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StarCraft: Ghost/Unused Script

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This is a sub-page of StarCraft: Ghost.

Two story scripts exist in the files of Starcraft Ghost. These include dialogue for the missing levels and will give one an idea of the intended story by Nihilistic Studios.

Additionally help tooltips, data logs, and compendium files are included.

Contents

Help Tooltips

These are help tooltips meant to teach you how to play with Nova. A few of these are used but many go unused and others are placeholders.

001_Moving

Use the Left Joystick to make Nova walk. Push the stick further to make her run.

002_Jumping

Press A to make Nova jump. Use the Left Joystick to control her movement while in air.

003_Climbing

Nova will begin to use any climbable objects she touches. Press B to jump off at any time.

004_StealthMode

Press Left Trigger to toggle Crouch Mode, allowing Nova to move and land silently.

005_SniperMode

Press X to toggle Sniper Mode. Aim and zoom the view in and out with the control sticks.

006_Calldowns

Press the Black Button to enter Calldown Mode. In this mode Nova can 'call down' tactical strikes upon targets. Select the Calldown type by pressing Up/Down on the D-pad, then press the Right Trigger to upload target data to the unit. Once the upload is complete, the strike will initiate.

007_TargetLock

Search for clues explaining the devastation of the Refinery.

008_Canisters

The C-20A Canister Rifle can be equipped with various canister types. Use the D-Pad Left/Right to select canisters. When target-locked, press R3 to fire canisters from the C-20A Canister Rifle.

009_GhostPowers

The Hostile Environment Suit can be equipped with various technologies to assist in mission completion. These technologies can be directly accessed through the D-Pad.

010_SilentDisable

Disable enemies quietly by sneaking up behind them and pressing the B-Button.

011_Minimap

The Hostile Environment Suit is equipped with a Minimap to help locate and achieve mission objectives. Alerted enemies appear red.

012_Switches

To activate a switch, position Nova in front of it and press B.

013_Wires

Nova can navigate very thin surfaces with ease. While walking a tightrope, press B to transition to a hanging position. Press B again to return to a standing position.

026_TurretVehicle

Press B to enter the vehicle. Use the Left Joystick to aim the Turret, and fire by pressing R-Trigger. To exit the vehicle press B.

027_VultureVehicle

Zerglings are much easier to handle one at a time. Don't let them swarm Nova.

028_GoliathVehicle

Press B to enter the vehicle. Use the Left Joystick to accelerate and steer, and the Right Joystick to rotate the Canopy and aim. Fire the Goliath's 30mm Autocannons by pressing R-Trigger, and launch Hellfire Missiles by pressing L-Trigger. To exit the vehicle press B.

029_SiegeTankVehicle

Press B to enter the vehicle. Use the Left Joystick to accelerate and steer, and the Right Joystick to rotate the Canopy and aim. Fire the Siege Tank's twin cannons by pressing R-Trigger. Press X to transform the Tank to Siege Mode, and fire the Mjolnir Artillery Cannon by pressing R-Trigger. To exit the vehicle press B.

030_GhostRifle

Nova is equipped with a standard-issue C-20A Modified Canister Rifle, which combines the Canister and Laser-sighting capabilities of the standard Ghost weapon with the Gauss firepower of a Marine C-14 Impaler. Using the mounted scope, Nova can snipe and call down tactical strikes. Press R-Trigger to fire Gauss rounds, R-3 to fire Canister rounds. Pressing the White Button will enter Sniper Mode.

031_ShockGlove

Nova can call in tactical strikes from orbiting support ships by triangulating enemy locations with Gauss Rifle.

032_SniperFire

When in Sniper Mode, press R-Trigger to fire a Sniper Round. These rounds are silent and very accurate - useful for one-shot kills.

033_PsiBlade

The Zerg have overrun Chimaera Base and pinned down the troops. Use any means necessary to provide support.

040_Identify

Call in Arclite strikes against battlefield targets to allow Terran forces to advance.

040_CalldownComsat

Marines will raise the alarm if they see you or evidence of your handiwork. Take advantage of your Cloak ability.

042_CalldownIrradiate

Ghosts can request Irradiate attacks from overhead Science Vessels by using the Irradiate channel of the C-20A's targeting system. When in Sniper Mode, highlight a target by centering it in view. Press the L-Trigger to initiate coordinate information upload. When upload is complete, press R-Trigger to initiate the attack and close the channel. Irradiate saturates the target with a damaging stream of radioactive particles. Units within close proximity to the target are also affected by the attack.

043_CalldownEMP

Ghosts can request EMP attacks from overhead Science Vessels by using the EMP channel of the C-20A's targeting system. When in Sniper Mode, highlight a target by centering it in view. Press the L-Trigger to initiate coordinate information upload. When upload is complete, press R-Trigger to initiate the attack and close the channel. EMP generates a massive, short-ranged electromagnetic pulse, disabling shields and reducing the energy of nearby units.

044_CalldownArclite

Ghosts can request Barrage attacks from nearby Siege Tanks by using the Arclite channel of the C-20A's targeting system. When in Sniper Mode, highlight a target by centering it in view. Press the L-Trigger to initiate coordinate information upload. When upload is complete, press R-Trigger to initiate the attack and close the channel.

045_CalldownYamato

Ghosts can request Yamato attacks from overhead Battlecruisers by using the Yamato channel of the C-20A's targeting system. When in Sniper Mode, highlight a target by centering it in view. Press the L-Trigger to initiate coordinate information upload. When upload is complete, press R-Trigger to initiate the attack and close the channel.

046_CalldownNuke

Ghosts can request nuclear attacks from Missile Silos by using the Nuke channel of the C-20A's targeting system. When in Sniper Mode, highlight a target by centering it in view. Press the L-Trigger to initiate coordinate information upload. When upload is complete, press R-Trigger to initiate the attack and close the channel.

060_Cloak

The Hostile Environment Suit is equipped with the latest in personal stealth technology, allowing Nova to become almost entirely invisible to normal units. The effect can be negated if she enters the range of a Detector unit such as a Missile Turret, Overlord or Observer. Press D-Pad Left to activate Cloak, and D-Pad Left again to deactivate it.

061_Sight

Ocular Implants provide Ghosts with enhanced visual ability, allowing detection of cloaked and burrowed units in addition to interactive world objects. Press D-Pad Right to activate Sight, and D-Pad Right again to deactivate it.

062_Speed

The Moebius Reactor enhances Ghosts physical abilities, allowing rapid movement and combat. Press Y to activate Speed, and Y again to deactivate it.

Items

These are pickups Nova could find.

050_FragCanister

The C-20A Ghost rifle can be armed with Fragmentation Canisters that damage enemies caught in the blast radius. Press R3 to fire Canisters from the Ghost Rifle.

051_StickyCanister

Nova can kill enemies quickly and silently if she sneaks within striking distance behind them.

052_FlashCanister

The C-20A Ghost rifle can be armed with Flash Canisters that blind enemies for a duration. Press R3 to fire Canisters from the Ghost Rifle.

053_ConcussionCanister

The C-20A Ghost rifle can be armed with Concussion Canisters that displace enemies within a radius. Press R3 to fire Canisters from the Ghost Rifle.

054_EMPCanister

The C-20A Ghost rifle can be armed with EMP Canisters that generate a short-ranged electromagnetic pulse, disabling shields and reducing the energy of nearby units. Press R3 to fire Canisters from the Ghost Rifle.

055_IrradiateCanister

The C-20A Ghost rifle can be armed with Irradiate Canisters that saturate the target with a damaging stream of radioactive particles. Units within close proximity to the target are also affected by the attack. Press R3 to fire Canisters from the Ghost Rifle.

056_SmokeCanister

The C-20A Ghost rifle can be armed with Smoke Canisters that obstruct the view of enemies for a duration. Press R3 to fire Canisters from the Ghost Rifle.

057_StasisCanister

The C-20A Ghost rifle can be armed with Stasis Canisters that suspend targets with a protective energy field for a duration. Press R3 to fire Canisters from the Ghost Rifle.

058_HellfireCanister

The C-20A Ghost rifle can be armed with Hellfire Canisters that release small bursts of enemy-seeking energy. Press R3 to fire Canisters from the Ghost Rifle.

059_LockdownCanister

The C-20A Ghost rifle can be armed with Lockdown canisters that temporarily disable mechanized units caught in the blast. Press R3 to fire Canisters from the Ghost Rifle.

090_HealthPowerup

This Powerup replenishes Nova's Health.

091_EnergyPowerup

This Powerup replenishes Nova's Energy.

094_GaussAmmoPowerup

This Powerup replenishes the ammo supply of the C20-A Canister Rifle.

096_MobiusReactor

This Powerup increases the size of a Ghost's Energy pool, allowing her to store more total Energy.

097_PowerOrb

This Powerup fully replenishes Nova's Energy pool.

098_KhaydarinCrystal

This Powerup is infused with Psi Energy, and grants free Ghost Power usage for a limited time.

099_Terrazine

This strange element, discovered by Hauler, has incredible mind-enhancing properties.

Unit Compendium

100_TerranRace

The Terrans are humans from Earth's future who have colonized the planets of the distant Koprulu sector. When not fighting amongst themselves, they battle to repel the attacks of the alien Zerg, using a mix of conventional and high-tech weaponry. Through sheer will and tenacity, they maintain the defense of their new home-worlds.

101_SCV

The Space Construction Vehicle is a multi-purpose unit primarily used for construction and repair of buildings and the transportation of raw resource materials. To add to their versatility, the SCV is equipped with a hover-jet system for omni-directional movement.

102_Infantry

The Terran Light Infantry are special operations forces that are used for tactical missions in which speed and agility are key. They are armed with xxxx handguns.

103_Marine

Marines are infantry troopers used for ground assaults. They wear a Powered Combat Suit, providing defensive armor and life support. Each Marine carries a C-14 Impaler Gauss Rifle, which fires metal spikes at hypersonic speeds.

104_Firebat

Firebats are assault troopers wearing Combat Suits similar to the Marine, though heavier. They are equipped with two powerful, arm-mounted flamethrowers. The hydrogen tanks which fuel these weapons are notoriously unstable, and will explode when damaged.

105_Ghost

Born with incredible psionic potential, these agents are quarantined and trained from infancy to channel their psionic energies. Ghosts are equipped with a Hostile Environment Suit which can be augmented to allow Cloaking, Enhanced Speed and Vision. In battle, Ghosts utilize a C-10 Canister Rifle, able to fire explosive and Lockdown rounds and laser-sight targets for large-scale Calldown attacks.

106_Spectre

An advanced version of Ghosts, Spectre have been created by Hauler through the use of the mind-enhancing properties of Terrazine. Hauler plans to overthrow the Dominion with this army of psionic warriors.

107_Vulture

Vultures are armored hover bikes, used primarily for scouting over rough terrain with high speed and maneuverability. They fire grenades from a mounted launcher.

108_Goliath

This large-scale robotic assault armor provides ground-level and anti-air support with the combination of its Twin Autocannons and Anti-air Missiles. Its bipedal movement allows it to traverse varied terrain.

109_SiegeTank

The Arclite Siege Tank is a mobile artillery cannon with devastating power. The Tank's design is two-phase, allowing a mobile attack mode with twin Cannons, and a second, stationary 'siege mode' which allows use of the enormous Shock Cannon.

110_Dropship

Dropships transport Terran forces and equipment to combat zones. They are rated for both atmospheric and deep space flight. It is heavily armored, but has no weapons.

111_Wraith

Wraiths are versatile, one-man fighter craft. They are armed with air-to-air missiles and a belly-mounted burst laser for ground attacks.

112_Battlecruiser

The massive, Behemoth-class Battlecruisers are virtual flying fortresses, built to keep peace within the Terran Sector. These ships are equipped with the devastating Yamato Cannon, which can be used as a Calldown by ground units.

113_ScienceVessel

Science Vessel Explorer Platforms orbit planetside, providing electronic warfare and combat support.

114_Scientist

Terrans who specialize in surveillance and study at Science Facilities.

115_SecurityCamera

These videocameras watch hallways and other areas for signs of intruders. If found, the Camera will trigger a base-wide alarm. Either disable or sneak past these devices.

116_MiniScienceVessel

These mobile, miniature versions of the Science Vessel act as detectors that can scour small areas of a Terran installation for enemies.

117_FloorTurret

These guns are triggered by proximity or motion. Once activated, the turrets pop out from the walls or floor, and lay down a wave of defensive fire. Watch for unusual cover plates, or traverse areas in different ways to avoid these devices.

118_WallTurret

These guns are triggered by proximity or motion. Once activated, the turrets pop out from the walls or floor, and lay down a wave of defensive fire. Watch for unusual cover plates, or traverse areas in different ways to avoid these devices.

119_ProximityMine

These floating mines detect enemies within a radius, arm themselves and explode.

120_CommandCenter

Command Centers are the focal point of every Terran colony, housing material resources and facilities for SCV production.

121_SupplyDepot

Supply Depots process resources and allow for greater production.

122_Barracks

Barracks are production and training grounds for Marines, Firebats, Ghosts and Medics.

123_Bunker

Designed to safeguard troops from enemy fire, Bunkers are used to defend any pivotal location. Troops within Bunkers can fire upon enemy forces while remaining safe from enemy fire.

124_MissileTurret

Missile Turrets automatically fire upon incoming enemy aircraft. They also serve as sentry stations equipped with powerful sensors capable of detecting cloaked units.

128_ScienceFacility

Centers for advanced research and scientific study, Science Facilities provide upgrades for surveillance and combat support.

129_CovertOps

Terran Covert Ops centers are advanced extensions of Science Facilities, providing research and support for Ghost units.

130_ExplodingBarrels

These barrels contain pressurized Vespene gas, and are highly volatile. Firing upon them is sure to cause an explosion.

131_Fanblades

Fanblades are used in most Terran structures to provide air circulation and cooling. Be aware that the wind pressure created by fans can displace units as large as Marines.

139_GehennaStation

Hauler's secret base - a mobile fortress hidden within an asteroid. The rock of the asteroid provides visual and sensor shielding, giving Hauler the advantage of stealth and surprise.

140_Nova

At an early age, Nova exhibited all the telltale signs of a psionic prodigy and was soon inducted into the Ghost Academy on Tarsonis. Twenty years of ruthless physical conditioning and techno-psychological training have created a being of terrifying potential - a human killing machine trained to face unimaginable odds without question.

141_JacksonHauler

Jackson Hauler was one of the first Ghost operatives from the early days of Confederacy rule. He rose to assume leadership of an elite force specializing in Black Ops/Espionage. A close relationship with Arcturus Mengsk allowed him to gain command of all Covert Ops under Dominion rule. Hauler operates with impunity through the Koprulu Sector under the protection and implicit faith of his trusting Emperor.

142_Artemis

A mysterious operative working for Hauler.

143_Aries

The second Spectre created, Aries excels at use of his Ghost Rifle, and has an advanced form of Speed. He has perfect aim from any position, which can vary wildly due to his ability to climb and hang from almost any surface.

144_Vulcan

Saved from death after losing the majority of his body to a Zerg attack, Vulcan was the first Spectre created. His immense Psionic power is unmatched, and he uses it to telekinetically move objects and to control weak-willed minds.

145_Rebels

Although the Terrans have established a sector-wide government, there are various pirate militias and rebel factions that seek to throw off the yoke of the Dominion. Rebels are armed with a xxxx pistol and minimal armor.

146_ColeHickson

Cole Hickson is leader to an elusive group of Rebels.

147_SpectrePods

These single-occupant mobile life-support chambers are designed to carry Hauler's Spectre minions to the far reaches of the universe.

150_ZergRace

The Zerg are an insectoid, alien race from a distant sector. Though animalistic and ferocious in battle, they seem to attack with controlled coordination indicative of a higher-level consciousness. The Terrans have waged a long battle with the Zerg, slowly losing world after world to infestation by the Swarm.

151_Larva

Zerg larvae can develop into any Zerg breed.

152_Egg

Zerg Eggs provide the humidity, warmth and protective shell necessary to develop larvae into any Zerg breed.

153_Zergling

Serving as scouts and initial assault troops, the Zergling is normally found in large, feral, packs. They have the ability to burrow beneath the ground to surprise their victims. The Zergling attacks with its razor-limb sickles and large fangs.

154_Hydralisk

Hydralisks can spit an acid-like substance at nearby targets, and can also launch armor-piercing spines from within their upper carapace plates. Like the Zergling, Hydralisks can also burrow underground in order to surprise their victims.

155_Lurker

This Zerg species normally remains burrowed underground, and sends up rows of deadly spikes to attack nearby enemies. When above ground, some weaker sections of its carapace are exposed.

156_Ultralisk

The gargantuan Ultralisk is the most powerful of the Zerg's ground forces. They are used as battering rams against all manner of enemies, and use their large, bone-like scythes to tear through armor.

157_Overlord

Overlords hover over the battlefield, keeping the Swarm ordered and coordinated during battle. They have the innate ability to sense any hidden enemies, including those under the effects of cloaking systems. Overlords also have the ability to carry other Zerg units within their ventral sacs, depositing them where needed during battle.

158_Scourge

These small bat-like creatures contain a catalytic agent that cause it to explode on impact like a living plasma bomb. They can be found resting in groups by hanging from Creep-covered ceilings, but will swoop down to attack if disturbed.

159_Mutalisk

Mutalisks are the primary flying force of the Zerg. They attack by expelling a voracious symbiote that rapidly slices it's way through opposing forces.

160_InfestedTerran

Once Terran soldiers and civilians, the infested victims of the Zerg have been contorted into mindless servants of the Swarm. They will seek out the Zerg's enemies, and attempt to destroy them by detonating their own bodies in a cloud of toxic fluid.

170_Hive

Hives are the living focal point of every Zerg colony, housing resources needed to produce Creep and Larva for unit production.

171_Creep

To provide the required nourishment to its living structures, the Zerg produce a living carpet of bio-matter that the Terrans have dubbed 'The Creep'. The Creep is sensitive to touch and motion, and can alert nearby Zerg structures to Nova's presence if disturbed.

172_SunkenColony

The Sunken Colony roots itself deep within the Creep, and uses long tendrils to attack any enemies that come to close to its deadly grasp.

173_SporeColony

The Spore Colony roots itself within the Creep, awaiting the approach of nearby forces. Its sensory cluster is able to detect cloaked and concealed enemies. When in range, the Spore Colony launches projectiles created from a corrosive variation of the Creep.

175_NydusCanal

Nydus Canals serve as living transport links for the Zerg. On Char, the most extensive network of canals ever created snakes through the volcanically-warmed crust, with some dead ends and steep climbs/drops.

190_MiniSporeColony

This miniature version of the Spore Colony is normally found in smaller interior areas. Like it's larger counterpart, it roots itself within the Creep, awaiting the approach of nearby forces. Its sensory cluster is able to detect cloaked and concealed enemies. When in range, the Spore Colony launches projectiles created from a corrosive variation of the Creep.

191_ClimbingVine

These vine-like structures which are normally found within Zerg Nydus Canals. Beware of vines which are unstable, and will disconnect from their roots.

