to find the
latest drivers available. You can check out our Technical Support website's Driver Update
Information Page for links to the most common hardware vendors at
us.blizzard.com/support/article/driverupdates.

Sound Issues

If you are experiencing sound distortions, periodic loss of sound, loud squelches,
whistles, or pops, make sure that you have the latest version of DirectX installed
on your system, and verify that your sound drivers are
compatible with the latest version of DirectX.
Contact your hardware
manufacturer to find the latest
drivers available. You can
check out our Technical
Support website's Driver
Update Information Page for
links to the most common
hardware vendors at

us.blizzard.com/support/article/
driverupdates.

Game Performance

If you encounter slow or
choppy gameplay, there are
several game options that
you can adjust to improve

your system's performance.
These options are accessible via the game menu.


5


GENERAL TROUBLESHOOTING (MAC)

Most lockups, video problems, and sound problems can be solved by installing the latest
available software updates from Apple. You can update all of your video and sound drivers
through the operating system: just go to the Apple menu and select "Software Update".
You can find additional troubleshooting instructions at us.blizzard.com/support.

Before you begin Playing Starcraft II

StarCraft II is a completely integrated online experience that allows you to earn
achievements and stay connected with friends in both single-player and multi-player
game modes through Blizzard's Battle.net service. Prior to beginning StarCraft II, you
must create a free Battle.net account.

If you already have a Battle.net account, you must associate your Battle.net account
with your copy of StarCraft II at us.battle.net/login in order to begin playing.

You will be prompted to create or update your Battle.net account after installing
StarCraft II, but you can also do so at any time by following the steps listed below
under "Creating and Managing Your Battle.net Account.

Note: If you purchased StarCraft II through the Blizzard website your game key is already
associated with the Battle.net account used to purchase the game.

WHAT IS A BATTLE.NET ACCOUNT?

Your Battle.net account is a system that allows you to manage all of your Blizzard games under
a single login, download any titles you own, and take advantage of advanced social options.

In StarCraft II, your Battle.net account is used to help you connect with friends also playing the
game, track your achievements in single- and multi-player, maintain a public profile, join up with
other players for competitive play, and much more.

CREATING AND MANAGING YOUR
BATTLE.NET ACCOUNT

To create a Battle.net account, you will need an active
Internet connection and a valid e-mail address.
For more information about Battle.net accounts,
please visit us.battle.net/faq.


To create or manage your Battle.net account, you must
choose the option "Create or Manage a Battle.net
account" from StarCraft II's start-up screen, or, using
your web browser, navigate to Battle.net's account
Login page, located at us.battle.net/login.



To create your account, click "Create an
Account" on the Account Login page. You'll
be asked to input a valid e-mail address,
account details, and contact information.

Check the e-mail address you inputted in order
to confirm your registration. You should receive
an e-mail from noreply@battle.net that will enable
you to complete the creation of your
Battle.net account.


6



• To manage your account, input the e-mail
address and password of your current
Battle.Net account, and click "Log In".
You'll be taken to the Battle.net Account
Home page.
• From the Battle.net Account Home page,
you can associate your copy of StarCraft II
with your Battle.net account by choosing
the option "Add or Upgrade a Game"
under the header "Manage My Games".
• Next locate your StarCraft II game key inside the retail box you
purchased. Input the 26-digit game key and click the "Add Game" button.
Once you have completed these steps, you will be able to play StarCraft II
wherever you are. You will also be able to download the StarCraft II client
by returning to the Account Home page and choosing StarCraft II from the
"Manage My Games" menu. You are now ready to play and take advantage of
all of the features Battle.net has to offer!

Technical Support Contacts

WEB SUPPORT

Fig. 1 – Battle.net Account Login Page


Blizzard Entertainment's Technical Support website has solutions to the most common
game questions and problems. Our Technical Support website is located at
us.blizzard.com/support.

E-MAIL SUPPORT

You can e-mail the Technical Support department anytime at techsupport@us.battle.net.
Under normal circumstances, you will receive an automated reply within 15 minutes
detailing solutions to the most common problems. Typically a second e-mail will be sent
to you within 24 hours. This e-mail will contain a more detailed answer to your particular
problem or question.

LIVE PHONE SUPPORT

We offer live phone support 7 days a week from 8 a.m. to 8 p.m. Pacific Standard Time
(adjusted hours for U.S. holidays may apply). Contact our Technical Support staff by
calling us at (949) 955-1382. This form of support carries no fee other than normal
long-distance fees from your phone company for calls outside of your local area.

NO GAMEPLAY HINTS WILL BE GIVEN THROUGH THIS NUMBER. Please be sure to consult the
Troubleshooting section in this manual before calling Technical Support, and be near
your computer if possible while calling.

Note: For updated information about protecting your computer and your Battle.
net account, along with answers to commonly asked questions and additional
troubleshooting material, go to us.battle.net/security.

