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** "Cuttthroat" can be beaten pretty quick and easily without ever needing to hire Mira's mercenaries. This is primarily due to the placement of Orlan's Planetary Fortress command center as it can be reached from the low ground outside of his base by spamming nukes upon it. Or if you have Planetary Fortress lab upgrade unlocked, you can lift your own command center while picking up 5 [=SCVs=], drop it next to Orlan's command center, and turn your command center into a PF to destroy his while your [=SCVs=] are there for repair duty.
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** The Drop Pods lab upgrade gives the player the potential to finish "Maw of the Void" in just a couple minutes compared to having to build up a huge army of Battlecruisers to push across the map. This is due to one specific spot next to the vault containing the Artifact fragment that enemy detection can't reach. So it's possible to drop in several Ghosts/Spectres next to it, and drop a few nukes to cheese the vault structure.

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** The Drop Pods lab upgrade gives the player the potential to finish "Maw of the Void" in just a couple minutes compared to having to build up a huge army of Battlecruisers to push across the map. This is due to one specific spot next to the vault containing the Artifact fragment that enemy detection can't reach. So it's possible to drop in several cloaked Ghosts/Spectres next to it, and drop a few nukes to cheese the vault structure.

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* SequenceBreaking: A significant part of the third-to-last mission can be skipped with the Drop Pods upgrade. You're supposed to fight your way to an ally's downed ship, except Drop Pods let your infantry deploy straight to their rally point from orbit, letting a single Marine complete the mission for you seconds after the objective comes up.

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* SequenceBreaking: SequenceBreaking:
** It's possible to do some of "Engine of Destruction" backwards if you have the right tech unlocked. Battlecruisers or Ghost/Spectres for nuking specifically. If you manage to destroy the 5th and possibly even the 4th Dominion bases before it's time to escort the Odin to head towards them, the mission will end a lot earlier than it's supposed to.
** The Drop Pods lab upgrade gives the player the potential to finish "Maw of the Void" in just a couple minutes compared to having to build up a huge army of Battlecruisers to push across the map. This is due to one specific spot next to the vault containing the Artifact fragment that enemy detection can't reach. So it's possible to drop in several Ghosts/Spectres next to it, and drop a few nukes to cheese the vault structure.
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A significant part of "Gates of Hell," the third-to-last mission mission, can be skipped with the same Drop Pods lab upgrade. You're supposed to fight your way to an ally's downed ship, except Drop Pods let your infantry deploy straight to their rally point from orbit, letting a single Marine complete the mission for you seconds after the objective comes up.
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* EtTuBrute: [[spoiler:The ending has Tychus betray Jim by attempting to kill Kerrigan revealing that Mengsk offered him freedom if he did so. Jim kills him for it]].
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** The player's tech options are permanent and not all of them can be acquired in the same playthrough, while the other two games let the player change up tech choices between missions and most options were accessible, save for ''Heart of the Swarm's'' evolved Zerg strains.

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** The player's tech options are permanent and not all of them can be acquired in the same playthrough, while the other two games let the player change up tech choices between missions and most options were accessible, save for ''Heart of the Swarm's'' evolved Zerg strains. Additionally, every mission in ''Wings of Liberty'' (with the exception of the first and final mission chains) introduced a new unit, which had upgrades purchased from the ''Hyperion'', while ''Heart of the Swarm'' and ''Legacy of the Void'' had more emphasis on introducing variants of units with different abilities.

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* EyeColorChange: When [[spoiler:the decrypted Adjutant]] is playing back its recording, its eyes turn red whenever Mengsk is talking, green for Raynor, purple for Kerrigan and yellow for Duke. The adjutants in this game have blue eyes by default.



* MoodRingEyes: When [[spoiler:the decrypted Adjutant]] is playing back its recording, its eyes turn red whenever Mengsk is talking, green for Raynor, purple for Kerrigan and yellow for Duke. The adjutants in this game have blue eyes by default.
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* SmallRoleBigImpact: The Protoss crystal aboard the Hyperion plays a major role in making the ship very competitive with recent developments in starship technology. The crystal is even suggested by Egon to be sentient and helping his research and correcting problems with the Hyperion's old hardware and power requirements.
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mentioned that Hive Mind Emulators can be mass produced, which I did not come here specifically to say, but noticed while looking for another trope.


** The Hive Mind Emulator allows permanent mind control of a Zerg unit but has a long cooldown and limited range (so it can't be used to snatch a worker to build your own hive). Besides that, individual low-tech Zerg have little value, and Brood Lords and Infestors probably won't get inside of range, so all the Hive Mind Emulator is really good for is occasionally letting you steal an Ultralisk, which is fine. But then consider the alternative research is the Psi Disruptor, which slows the attack and movement rates of ''all'' Zerg in a fair-sized radius around it, making it vastly superior to the Emulator. It does have a niche use on a select few missions however, especially ones that provide Brood Lords and Mutalisks to steal from the enemy, allowing you to assemble a Zerg air force at no additional cost to you.