192_ExplodingPustule

A defensive mechanism triggered by nearby touch, motion or heat - these pustules explode, spraying a noxious acid onto enemies.

193_BilePool

These acidic pools of bile-like fluid are highly dangerous, and should be avoided.

194_SpineTrap

This defensive Zerg trap will trigger upon detection of touch or heat, throwing deadly spines from the surrounding walls.

195_WebWall

Web-walls are found throughout the Nydus Canals, their tough sinew blocking further access. Their use is unknown, but most can be sliced through with a sharp blade.

196_AortaDoor

These Zerg 'doors' will flay open and snap shut in either a regular, pulsing pattern, through detection of motion or heat, or when triggered by some other external impulse.

197_ClimbingSpike

Nova can use these spine-like Creep protrusions for climbing or traversing areas. Be warned that some Spikes are sensitive to touch and motion, and will retract without warning.

198_BirthingTube

These tubes are used to deliver Zerg Eggs or Larvae to specific locations within the Hive. If damaged, the tubes will close as a defensive mechanism, preventing further use.

199_MiniCerebrate

These small Cerebrates are used to control localized groups of Zerg, coordinating their attacks and directing their ferocity. If the Mini-Cerebrate is destroyed, the Zerg under their control will frenzy, normally attacking one another in the chaos that ensues.

200_ProtossRace

The Protoss are a highly advanced, psionic race of aliens that are watching over the Koprulu Sector.

201_Probe

Probes are robotic drones that service the Nexus and gather the numerous resources needed to power the Protoss technologies. Probes 'build' new structures by triggering a warp rift, allowing prefabricated buildings to be teleported in.

202_Zealot

A Zealot is a fearless Templar warrior, enhanced with cybernetic grafts and equipped with forearm-mounted Psi-Blades.

203_Purifier

A Purifier is a fearless Templar warrior, enhanced with cybernetic grafts and equipped with a massive Psi Cannon.

204_HighTemplar

The High Templar are seasoned, veteran warriors of the Protoss armies. They are capable of waging great damage with their vast psionic powers.

205_Dragoon

Veteran Protoss warriors that have been mortally wounded can volunteer to be transplanted into Dragoon exoskeletons. Psionic commands are used to control these large, mechanical walkers as if they were their natural bodies. Dragoons launch disintegration bolts at targets in the air and on the ground.

206_Reaver

Automatons used primarily for ground support, the massive, mechanical Reavers house a micro-manufacturing plant which creates swarms of robotic drones called Scarabs. Once released, the Scarabs act as homing bombs, exploding upon impact with their target.

207_Observer

These small, cloaked drones are employed to survey vast wasteland areas or observe and record battles for study. Their complex sensor array leaves little energy for defenses, but they can detect cloaked or concealed units with ease, making them invaluable on the battlefield.

208_Shuttle

Robotic armored air transports, Shuttles ferry troops and equipment over rough terrain and into enemy territory. Powerful thrusters enable them to carry even massive Reavers within their hulls.

209_Scout

Single-unit Protoss Protoss fighters are equipped with air-to-air Missiles and ground-attack guns, making them a formidable enemy.

210_Arbiter

Arbiters serve several functions on the battlefield - one being the ability to conceal nearby friendly units in a reality-warping field. They can also project a destabilizing stasis shield over a large area, preventing units trapped in the field from movement or action.

211_DarkArchon

Created by fusing the spirits of two Dark Templar, the Dark Archon possesses incalculable psionic power.

212_Carrier

The massive Carriers serve as both command centers and devastating weapons of war. Heavily armored and shielded, the Carrier mounts no weaponry but instead manufactures and launches flights of robotic Interceptors at vital enemy targets. The computer-controlled Interceptors are capable of quickly tearing apart even the largest of vessels with their relentless strafing runs.

215_SecurityBeam

These nearly invisible beams of light will alert the Protoss to Nova's location if disrupted. Use Sight to locate and safely bypass Security Beams.

216_WarpRift

Warp rifts are used to warp in needed units and supplies across large distances. A seemingly unending number of Protoss warriors will stream through these rifts if needed.

217_CrystalGuard

These crystal devices are essentially mines that will explode if enemies are near. A warning klaxon is triggered just before the explosion.

218_PsiConduit

These devices direct the flow of Psi to various areas with a Protoss structure. Activating the center crystal will change the direction Psi is vented.

219_ForceField

These walls for focused Psi are nearly impenetrable. The only way past them is to disable them by redirecting their supply of energy.

220_Nexus

The Nexus serves as a psychic anchor within a Protoss base, allowing them to access their psionic energy matrix from across the galaxy.

221_Pylon

Pylons act as focal points for the Psionic Matrix emitted by a Protoss Nexus. The floating structures power any Protoss buildings within a large radius around them. Destroying a required Pylon will normally disable nearby Protoss structures.

222_PhotonCannon

The Photon cannon serves as an automated defense for Protoss bases. They are equipped with special sensors that detect both cloaked and hidden units, on land and air. Once discovered, the enemies will be fired upon using an anitmatter sphere cannon. Photon Cannons that have lost their Psi supply will be rendered inoperative.

223_Gateway

The Gateway is the portal through which the vanguard of the Protoss forces arrive, including Zealots, Purifiers, Dragoons, and Templar.

224_ShieldBattery

Shield Batteries replenish the Plasma Shields of Protoss units.

225_Forge

The Forge provides the weapons and armor upgrades for all Protoss Ground Units as well as the Plasma Shield upgrades for all Protoss units.

226_RoboticsFacility

Robotics Facilities produce the non-organic units of the Protoss army, including Shuttles, Reavers and Observers.

227_ArbiterTribunal

Arbiter Tribunals are centers for Recall and Stasis Field development, providing the Khaydarin Core upgrade for the Arbiter.

228_TemplarArchives

Templar Archives provide the environment and resources necessary for Templar meditation and study.

240_Sarijal

The Dark Templar tribe of shadow hunters known as the "Sari'jal" seeks to 'restore balance' and even the scales of justice throughout the galaxy. They follow a mirror version of the Protoss' Khala known as the "Shadow Path", which allows them to transcend the aspects of good and evil to see themselves as forces of nature, avatars of 'the Reckoning'.

241_Zangakkar

Zangakkar is the leader of the Sari'jal - Protoss warriors devoted to following the mystical Shadow Path. A master of the arcane arts of the Dark Templar, Zangakkar has spent his entire life in their study. Wield his Psi Blade with deadly skill, he is a master swordsman able to communicate with his fellow warriors telepathically over long distances. Like all Dark Templar, Zangakkar maintains a permanent state of invisibility, appearing only when he desires to do so.

242_Tanagazj

A member of the Sari'jal who <describe special abilities/history here> challenged Nova to a death-battle and lost. Nova has taken his place within the tribe.

243_Solara

A young female Sari'jal, wise beyond her years and <describe special abilities/history here>. She is seen always with Aura'Khan.

244_Khandalor

The youngest of the Sari'jal shadow hunters, <describe special abilities/history here>.

245_AuraKhan

A young and proud Sari'jal, seen always with Solar'a. <describe special abilities/history here>

246_Executor

This guy just hates the Dark Templar. No, really.

247_VoidSeeker

The Sari'jal's roving home.

Data Logs

2000_BUILDING1A

Miners’ Guild 301 - HR Log

2305-7-63

Had another class-7 fatality in the main drilling shaft today. Labor conditions are getting worse. I petitioned the Kel-Morian Combine to send us two new miners, so hopefully they'll arrive within the next week or so. Management's asked that we keep details of the incident under tight wraps.

2020_BUILDING1B

Miners' Guild 301 - HR Log

2305-7-70

Our two new miners finally showed up today. They weren't very personable, but their credentials were sterling. Could be nothing, but there was something different about those two. They seemed more like security personnel than miners. I'll inquire with the Combine after I file my formal report.

2040_BUILDING1C

Miners’ Guild 301 - HR Log

2305-7-83

Received another report that the new hires were found wandering through the high security areas again. I'm certain these guys were planted here - just can't figure out by who. My inquiries through Combine Personnel haven't brought up anything conclusive.

It might be time to contact Dominion Security Services directly.

2120_BUILDING2A

Dear Ma,

Well, nothing much is going on here. Same old grind, you know how it is. Two new guys showed up on my shift, but they ain't real friendly. Figure it's best to keep my distance and all. Keep sending the fruitcake. It's great. Say hey to pop.

- Buford

2160_BUILDING2C

Dear Betsy,

Little excitement today. We drilled into some kind of weird gas pocket I've never seen before. The foreman cleared us out before I could get a good look at it - but it definitely wasn't Vespene Gas. Remember those two new guys I told ya about last week? Well they showed up all of a sudden like we'd just struck gold or somethin.' Could be a bonus in our future! Keep your fingers crossed, baby.

- Stan

2160_BUILDING2C

Hey Bo,

Remember that weird gas pocket we dug into yesterday? Well, now management's sealed off the whole dig area! I'm not saying it's suspicious, but it sounds damn suspicious to me! Glad I'm short on time here. Just the other day Jesse swore he saw some Zerg crawling around the north storage tanks! I swear, man, people are going nuts around here.

- Luke

2500_BUILDING3A

Borgo Security Log – 42.01

2305-7-88

Accident report: Today we had an unscheduled drill in sector six, exposing an anomalous gas. I had everyone evacuated from the immediate vicinity. I swear those new guys are going to get everyone killed! They walk around like they own the place. Whoever gave them level nine clearance should have his head examined.

2501_BUILDING3B

Borgo Security Log – 41.3

2305-7-82

Survey Results from Mine Shaft 6:

WRXroxor/01_28_04 Received results from anomalous gas sample:

2% - hydrogenous thermide

0.1% - oxygen

0.3% - carbon dioxide

97.6% - terrazine [!]


Due to the unstable nature and size of the cache of this terrazine gas - I recommend placing sector 6 under an immediate quarantine until we can get a neutralization team down there. Additionally, since the gas' discovery, there's been a three-fold increase in Zerg encounters so stay frosty!

Be careful, gentlemen. The call went out three hours ago. Dominion Marine Forces are en route!

2502_BUILDING3C

Borgo Security Log – 45.03

2305-7-11.93

We recovered some comm-disks from the new guys' bunks. Took us awhile to decrypt 'em, but the disks appear to be special instructions to sabotage the refinery and blow the terrazine pocket we discovered. These goons were sent here by a dude named Cole Hickson who runs some group calling itself the KLF. I don't know who this group is, but they've got a lot to answer for!

4000_DATALOG1

030213 Personal Log

Can't believe we got stuck investigatin' this Zerg sphincter-hole. Waste of damn time, if you ask me! Intel's determined that heart of the hive is somewhere near the Spawning Pool - whatever the hell that is... Well, it'll take more than some slimy, alien bird-bath to stop us, that's for sure! Hey - wait... what was that? Did you hear something, Captain?

4050_DATALOG4

030213 Personal Log

Our first encounter with the enemy was a disaster. Those critters were on top of us before we even knew what was happenin'. They killed six of our guys before skittering back into the shadows. The rest of us are proceeding with the mission and are about to enter the Nydus Canal. Wait, you boys hear that? They’re comin' back! It's on now!!! Blast 'em! Blast 'em! AIEEEEEEEEEEEEEE -- OH GOD MY LEGS!! DON'T LET 'EM EAT MY- - TRANSMISSION ENDS

4100_DATALOG2

02398 Medical Report

Captain Miller, here. Half the team has been killed by the xenomorphs. Spiegelman got ripped in half. Moore took it right in the spleen. My spleen isn't in good shape either, for whatever that's worth. I've ordered the men to leave me here to die and try to reach the heart of the hive themselves. God be with 'em... and me. --" TRANSMISSION ENDS

4200_DATALOG3

232342 Personal Log

I'm the only one left. The Zerg've been toying with us the whole time. Figure they didn't want us killed - they just wanted us for incubation. I'm close to the Spawning Pool now, but my transceiver's out of commission. The mission's a complete wash. Whoever finds this recording - if you make it to the hive, beware of the... wait, what's that?" TRANSMISSION ENDS

6100_DATALOG1

030213 Personal Log

-- If I have to look at that spinning turret one moment longer, I'm gonna puke. Forget the rest of my shift, I'm gone.

6150_DATALOG2

030213 Personal Log

-- I'd love to meet the genius who designed these turret emplacements with the calibration terminals on the EXTERIOR. What a swell idea THAT was. Every time something goes wrong, I have to climb up top in the wind and rain to fix it. One of these days I'm going to blow over the edge.

6160_DATALOG3

030213 Personal Log

-- I wish they let us bring our dogs to work. I miss my little Goobie!

7000_DATALOG1

030213 Personal Log

-- I can't believe how many living ZERG specimens we currently have in this facility. Without SThoms, the Overlord, we'd have no way to control all of them. We need more security in this area.

7001_DATALOG2

030213 Personal Log

-- I could really do without all of the added security in this sector. With all of the checkpoints, I spend half of my lunch break just GETTING to the mess hall. It would probably take me less time to get around if I went everywhere through the vents.

7002_DATALOG3

030213 Personal Log

-- That scientist who runs LABORATORY C--what's his name? He's very...peculiar: Always looking over his back, muttering to himself, sweating profusely. Of course, spending a lot of time around these ghastly ZERG creatures can have a strange effect on the mind.

7003_DATALOG4

030213 Personal Log

-- That guy who came down here to work on the air conditioning didn't finish the job! The vents in the ceiling are still fully exposed and now it's FREEZING in here! I liked it better when the AC didn't work!

7004_DATALOG4

030213 Personal Log

-- This is a terrazine powerup! Yippee! Now go find three more.

Internal Mission List

Missions

0_0_STRIKTEAM Strike Team


0_0_TGS_01 Tokyo Game Show Demo

1_1_WAR Return to Mar Sara

1_2_ZERG Scattered Forces

1_2_MINERS Into the Fire

1_3_REFINERY The Borgo Refinery

1_3_INFESTATION Nuclear Launch

2_2_OUTERHULL The Fujita Pinnacle (Part A)

2_2_OUTERHULL_B The Fujita Pinnacle (Part B)

2_2_OUTERHULL_C The Fujita Pinnacle (Part C)

2_2_SCIENCE Deadly Experiments

2_3_ESCAPE In Pursuit of Terrazine

2_3_GOLIATH Hickson's Escape

3_1_SIEGE In the Path of Titans (Part A)

3_1_SIEGE_B In the Path of Titans (Part B)

3_1_SIEGE_C In the Path of Titans (Part C)

3_2_GOLIATH Sacred Ground

3_3_LOWER Khaydarin Core

3_3_CONTROL Tribunal

4_2_CANAL The Shadow Hunters

4_2_LURKER The Way of the Warrior

4_3_HARVEST Terrazine Mining (Part A)

4_3_HARVEST_B Terrazine Mining (Part B)

4_3_HARVEST_C Terrazine Mining (Part C)