GAME HINTS

If you are seeking game tips or additional game information for StarCraft II, please
visit us.battle.net/sc.

7


StarCraft II

IN THE BEGINNING...
RISE OF THE CONFEDERACY

Long ago four supercarriers loaded with political dissidents and convicts from Earth
crash-landed on the distant planets of Tarsonis, Moria, and Umoja.

These hardy and resourceful terrans established colonies and eventually spread to other

planets. In time the largest and most technologically advanced of the colonies, Tarsonis,
founded a powerful yet oppressive government called
the Terran Confederacy.

A bloody rebellion ignited against the Confederacy, led
by an ambitious and charismatic ex-prospector named
Arcturus Mengsk.

Yet as Mengsk and his Sons of Korhal strove to
liberate their terran brethren from the yoke of
oppression, a far greater conflict loomed on
the horizon....

FIRST CONTACT

Humanity first learned that it was not alone
in the universe when a gleaming fleet of
protoss warships emerged over the
Confederate planet of Chau Sara and
incinerated its surface without warning.

On Chau Sara's sister planet, Mar Sara, Marshal
Jim Raynor found evidence of a second alien
presence. Attacks broke out across the planet,

and it took the Sons of Korhal to mount any kind of organized resistance to the
aliens, which had now become known as the zerg.

Jim Raynor and the rebels evacuated as many people as possible from Mar Sara before
the mysterious protoss fleet reappeared and incinerated the planet.

Thoroughly disillusioned with the Confederacy, Raynor joined the Sons of Korhal. On the
planet of Antiga Prime, he worked with Mengsk's second-in-command, Sarah Kerrigan–
formerly an elite assassin for the Confederacy whom Mengsk had liberated from the
government's neural conditioning. Despite a rocky start, Raynor and Kerrigan quickly
formed an efficient partnership.

Mengsk stirred up a full-scale revolt against the Confederacy on Antiga Prime. He then
employed a psi emitter–a Confederate-designed device that acted as a beacon for the
zerg–to destroy the Confederacy's forces. Soon afterward the protoss incinerated
Antiga Prime from orbit, just as they had done to Chau Sara and Mar Sara.

8



THE GREAT BETRAYAL

Next Mengsk struck at Tarsonis, the capital of the Confederacy. To Kerrigan's horror,
he had psi emitters placed on the uninfested and densely populated planet. As the zerg
descended on Tarsonis, Raynor began to question Mengsk's sanity: no measure seemed
too extreme for Mengsk if it achieved his goals.

This time the protoss fleet's leader, Executor Tassadar, deployed ground forces in an
effort to save the planet. Mengsk ordered Kerrigan to vanquish the protoss. Despite her
misgivings, Kerrigan obeyed and ensured that the planet would fall to the zerg Swarm.

Surrounded by zerg, Kerrigan called for evac.
However, in a shocking betrayal, Mengsk
abandoned Kerrigan and her troops to their
fate. Furious, Raynor rushed to Tarsonis in a
desperate attempt to save his partner. Yet in
spite of his best efforts, he arrived too late.

THE DOMINION AND THE
QUEEN OF BLADES

With the destruction of Tarsonis and the
collapse of the Confederacy, most terran
survivors quickly pledged allegiance to the
Sons of Korhal, which had become the
primary military force opposing the alien
invaders. As planet after planet appealed
to the Sons of Korhal for aid, Mengsk
announced that a new government,
the Terran Dominion, was necessary to
protect these worlds. Promising victory
over the aliens, he declared himself
emperor of the Dominion.

Meanwhile, Jim Raynor struggled with the
loss of Sarah Kerrigan as he came to the full realization that he had begun to fall in love
with her. Haunted by her death and the many other demons of his past, Raynor stole
Mengsk's flagship, the Hyperion, and resolved to seek justice in Kerrigan's name.

What Raynor could not have known, was that Sarah Kerrigan was not dead.

The Overmind–the supreme consciousness who controlled the zerg–had altered Kerrigan
by infecting her with the zerg hyperevolutionary virus. Her subsequent evolution unlocked
incredible strength and immeasurably potent psionic abilities. Ultimately she emerged as
the Queen of Blades: the Overmind's loyal servant, an extraordinary entity stripped of
human ethics and morality and ruthlessly dedicated to the survival of the Swarm.

9


Yet the Overmind had suffered a terrible blow: Zeratul, a leader among the protoss'
estranged brethren, the dark templar, killed one of the Overmind's cerebrates. The zerg
brood formerly controlled by the slain lieutenant ran amok and turned against the rest of
the Swarm, which was forced to obliterate them.

All was not lost for the zerg, however. When Zeratul
killed the cerebrate, he made fleeting telepathic
contact with the Overmind. In that moment, the
Overmind discovered the location of the protoss
homeworld of Aiur. The zerg assaulted Aiur,
and although the protoss resisted valiantly, the
zerg established a foothold, and the Overmind

embedded itself in the planet's surface.