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** The Hive Mind Emulator allows permanent mind control of a Zerg unit but has a long cooldown and limited range (so it can't be used to snatch a worker to build your own hive). Besides that, individual low-tech Zerg have little value, and Brood Lords and Infestors probably won't get inside of range, so all the Hive Mind Emulator is really good for is occasionally letting you steal an Ultralisk, which is fine. But then consider the alternative research is the Psi Disruptor, which slows the attack and movement rates of ''all'' Zerg in a fair-sized radius around it, making it vastly superior to the Emulator. It does have a niche use on a select few missions however, especially ones that provide Brood Lords and Mutalisks to steal from the enemy, allowing you to assemble a Zerg air force at no additional cost to you.you, and it also has the notable advantage that there's no limit to how many of them you can build.
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** One of the possible research upgrades in the campaign is the Planetary Fortress, upgrading your Command Centers to have extra armor and a powerful cannon but they can no longer take off. However, it comes at the cost of never having the more useful Perdition Turrets, burrowing flamethrower turrets with good damage and a considerable area of attack. And unlike the Perdition Turrets, which can be placed almost anywhere, by the time your Command Center's new cannon can shoot anything, your base is basically overrun already. Also, several missions will require to relocate your base to a new resource node; a pity the Planetary Fortress can't lift off and move.

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** One of the possible research upgrades in the campaign is the Planetary Fortress, upgrading your Command Centers to have extra armor and a powerful cannon but they can no longer take off. However, it comes at the cost of never having the more useful Perdition Turrets, burrowing flamethrower turrets with good damage and a considerable area of attack. And unlike the Perdition Turrets, which can be placed almost anywhere, by the time your Command Center's new cannon can shoot anything, your base is basically overrun already. Also, several missions will require to relocate your base to a new resource node; a pity the Planetary Fortress can't lift off and move. Their main selling point is to function as a powerful StoneWall.



** The harder AI levels also have awareness of what you're up to ''without scouting'', leading to fishy behaviour such as sending units to attack buildings you secretly constructed and always being aware of where you are undefended. Then again, this behavior ''can'' be expolited to an extent to divert attacks away from key areas.

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** The harder AI levels also have awareness of what you're up to ''without scouting'', leading to fishy behaviour such as sending units to attack buildings you secretly constructed and always being aware of where you are undefended. Then again, this behavior ''can'' be expolited exploited to an extent to divert attacks away from key areas.
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Crosswicking

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* CatchingUpOnHistory: Tychus is seen looking up archive footage of Kerrigan. When an irritated Matt shows up to ask why he's going through their database without permission, Tychus (who recently escaped from prison) says he's "just catching up on current events". [[spoiler:He was freed on the condition that he kill Kerrigan, and was locked in a suit of PowerArmor that will kill him if he tries to escape.]]
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Capitalization was fixed from VideoGame.Starcraft II Wings Of Liberty to VideoGame.Star Craft II Wings Of Liberty. Null edit to update page.
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** The second Rebellion mission requires you to scavenge resources from scrap pick-ups around the map to earn the alleigance of a neutral third-party to help you smash a heavily fortified enemy base. However, you only need to destroy their Planetary Fortress, which is located in back of the base on a high cliff with light defenses. If you use the Hercules dropship and build up a decent-sized army, you can ferry them up onto the high ground and focus fire down the Fortress before the enemy can mobilize enough defenders to save it.

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** The second Rebellion mission requires you to scavenge resources from scrap pick-ups around the map to earn the alleigance of a neutral third-party to help you smash a heavily fortified enemy base. However, you only need to destroy their Planetary Fortress, which is located in back of the base on a high cliff with light defenses. If you use the Hercules dropship and build up a decent-sized army, you can ferry them up onto the high ground and focus fire down the Fortress before the enemy can mobilize enough defenders to save it. Vikings and their mercenary counterparts Hel's Angels will work as well, easily bringing down the Jackson's Revenge Battlecruiser and (with upgrades) outrange the Fortress when they're in ground assault mode.
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** If you complete Ariel Hansen's mission arc as soon as possible, you unlock the Viking. It's especially powerful as an air-to-air fighter but can also land on the ground to transform into a ground-to-ground mecha. Having Vikings can make a lot of missions much easier such as in "Cutthroat" where you can land a large enough squadron at your objective to snipe Orlan's Planetary Fortress. If you upgraded your Vikings, they even outrange the Fortress and are safe from its return fire. In the following mission "Engine of Destruction", Vikings are generally superior to the Wraith unlocked at this point, proving overwhelming air-to-air support for the Odin as it demolishes bases, with this mission complete...
** You can complete the relatively easy "Media Blitz" and unlock the Thor heavy assault walker. With the Thor unlocked early, you have a very tanky multi-role HumongousMecha, with devastating anti-ground cannons and anti-air that devastates light fliers.