4_3_STORAGE The Prisoner

4_4_VULCAN Spectres

5_1_ASTEROIDBASE Gehenna Station

5_1_ARIES The Reckoning

5_2_TRANSPORTHUB The Path of Shadow

5_4_ALLIES Retribution

6_2_HAULER Balance

7_1_ALLIANCE Desperate Alliance

7_1_REVOLUTION Revolution

7_2_STATION Backwater Station

7_2_ULTRALISK The Trump Card

7_3_JACOBS The Jacobs Installation

7_4_INVASION The Invasion of Aiur

7_5_GETTYSBERG The New Gettysberg


Objectives

TGS_OBJ00 Find the Comm Center

TGS_OBJ01 Use Storm Panels to reach Generator Floor

TGS_OBJ02 Descend to Labs Level

TGS_OBJ03 Open Access Door

TGS_OBJ04 Extend Access Bridge

TGS_OBJ05 (Secondary) Blow Bridge

TGS_OBJ06 Retrieve Science Facility Data Log


1_1_OBJ00 Locate Safe Route

1_1_OBJ01 Identify Zerg Units

1_1_OBJ02 Avoid Detection

1_1_OBJ03 Defend Firebat

1_1_OBJ05 Find Alternate Route

1_1_OBJ06 Use Comsat to Reveal Hidden Enemies

1_1_OBJ07 Open Door to Allow Marines Entrance


1_2_OBJ00 Advance the Terran Offensive

1_2_OBJ01 Navigate Trenches to Gauss Turret

1_2_OBJ02 Defend SCV for Missile Turret Repair

1_2_OBJ03 Locate Marine Squad

1_2_OBJ04 Escort Marines to Bridge Bunker


1_2_OBJ20 Avoid Patrolling Enemies

1_2_OBJ21 Locate Borgo Refinery

1_2_OBJ22 Identify Refinery Enemies

1_2_OBJ23 Locate Vulture

1_2_OBJ24 Find Alternate Vantage Point

1_2_OBJ25 Neutralize Refinery Enemies

1_2_OBJ26 Use Siege Tank to Destroy Barrier

1_2_OBJ27 Rescue Miners


1_3_1_OBJ00 Escort SCV to Infested Command Center

1_3_1_OBJ01 Find Locations to Plant Explosive Charges

1_3_1_OBJ02 Avoid Detection by Overlord

1_3_1_OBJ03 Target Overlord for Irradiation Strike

1_3_1_OBJ04 Snipe Wire to Lower Pipe

1_3_1_OBJ05 Override Terminal to Open Hatch

1_3_1_OBJ06 Place Explosive Charge

1_3_1_OBJ07 Avoid Detection by Creep

1_3_1_OBJ08 Open Maintenance Door

1_3_1_OBJ09 Place Explosive Charge

1_3_1_OBJ10 Place Explosive Charge

1_3_1_OBJ11 Disable Vents

1_3_1_OBJ12 Snipe Wire to Lower Pipe


1_3_OBJ20 Escort SCV to Infested Command Center

1_3_OBJ21 Clear Turrets For SCV Repair


1_3_OBJ40 Destroy Ultralisk

1_3_OBJ41 Find Power Source for Emitter

1_3_OBJ42 Emitter Must Survive


1_4_OBJ00 Move to Maximum Targeting Range

1_4_OBJ01 Target Command Center for Nuclear Strike

1_4_OBJ02 Escape the Nuke Blast Radius


2_1_OBJ00 Descend Storm Funnel to Reach Pinnacle Base

2_1_OBJ01 Destroy Floating Turrets

2_1_OBJ02 Avoid Proximity Mines

2_1_OBJ03 Avoid Tracking Buoys


2_2_OBJ00 Infiltrate Pinnacle Base

2_2_OBJ01 Lockdown Camera

2_2_OBJ02 Drag Marine into Airlock

2_2_OBJ03 Use Sight to Navigate Hangar

2_2_OBJ04 Disable Fire-Suppression System

2_2_OBJ05 Descend Fog Vent to Lower Hangar

2_2_OBJ06 Engage Dropship Fueling Sequence

2_2_OBJ07 Ignite Dropship Engines

2_2_OBJ08 Descend Pit Vent to Crew Area

2_2_OBJ09 Locate Info in Lounge

2_2_OBJ10 Lockdown Camera

2_2_OBJ11 Enter Elevator Shaft

2_2_OBJ12 Override Elevator Controls

2_2_OBJ13 Locate Control Room

//2_2_OBJ14 Eavesdrop on KLF Forces

2_2_OBJ14 Plant 3 Explosives on Platform

2_2_OBJ15 Override Armory Hatch

2_2_OBJ16 Lockdown Camera, Avoid Tripwires

2_2_OBJ17 Lockdown Turbines to Bypass

2_2_OBJ18 Extend Bridge

2_2_OBJ19 Cross Bridge to Enter Labs Area


2_2_OBJ20 Locate Labs Area

2_2_OBJ21 Retrieve First Terrazine Specimen

2_2_OBJ22 Retrieve Second Terrazine Specimen

2_2_OBJ23 Destroy Zerglings in Overlord Chamber

2_2_OBJ24 Retrieve Third Terrazine Specimen

2_2_OBJ25 Follow Hickson to Escape Pinnacle Base


2_3_OBJ00 Retrieve Terrazine Specimen


2_3_OBJ20 Defeat Enemy Goliath


3_1_OBJ00 Infiltrate Protoss Perimeter

3_1_OBJ02 Use Sight to Locate the Observer

3_1_OBJ03 Avoid Detection by Sentries

3_1_OBJ05 Locate Photon Cannons

3_1_OBJ06 Disable Pylon Shield

3_1_OBJ07 Locate Pylon Weakness

3_1_OBJ08 Override Photon Cannons

3_1_OBJ09 Find Alternate Route

3_1_OBJ10 Eliminate Protoss Forces

3_1_OBJ11 Calldown Yamato Strikes


3_1_OBJ20 Target Shield Battery for Nuclear Strike

3_1_OBJ21 Target Gateway for Siege Tank Attack

3_1_OBJ22 Target Nexus for Nuclear Strike

3_1_OBJ23 Reach Towers and Destroy Arbiter


3_2_OBJ00 Locate Tower at Crater's Edge

3_2_OBJ01 Destroy the Arbiter holding your Goliath in Stasis

3_2_OBJ02 Destroy the Pylon Powering the Cannons

3_2_OBJ03 Destroy the Shield Generator Protecting the Units


3_3_OBJ00 Avoid Detection

3_3_OBJ01 Disable First Khaydarin Crystal

3_3_OBJ02 Disable Second Khaydarin Crystal

3_3_OBJ03 Disable Third Khaydarin Crystal


3_3_OBJ20 Infiltrate Upper Tower

3_3_OBJ21 Disable Shield Generator

3_3_OBJ22 Disable Shield Generator

3_3_OBJ23 Lockdown Arbiter


3_4_OBJ00 Defeat Tanagazj


4_1_OBJ00 Find Fissure Entrance

4_1_OBJ01 Descend Fissure to Nydus Opening


4_2_OBJ00 Find Refinery Entrance

4_2_OBJ01 Avoid Detection by Sentries


4_2_OBJ20 Defeat Lurker


4_3_OBJ00 Locate Refinery

4_3_OBJ01 Sabotage Harvesting Process

4_3_OBJ02 Override Refinery Arm Controls

4_3_OBJ03 Use Refinery Arm to Disrupt Harvesting

4_3_OBJ04 Bypass Engine Room

4_3_OBJ05 Enter Refinery Bellows

4_3_OBJ06 Destroy Link Cables

4_3_OBJ07 Follow Harvesting Flow


4_3_OBJ20 Enter Control Room

4_3_OBJ21 Extend Guard Tower Bridges

4_3_OBJ22 Neutralize Front Defenses

4_3_OBJ23 Free Hickson


4_4_OBJ00 Defeat Vulcan

4_4_OBJ01 Reese must survive


5_1_OBJ00 Avoid Detection

5_1_OBJ01 Navigate the Compactor

5_1_OBJ02 Find exit to Pumping Station 1

5_1_OBJ03 Navigate the Hopper

5_1_OBJ04 Find exit to Pumping Station 2

5_1_OBJ05 Navigate the Blender


5_1_OBJ20 Defeat Aries


5_2_OBJ00 Defeat Vulcan

5_2_OBJ01 Zangakkar must survive


5_4_OBJ00 Find Hauler

5_4_OBJ01 Destroy Supply Depots

5_4_OBJ02 Defeat Artemis


6_2_OBJ00 Defeat Hauler


7_1_OBJ00 Survive for 30 minutes

7_1_OBJ20 Destroy the Confederate Base

7_2_OBJ00 Bring Psi Emitter to the Enemy Base

7_2_OBJ20 Activate the Psi Emitter

7_3_OBJ00 Retrieve data disks from the Confederate Network

7_3_OBJ20 Bring disks to pickup point

7_3_OBJ40 Rescue Zeratul

7_4_OBJ00 Find Khaydarin Crystal

7_4_OBJ20 Destroy Khaydarin Crystal

7_5_OBJ00 Destroy Protoss Force

Script 1

Briefing Text

Mission 1

1_1_1_BRIEFINGTEXT01 Roger that, Lieutenant. Unfortunately, we're fresh outta nukes, so if you don't find us a way around that position we're fragged!

1_1_1_BRIEFINGTEXT02 Roger that, Lieutenant. Now, listen up! Command's sent word that there's a bridge in your vicinity! I want you to high-tail it and verify its location!

1_1_1_BRIEFINGTEXT03 Well don't just stand there--back him up! And find me that damned bridge!

1_1_1_BRIEFINGTEXT04 What's your status, Lieutenant? Have you found my bridge?

1_1_1_BRIEFINGTEXT05 Well that's just- Lister, get up dammit! (beat) Don't let them through-


1_2_1_BRIEFINGTEXT01 Without Missile Turrets we don't stand a chance of removing the Overlords and stopping that rush. A ladder at the end of this trench will take you to a cover position, get there and I'll send out an SCV to repair the Turret.

1_2_1_BRIEFINGTEXT02 The Zerg have cut the power supply to our perimeter fence. You'll have to hold off the rush with the Gauss Turret until we can get it repaired.

1_2_1_BRIEFINGTEXT03 Now move to the second Gauss Turret and use it to clear a path for the SCV. Get moving, Lieutenant! Surface troops report a group of Mutalisks is en route to your position.

1_2_1_BRIEFINGTEXT04 The Mutalisks are on your doorstep, Lieutenant - protect that SCV at all costs!

1_2_1_BRIEFINGTEXT05 The battlefield is littered with burrowed Zerg. Use the Zipline to descend to the Missile Turret to avoid any burrowed units near the front lines.

1_2_1_BRIEFINGTEXT06 Our Comsat Station is back online. Calldown Comsat sweeps to detect and avoid burrowed enemies, and advance to the abandoned bunker.

1_2_1_BRIEFINGTEXT07 Now get to high ground and target the Overlord for an Irradiate strike. 1_2_1_BRIEFINGTEXT08 Move closer to the Marines and Calldown Comsat sweeps so they can target the Lurker.

1_2_1_BRIEFINGTEXT09 The Marines should be able to defend this tunnel if you can get them inside. Override the door controls by hacking the system.

1_2_1_BRIEFINGTEXT10 The door opening isn't big enough for a Marine suit. Slip through, and make your way to the power terminal at the opposite end of the tunnel. Take care to be stealthy, Lieutenant - :e 1_2_1_BRIEFINGTEXT11 Get to high ground and target the target Spore Colony for Yamato Strike so that the air units can take out the Sunken Colonies.


1_2_1_BRIEFINGTEXT12 Good work, Lieutenant. Now, I want to know what happened at that refinery. Find out all you can and report back to me, personally.

1_2_1_BRIEFINGTEXT13 Roger that, Lieutenant. Continue surveillance. Get within range and scan them for identity checks.

1_2_1_BRIEFINGTEXT14 We've received your upload, Lieutenant. Good work. Our Intel confirms that these men are rebels who've sworn to bring down the Dominion. We haven't been able to catch up to them until now. (beat) Terminate them, Lieutenant… with extreme prejudice.

1_2_1_BRIEFINGTEXT15 Your… failure will be overlooked this time, Lieutenant. You'll have another chance to prove your worth presently…

1_2_1_BRIEFINGTEXT16 Nova, the Zerg have overtaken the station's central Command Center and infested the Op crew. (Sighs) Those men are lost. I want you to draw as many Zerg as possible to their location… and Nuke them all.

1_2_1_BRIEFINGTEXT17 I've sent an SCV to carry a Psi- Emitter to the center of the station. The emitter will act as a beacon and attract the Zerg to you. Further information about the emitter can be accessed via your Data-log.

1_2_1_BRIEFINGTEXT18 Once the emitter's in place, you'll need to proceed to a point inside the blast radius where you'll paint the target and call down the nuke. Once that's done you'll need to hightail it to a minimum safe distance. Remember, EVERYTHING not outside the safe-zone will be atomized when that nuke hits… including you.

1_2_1_BRIEFINGTEXT19 It's up to you now, soldier. Protect that SCV at all costs. Hauler out.


1_3_1_BRIEFINGTEXT00 I've sent an SCV to carry a Psi-Emitter to the center of the station. The emitter will act as a beacon and attract the Zerg to you. Further information about the emitter can be accessed via your Data-log.

1_3_1_BRIEFINGTEXT01 Be careful out there, Lieutenant. The Refinery is coming down on the Zergs' heads already, a few carefully placed explosives should help things along. Get moving and I'll update your objectives as necessary.

1_3_1_BRIEFINGTEXT02 Within range of an Overlord your Cloak will be ineffective, Lieutenant - avoid them at all costs, or your ability to remain covert will be compromised.

1_3_1_BRIEFINGTEXT03 The SCV won't be able to slip past the Overlord unaided, Lieutenant. Science Vessel Magellan is now in range for calldown support, get to a safe position and upload target coordinates for an Irradiation strike.

1_3_1_BRIEFINGTEXT04 That pipe hangs by a thread, Lieutenant - shoot the thread to bring it down and get across the chasm.

1_3_1_BRIEFINGTEXT05 The Zerg have used the heater core below you to incubate their eggs. Override the terminal to open the hatch and get below. I'll upload coordinates for an optimal charge position to your HUD now.

1_3_1_BRIEFINGTEXT06 Proceed to the coordinate location, and plant the charge. Take care not to stand near any egg for too long, Lieutenant - the hatchlings will sense your alien presence and may hatch prematurely.

1_3_1_BRIEFINGTEXT07 Take care where you walk, Lieutenant - that thick organic matter in front of you is called 'Creep'. It is a biological lifeline for the Zerg, providing nourishment for developing their organisms. It is also alive, and can alert other Zerg your presence.

1_3_1_BRIEFINGTEXT08 Nova, that maintenance shaft is perfect. Problem is, the door's locked - you'll have to go around and open it for me.

1_3_1_BRIEFINGTEXT09 Another nest - you know what to do, Lieutenant. Stand by for coordinate upload.

1_3_1_BRIEFINGTEXT10 One last charge should do it, Lieutenant. Get inside this nest while I upload coordinates for the charge location.

1_3_1_BRIEFINGTEXT11 Nova, these vents are still active. I'd make it through ok but the Emitter circuitry's too fragile.. you'll have to find a way to disable it.

1_3_1_BRIEFINGTEXT12 That pipe could provide adequate cover for the SCV, if you can bring it down to his level. Do you follow, Lieutenant?

//1_3_1_BRIEFINGTEXT01 I ain't goin' nowhere with that Overlord watchin'. Get rid of it, an' I'll meet you over by that door.

//1_3_1_BRIEFINGTEXT02 This maintenance shaft is perfect. Problem is, door's locked: you'll have to go around and open it.

//1_3_1_BRIEFINGTEXT03 These vents are still active, I'd make it through ok but the Emitter circuitry's too fragile.. you'll have to find a way to disable it.

//1_3_1_BRIEFINGTEXT04 That Muta's gonna make me his supper if you don't think of somethin' fast.. I'll be waiting in that there pipe.

//1_3_1_BRIEFINGTEXT05 -eellp! Heeelllp!! The Zerg got me! Heel-


1_3_3_BRIEFINGTEXT01 Once the emitter's in place, you'll need to proceed to a point inside the blast radius where you'll paint the target and call down the nuke. Once that's done you'll need to hightail it to a minimum safe distance.

1_3_3_BRIEFINGTEXT02 Remember, EVERYTHING not outside the safe-zone will be atomized when that nuke hits. It's up to you now, soldier. Protect that SCV at all costs. Hauler out.

1_3_3_BRIEFINGTEXT03 Move your ass, soldier! The Zerg'll be down on you any minute! Get to the crow's nest and call down that nuke!

1_3_3_BRIEFINGTEXT04 Nova, you're still within the blast radius! Avoid the Zerg and get the hell out of there!

Mission 2

2_2_2_BRIEFINGTEXT00 We're reading you, Lieutenant. Now pay attention - you must continue your mission at ALL costs. The rebels are nearly inside, and you won't be able to handle them alone. Your only option is to retrieve the samples yourself.

2_2_2_BRIEFINGTEXT01 Under no circumstances are you to reveal yourself to base personnel. Any one of them could be working for Hickson. Your primary objective is to retrieve those samples! Command out.

2_2_2_BRIEFINGTEXT02 You'll need to Lockdown that camera to make it through the door undetected. Lockdown rounds are fired from the Canister Rifle while in Sniper View. Press White to enter Sniper View, {B} to fire a round.

2_2_2_BRIEFINGTEXT03 Security doors only allow functioning Marine suits in and out. Stun the Marine and drag him into the airlock to get inside. Command out.

2_2_2_BRIEFINGTEXT04 The hangar is equipped with an automatic fire-suppression systems for emergencies like this. Use your Sight ability to find your way to the master control panel and override the system.

2_2_2_BRIEFINGTEXT05 Now descend into the airshaft near the stairs. The fog emission system will have retracted so your way is clear.

2_2_2_BRIEFINGTEXT06 A control panel at the far end of this corridor manages the refueling for hangar ships. Start the refueling process, and await further orders.

2_2_2_BRIEFINGTEXT07 Now enter the Dropship and fire the engines. The fuel line will ignite, giving you a few seconds to escape before the Dropship itself explodes. The hangar's automatic fire-suppression system will then take over.

2_2_2_BRIEFINGTEXT08 Underneath the hangar platform is a ventilation shaft - follow it to the crew area, and make your way to the lounge. From there your path should be clear, all personnel should be occupied with base defenses.

2_2_2_BRIEFINGTEXT09 The data I need should be somewhere in this lounge. Find it quickly, Lieutenant!

2_2_2_BRIEFINGTEXT10 Well done, Lieutenant - now Lockdown that camera and get out of here before more crew arrives.

2_2_2_BRIEFINGTEXT11 A ventilation duct directly above you leads into the elevator shaft. From inside you should be able to get onto the elevator and override its controls.

2_2_2_BRIEFINGTEXT12 Excellent work. Now override the elevator controls to descend to the warehouse area. 2_2_2_BRIEFINGTEXT13 Schematics show a control room at the far end of this storage area manages the hangar's lift hydraulics. Raise the lift, and you should be able to access the main ventilation shaft.

2_2_2_BRIEFINGTEXT14 Perfect! Now we'll find out what Hickson is up to. Sneak onto the elevator platform and learn everything you can about the Koprulu Liberation Front's interest in Pinnacle Base.

2_2_2_BRIEFINGTEXT15 There should be a hatch on the floor of the Armory to allow Marines a hasty exit. Override the controls to open it and descend.

2_2_2_BRIEFINGTEXT16 Your Sight ability will help you identify unseen security risks. Make sure to reserve some energy for finding these threats.

2_2_2_BRIEFINGTEXT17 These Turbines must have a circuit box somewhere on the base. Find it, and use your Lockdown rounds to immobilize the blades.

2_2_2_BRIEFINGTEXT18 An access panel on the side of the shaft houses controls for the bridge. Extend it to enter the labs area.

2_2_2_BRIEFINGTEXT19 Well done, Lieutenant - now get across that bridge and find my Terrazine!

2_2_3_BRIEFINGTEXT20 Nova, Intel has identified the traitor aiding Hickson. He's a scientist, working inside the lab at your twelve o'clock. He is an enemy of the Dominion and must be eliminated.


2_3_1_BRIEFINGTEXT01 Roger that, Nova. Your primary objective is to retrieve that canister! Hickson's probably heading to the Lockston Terminal through the underground rail tubes. Follow him, and I'll send an evac unit to intercept you.

Mission 3

3_1_1_BRIEFINGTEXT20 We have an emergency situation here, Nova. The Protoss have discovered one of our… Intel operations here on Aiur. They've made it clear that we are not welcome.

3_1_1_BRIEFINGTEXT21 Cloaked Protoss forces have our troops are pinned down at the center of the Gantrimoss Crater. The aliens' Photon Cannons are keeping our air support at bay. You must destroy the energy pylons that power those cannons so we can give our boys some cover!

3_1_1_BRIEFINGTEXT22 The insertion team will drop you off behind the Protoss lines for a standard hit-and-run. Science Vessel Magellan and the Battlecruiser Antietam are on standby for calldown assistance. Hauler out.


3_1_1_BRIEFINGTEXT00 Our understanding of Protoss culture is limited. They appear to possess extremely advanced technology, including warp-gate manipulation, energy shield generation and the ability to power structures with a Psionic Matrix.

3_1_1_BRIEFINGTEXT01 The aliens consider this place sacred, hallowed ground. The Zerg once invaded Aiur, and would have assimilated the planet had a Protoss warrior not sacrificed himself to destroy the Zerg Overmind near this spot.

3_1_1_BRIEFINGTEXT02 Protoss deploy invisible detectors called Observers, floating survey drones equipped with complex sensor arrays that will disrupt your Cloak. Use Sight to identify these detectors before entering an area, and avoid them at all costs.

3_1_1_BRIEFINGTEXT03 Protoss communicate telepathically, through a psychic link they all share. Their religion, The Khala, strengthens this bond and allows them to communicate over vast distances. Take care not to alert them to your presence, Lieutenant.

3_1_1_BRIEFINGTEXT04 These ruins were uncovered in the battle between the Zerg and the Protoss. They may even pre-date the Protoss on Aiur. Our scientists are studying the ruins now, hoping to uncover a weakness.

3_1_1_BRIEFINGTEXT05 The first Photon Cannon battery should be in view momentarily, Lieutenant. Be cautious - the Cannons have a detection field that will disrupt your Cloak, and their shields are too powerful for you to take down alone.

3_1_1_BRIEFINGTEXT06 Energy Pylons provide Psi to the Photon Cannons: disable the Pylon, and the Cannons are neutralized. Science Vessel Magellan is now in orbit over your position, providing EMP support for disabling the shields.

3_1_1_BRIEFINGTEXT07 Excellent teamwork. Magellan, proceed to coordinates Bravo Two Zero - I need your assistance there. Lieutenant, I want you to scan the Pylon for any possible weaknesses.. and exploit them.

3_1_1_BRIEFINGTEXT08 Perfect - the Photon Cannons are useless until the Protoss can get another Pylon built. See if you can override the Photon Cannon controls and set them to self destruct. I'm sending in a Marine unit to support your position.