Joining forces with Jim Raynor, Tassadar rallied
the flagging protoss for one final push against their foes, yet protoss forces only
weakened the zerg while sustaining heavy losses themselves. In a last desperate
gamble, Tassadar channeled the energies of the Aiur protoss, and the outlawed
energies of the dark templar through the hull of his ship, the Gantrithor, and
steered the vessel on a collision course with the monstrous Overmind.

Tassadar s brave sacrifice resulted in an explosion that killed the Overmind and
threw its minions on Aiur into disarray. The protoss had little cause to rejoice,
though, for much of Aiur was left in ruins. Furthermore, the Swarm as a whole

was undefeated. Far away on the planet Char, Kerrigan sensed the Overmind's
death and finally grasped the true purpose of her creation. The reign of the
Queen of Blades was about to begin.

The Brood War

AN UNLIKELY ALLY

Even without the Overmind, there was little doubt that the zerg would overrun the
remaining protoss on Aiur. The Aiur protoss only hope for survival lay in escaping to
the dark templar homeworld of Shakuras, where Zeratul offered to shelter the protoss
refugees. It was there that the protoss were confronted by Kerrigan, who demanded
to speak with the dark templar matriarch, Raszagal.

Kerrigan swore that she was no longer a merciless killer, and notified the protoss that
several zerg cerebrates had merged to create a new Overmind. If this Overmind matured
and gained control of the Swarm, Kerrigan warned that she would revert to the savage
and cruel creature she had been. In order to prevent that from happening, Kerrigan
volunteered to help the protoss fight the zerg and the new Overmind. Raszagal accepted
Kerrigan's proposition despite the reservations of Zeratul and others.

10



In the course of executing their plan, the protoss grew suspicious of Kerrigan.
They learned too late that their alliance with her had only helped the Queen of Blades
achieve her true goal: eliminating a challenge to her rule over the Swarm. Due to the
dark templar s assistance, several dissident cerebrates were destroyed.

Kerrigan departed from Shakuras even as the horrified protoss concluded that they had
no choice but to finish what they had started. Utilizing the power of an ancient xel naga
temple, the protoss successfully obliterated the zerg on Shakuras. Even so, they paid a
terrible price, for the cataclysmic explosion left Shakuras a wasteland of sand dunes
and shattered ruins.

THE UNITED EARTH DIRECTORATE

Unbeknownst to the terrans in the Koprulu sector, Earth had kept a long and silent watch
over its far-flung colonial planets. The frightening discovery of hostile aliens managed
to unite Earth as never before, leading to the formation of a new government called the
United Earth Directorate (UED). When it became clear that the Koprulu colonies were
losing strength, the UED's ruling council considered it the perfect time to establish
control over its distant cousins.

After monitoring zerg and protoss activity for several months, the UED was confident
that it could control the zerg. By this time the UED had received word that a new
Overmind had formed on the planet Char. Confident of victory, the UED dispatched
an expeditionary fleet to enslave the young Overmind and use the Swarm to
overthrow the Terran Dominion.

The fleet moved to secure the planet Braxis as a staging point, assaulting its
capital city. The city was well defended, and progress was slow, but UED forces
made contact with fighters from the Confederate Resistance Forces. Their leader,
Samir Duran, explained that they had sworn to overthrow the Terran Dominion
and Emperor Mengsk. These fighters
volunteered to become new recruits
of the UED.

With Duran s aid, the UED soon had access
to the Dominion's primary datanet–
specifically, its weapons diagnostics
and other top-secret material. The UED
moved on to the Dylarian shipyards, where
the bulk of the Dominion s battlecruisers
were docked. Striking swiftly, the soldiers
commandeered the ships for their own
use and conscripted the remnants of
the Dylarian defenders.


11


UED forces bolstered their strength further and headed to Korhal IV, capital
world of the Dominion. After a fierce battle, Directorate forces laid siege to Korhal s
capital city, Augustgrad, forcing Emperor Arcturus Mengsk to contact the UED fleet
requesting a parley.

The emperor s small fleet was surrounded, but while UED forces were preparing to take
Mengsk into custody, Jim Raynor arrived in Mengsk's old battlecruiser, the Hyperion, along
with a small protoss fleet. Raynor angrily made it clear that he was rescuing Mengsk only
because a mutual acquaintance wanted Mengsk alive. Moments later, Raynor, his protoss
allies, and Mengsk had escaped.

The UED persisted in its campaign, moving on to Char to capture
the developing Overmind and, through it, seize control of the
zerg. Directorate forces overcame the Overmind s defenses
and soon specially trained medics began administering
powerful neurostims to pacify the organism. By then Duran
had been revealed as a spy working with Kerrigan, but that
discovery made little difference: the Overmind was firmly
under Directorate control.