3_1_1_BRIEFINGTEXT09 The next Pylon is across the river from your current position, near some ancient temple structures. While our forces try to take the bridge, you should be able to slip around in the confusion and find an alternate route.

3_1_1_BRIEFINGTEXT10 The Battlecruiser Antietam will soon be in position for Yamato support. Clear out this area with everything you've got, when you're finished I'll send another Marine unit to hold that position.

3_1_1_BRIEFINGTEXT11 I've moved the fleet into position, Lieutenant - you now have full Battlecruiser support. Target Yamato strikes to eliminate any opposition, and clear this area for another drop. Hauler out.


3_1_1_BRIEFINGTEXT12 Nova, you've got to buy us more time. The Protoss are using a Gateway to warp in additional forces - take care of it.

3_1_1_BRIEFINGTEXT13 Warheads are being armed as we speak. Make your way to the strike zone and contact me when you're in position. Hauler out.

3_1_1_BRIEFINGTEXT14 Roger that, 862. We've got targets locked.


3_2_1_BRIEFINGTEXT00 Nova, that Protoss Arbiter has locked our Nuclear Silo in a stasis field. What can you do about it?

3_2_1_BRIEFINGTEXT01 Roger that. You'll need to commandeer a Goliath to reach the crater's edge. Get moving, Lieutenant!


3_3_3_BRIEFINGTEXT20 Adjutant, this is Colonel Jackson Hauler. I am overriding the target coordinates for that nuke. Stand by while I upload the new target coordinates.

3_3_3_BRIEFINGTEXT21 Coordinates received, Colonel. New target verified.

Mission 4

4_2_2_BRIEFINGTEXT01 Since there is no existing map of the canals' layout, there is no way to discern which path leads to Hauler's refinery. Therefore, I advise that we separate and begin exploring them all. Whoever reaches the facility first will contact the others.

4_2_2_BRIEFINGTEXT02 Sari'jal, I bear ill tidings.. our brother Khandalor has fallen, fighting a threat I have never before seen. Be wary, my brethren.. Adun Toredas, Khandalor.

4_2_2_BRIEFINGTEXT03 These Terrans also wanted to uncover Hauler's secret.. the Koprulu Liberation Front precedes us on Char. Be wary, Sari'jal.


4_3_1_BRIEFINGTEXT01 Nova, the Refinery will be guarded by Hauler's elite, your former Ghost brethren. Beware their laser sights from unexpected locations, and take care to avoid the Automated Science Drone sentries.

4_3_1_BRIEFINGTEXT02 The main Terrazine source is located underneath the lava flow: Hauler is collecting the gas as it emits from the geysers and drawing it into the Refinery above. Find your way onto the platform.

4_3_1_BRIEFINGTEXT03 The robotic arm appears to manage the flow of Terrazine into the Refinery. Overridden, it could be used to disrupt the harvesting caps and sabotage the mining process.

4_3_1_BRIEFINGTEXT04 En Taro Adun, Nova - Hauler will harvest no more Terrazine today. Now make your way inside the Refinery itself, those open vents should provide a safe route.

4_3_1_BRIEFINGTEXT05 The living quarters are directly above you now. Hauler may be there. Use your Lockdown weapon and Speed ability to get through this Engine Room and search for him.

4_3_1_BRIEFINGTEXT06 Nova, the bellows above you pressurize the Terrazine so it can be stabilized for transport. Get inside via the Refinery roof.

4_3_1_BRIEFINGTEXT07 These pistons are forcing Terrazine into the chamber below. You must find a way to sever the cables that hold them.

4_3_1_BRIEFINGTEXT08 The Control Area lies ahead. Follow the flow of Terrazine to it, the rest of us will meet you there shortly.

Mission 5

5_4_1_BRIEFINGTEXT00 We will have to find an alternate method of escape. Seek out the decontamination chambers, and I will locate Hauler's Terrazine stores. En Taro Tassadar… Nova

5_4_1_BRIEFINGTEXT20 I'm reading you, Nova. These Protoss instruments aren't as confusing as they seem. Now let's see here... Yeah, they're pumping huge amounts of Terrazine into those tanks. These Specters appear to be at the second stage of treatment. The more advanced specimens must be held in a different chamber.

5_4_1_BRIEFINGTEXT21 Nova, your vital signs are freaking out. you're running out of time, darlin'. You've got to find the decontamination area soon.

5_4_1_BRIEFINGTEXT22 That's it, Nova! Now just get it started, and climb inside.

5_4_1_BRIEFINGTEXT23 …Nova, are you reading me? (beat) You've got to get back to Zangakkar, NOW!

Mission 6

6_2_1_BRIEFINGTEXT01 Nova, get the hell out of there! Use that empty pod to escape!

6_2_1_BRIEFINGTEXT02 What the hell are you DOING?? Get out of there while you still can!

6_2_1_BRIEFINGTEXT03 Hang in there, Nova. I'm working on this damned teleporter. I'm gonna' get you out of there!

6_2_1_BRIEFINGTEXT04 Nova, whatever Zangakkar did to that Terrazine, it's blasting the whole place apart. Hauler's asteroid's about to go up in flames! Hold tight, I've got a fix on your coordinates. I just have to figure out this warp-transfer thingamajiggy…

Script Text

Mission 1

1_1_DISEMBARK_SACKER01 (Sacker) On the double, Marines!

1_1_DISEMBARK_SACKER02 (Sacker) Alright ladies listen up! We're about twenty clicks south of our intended drop, and the number of hostiles between here and the base is not in our favor!


1_1_DISEMBARK_SACKER03 (Sacker) The bad news is… the situation at the base is even worse. Now I want all of you to-

1_1_DISEMBARK_LISTER04 (Lister) Sergeant - eleven o'clock!


1_1_CLIMB_SACKER01 (Sacker) Keep it tight! Don't waste a single round!

1_1_CLIMB_LISTER02 (Lister) Ammo won't last forever, Sarge!

1_1_CLIMB_SACKER03 (Sacker) You there - Ghost, I need a recon sweep, pronto! Find us the safest, quickest route to that base!


1_1_CRAWL_NOVA01 (Nova) Marauder One, I've spotted a force of about twenty Zerg scattered around my location. I estimate odds of ambush at about eighty six percent.

1_1_CRAWL_NOVA03 (Nova) Marauder One, I've found a cleaner route. Lock onto my coordinates and I'll guide you in.

1_1_CRAWL_NOVA05 (Nova) Roger that, Marauder One. Ghost out.


1_1_SNIPE_NOVA01 (Nova) Marauder One, I've sighted a Dominion Firebat engaged with hostile Zerg. Requesting permission to intervene.


1_1_BRIDGE_NOVA02 (Nova) That's affirmative, Marauder One. But your bridge has been blasted apart.


1_1_CLOAK_SACKER01 (Sacker) Watch out for those Overlords, Lieutenant. You're not invisible when they're around.


1_1_ZERGATTACK_SACKER01 (Sacker) It's no good, the servos have been fused.

1_1_ZERGATTACK_NOVA02 (Nova) There might be another way inside. Sergeant, with your permission?

1_1_ZERGATTACK_SACKER03 (Sacker) Be my guest, Lieutenant. We're running out of options!


1_1_HAULER_HAULER01 (Hauler) You're late, Sergeant.

1_1_HAULER_SACKER02 (Sacker) Yes sir, my men-

1_1_HAULER_HAULER03 (Hauler) Save it! Take over the forward position and see if you can keep the damned Zerg off our doorstep. Lieutenant, fall in!

1_1_HAULER_HAULER04 (Hauler) Covert Tactical Agent-12-862, codename: Nova, trained: Tarsonis Ghost Academy. Combat service record flawless.

1_1_HAULER_NOVA05 (Nova) Yes Commander.

1_1_HAULER_HAULER06 (Hauler) I picked you, Lieutenant, because you're the best, and I demand nothing less. Omega Squadron is the top of the food chain. We operate autonomously and answer to no one save the emperor himself.

1_1_HAULER_NOVA07 (Nova) I won't disappoint you, sir.

1_1_HAULER_HAULER08 (Hauler) Pray you don't. If you screw up out there - we're dead. Those aliens - the Zerg - are lethal, tireless, and outnumber us a hundred to one.

1_1_HAULER_NOVA09 (Nova) Understood. What are my orders?

1_1_HAULER_HAULER10 (Hauler) Two days ago, one of our refineries uncovered a deep pocket of an unknown, volatile gas that blew the facility sky high. Almost immediately, the Zerg began swarming all over the place.

1_1_HAULER_HAULER11 (Hauler) Our forces have been scattered, decimated by the Zerg. We need time to regroup, and you're going to buy us that time…


1_2_REFINERY_NOVA01 (Nova) Command, I've spotted a heavily armed group holding off the Zerg from inside the refinery. With the hardware they're using, they couldn't be miners. From the looks of them, they're definitely not Dominion soldiers either.


1_2_FREE_NOVA01 (Nova) Command, one of the rebels has escaped in a Wraith-

1_2_FREE_PEEWEE07 (Peewee) Uh..howdy.


1_3_ULTRALISK_PEEWEE01 (Peewee) Eyyyewww.. somebody call an exterminator.

1_3_ULTRALISK_NOVA02 (Nova) Command, there's some activity down here. I may have found survivors-

1_3_ULTRALISK_PEEWEE03 (Peewee) Screw THIS!

Mission 2

2_1_MISSION_HAULER01 (Hauler) Thanks to our intelligence personnel, we now believe the explosion at the Mar Sara refinery was the work of a group of saboteurs, led by this man…

2_1_MISSION_HAULER02 (Hauler) ...Cole Hickson. He and his rebels, known as the Koprulu Liberation Front, have haunted our operations for months. The KLF are elusive, highly organized and very dangerous.

2_1_MISSION_HAULER03 (Hauler) We believe their next move will be an attack on this Science Facility, located within an enormous atmospheric anomaly known as the Fujita Pinnacle.

2_1_MISSION_HAULER04 (Hauler) Inside the facility, scientists are studying the volatile gas uncovered on Mar Sara. They call it 'Terrazine'. The KLF plans to steal this gas and use it to overthrow the Dominion.

2_1_MISSION_HAULER05 (Hauler) Intel suggests that someone inside Pinnacle is helping Hickson plan his attack, but we still don't know who. If the base is alerted to our presence, Hickson will scrub the mission and we'll lose him.

2_1_MISSION_HAULER06 (Hauler) Therefore, we will remain in orbit until the rebels begin their attack. A covert team will then be inserted via dropship, through the funnel itself. Suit up, soldiers. Let's make this one count.

2_1_MISSION_GRAHAM01 (Marine) I got a bad feelin' about this one. They're sure sendin' us into the meat grinder this time.

2_1_MISSION_JONES02 (Marine) This ain't gonna' be no stand-up fight. Y'all know we're just coverin' for her.

2_1_MISSION_DROPSHIPPILOT03 (Pilot) All right team, hold on to your butts… we're going in.

2_1_MISSION_DROPSHIPPILOT04 (Pilot) Shit! Hostile bogey at three o'clock! Prepare for evasive maneuvers!

2_1_MISSION_DROPSHIPPILOT05 (Pilot) I can't hold her! Eject! Eject!


2_2_LAND_NOVA01 (Nova) Oof-

2_2_LAND_NOVA02 (Nova) Command, this is Nova. Insertion attempt here is negative - I think I'm the only one left.(beat) Command, do you read me?

2_2_LAND_NOVA04 (Nova) Roger that, Command. What about the scientists?


2_2_SCIENTIST_NOVA02 (Nova) Roger that, Command.


2_2_MEET_HICKSON01 (Hickson) So… you're the one causing such a ruckus around here.

2_2_MEET_HICKSON02 (Hickson) You out of your mind? You have any idea how volatile this stuff is? What if you missed?

2_2_MEET_NOVA03 (Nova) I never miss.

2_2_MEET_HICKSON04 (Hickson) No, I guess you don't... At least, you didn't miss any of my men back on Mar Sara.

2_2_MEET_HICKSON05 (Hickson) And now your boss has sent you here to kill me. For what? To keep a lid on the existence of this… Terrazine.

2_2_MEET_HICKSON06 (Hickson) What's Hauler using this stuff for? Why would he go so far to hide it from the Dominion?

2_2_MEET_NOVA07 (Nova) You think I'm that naive? I've been briefed about you and your little band. The KLF would use this gas to overthrow the Dominion.

2_2_MEET_HICKSON08 (Hickson) Is that what you've been told? (snorts) You're supposed to be able to read minds, right? Well then read mine. Tell me what kind of monster I am.

2_2_MEET_HICKSON09 (Hickson) What, no comment? What a joke. Why don't you ask your boss what's really going on? Hell, who am I kidding, you'll never remember this conversation anyway. I assume it's still standard protocol to wipe a Ghost's memories after every mission.

2_2_MEET_HICKSON10 (Hickson) Nice. Pretty slick there, honey.

2_2_MEET_HICKSON11 (Hickson) Stasis must be wearing off. Good thing you couldn't pull the trigger.

2_2_MEET_HICKSON12 (Hickson) Or maybe you chose not to. There may be hope for you yet, darlin'. (turns head towards door) Oh shit...

2_2_MEET_MARINE13 (Marine) Central, we're closing in on them! They're in lab sector 5! 2_2_MEET_HICKSON14 (Hickson) Time to plug this snake-hole...

2_2_MEET_HICKSON15 (Hickson) Chew on this: if I was one of the bad guys, I'd have killed you the first chance I had, just to settle the score for my men. (beat) See ya' around, Ghost.


2_3_VULTURE_NOVA01 (Nova) Command, Hickson managed to escape with a single canister of the Terrazine. I've tracked him through the facility's lower levels. I'm now approaching some sort of docking station.

2_3_VULTURE_NOVA03 (Nova) Copy that, Command.

Mission 3

3_1_CONFRONT_HAULER01 (Hauler) Entering a superior's quarters without permission is a severe lapse in protocol, Lieutenant! (beat) I'm waiting for your explanation.

3_1_CONFRONT_NOVA02 (Nova) I have.. questions, Commander. Hickson confronted me at Pinnacle Base… I read his thoughts and they didn't indicate betrayal at all. In fact-

3_1_CONFRONT_HAULER03 (Hauler) It's a wonderful talent, the ability to read thoughts. Why don't you read mine now?

3_1_CONFRONT_HAULER04 (Hauler) As long as you draw breath your role is not to question, but to obey. I SAY - you DO. Do not question me again, Lieutenant.

3_1_CONFRONT_HAULER05 (Hauler) Science officer! This unit's memory should have been wiped hours ago! Get on it! Make sure her new Moebius Reactor is working properly; she'll need it for her next mission.

3_1_CONFRONT_SCIENTIST06 (Scientist) But, but sir, her memory was wiped when we brought her back in - just as you requested. Perhaps her resistance is a side-effect of the Terrazine injections...

3_1_CONFRONT_HAULER07 (Hauler) That would be interesting... and unfortunate. Re-wipe her memories and report back to me!

3_1_CONFRONT_SCIENTIST08 (Scientist) Yes sir.

3_1_CONFRONT_ARTEMIS09 (Ghost) The Protoss have discovered our refinery on Aiur. They've already begun their attack.

3_1_CONFRONT_HAULER10 (Hauler) The Terrazine stores must be preserved at all costs. I have a contingency in place, but it is strictly last-resort.


3_1_PYLONS_NOVA02 (Nova) Roger that, Command.

3_1_PYLONS_DAVIS06 (Marine) So I says, 'Get it? I'm a Protoss!'

3_1_PYLONS_GLOVER07 (Marine) Protoss? I heard o' them - never seen one up close, though.

3_1_PYLONS_SACKER08 (Sacker) You'll get your chance soon enough, Private. We're about to drop on Aiur, the Protoss homeworld.

3_1_PYLONS_GLOVER09 (Marine) Their abandoned homeworld, right Sarge? At least that's what I heard. They're supposed to have weird mental powers… kinda' like Hauler's freak squad. Damn, those spooks give me the creeps.

3_1_PYLONS_SACKER10 (Sacker) Leave it alone, Private.

3_1_PYLONS_SACKER11 (Sacker) Give em hell, Lieutenant.


3_1_INSTRUCTIONS_NOVA02 (Nova) Roger that, Command. What's the status on our nukes?


3_1_PYLONSDOWN_NOVA01 (Nova) Air support, this is Ghost Operative 12-862. The last Pylon is down. Those Photon Cannons are all yours!


3_2_SILOMISSION_NOVA02 (Nova) I'll have to get within line of sight to attempt a Lockdown. If I can reach the far edge of the crater, I should be able to get a bead on that Arbiter.


3_2_DISMOUNTGOLIATH_SOLARA01 (Dark Templar) The Terrans' reckless pursuit of Terrazine puzzles me, Zangakkar. It does not bode well for our people.

3_2_DISMOUNTGOLIATH_ZANG02 (Zangakkar) The answer lies here, I am certain of it. We will continue our observation from afar.


3_3_NUKE_SOLARA04 (Dark Templar) She is dead, Zangakkar.

3_3_NUKE_ZANG05 (Zangakkar) No, Solar'a: her spirit wanders - but still she clings to life. This human could provide us with answers to this mystery. If she recovers, her knowledge would be invaluable.

Mission 4

4_1_LEARN_ZANG01 (Zangakkar) Awaken… and remember.

4_1_LEARN_NOVA02 (Nova) What is… happening to me?

4_1_LEARN_ZANG03 (Zangakkar) The Neural Inhibitors implanted in your brain were burned away by the nuclear blast. Your memories - held in check for so long - are returning. (beat) Though I fear, not all of those memories will be pleasant.

4_1_LEARN_NOVA04 (Nova) Where am I? Who are you?

4_1_LEARN_ZANG05 (Zangakkar) You are in the regen-chamber of my ship - the Void Seeker. I am Zangakkar, elder of the Sari'jal tribe.

4_1_LEARN_NOVA06 (Nova) You're Protoss... a Templar. (beat) My enemy. Why didn't you just kill me on Aiur?

4_1_LEARN_ZANG07 (Zangakkar) We are Dark Templar. Your war with our… estranged kin does not concern us. What does concern us is your pursuit of a rare element called 'Terrazine'. It is… sacred to our people.

4_1_LEARN_ZANG09 (Zangakkar) Terrazine is powerful, unpredictable. It affects all life forms in different ways. But when your kind is subjected to it - the outcome is unavoidably fatal.

4_1_LEARN_ZANG10 (Zangakkar) Your master, Jackson Hauler, has been mining Terrazine from sites all over this sector. After securing the Terrazine found on Mar Sara, he attempted to recover his stores on Aiur. Fortunately, our Templar brethren drove him back before he could claim them.

4_1_LEARN_ZANG11 (Zangakkar) You were nearly dead when we found you on Aiur. But now, your rehabilitation is almost complete.

4_1_LEARN_ZANG13 (Zangakkar) Unfortunately, you do have a terminal condition that we cannot cure. Our examinations revealed that your central nervous system is saturated with Terrazine.

4_1_LEARN_NOVA14 (Nova) I retrieved a few samples from Pinnacle Base, but those were all secure- 4_1_LEARN_ZANG15 (Zangakkar) No. The saturation level is far too severe. You have had prolonged exposure to the gas. It is likely that you've been receiving Terrazine treatments for some time.

4_1_LEARN_SCIENTIST16 (Scientist) Perhaps her resistance is a side-effect of the Terrazine injections… 4_1_LEARN_HICKSON17 (Hickson) Why don't you ask your boss what's really going on?

4_1_LEARN_ZANG18 (Zangakkar) Once Terrazine begins to break down cellular structures, there is no way to reverse its effects. I fear that you've escaped certain death only to fall under its shadow once again.

4_1_LEARN_NOVA19 (Nova) Why would Hauler inject his soldiers with Terrazine if he knows it will kill them? It doesn't make any sense. (beat) How much time do I have?

4_1_LEARN_ZANG20 (Zangakkar) In human terms, you have just under twenty hours to live. (beat) When you are ready, we will deliver you to a destination of your choosing.

4_1_LEARN_ZANG22 (Zangakkar) As Sari'jal, it is our duty to maintain balance throughout the universe. Therefore we will seek Hauler out and insure that he causes no further harm with the Terrazine.

4_1_LEARN_NOVA23 (Nova) If Hauler did this to me, then there's a chance that he can undo it. At any rate, I have nothing to lose by trying.

4_1_LEARN_ZANG24 (Zangakkar) Then it seems our paths are entwined, young one. For now.

4_1_LEARN_ZANG25 (Zangakkar) Behold - Char - the molten nesting ground of the Zerg swarm. We tracked a group of Dominion troops to this planet.


4_1_LEARN_ZANG26 (Zangakkar) I sense your apprehension. You are troubled.

4_1_LEARN_NOVA28 (Nova) You try waking up one day to find that your whole life has been a lie. I have no idea how many deaths I'm responsible for… how many lives I've taken to further someone else's psychopathic schemes. (beat) I don't know if I want all my memories back.

4_1_LEARN_AURAKHAN29 (Aura'Khan) We have found him. Hauler's shuttle is approaching the planet.

4_1_LEARN_NOVA30 (Nova) Why would he risk coming to Char of all places?

4_1_LEARN_ZANG31 (Zangakkar) Pure tenacity. He seeks the hidden stores of Terrazine beneath the planet's molten crust.


4_1_STARTRAPPEL_ZANG01 (Zangakkar) Our great Prelate, Zeratul, discovered the Terrazine deposits when he was on this world. Purportedly, he reached the cavern by trekking through a series of Zerg Nydus Canals.

4_1_STARTRAPPEL_ZANG02 (Zangakkar) We know that Hauler has built a subterranean refinery to mine the Terrazine. It is so heavily guarded, entering it from the surface will be impossible. The winding nydus canals are our only way in...

4_1_STARTRAPPEL_NOVA03 (Nova) I sense a "but" coming.

4_1_STARTRAPPEL_ZANG04 (Zangakkar) Since there is no existing map of the canals' layout, there is no way to discern which path leads to Hauler's refinery. Therefore, I advise that we separate and begin exploring them all. Whoever reaches the facility first will contact the others. Now, let us go. En Taro Tassadar!


4_2_SARIJALX_ZANG01 (Zangakkar) I have considered what you said earlier Nova, about your past. I can only imagine how unbalanced you must feel.

4_2_SARIJALX_ZANG02 (Zangakkar) For Sari'jal, the quest for balance is valued above all things; balance within, and balance throughout the universe. Our way is to walk the path of shadow. If it becomes necessary to take a life, all emotion must be put aside. Anger, hatred, vengeance… these imperfections must be burned from a true warrior's spirit.

4_2_SARIJALX_ZANG03 (Zangakkar) When your spirit is balanced, at the instant of the kill - there is no right or wrong - there is only… the reckoning.


4_4_PRISONER_NOVA01 (Nova) Hmm. You've looked better. Looks like I missed all the fun.

4_4_PRISONER_HICKSON02 (Hickson) What-? Well I'll be damned. If it isn't… uhh... Ah, hell...

4_4_PRISONER_NOVA03 (Nova) The name's Nova.

4_4_PRISONER_HICKSON04 (Hickson) Nova, huh? Well, I'm Hickson. I thought you Ghosts weren't supposed to have names - too much emphasis on the individual. Besides that - shouldn't your memory have been wiped by now?

4_4_PRISONER_NOVA05 (Nova) Let's just say I've resigned from the Dominion. As a result, I am once again in control of my faculties. Now, the real question is - what are you doing here?

4_4_PRISONER_HICKSON06 (Hickson) How do I know this isn't just some kinda' trick?

4_4_PRISONER_NOVA07 (Nova) You don't. But, if I was the heartless Ghost you thought I was - I'd just rip the information straight from your head, wouldn't I?

4_4_PRISONER_HICKSON08 (Hickson) Point taken. I'll talk, but first you've got to get me outta' here.

4_4_PRISONER_NOVA09 (Nova) Why should I?

4_4_PRISONER_HICKSON10 (Hickson) Because I'm one of the good guys, Damnit! And though you may be in control of your faculties, you're NOT in control of the Terrazine coursing through your system.

4_4_PRISONER_NOVA11 (Nova) How could you know that?

4_4_PRISONER_HICKSON12 (Hickson) I've done my homework, honey. I may be able to help you, but first you gotta' free me. The controls to this thing are in the guard tower outside.


4_4_FREE_NOVA01 (Nova) Okay, where are your men?

4_4_FREE_HICKSON02 (Hickson) They… didn't make it. It's just me.

4_4_FREE_NOVA03 (Nova) I'm sorry.

4_4_FREE_HICKSON04 (Hickson) That's something I never thought I'd hear from a Ghost. Look, we gotta' split before one of those Spectres comes back.

4_4_FREE_NOVA05 (Nova) Spectres? We're not going anywhere until you tell me-

4_4_FREE_VULCAN06 (voice offscreen) PUT DOWN YOUR WEAPON AND RETURN WITH ME FOR RE-PROCESSING. THOSE ARE THE COMMANDER'S ORDERS.

4_4_FREE_HICKSON07 (Hickson) Careful… that's one of 'em. Real head case.

4_4_FREE_NOVA08 (Nova) I no longer work for Hauler.

4_4_FREE_VULCAN09 (Vulcan) VERY WELL THEN… YOU ARE THE ENEMY.


4_4_DARKARCHON_AURAKHAN01 (Aura'Khan) Solar'a!

4_4_DARKARCHON_AURAKHAN02 (Aura'Khan) I give the last… of my energy… to you. You know… what to do. KHANO DOR AMUN.

4_4_DARKARCHON_SOLARA03 (Solar'a) Khano Dor Amun.

4_4_DARKARCHON_DARKARCHON04 (Dark Archon) WE ARE AS ONE.

4_4_DARKARCHON_DARKARCHON05 (Dark Archon) DARKNESS OVERPOWERING

4_4_DARKARCHON_VULCAN06 (Vulcan) Auuughhghhhh...

4_4_DARKARCHON_NOVA07 (Nova) Move your scaly ass!


4_4_EXPLODE_NOVA03 (Nova) This is for Aura'Khan and Solar'a.

4_4_EXPLODE_VOIDSEEKERCOMP04 (Computer) ...Zwarja, Ahkla, Nix...Kholis

Mission 5

5_1_ASTEROIDBASE_HICKSON03 (Hickson) Our last batch of Intel confirmed that Hauler maintained decontamination tanks for the scientists and techs exposed to the gas. There’s a chance the tanks could reverse Terrazine’s effects.

5_1_ASTEROIDBASE_ZANG04 (Zangakkar) Our time grows short. Do you know where Hauler is now?

5_1_ASTEROIDBASE_HICKSON05 (Hickson) The ships carting off his Terrazine from Char were all short-range craft. He must be close by.

5_1_ASTEROIDBASE_ZANG07 (Zangakkar) There is a large asteroid on the planet's dark side emitting enormous amounts of thermal energy. I'll scan it for wave signals...

5_1_ASTEROIDBASE_HICKSON08 (Hickson) It could be a base. But how could he have set up shop so close to Char?

5_1_ASTEROIDBASE_NOVA09 (Nova) He couldn't. If it is a base, it'd have to have its own warp engines...

5_1_ASTEROIDBASE_ADJUTANT10 (Adjutant) I repeat, this is Gehenna Station. All units return for immediate departure.

5_1_ASTEROIDBASE_ZANG11 (Zangakkar) I'll bring us closer.

5_1_ASTEROIDBASE_HICKSON12 (Hickson) Look, we can't just rush in there alone. Hauler used the Terrazine's properties to create three superhuman Ghosts. He calls them 'Spectres'. That floating brain on Char was one of them.

5_1_ASTEROIDBASE_HICKSON13 (Hickson) The Terrazine treatments have made them highly resilient, but they require a constant supply of the stuff just to function. Our Intel suggests that without it, they'd die within hours.

5_1_ASTEROIDBASE_NOVA14 (Nova) I've heard that theory before. Still, a handful of Specters doesn't account for how much Terrazine he's been mining. What's he doing with the rest of it?

5_1_ASTEROIDBASE_HICKSON15 (Hickson) That I don't know. But I do know it's crazy for us to go in there without at least a battalion to back us up.

5_1_ASTEROIDBASE_NOVA16 (Nova) You're not going anywhere. I want you to stay on board and track that asteroid if it goes to warp.

5_1_ASTEROIDBASE_HICKSON17 (Hickson) No way. I've lost too many friends to sit this one out- (grunts painfully as he tries to move)

5_1_ASTEROIDBASE_NOVA18 (Nova) I know you have - but you're in no condition for this. We need you here, Hickson.

5_1_ASTEROIDBASE_ZANG19 (Zangakkar) She speaks the truth, human. You are not fit enough to assist us. (beat) We should go now. The Terran Dropship will provide us means of transport to the asteroid.

5_1_ASTEROIDBASE_HICKSON22 (Hickson) Great. Well, at least I'm not entirely useless. I've got stolen access codes that should get you inside their perimeter without a hassle. (he looks at Nova) Give that bastard a kick in the ass for me.

5_1_ASTEROIDBASE_ZANG23 (Zangakkar) We will have to find an alternate method of escape. Seek out the decontamination chambers, and I will locate Hauler's Terrazine stores. En Taro Tassadar... Nova.


5_1_SNIPERINTRO_ARIES01 (Aries) Welcome home, little sister. Have you come to reclaim your lost identity? We were all lost once. But Hauler found us - and made us more than we were. He made us powerful.

5_1_SNIPERINTRO_NOVA02 (Nova) You serve him without question - like a mad dog cowering at his master's feet. Well, brother, I've come to put you down.


5_4_PODS_NOVA01 (Nova) Hickson, I don't know if you're reading this, but we found what Hauler's doing with the rest of the Terrazine. He's bred an army of Spectres! They're being kept on ice in some kind of… cryonic pods.

5_4_PODS_ZANG04 (Zangakkar) Hickson is right, Nova. You must go. We can escape in these two empty pods. While you are gone, I will set this system to overload. The resultant explosion should insure that Hauler's twisted creations die with him.


5_4_ARTEMIS_NOVA02 (Nova) Thanks Hickson. I couldn't have done this without you.

5_4_ARTEMIS_ARTEMIS03 (Artemis) Well, well. I never understood what the commander saw in you. Still, I must admit, you've proven to be quite resilient - even with the Terrazine in your veins slowly killing you. Of course, all you have to do to save yourself… is get through me.

5_4_ARTEMIS_NOVA04 (Nova) You asked for it...


5_4_HAULER_ZANG01 (Zangakkar) Z'aghash Khul'inah.

5_4_HAULER_NOVA04 (Nova) No.

5_4_HAULER_HAULER05 (Hauler) What, Nova - you'd risk yourself to avenge a fallen friend? (beat) I thought I taught you better than that.

Mission 6

6_2_HAULERDEFEAT_HAULER01 (Hauler) Show yourself, little Ghost.. Let's finish this.

6_2_HAULERDEFEAT_NOVA02 (Nova) You missed it, Colonel. It's already over.

6_2_HAULERDEFEAT_HAULER04 (Hauler) I'm not done yet, girl… Still… one hand… left to play… My Spectres… will assure… my legacy.

6_2_HAULERDEFEAT_NOVA05 (Nova) Know this: if any of them do escape, I'll hunt them to the ends of the universe. Your legacy… is as good as dead.

6_2_HAULERDEFEAT_ZANG06 (Zangakkar) Nova… when you were… reawakened, all you cared about… was saving your own life. But your spirit… proved true. You have taken… your first steps… towards balance. Therefore… my psi-blade… is now yours. May you never brandish it without reason; may you never extinguish it without honor.

6_2_HAULERDEFEAT_NOVA07 (Nova) I will carry it proudly, always.

6_2_HAULERDEFEAT_ZANG08 (Zangakkar) Your path… will be long and arduous... But… you will find peace… and balance… amidst the dark… between the stars.

6_2_HAULERDEFEAT_HICKSON010 (Hickson) I did it! Are you, uh… all in one piece?

6_2_HAULERDEFEAT_NOVA11 (Nova) I seem to be…

6_2_HAULERDEFEAT_HICKSON012 (Hickson) Well, you look good. I mean, you look alright... I - I mean you look healthy... 6_2_HAULERDEFEAT_NOVA13 (Nova) Hickson?

6_2_HAULERDEFEAT_HICKSON014 (Hickson) Yeah?

6_2_HAULERDEFEAT_NOVA15 (Nova) Get us the hell out of here.

6_2_HAULERDEFEAT_HICKSON016 (Hickson) You got it, darlin'. Conversation Text

Misc dialogue

TERRAN_MARINE1_CONV01 (Marine) What a mess.. Buck's head'll roll for this one, if he survives...

TERRAN_MARINE5_CONV02 (Marine) I thought the Dominion had eradicated the Zerg.. where did they all come from?

TERRAN_MARINE1_CONV03 (Marine) Who gives a damn, where are we going to go?


TERRAN_MARINE5_CONV04 (Marine) So what's with all the disappearing Ghosts? I hear Omega lost an entire squadron last month.

TERRAN_MARINE1_CONV05 (Marine) Hell if I know, just keep those creepy mindslugs away from me.


TERRAN_MARINE5_CONV06 (Marine) What the hell is going on out there?

TERRAN_MARINE1_CONV07 (Marine) I dunno, it's always some damn thing...

TERRAN_MARINE5_CONV08 (Marine) Some group of dissidents' got a beef with Emperor Mengsk, sounds like...

TERRAN_MARINE1_CONV09 (Marine) Can you believe it, our own damned people! The Zerg don't even need to bother, we're doing fine eradicating ourselves.


TERRAN_MARINE1_CONV10 (Marine) Whatever happened to that Ghost, what was her name.. Cardigan?

TERRAN_MARINE1_CONV11 (Marine) It was 'Kerrigan', you dumbass, Sarah Kerrigan.. I think she married that Raynor fella.

TERRAN_MARINE1_CONV12 (Marine) Are you kiddin' me? Ain't none of you ever hearda the Queen of Blades?

TERRAN_MARINE5_CONV13 (Marine) Hey, you catch that UNN piece on the Mar Sara? 'Minds me of the good old days...

TERRAN_MARINE1_CONV14 (Marine) When was that, rookie: last week?

TERRAN_MARINE5_CONV15 (Marine) No serious, some refinery blew up and every Zerg in Koprulu Sector swarmed it.

TERRAN_MARINE1_CONV16 (Marine) There ain't no Zerg left in Koprulu, son! Just malcontents and dirt.

TERRAN_MARINE5_CONV17 (Marine) I hear they had to nuke it from orbit, was the only way to be safe...

TERRAN_MARINE1_CONV18 (Marine) My ass...


TERRAN_MARINE1_CONV19 (Marine) What ARE the brainiacs cooking up down there in the labs, anyway?

TERRAN_MARINE5_CONV20 (Marine) It must be good, these rebels want it so bad..

TERRAN_MARINE1_CONV21 (Marine) The labrats sure love it, must be like Zerg catnip or something..


TERRAN_ADJUTANT_CONV01 (Adjutant) Intruder alert in Sector 5.

TERRAN_ADJUTANT_CONV02 (Adjutant) Emergency fire suppression system initiated.

TERRAN_ADJUTANT_CONV03 (Adjutant) Refueling process initiated.

TERRAN_ADJUTANT_CONV04 (Adjutant) Gehenna Station hailing unknown dropship. Please identify and provide security access codes.

TERRAN_ADJUTANT_CONV05 (Adjutant) Access codes verified. You may proceed, Redemption.

Script 2

Briefing Text

Mission 1

1_1_1_BRIEFINGTEXT01 Press A to jump.

1_1_1_BRIEFINGTEXT02 Press L-TRIGGER to crouch.

1_1_1_BRIEFINGTEXT03 Look around your environment for other things to interact with.

1_1_1_BRIEFINGTEXT04 Press X to enter sniper view and look for a lockdown circuit. Press B to fire a lockdown round at the circuit and stop the exhaust fan.


//1_1_1_BRIEFINGTEXT01 Roger that, Lieutenant. Unfortunately, we're fresh outta nukes, so if you don't find us a way around that position we're fragged!

//1_1_1_BRIEFINGTEXT02 Roger that, Lieutenant. Now, listen up! Command's sent word that there's a bridge in your vicinity! I want you to high-tail it and verify its location!

//1_1_1_BRIEFINGTEXT03 Well don't just stand there--back him up! And find me that damned bridge!

//1_1_1_BRIEFINGTEXT04 What's your status, Lieutenant? Have you found my bridge?

//1_1_1_BRIEFINGTEXT05 Well that's just- Lister, get up dammit! (beat) Don't let them through-


1_1_1_INGAME_CONV01 Traitor: I'm a traitor, and I suspect an operative will be sent to kill me.

1_1_1_INGAME_CONV02 Captain: Fine, I'll post more security... I hope a Ghost doesn't come out of that crate over there or you're as good as dead.

1_1_1_INGAME_CONV03 Whatever, lets leave this area so that any assassins have to spend a lot of time tracking me down.

1_1_1_INGAME_CONV04 That may sound like a good idea now, but during that time they might hone their skills...

1_1_1_INGAME_CONV05 ...becoming more efficient at stealth and killing.

1_1_1_INGAME_CONV06 Hah, not likely. Lets go.

1_1_1_INGAME_CONV07 Traitor: Did anyone ever tell you that you look just like Jackson Hauler?

1_1_1_INGAME_CONV08 Captain: Shut up.


1_1_1_POPUP_CONV01a I'm communicating with you via neural link. I thought you might like to know that.

1_1_1_POPUP_CONV02a You can be more silent by walking and crouching instead of running.

1_1_1_POPUP_CONV03a You can also survey the area by moving the right controller stick.

1_1_1_POPUP_CONV04a There's some enemies here, but even if they detect you they can't warn anyone cause their AI won't allow it. This is fortunate for you, newbie.

1_1_1_POPUP_CONV05a You should sneak up behind them and silent kill them using the B button.

1_1_1_POPUP_CONV06a I'll tell you more when you're done.


1_1_1_POPUP_CONV10a Nova, I've detected a script trigger event. It seems as though an AI will come through the door to engineering and begin walking a patrol path exactly 10 seconds after this conversation ends. You should probably hide.

1_1_1_POPUP_CONV11a You should try sneaking up on this guy with cloak when he shows up... hit left on the D-Pad to activate it. Make sure you stay quiet though, since you still make noise when cloaked.


1_1_1_POPUP_CONV20a I've been unable to locate your target, he must be somewhere heavily fortified. Fortunately, searching for him will give you some time to hone your skills and become more efficient at stealth and killing.

1_1_1_POPUP_CONV21a You'll need to go to engineering and hack into the mainframe to find out which quarters have been retrofitted with security recently.

1_1_1_POPUP_CONV22a Conveniently enough, the door that last guy came through was previously locked, but now it's open AND it leads to engineering! Fate smiles upon you this day, Nova.


1_1_1_POPUP_CONV30a You'll need to lockdown that pesky laser forcefield using the lockdown feature of your rifle. Hit Y to access your rifle.

1_1_1_POPUP_CONV31a Once you've done that, pan around until you see the lockdown circuit. Your occular implants will call it out for you when your crosshair is over it.

1_1_1_POPUP_CONV32a After that, hit B to fire the lockdown round.


1_1_1_POPUP_CONV40a This door is locked, but I bet that vent to the left of it leads right into engineering. Walk up to it and hit A to open it, then hit L-Trigger to crouch and go inside.


1_1_1_POPUP_CONV50a You'll need to be extra careful not to get detected here Nova, the AI on these techs allows them to call in alarms if you're spotted. Letting that happen could cause a mission failure.

1_1_1_POPUP_CONV51a You might find yourself cloaking a lot in this area. Press and hold Down on the D-Pad to recharge your psi.


1_1_1_POPUP_CONV60a Now hack that console there so that we can find out where the traitor is. Use the Shoulder buttons while hacking to change the 1s and 0s.


1_1_1_POPUP_CONV70a Be extra careful around cameras Nova, they can detect you and set off an alarm. Some of them can even see through your cloak.

1_1_1_POPUP_CONV71a Fortunately, they take a second to lock on and identify their targets. Your best bet is to avoid their detection fields, or lock them down before proceeding.


1_1_1_POPUP_CONV80a You should always hide the remains of your handywork. Look around for a vent, and drag this guy in there using the R-Trigger.


1_1_1_POPUP_CONV90a You'll automatically grab only interactable objects like pipes and ladders. Press A to dismount.


1_1_1_POPUP_CONV100a According to the maintenance logs there have been security modifications to the captains quarters near the bridge.

1_1_1_POPUP_CONV101a You should proceed there at once. It looks like the only for you to get there is via the upper cargo hangar.

1_1_1_POPUP_CONV102a There should be a corridor leading there from the upper deck of engineering.

1_1_1_POPUP_CONV103a To review the maintenance logs, and any other logs, press Start and access the Database.


1_1_1_POPUP_CONV110a You'll want to be careful about setting off a base alarm with so many heavily armed soldiers nearby. It could be deadly.

1_1_1_POPUP_CONV111a Stealth Kills are usually the safest bet, but sometimes distance kills are necessary. To arm your sniper rifle, first go into gun mode by hitting Y.

1_1_1_POPUP_CONV112a Once in gun mode, press R3 to enter Sniper mode. Once in this mode, you can zoom in and out by moving the left analog stick up and down.

1_1_1_POPUP_CONV113a You can also lean around corners by moving the left analog stick left and right. 1_1_1_POPUP_CONV114a Most enemies are vulnerable to head shots. Make sure your shot is lethal or they will take cover and call in an alarm.

1_1_1_POPUP_CONV115a You should also pay close attention to where the body of your target is going fall. If another patrolling guard sees a corpse he'll call in an alarm.


1_1_1_POPUP_CONV121a You will be able to hang on some wires, pipes, and beams. Use the beam above you to navigate across the hangar.


1_1_1_POPUP_CONV130a Once hanging you will usually be able to transition from the bottom to the top of the object by hitting B.


1_1_1_POPUP_CONV140a You can also snipe while hanging by pressing Y while on a wire. Try sniping that guard near the vending machines.


1_1_1_INGAME_CONV10 Grunt 1: Reporting for protection detail, threat level has been confirmed as high.

1_1_1_INGAME_CONV11 Sarge: Good, head to the upper deck and report to the Captain for further instructions.

1_1_1_INGAME_CONV12 Grunt 1: Roger that.

1_1_1_INGAME_CONV13 Sarge: I want you two to secure this area. I'll be on patrol, checking up on you periodically.

1_1_1_INGAME_CONV14 Grunts: Yes sir!


1_1_1_HACK_OPTION01 Access Maintenance Logs

1_1_1_HACK_OPTION02 Disable Engineering Security Doors

1_1_1_HACK_OPTION03 Purge Warp Core


1_2_1_BRIEFING_CONV01 Nova, I have an incoming transmission from Colonel Hauler. Stand by.

1_2_1_BRIEFING_CONV02 You've done well, Nova. But now that the terrazine is shut off, the zerg have become even more erratic. For the time being, I need you to support our defense forces on the ground. Chimaera Base lies just over the ridge, and it's been taking a beating. Once you hit the ground, report to the forward post and see if you can help take some heat off.


//1_2_1_BRIEFING_CONV02 You’ve done well, Nova. But now that the terrazine is shut off, the zerg have become even more erratic.

//1_2_1_BRIEFING_CONV03 For the time being, I need you to support our defense forces on the ground. Chimaera Base lies just over the ridge, and it’s been taking a beating.

//1_2_1_BRIEFING_CONV04 Once you hit the ground, report to the forward post and see if you can help take some heat off.

1_2_1_BRIEFING_CONV05 No problem, sir. I've got it covered.


SF121ANova04 I'm too far away to help those boys out. I better hot-tail it to the forward post and see what I can do from there.


SF121ANova05 I'm here to help, sergeant. What's happening?

SF121AMarineB06 Special Ops, huh? Well, the zerg are hammering the north sector of the base. Our boys down there are trying to reinforce the lines, but these damn overlords keep dropping zerglings on top of 'em! Why don't you dial up a call-down and irradiate the damn thing?!!

SF121ANova07 You got it.


1_2_1_POPUP_CONV70a To initiate a calldown, first enter gun mode and select your rifle.

1_2_1_POPUP_CONV71a Now move your crosshair over your target.

1_2_1_POPUP_CONV72a Now press and hold B to bring up the calldown targetting system.

1_2_1_POPUP_CONV73a I have no idea how to describe what you're supposed to do next. It has something to do with the arrows, and the r-trigger.

1_2_1_POPUP_CONV74a Great Job! You get a gold star!


1_2_1_POPUP_CONV10a Where you think you're goin’? Get over there and help!

1_2_1_POPUP_CONV11b Keep your shirt on, soldier.


1_2_1_INGAME_CONV01 (Bubba) She for real? I never seen one of 'em up close before.

1_2_1_INGAME_CONV02 (Jack) Ghost's are no joke, buddy. I hear the government messes with their genetics and such. Makes 'em more efficient killers.

1_2_1_INGAME_CONV03 (Bubba) Woah. I hope we didn't piss her off or anything.


1_2_1_POPUP_CONV20a There's a stockpile of ammo and such just 'round the bend, there. Help yourself to it. It's the least we can do.

1_2_1_POPUP_CONV21b Thanks. Don't mind if I do.


1_2_1_POPUP_CONV30a Damn, those boys need help quick! That Overlord's dropped zerglings right on top of 'em! You gotta' do something fast!

1_2_1_POPUP_CONV31b Not a problem.


1_2_1_INGAME_CONV10 (Sarge) All right boys, let's move! We gotta reach the north gate and help our buddies!

1_2_1_INGAME_CONV11 (Fred) Real impressive, miss. But our boys need more help down there!

1_2_1_INGAME_CONV12 (Nova) I'm already gone.


1_2_1_POPUP_CONV40a I can't let you go down there! With those damn Overlords dropping zerg all over the place, I can't risk letting any get up here!

1_2_1_POPUP_CONV41b I'll take care of it.


1_2_1_INGAME_CONV20 (Sarge) All right, boys, this is it! Squad six – Over here! Man those positions!

1_2_1_INGAME_CONV21 (Sarge) We're going to retake the north sector or die trying! Move! Move! Move!


SF121AMarineSgt23 Watch your back out there. Some of the Zerg got past our guns and started creepin' through the trenches.

SF121ANova24 Where can I find the C.O., Sergeant?

SF121AMarineSgt25 There's a service ladder at the end of the trench network. That should take you straight to him.

SF121ANova26 Thanks for the tip. Be careful.


1_2_1_POPUP_CONV55a Hell, it's gettin' crazy out there. Fella'd be out of his danged mind to step into that hornets' nest. Yeah... I'll just wait here.. wait here for my buddies to come get me... Damn hornets' nest is what that is...


1_2_1_BATTLE_WARNING Nova! Stay back until we've cleared the entire area. A stray round could take you out at any second.


SF121ALtStrepp34 (Lt. Strepp) Ah, 'bout time our back-up got here!

SF121ALtStrepp35 (Lt. Strepp) A few minutes ago, that Nydus Canal erupted from the ground and started spilling Zerg all over us!

SF121ALtStrepp36 (Lt. Strepp) Their initial attack damaged the Armory door. I've got six Siege Tanks in there that can take that Canal out with ease! But unless that SCV can get that blasted door open, we're good and screwed!

SF121ALtStrepp37 (Lt. Strepp) That Auto-Cannon will help you hold off the Zerg rush. Get moving, soldier.

SF121ANova38 (Nova) Yes, sir.


1_2_1_POPUP_CONV60a The damn frame's bent! This could take some time…

1_2_1_POPUP_CONV61a I'm about halfway there. Just keep those critters off'a me!

1_2_1_POPUP_CONV62a I'm almost done! Just hold 'em off a few more seconds…


SF121ASCV42 (SCV) Repair's complete! We're good to go!

SF121ALtStrepp43 (Lt. Strepp) Open the armory! Roll 'em out!

SF121ALtStrepp44 (Lt. Strepp) Outstanding! Now those zerg will get what's comin' to 'em!

SF121ALtStrepp45 (Lt. Strepp) All right - move those tanks out! The can is open, my friends - let the whoop-ass flow forth!


1_2_1_BRIEFINGTEXT10 I'm too far away to help those boys out. I better hot-tail it to the forward post and see what I can do from there.

1_2_1_BRIEFINGTEXT15 Special Ops, huh? Well, the Zerg are hammering the north sector of the base. Our boys down there are trying to reinforce the lines, but these damn Overlords keep dropping Zerglings on top of 'em! Why don't you dial up a call-down and Irradiate the damn thing?!!

1_2_1_BRIEFINGTEXT20 Where do you think you're goin'? Get over there and help! 1_2_1_BRIEFINGTEXT21 Damn, those boys need help quick! That Overlord's dropped zerglings right on top of 'em! You gotta' do something fast!

1_2_1_BRIEFINGTEXT22 Damn, those boys need help quick! That Overlord's dropped zerglings right on top of 'em! You gotta' do something fast!


1_2_1_BRIEFINGTEXT23 Get across the battlefield and man that gun! We need to get that tank back online!


1_2_1_BRIEFINGTEXT50 Nova, Intel has issued a cautionary warning regarding the canyon pass. They're tracking a number of fluctuating mutagenic signatures in the vicinity.


1_2_1b_POPUP_CONV0a (Nova) General, I've reached the grid-site. From this vantage point, I can identify every sunken colony in the valley. Over.

1_2_1b_POPUP_CONV1b (Warfield) Excellent, Nova. Our siege tanks are in position to blast those colonies to hell – but they'll need you to spot for them. Once you've initiated the call-down, the armored division will proceed through the valley.

1_2_1b_POPUP_CONV2a (Nova) I read you, sir. I'll take care of it.


SF121BWarfield12 (Warfield) Phase one complete, Nova. You've done well. Now, proceed to grid-site XR:307.6 for phase two.

SF121BNova13 (Nova) Roger that.


1_2_1b_POPUP_CONV5a (Nova) General, I've reached the second grid-site. Awaiting orders.

1_2_1b_POPUP_CONV6b (Warfield) The siege tanks have moved into position, Nova. You can begin spotting for them at any time.

1_2_1b_POPUP_CONV7a (Nova) Commencing, sir.


SF121BWarfield17 (Warfield) Expertly done, Nova. I see why Hauler values you so much. Switch over to alpha channel seven and I'll brief you on the next phase of our push.


1_2_1b_POPUP_CONV9a (Nova) Adjutant, I think I just killed an infested Marine! Can the Zerg spores warp armor and weaponry as well?

1_2_1b_POPUP_CONV10b (Adjutant) Unknown. You'd best be careful, Nova. There's no telling how our technology might be effected by the Zerg.


1_2_1b_POPUP_CONV11a (Nova) General Warfield, this is Nova. I've found a small infested base camp just north of the Command Center. Shall I proceed as planned, sir?

1_2_1b_POPUP_CONV12b (Warfield) You're the only one within range, Nova. Once those Spore Colonies have been taken out, the Battlecruisers will be able to cleanse the entire area. Until then, you'll have to watch out for infested personnel.


SF121BNova24 (Nova) General, it seems your Spore Colonies have had an accident…

SF121BWarfield25 (Warfield) Well done, Nova! The Battlecruisers are already moving into firing position. Atmospheric conditions are scrambling the ships’ targeting computers, so you’ll have to spot for the Yamato Cannons as well. Proceed to grid-site... XR: 756.2. You'll be able to paint the Command Center from there.

SF121BNova26 (Nova) On my way. Nova out.


1_2_1b_POPUP_CONV16a (Nova) General, it looks like they're making a run for it!

1_2_1b_POPUP_CONV17b (Warfield) Paint it quickly, Nova! Order the call-down NOW!


1_2_1b_POPUP_CONV18a (Warfield) Those 2 SPORE COLONIES are the last barrier to the BATTLECRUISERS. Take them out with impunity Lieutenant!

1_2_1b_POPUP_CONV19b (Nova) Copy, Gold leader. I'm already on my way out.


1_2_1_BRIEFINGTEXT51 Lieutenant! Calldown SEIGE TANK STRIKES on those Zerg installations! We've got to bring the fight to them if we're going to advance our ground forces.

1_2_1_BRIEFINGTEXT51a Great work, Nova. Our forces further up the canyon need more of your help. Keep moving up to provide calldown support.

1_2_1_BRIEFINGTEXT52 SEIGE TANKS are in position, Lieutenant. Take out those SPORE COLONIES with impunity.

1_2_1_BRIEFINGTEXT52a Excellent, Lieutenant. Up ahead are the last Zerg forces preventing the approach of the SS Venerable Monk. Destroy them to make way for YAMATO STRIKES. BAAAAM!!!!

1_2_1_BRIEFINGTEXT53 Lieutenant, there is a pair of SPORE COLONIES down in the canyon preventing the approach of the BATTLECRUISER. Take them out, and the SS Venerable Monk will provide Yamato support.

1_2_1_BRIEFINGTEXT54 The Venerable Monk is in range, Lieutenant. Fire at will.

1_2_1_BRIEFINGTEXT55 Clear out those last 2 SPORE COLONIES Lieutenant!


1_2_1_BRIEFINGTEXT01 Without Missile Turrets we don't stand a chance of removing the Overlords and stopping that rush. A ladder at the end of this trench will take you to a cover position, get there and I'll send out an SCV to repair the Turret.

1_2_1_BRIEFINGTEXT02 The Zerg have cut the power supply to our perimeter fence. You'll have to hold off the rush with the Gauss Turret until we can get it repaired.

1_2_1_BRIEFINGTEXT03 Now move to the second Gauss Turret and use it to clear a path for the SCV. Get moving, Lieutenant! Surface troops report a group of Mutalisks is en route to your position.

1_2_1_BRIEFINGTEXT04 The Mutalisks are on your doorstep, Lieutenant - protect that SCV at all costs!

1_2_1_BRIEFINGTEXT05 The battlefield is littered with burrowed Zerg. Use the Zipline to descend to the Missile Turret to avoid any burrowed units near the front lines.

1_2_1_BRIEFINGTEXT06 Our Comsat Station is back online. Calldown Comsat sweeps to detect and avoid burrowed enemies, and advance to the abandoned bunker.

1_2_1_BRIEFINGTEXT07 Now get to high ground and target the Overlord for an Irradiate strike. 1_2_1_BRIEFINGTEXT08 Move closer to the Marines and Calldown Comsat sweeps so they can target the Lurker.

1_2_1_BRIEFINGTEXT09 The Marines should be able to defend this tunnel if you can get them inside. Override the door controls by hacking the system.

1_2_1_BRIEFINGTEXT10 The door opening isn't big enough for a Marine suit. Slip through, and make your way to the power terminal at the opposite end of the tunnel. Take care to be stealthy, Lieutenant.

1_2_1_BRIEFINGTEXT11 Get to high ground and target the target Spore Colony for Yamato Strike so that the air units can take out the Sunken Colonies.


1_2_1_BRIEFINGTEXT12 Good work, Lieutenant. Now, I want to know what happened at that refinery. Find out all you can and report back to me, personally.

1_2_1_BRIEFINGTEXT13 Roger that, Lieutenant. Continue surveillance. Get within range and scan them for identity checks.

1_2_1_BRIEFINGTEXT14 We've received your upload, Lieutenant. Good work. Our Intel confirms that these men are rebels who've sworn to bring down the Dominion. We haven't been able to catch up to them until now. (beat) Terminate them, Lieutenant... with extreme prejudice.

1_2_1_BRIEFINGTEXT15 Your... failure will be overlooked this time, Lieutenant. You'll have another chance to prove your worth presently...

1_2_1_BRIEFINGTEXT16 Nova, the Zerg have overtaken the station's central Command Center and infested the Op crew. (sighs) Those men are lost. I want you to draw as many Zerg as possible to their location... and Nuke them all.

1_2_1_BRIEFINGTEXT17 I've sent an SCV to carry a Psi-Emitter to the center of the station. The emitter will act as a beacon and attract the Zerg to you. Further information about the emitter can be accessed via your Data-log.

1_2_1_BRIEFINGTEXT18 Once the emitter's in place, you'll need to proceed to a point inside the blast radius where you'll paint the target and call down the nuke. Once that's done you'll need to hightail it to a minimum safe distance. Remember, EVERYTHING not outside the safe-zone will be atomized when that nuke hits... including you.

1_2_1_BRIEFINGTEXT19 It's up to you now, soldier. Protect that SCV at all costs. Hauler out.

1_2_1_BRIEFINGTEXT100 YEEEEE HAW!!!!

1_2_1_BRIEFINGTEXT105 Right here the infested guys are supposed to be running out behind the buildings. You have to shoot them before they can run up to the Goliath and blow up.

1_2_1_BRIEFINGTEXT110 And here comes a Zergling Rush!!! (Yeah, I know you can't see it. But it's coming. Someday.)

1_2_1_BRIEFINGTEXT115 Shit, there's some Sunkens. Better get out Lieutenant and calldown on those Mofos.

1_2_1_BRIEFINGTEXT120 Here's where those Zerglings came from -- Overlords dropping those guys off!! Take them out!! Use extreme prejudice!! Or some other cliche'd military expression!!

1_2_1_BRIEFINGTEXT125 More calldowns.

1_2_1_BRIEFINGTEXT130 MUTALISKS!! Kill them like you're a killer!!

1_2_1_BRIEFINGTEXT135 Man, if any Goliath was ever this badass in the RTS you'd have a serious balancing problem..

1_2_1_BRIEFINGTEXT140 One final calldown spot before the next level. If anyone has any ideas how to make this calldown area more different and interesting than the other two please give me a call. (415) 883-8690. Ask for Matt.


BR131ANova01a (Nova) Adjutant, the emergency systems seem to be on-line, but I'm reading heavy power fluctuations across the grid. Are there secondary systems I can access for more information?

BR131AAdjutant02b (Adjutant) Affirmative. There are a handful of functioning data-systems throughout the complex. You can access them to review station logs and personnel information.

BR131ANova03a (Nova) Perfect. Nova out.

1_3_1_BRIEFINGTEXT00 (temp) Get in there and find out what happened. You can start by searching the desk terminals in the offices of this first building.

1_3_1_BRIEFINGTEXT01 (temp) Hey man! Did you hear the Pixies are getting back together! Shit! We gotta get outta here so we can catch their show! Come get me in building 2. I'll unlock the exit door in this building 1_3_1_BRIEFINGTEXT02 Within range of an Overlord your Cloak will be ineffective, Lieutenant - avoid them at all costs, or your ability to remain covert will be compromised.

1_3_1_BRIEFINGTEXT03 The SCV won't be able to slip past the Overlord unaided, Lieutenant. Science Vessel Magellan is now in range for calldown support, get to a safe position and upload target coordinates for an Irradiation strike.

1_3_1_BRIEFINGTEXT04 That pipe hangs by a thread, Lieutenant - shoot the thread to bring it down and get across the chasm.

1_3_1_BRIEFINGTEXT05 The Zerg have used the heater core below you to incubate their eggs. Override the terminal to open the hatch and get below. I'll upload coordinates for an optimal charge position to your HUD now.

1_3_1_BRIEFINGTEXT06 Proceed to the coordinate location, and plant the charge. Take care not to stand near any egg for too long, Lieutenant - the hatchlings will sense your alien presence and may hatch prematurely.

1_3_1_BRIEFINGTEXT07 Take care where you walk, Lieutenant - that thick organic matter in front of you is called 'Creep'. It is a biological lifeline for the Zerg, providing nourishment for developing their organisms. It is also alive, and can alert other Zerg your presence.

1_3_1_BRIEFINGTEXT08 Nova, that maintenance shaft is perfect. Problem is, the door's locked - you'll have to go around and open it for me.

1_3_1_BRIEFINGTEXT09 Another nest - you know what to do, Lieutenant. Stand by for coordinate upload.

1_3_1_BRIEFINGTEXT10 One last charge should do it, Lieutenant. Get inside this nest while I upload coordinates for the charge location.

1_3_1_BRIEFINGTEXT11 Nova, these vents are still active. I'd make it through ok but the Emitter circuitry's too fragile.. you'll have to find a way to disable it.

1_3_1_BRIEFINGTEXT12 That pipe could provide adequate cover for the SCV, if you can bring it down to his level. Do you follow, Lieutenant?

1_3_1_BRIEFINGTEXT15 In this room you're going to talk to a survivor -- an SCV tech who's going to tell you that you need to get to the main security terminal to find out what happened to the refinery.

1_3_1_BRIEFINGTEXT16 Right after that this really cool in-game cutscene of a hydra tearing through the wall and eviscerating the tech is going to play. Then you'll grab the keycard off the scv tech.

1_3_1_BRIEFINGTEXT17 Of course, none of this is done yet.

1_3_1_BRIEFINGTEXT18 But trust me, it's going to be really cool.

1_3_1_BRIEFINGTEXT19 (temp intro text to describe how to use spider mine for the first time.) Spidermines can be used covertly in some instances to blow up enemies without risking injury to the field agent. To select a spidermine, switch to grenades and then use the b/w keys to select the spidermine.

1_3_1_BRIEFINGTEXT20 It appears the main system power has gone offline. This may our inhibit our ability to extract the datalogs from the main security terminal.

1_3_1_BRIEFINGTEXT21 As suspected, the primary security terminal is non-functional due to the power failure. You will have to find your way down to the auxilliary generator room to activate the emergency power. As the elevators are offline, you will need to find another route down to the generator deck. Once the power is back online it should be a simple matter to return to this level using the maintenance elevator.

1_3_1_BRIEFINGTEXT22 Schematics indicate this ventilation pipe network should lead down to the auxilliary generator room.

1_3_1_BRIEFINGTEXT23 Say, did you turn on the power yet? This door isn't supposed to work until you turn on the power.

1_3_1_BRIEFINGTEXT24 Auxilliary generators online. The primary security terminal should now be active.

1_3_1_BRIEFINGTEXT25 You have reached the exhaust pipes for the main power reactor. There is a 87.9 percent chance that locking them down will trigger a furnace overload.

1_3_1_BRIEFINGTEXT30 AIEEEEEEEEEEEEEE GET OUT OF HERE!!!!!! IT'S GONNA BLOW!!!! GET TO THE DROPSHIP!!!!!!!!!!!!!

1_3_1_BRIEFINGTEXT99 (temp intro text to describe shooting vents) shoot this vent to proceed blah blah blah

1_3_1_BRIEFINGTEXT98 Yo dude better turn on the flashlight (pull out gun and press down on the D-PAD)


1_3_1_BRIEFINGTEXT99 Lieutenant, if what that tech said is true, then the data I need is up ahead in Building 3: The Mining Complex. Get going, I want to be home sipping Earl Grey by sun up.


1_3_1_BRIEFINGTEXT100 System Error: Station power core off-line. Elevator inoperable.

1_3_1_BRIEFINGTEXT100a System Error: Station power core off-line. Mainframe temporarily shut-down.

1_3_1_BRIEFINGTEXT100b System Error: Station power core off-line. Armory console inoperable.

1_3_1_ELEVNOVACUE1 Interesting. I’ll have to head back to the control room and reset this thing. 1_3_1_BRIEFINGTEXT101 Sub-floor not specified. Security activation required.

1_3_1_BRIEFINGTEXT102 GOOD GOD, WOMAN!! This data is crazy!! Saboteurs wreaked havoc and the damage is irrepairable. you must go down to the drill core and start an overcycle by triggering all 4 drills at once!!!!

1_3_1_BRIEFINGTEXT103 Colonel, this place is set to blow. I'm going to need a lift!

1_3_1_BRIEFINGTEXT104 Well done, Nova. Now, get your ass top-side. I'll have a dropship waiting to pick you up the primary pad. Hauler out.

BR131AVern27 Thank God you made it! I can hardly believe you're here! I mean-

BR131ANova28 Just open the hatch, Vern.

BR131AVern29 Listen, lady - I ain't opening this door till all those critters are dead! I ain't takin' no chances!

1_3_1b_ELEVATORDIALOGUE0 (System) Approaching drilling section K-42, sub-level C. Level 7 toxicity warning has been issued. Standard Kel-Morian Environment Suits required at all times. Should you experience any nausea, light-headedness, watering eyes or diarrhea, please check with your designated shift nurse immediately...

1_3_1b_ELEVATORDIALOGUE1 (Nova) Well, at least there's no corny music playing...


1_3_1b_ELEVATORHINT Interesting. I'll have to head back to the control room and reset this thing.


1_3_1b_NovaGreetHydra Hello, ugly. Let's dance.


1_3_1b_CONSOLETIP Hack the panel near each of the 4 drills to ignite them without coolers online to cause an overload.


1_3_1b_Drilldialogue0a (Nova) Adjutant, I've reached the main drilling rigs. What's the quickest way to blow these things?

1_3_1b_Drilldialogue1b (Adjutant) Kel-Morian manufactured rigs are dependent upon sophisticated coolant injectors. Disabling the coolant valves while the drill is running will likely overload the entire system.

1_3_1b_Drilldialogue2a (Nova) That'll do it.


1_3_1b_DrillWarning1 (System) Caution: Coolant Valve One disabled. Emergency drill shut down is advised.

1_3_1b_DrillWarning2 (System) Caution: Coolant Valve Two disabled. Emergency drill shut down is advised.

1_3_1b_DrillWarning3 (System) Caution: Coolant Valve Three disabled. Emergency drill shut down is advised.

1_3_1b_DrillWarning4 (System) Caution: Coolant Valve Four disabled. Emergency drill shut down is advised.


1_3_1b_DrillCritical1 (System) Warning: Primary Coolers off-line. Drill systems reaching heat-density overload. System melt-down minus: 6 minutes.

1_3_1b_DrillCritical2 (System) Warning: Primary Coolers off-line. Drill core overload is imminent. You now have 3 minutes to reach minimum safe distance.


1_3_1b_CRITICAL_WARNING (Adjutant) Warning: Primary heat exchangers compromised. You now have 1 minute to reach minimum safe distance.


1_3_1b_ShuttleDialogue0 (Nova) You boys going my way?

1_3_1b_ShuttleDialogue1 (Marine) Move it, honey. Our parking meter's about to expire! 1_3_1b_ShuttleDialogue2 (Pilot) Let's go! Let's go!

1_3_1b_ShuttleDialogue3 (Marine) She's clear! Punch it!

1_3_1_POPUP_CONV0a (Adjutant) It appears that power to the main frame and all other major systems has been deactivated. It must be restored in the power core.

1_3_1_POPUP_CONV1b (Hauler) Nova, I'd bet the cooling ducts below this area lead to the power core. You need to find a way into them.


1_3_1_POPUP_CONV2a (Adjutant) It seems that this room is the maintenance area for the cooling ducts that run throughout this complex.


1_3_1_CONDUIT_POPUP (Nova) This must access the cooling conduit.

1_3_1_POWERENTER_POPUP (Nova) Looks like a power core to me... Structure seems intact. Hope I can hotwire this damn thing.

1_3_1_POWERCONSOLE_POPUP (Nova) Circuits are fused. Looks like I'll have to hack this control-board. Here goes nothing.


1_3_1_SystemAlert0 (Refinery PA) Power initiation sequence successful. Core systems coming on-line.

1_3_1_SystemAlert1 (Refinery PA) Warning: remote security systems now on-line. Auto-cannons now engaged.

1_3_1_SystemAlert2 (Nova) Adjutant, all systems are up and running. I'm heading back to security to access the final logs.

1_3_1_SystemAlert3 (Adjutant) Understood, Nova. The corridor behind you will lead you straight back to the security station. But be careful: the station's defenses are on-line and will target you as an intruder.

1_3_1_SystemAlert4 (Nova) No problem. I'll be sneaky.

Mission 2

2_2_2_BRIEFINGTEXT00 We're reading you, Lieutenant. Now pay attention - you must continue your mission at ALL costs. The rebels are nearly inside, your only option is to retrieve the samples yourself.

2_2_2_BRIEFINGTEXT01 Under no circumstances are you to reveal yourself to base personnel. Any one of them could be working for Hickson. Your primary objective is to retrieve those samples! Command out.

2_2_2_BRIEFINGTEXT02 You'll need to Lockdown that camera to make it through the door undetected. Lockdown rounds are fired from the Canister Rifle while in Sniper View. Press White to enter Sniper View, {B} to fire a round.

2_2_2_BRIEFINGTEXT03 Security doors only allow functioning Marine suits in and out. Stun the Marine and drag him into the airlock to get inside. Command out.

2_2_2_BRIEFINGTEXT04 The hangar is equipped with an automatic fire-suppression systems for emergencies like this. Use your Sight ability to find your way to the master control panel and override the system.

2_2_2_BRIEFINGTEXT05 Now descend into the airshaft near the stairs. The fog emission system will have retracted so your way is clear.

2_2_2_BRIEFINGTEXT06 A control panel at the far end of this corridor manages the refueling for hangar ships. Start the refueling process, and await further orders.

2_2_2_BRIEFINGTEXT07 Now enter the Dropship and fire the engines. The fuel line will ignite, giving you a few seconds to escape before the Dropship itself explodes. The hangar's automatic fire-suppression system will then take over.

2_2_2_BRIEFINGTEXT08 Underneath the hangar platform is a ventilation shaft - follow it to the crew area, and make your way to the lounge. From there your path should be clear, all personnel should be occupied with base defenses.

2_2_2_BRIEFINGTEXT09 The data I need should be somewhere in this lounge. Find it quickly, Lieutenant!

2_2_2_BRIEFINGTEXT10 Well done, Lieutenant - now Lockdown that camera and get out of here before more crew arrives.

2_2_2_BRIEFINGTEXT11 A ventilation duct directly above you leads into the elevator shaft. From inside you should be able to get onto the elevator and override its controls.

2_2_2_BRIEFINGTEXT12 Excellent work. Now override the elevator controls to descend to the warehouse area.

2_2_2_BRIEFINGTEXT13 Schematics show a control room at the far end of this storage area manages the hangar's lift hydraulics. Raise the lift, and you should be able to access the main ventilation shaft.

2_2_2_BRIEFINGTEXT14 These rebels must be the task force assigned to recovering the Terrazine. Sabotage the elevator to buy yourself more time, Lieutenant.

2_2_2_BRIEFINGTEXT15 There should be a hatch on the floor of the Armory to allow Marines a hasty exit. Override the controls to open it and descend.

2_2_2_BRIEFINGTEXT16 Your Sight ability will help you identify unseen security risks. Make sure to reserve some energy for finding these threats.

2_2_2_BRIEFINGTEXT17 These Turbines must have a circuit box somewhere on the base. Find it, and use your Lockdown rounds to immobilize the blades.

2_2_2_BRIEFINGTEXT18 An access panel on the side of the shaft houses controls for the bridge. Extend it to enter the labs area.

2_2_2_BRIEFINGTEXT19 Well done, Lieutenant - now get across that bridge and find my Terrazine!

2_2_2_BRIEFINGTEXT20 Well done, Lieutenant. Now I need you to get into the COMCENTER in the next level down and sever the link between this level and the labs. Stay cool, champ - you got this.

2_2_2_BRIEFINGTEXT21 Nova, the second defense grid is still behind you. You must find and disable it before you proceed any further into the base.

2_2_2_BRIEFINGTEXT22 Good work getting that turret offline. I was able to get close enough to hack into this airlock--try it: it should be open.

2_2_2_BRIEFINGTEXT23 Lieutenant--GET BACK THERE and DISABLE THOSE AIR DEFENCES. There is still one turret online.

2_2_2_BRIEFINGTEXT24 Good work, Lieutenant. The second turret is offline.

2_2_2_BRIEFINGTEXT25 Some control fuses may be hidden by architecture. Your ocular implants should allow you to see through solid mass and detect the hidden fuses.

2_2_2_BRIEFINGTEXT75 Many of your enemies have weak points in their body armor. Use your sight ability to spot and exploit them.


2_2_2_BRIEFINGTEXT50 [TEMP] Okay, check it out. That control room is where you're supposed to go. But it's locked. So look for another way in there.


2_2_2_WARNINGTEXT01 Nova, you need to DISABLE BOTH DEFENSE GRIDS before you leave that area, or this whole op will be blown! Don't go to the next area without completing your objectives, soldier.


2_2_2_WARNINGTEXT05 [TEMP] Nova, you need to complete your objectives before I let you through here.


2_2_3_BRIEFINGTEXT20 Nova, Intel has identified the traitor aiding Hickson. He's a scientist, working inside the lab at your twelve o'clock. He is an enemy of the Dominion and must be eliminated.

2_2_3_BRIEFINGTEXT21 Nova, don't release the zerglings yet. You need to hack into the feeding system first so they'll be distracted.

Mission 3

3_1_1_BRIEFINGTEXT20 We have an emergency situation here, Nova. The Protoss have discovered one of our… Intel operations here on Aiur. They've made it clear that we are not welcome.

3_1_1_BRIEFINGTEXT21 Cloaked Protoss forces have our troops are pinned down at the center of the Gantrimoss Crater. The aliens' Photon Cannons are keeping our air support at bay. You must destroy the energy pylons that power those cannons so we can give our boys some cover!

3_1_1_BRIEFINGTEXT22 The insertion team will drop you off behind the Protoss lines for a standard hit-and-run. Science Vessel Magellan and the Battlecruiser Antietam are on standby for calldown assistance. Hauler out.


3_1_1_BRIEFINGTEXT00 Cloaked Protoss forces have our troops are pinned down at the center of the Gantrimoss Crater. The aliens' Photon Cannons are keeping our air support at bay. Destroy the energy pylons that power those cannons!

3_1_1_BRIEFINGTEXT01 The aliens consider this place sacred, hallowed ground. The Zerg once invaded Aiur, and would have assimilated the planet had a Protoss warrior not sacrificed himself to destroy the Zerg Overmind near this spot.

3_1_1_BRIEFINGTEXT02 Protoss deploy invisible detectors called Observers, floating survey drones equipped with complex sensor arrays that will disrupt your Cloak. Use Sight to identify these detectors before entering an area, and avoid them at all costs.

3_1_1_BRIEFINGTEXT03 Protoss communicate telepathically, through a psychic link they all share. Their religion, The Khala, strengthens this bond and allows them to communicate over vast distances. Take care not to alert them to your presence, Lieutenant.

3_1_1_BRIEFINGTEXT04 These ruins were uncovered in the battle between the Zerg and the Protoss. They may even pre-date the Protoss on Aiur. Our scientists are studying the ruins now, hoping to uncover a weakness.

3_1_1_BRIEFINGTEXT05 The first Photon Cannon battery should be in view momentarily, Lieutenant. Be cautious - the Cannons have a detection field that will disrupt your Cloak, and their shields are too powerful for you to take down alone.

3_1_1_BRIEFINGTEXT06 Energy Pylons provide Psi to the Photon Cannons: disable the Pylon, and the Cannons are neutralized. Science Vessel Magellan is now in orbit over your position, providing EMP support for disabling the shields.

3_1_1_BRIEFINGTEXT07 Excellent teamwork. Magellan, proceed to coordinates Bravo Two Zero - I need your assistance there. Lieutenant, I want you to scan the Pylon for any possible weaknesses.. and exploit them.

3_1_1_BRIEFINGTEXT08 Perfect - the Photon Cannons are useless until the Protoss can get another Pylon built. See if you can override the Photon Cannon controls and set them to self destruct. I'm sending in a Marine unit to support your position.

3_1_1_BRIEFINGTEXT09 The next Pylon is across the river from your current position, near some ancient temple structures. While our forces try to take the bridge, you should be able to slip around in the confusion and find an alternate route.

3_1_1_BRIEFINGTEXT10 The Battlecruiser Antietam will soon be in position for Yamato support. Clear out this area with everything you've got, when you're finished I'll send another Marine unit to hold that position.

3_1_1_BRIEFINGTEXT11 I've moved the fleet into position, Lieutenant - you now have full Battlecruiser support. Target Yamato strikes to eliminate any opposition, and clear this area for another drop. Hauler out.


3_1_1_BRIEFINGTEXT12 Nova, you've got to buy us more time. The Protoss are using a Gateway to warp in additional forces - take care of it.

3_1_1_BRIEFINGTEXT13 Warheads are being armed as we speak. Make your way to the strike zone and contact me when you're in position. Hauler out.

3_1_1_BRIEFINGTEXT14 Roger that, 862. We've got targets locked.


3_2_1_BRIEFINGTEXT00 Nova, that Protoss Arbiter has locked our Nuclear Silo in a stasis field. What can you do about it?

3_2_1_BRIEFINGTEXT01 Roger that. You'll need to commandeer a Goliath to reach the crater's edge. Get moving, Lieutenant!


3_3_3_BRIEFINGTEXT20 Adjutant, this is Colonel Jackson Hauler. I am overriding the target coordinates for that nuke. Stand by while I upload the new target coordinates.

3_3_3_BRIEFINGTEXT21 Coordinates received, Colonel. New target verified.

Mission 4

4_2_2_BRIEFINGTEXT01 Your ocular implants allow you to receive sub-spectrum signals from Marine Combat Transponders. The location of the nearest transponder should be designated on your radar.

4_2_2_BRIEFINGTEXT05 Dental records indicate that this Firebat was a member of the Marine Scout Team - last heard from five days ago. His Perdition Incendiary weapon may prove useful against the Zerg.

4_2_2_BRIEFINGTEXT010 (temp) ID Scans indicate this carcass to be the remains of the another of members of the Marine Scout team.

4_2_2_BRIEFINGTEXT015 The sensor-web is detecting an unknown energy source in your immediate vicinity. Be forewarned that further transmissions may be subject to perio- <skrrrsshhh> -tion.

4_2_2_BRIEFINGTEXT020 We are picking up life-signs in the immediate area. Repeat, we are reading multiple Terran life-signs in the immediate area. Investigate at once.

//4_2_2_BRIEFINGTEXT020 <skrrssh> -ing up life-signs fr- <skkrrsshrrssh> -rea. Repeat, we are reading multiple Terran life-signs in the immediate ar- <skrsh> -vestigate at once. <skrsh>

4_2_2_BRIEFINGTEXT025 <skrrssh> <skkrrsshrrssh> sly Terran scans <skrrsh> -pear to be infested <skrsh> -NING SEVERE DANGER- <skrsh>

4_2_2_BRIEFINGTEXT030 (temp) <skrrssh> <skkrrsshrrssh> <skrsh> <skrsh>

4_2_2_BRIEFINGTEXT035 (temp) Oh God, kill me, I'm infested blah blah blah. The Zerg kicked our ass blah blah blah. You're looking for the Hive? It's past the spawning pool. Ow, I'm turning into an Infested Terran. Oh, my spleen.

4_2_2_BRIEFINGTEXT040 (temp) Right now, all these infested guys are supposed to be ripping themselves off the walls. And all these Zerg are supposed to be unburrowing and kicking your ass.


4_3_1_BRIEFINGTEXT01 Nova, the Refinery will be guarded by Hauler's elite, your former Ghost brethren. Beware their laser sights, and take care to avoid the Automated Science Drone sentries.

4_3_1_BRIEFINGTEXT02 The main Terrazine source is located underneath the lava flow: Hauler is collecting the gas as it emits from the geysers and drawing it into the Refinery above. Find your way onto the platform.

4_3_1_BRIEFINGTEXT03 The robotic arm appears to manage the flow of Terrazine into the Refinery. Overridden, it could be used to disrupt the harvesting caps and sabotage the mining process.

4_3_1_BRIEFINGTEXT03a En Taro Adun, Nova. Now plant a charge near the base of each of those main support structures. We must put an end to this clandestine project.

4_3_1_BRIEFINGTEXT03b Nova, be sure not to leave without planting a charge near each of the main harvest deck struts.

4_3_1_BRIEFINGTEXT03c Great work, Nova. Now make your way inside the Refinery itself, that open release vent should provide a safe route.

4_3_1_BRIEFINGTEXT04 En Taro Adun, Nova - Hauler will harvest no more Terrazine today. Now make your way inside the Refinery itself, those open vents should provide a safe route.

4_3_1_BRIEFINGTEXT04a Nova, to the right from the door to this room is the gas flow control room. Plant a charge on the main gas flow control device before you leave this area.

4_3_1_BRIEFINGTEXT05 The living quarters are directly above you now. Hauler may be there. Use your Lockdown weapon and Speed ability to get through this Engine Room and search for him.

4_3_1_BRIEFINGTEXT06 Nova, the bellows above you pressurize the Terrazine so it can be stabilized for transport. Get inside via the Refinery roof.

4_3_1_BRIEFINGTEXT07 These pistons are forcing Terrazine into the chamber below. You must find a way to sever the cables that hold them.

4_3_1_BRIEFINGTEXT08 The Control Area lies ahead. Follow the flow of Terrazine to it, the rest of us will meet you there shortly.

Mission 5

5_4_1_BRIEFINGTEXT00 We will have to find an alternate method of escape. Seek out the decontamination chambers, and I will locate Hauler's Terrazine stores. En Taro Tassadar… Nova

5_4_1_BRIEFINGTEXT20 I'm reading you, Nova. These Protoss instruments aren't as confusing as they seem. Now let's see here... Yeah, they're pumping huge amounts of Terrazine into those tanks. These Specters appear to be at the second stage of treatment. The more advanced specimens must be held in a different chamber.

5_4_1_BRIEFINGTEXT21 Nova, your vital signs are freaking out. you're running out of time, darlin'. You've got to find the decontamination area soon.

5_4_1_BRIEFINGTEXT22 That's it, Nova! Now just get it started, and climb inside.

5_4_1_BRIEFINGTEXT23 …Nova, are you reading me? (beat) You've got to get back to Zangakkar, NOW!

Mission 6

6_2_1_BRIEFINGTEXT01 Nova, get the hell out of there! Use that empty pod to escape!

6_2_1_BRIEFINGTEXT02 What the hell are you DOING?? Get out of there while you still can!

6_2_1_BRIEFINGTEXT03 Hang in there, Nova. I'm working on this damned teleporter. I'm gonna' get you out of there!

6_2_1_BRIEFINGTEXT04 Nova, whatever Zangakkar did to that Terrazine, it's blasting the whole place apart. Hauler's asteroid's about to go up in flames! Hold tight, I've got a fix on your coordinates. I just have to figure out this warp-transfer thingamajiggy…

Script Text

Misc dialogue

TERRAN_ADJUTANT_CONV01 (Adjutant) Intruder alert in Sector 5.

TERRAN_ADJUTANT_CONV02 (Adjutant) Emergency fire suppression system initiated.

TERRAN_ADJUTANT_CONV03 (Adjutant) Refueling process initiated.

TERRAN_ADJUTANT_CONV04 (Adjutant) Gehenna Station hailing unknown dropship. Please identify and provide security access codes.

TERRAN_ADJUTANT_CONV05 (Adjutant) Access codes verified. You may proceed, Redemption.

TERRAN_ADJUTANT_CONV06 (Adjutant) Inbound dropship carrying crew and samples from Mar Sara now arriving at Hangar 5. Recovery crews on standby, unit sustained damage from Dominion interception force.


TERRAN_GHOST_CONV01A (Ghost) Hear about Lawson?

TERRAN_GHOST_CONV01B (Ghost) No, what?

TERRAN_GHOST_CONV01C (Ghost) ..he checked out last month, somewhere in the Sara system. Zerg.

TERRAN_GHOST_CONV01D (Ghost) Damn, how many Ghosts does that make this month?


TERRAN_GHOST_CONV05 (Ghost) G-Rock516 reporting. Not a zerg in sight out here. Lucky for them - I'm in a cap-bustin' mood.

TERRAN_GHOST_CONV06 (Ghost) I heard that, 516. Any of those lizards come around here and they'll taste lead - OF DEATH!!! G-Rock808 out...


TERRAN_MARINE1_CONV01 (Marine) What a mess.. Buck's head'll roll for this one, if he survives..

TERRAN_MARINE5_CONV02 (Marine) I thought the Dominion had eradicated the Zerg.. where did they all come from?

TERRAN_MARINE1_CONV03 (Marine) Who gives a damn, where are we going to go?


TERRAN_MARINE5_CONV04 (Marine) So what's with all the disappearing Ghosts? I hear Omega lost an entire squadron last month.

TERRAN_MARINE1_CONV05 (Marine) Hell if I know, just keep those creepy mindslugs away from me.


TERRAN_MARINE1_CONV20A (KLF) You hear that? Sounded like a ship overhead.

TERRAN_MARINE5_CONV20B (KLF) Nah, man. I can't hear anything over this damned storm. Sure wish my shift was over. I'm starved.

TERRAN_MARINE1_CONV20C (KLF) Just keep your eyes open. Hickson will do more than just dock your pay if he catches you off-post. Stay here until I finish my patrol. We'll grab some grub later.


TERRAN_MARINE1_CONV21A (Marine) They must have taken damage from Hauler's forces en route! <coughs> I can't see a damn thing!

TERRAN_MARINE5_CONV21B (Marine) Activate the halon systems NOW, dammit - our men are in there! <coughs> SCVs, put those fires out!


TERRAN_MARINE1_CONV10 (Marine) Whatever happened to that Ghost, what was her name.. Cardigan?

TERRAN_MARINE1_CONV11 (Marine) It was 'Kerrigan', you dumbass, Sarah Kerrigan.. I think she married that Raynor fella.

TERRAN_MARINE1_CONV12 (Marine) Are you kiddin' me? Ain't none of you ever hearda the Queen of Blades?


TERRAN_MARINE5_CONV13 (Marine) Hey, you catch that UNN piece on the Mar Sara? 'Minds me of the good old days..

TERRAN_MARINE1_CONV14 (Marine) When was that, rookie: last week?

TERRAN_MARINE5_CONV15 (Marine) No serious, some refinery blew up and every Zerg in Koprulu Sector swarmed it. TERRAN_MARINE1_CONV16 (Marine) There ain't no Zerg left in Koprulu, son! Just malcontents and dirt.

TERRAN_MARINE5_CONV17 (Marine) I hear they had to nuke it from orbit, was the only way to be safe..

TERRAN_MARINE1_CONV18 (Marine) My ass..


TERRAN_MARINE1_CONV19 (Marine) What ARE the brainiacs cooking up down there in the labs, anyway?

TERRAN_MARINE5_CONV20 (Marine) It must be good, these rebels want it so bad..

TERRAN_MARINE1_CONV21 (Marine) The labrats sure love it, must be like Zerg catnip or something..

TERRAN_REBEL_CONV01A (Rebel) Command, this is Jansen reporting mission success, Hauler's Refinery is toast. I repeat: the refinery is out of commission.

TERRAN_REBEL_CONV01B (Rebel) Copy that, Jansen. Let's get you out of there before any of Hauler's goon-squad shows up. What's the status of the Zerg in your sector?

TERRAN_REBEL_CONV01C (Rebel) Minimal activity, Cole - I'm clear for evac at Rendezvous Alpha.


TERRAN_SCV_CONV01 (SCV Pilot) ...I dunno what's going on - d'ya see that huge cloud? The boys must've hit some huge pocket o' Vespene - but that don't look like Vespene to me...


TERRAN_SCV_CONV02 (SCV Pilot) The Zerg... just swarmed the place... seemed like they were drawn to the explosion... just trampled us in a frenzy to get to it...


TERRAN_VERN_CONV01a (Vern) Hello? Hello? Oh man, am I glad you're here! I knew they'd send somebody sooner or later! You gotta' get me out of here!

TERRAN_VERN_CONV01b (Nova) Who are you? What happened here?

TERRAN_VERN_CONV01c (Vern) I'm Vern, one of the coolant techs. There was some kinda' massive explosion in the main shaft, then all hell started breakin' loose! Most of the boys are dead, but the ones that're left... Please, you gotta' get me out of here!


TERRAN_VERN_CONV01d (Nova) Keep it together, Vern. What's your location?

TERRAN_VERN_CONV01e (Vern) I'm at Operations in Building 2. I can override the interior hatch from here, that should lead you straight to me. Please, you gotta' hurry


TERRAN_VERN_CONV02a (Vern) Hey, it's you again! You gotta' hurry and get me the hell out of here! I'm in Operations at the rear of the building, but be careful! Those creatures are everywhere!

TERRAN_VERN_CONV02b (Nova) Creatures? You mean Zerg?

TERRAN_VERN_CONV02c (Vern) Worse than Zerg... They were my buddies... now they're like... zombies or somethin'!

TERRAN_VERN_CONV02d (Nova) I'll be careful. Look, I need to access the station's security logs: any idea how I can get the power turned back on?

TERRAN_VERN_CONV02e (Vern) Oh, yeah. The main grid is in Building 3. You can access security from there, too. I'm right near the access hatch, but I ain't opening this door until all those critters are dead!

TERRAN_VERN_CONV02f (Nova) Fair enough. Sit tight, Vern. I'm on my way.


TERRAN_VERN_CONV03a (Vern) Thank God, you made it! I'll open the outer hatch and we can get the hell out of..

TERRAN_VERN_CONV03b (Nova) Thanks for the help, Vern.

Mission 1

BR131AVern22 (Vern) Oh sure, it's in Building 3. But it ain't gonna help you unless you can get the power turned back on. Say, uh, I'm right near the hatch to Building 3. If you pick me up, I'll lead you straight to it.

BR131AVern30 (Vern) Geeze, you sure mean business. Remind me not to piss you off! Heh. Here, let me just open up the hatch and we can get the hell out of (screams)

BR131ANova31 (Nova) Ugly way to go, Vern. Damn! There's gotta be another way into the control booth.

Mission 2

FP222AHauler08 (Hauler) The installation was built within the eye of a stationary atmospheric anomaly known as the Fujita Pinnacle. Given the cyclone's height and mass, no ground assault is possible.

FP222AHauler09 (Hauler) Remember Nova, there are four separate grids that monitor the defensive missile systems.

FP222AHauler10 (Hauler) You'll need to take each of them out before the attack can begin. FP222ANova11 (Nova) No problem, sir. They'll never know I was here.


TERRAN_NOVA_CONSPOT1 (Nova) Hmm. That must be the first Defense Grid Console. Gotta find a way in there...


222_INTRO_GUARDS01 (Captain) You hear that? Sounded like a ship overhead.

222_INTRO_GUARDS02 (Guard) Nah, man. I can't hear anything over this damned storm. Sure wish my shift was over. I'm starved.

222_INTRO_GUARDS03 (Captain) Just keep your eyes open. Hickson will do more than just dock your pay if he catches you off-post. Stay here until I finish my patrol. We'll grab some grub later.


222_HANGARAPRCH01 (Pilot) Fujita One, this is KLF Valkyrie Nine. We were ambushed by orbital Dominion forces! Open the hangar doors boys, we're coming in hot!

222_HANGARAPRCH02 (Guard) Valkyrie Nine, you'll have to assume a holding pattern while we prep the hangar for your arrival. Over.

222_HANGARAPRCH03 (Pilot) Well hurry up, damn it! Our hull's on fire!

222_HANGARAPRCH04 (Nova) Interesting. This could work to my advantage.

222_HANGARAPRCH05 (PA System) Alert. Damaged aircraft incoming to main hangar. Emergency teams take position.

FP222ASystem24 (System) Vehicular fire detected. Emergency protocols enabled. Emergency halon systems on-line.

FP222ASystem25 (System) Hangar lock-down initiated.

FP222ASystem26 (System) Emergency crews stand by on deck six. Halon treatment commencing. FP222ANova27 (Nova) Crap. Adjutant, I've run into a bit of a snag. They've locked down the entire hangar and there are armed personnel everywhere.

FP222AAdjutant28 (Adjutant) Your ocular enhancements should allow you to see clearly within the haze. Engage 'sight mode' and make your way to the control room above the hangar. There you'll be able to deactivate the emergency protocols and open the inner-door.


222A_PITCHAT01 (Guard1) Hey man, I heard a ship came in all banged up. There something happening top-side?

222A_PITCHAT02 (Guard2) Don't know. They're bringing the ship down the lift now. With all the top secret cargo moving through this place lately, something's definitely got to be up.

222A_PITCHAT03 (Guard1) Well, I'll start making my rounds. Let me know if you hear anything.

222A_PITCHAT04 (Guard2) You got it.


222A_TURRET1 (Nova) Colonel, the first defense grid is down. I'll contact you again once I've infiltrated the base.


222A_TURRET2a Colonel, the second grid is down. I don't think they have any clue as to what's coming.

222A_TURRET2b Good. Let's keep it that way. Make your way down to the lower levels and find that next grid! Hauler out.


222a_AIRLKa (Hauler) Nova, the first defense grid lies outside the facility. You've got to disable it before you enter the base!

222a_AIRLKb (Nova) Yes sir.


222A_SMOKECH1a So this bird was under attack? You think the Dominion's finally found us?

222A_SMOKECH1b Maybe. Our defense systems will take care of them. No worries.

222A_SMOKECH1c I hope you're right...


222A_SMOKECH2a Man, how long till this clears up?

222A_SMOKECH2b Looks like they're still waiting on the emergency crew. Once they inspect the ship, they'll vacuum out all this gas. Just keep your shirt on.


222A_TURRET2faila Nova, the second defense grid is still behind you. You've got to find and disable it before you proceed any further into the base.

222A_TURRET2failb Yes, sir.


222A_SIGHTa (Nova) This might be the perfect time to try out my new ocular enhancements. Adjutant, you have the system specs, right?

222A_SIGHTb (Adjutant) Affirmative, Nova. When 'sight mode' is engaged, your ocular implants should allow you to see your opponents' weak spots - allowing you to snipe them with greater efficiency.

222A_SIGHT2a (Nova) And it isn't even my birthday…


DE223AScientist11 (Scientist) Fascinating. These larvae react just as we thought. I'll have to up the voltage.


DE223AScientist12 (Scientist) The overlord doesn't seem to be responding to treatment. Its psionic emissions are down by thirty two point three percent.


DE223AScientist13 (Scientist) I never imagined that the Zerg's physiology was so advanced. It could take years to properly decode their DNA strands.


DE223AScientist14 (Scientist) The gas' effects are amazing. I'll have to request more samples from the lower labs.


DE223AScientist15 (Scientist) Interesting. The terrazine's basic chemical breakdown suggests that it's simpatico with the neural fluids in most Zerg specimens. What could that mean?


DE223AScientist16 (Scientist) I hope the new biological samples arrive soon. I'm eager to test this new Thermo-morphic theory I've been developing...


DE223AScientist17 (Scientist) Our terrazine stores are running low. We’ll have to be more economical with our dosage.


DE223AScientist18 (Scientist) The terrazine seems to counteract the hyper-evolutionary chain. It's possible that further treatments could even reverse the hive-spores' effects entirely. I’ll have to study this further.