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** If you complete Ariel Hansen's mission arc as soon as possible, you unlock the Viking. It's especially powerful as an air-to-air fighter but can also land on the ground to transform into a ground-to-ground mecha. Having Vikings can make a lot of missions much easier such as in "Cutthroat" where you can land a large enough squadron at your objective to snipe Orlan's Planetary Fortress. If you upgraded your Vikings, they even outrange the Fortress and are safe from its return fire. In the following mission "Engine of Destruction", Vikings are generally superior to the Wraith unlocked at this point, proving overwhelming air-to-air support for the Odin as it demolishes bases, with bases. With this mission complete...
** ** ...You can complete the relatively easy "Media Blitz" and unlock the Thor heavy assault walker. With the Thor unlocked early, you have a very tanky multi-role HumongousMecha, with devastating anti-ground cannons and anti-air that devastates light fliers. You can even upgrade their strike cannons to deal splash damage to deal with swarming units.

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** If you complete Ariel Hansen's mission arc as soon as possible, you unlock the Viking. It's especially powerful as an air-to-air fighter but can also land on the ground to transform into a ground-to-ground mecha. Having Vikings can make a lot of missions much easier such as in "Cutthroat" where you can land a large enough squadron at your objective to snipe Orlan's Planetary Fortress. If you upgraded your Vikings, they even outrange the Fortress and are safe from its return fire. In the following mission "Engine of Destruction", Viking are generally superior to the Wraith unlocked at this point, proving overwhelming air-to-air support for the Odin as it demolishes bases.

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** If you complete Ariel Hansen's mission arc as soon as possible, you unlock the Viking. It's especially powerful as an air-to-air fighter but can also land on the ground to transform into a ground-to-ground mecha. Having Vikings can make a lot of missions much easier such as in "Cutthroat" where you can land a large enough squadron at your objective to snipe Orlan's Planetary Fortress. If you upgraded your Vikings, they even outrange the Fortress and are safe from its return fire. In the following mission "Engine of Destruction", Viking Vikings are generally superior to the Wraith unlocked at this point, proving overwhelming air-to-air support for the Odin as it demolishes bases.bases, with this mission complete...
** You can complete the relatively easy "Media Blitz" and unlock the Thor heavy assault walker. With the Thor unlocked early, you have a very tanky multi-role HumongousMecha, with devastating anti-ground cannons and anti-air that devastates light fliers.
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** If you complete Ariel Hansen's mission arc as soon as possible, you unlock the Viking. It's especially powerful as an air-to-air fighter but can also land on the ground to transform into a ground-to-ground mecha. Having Vikings can make a lot of missions much easier such as in "Cutthroat" where you can land a large enough squadron at your objective to snipe Orlan's Planetary Fortress. If you upgraded your Vikings, they even outrange the Fortress and are safe from its return fire.

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** If you complete Ariel Hansen's mission arc as soon as possible, you unlock the Viking. It's especially powerful as an air-to-air fighter but can also land on the ground to transform into a ground-to-ground mecha. Having Vikings can make a lot of missions much easier such as in "Cutthroat" where you can land a large enough squadron at your objective to snipe Orlan's Planetary Fortress. If you upgraded your Vikings, they even outrange the Fortress and are safe from its return fire. In the following mission "Engine of Destruction", Viking are generally superior to the Wraith unlocked at this point, proving overwhelming air-to-air support for the Odin as it demolishes bases.
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* DiscOneNuke:
** If you complete Ariel Hansen's mission arc as soon as possible, you unlock the Viking. It's especially powerful as an air-to-air fighter but can also land on the ground to transform into a ground-to-ground mecha. Having Vikings can make a lot of missions much easier such as in "Cutthroat" where you can land a large enough squadron at your objective to snipe Orlan's Planetary Fortress. If you upgraded your Vikings, they even outrange the Fortress and are safe from its return fire.
** Completing "The Dig" as soon as possible unlocks Siege Tanks. If you have unlocked the aforementioned Vikings, completing "The Dig" becomes even easier. With Siege Tanks at your disposal, a lot of earlier missions become very easy.
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** Orbital Strike isn't as straightforward to use as the more flexible Tech Reactor, but the ability to have trained infantry arrive almost anywhere on a map can make reinforcements much easier, and you can complete some levels very quickly by inserting Ghosts/Spectres into weak points and taking out a key target with nukes. Orbital strike is also handy for collecting bonus objectives in a lot of cases.

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** Orbital Strike isn't as straightforward to use as the more flexible Tech Reactor, but the ability to have trained infantry arrive almost anywhere on a map can make reinforcements much easier, and you can complete some levels very quickly by inserting Ghosts/Spectres into weak points and taking out a key target with nukes. Orbital strike is also handy for collecting bonus objectives in a lot of cases. This takes acute map knowledge to use effectively, and without planning ahead, it's difficult to make the most of the advantages of orbital strike, and you can't use it for Factory or Starport builds, but if you know the weak points on the map, then you can insert tactical strikes at key points, without needing to send your army around the long way or resorting to drop play, and you can complete certain missions in record time this way.

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* NotCompletelyUseless: Regenerative Bio-Steel is generally considered worthless compared Cellular Reactor, largely due to how slowly mechanical units heal using it. But in ''Ghost of a Chance'', you get access to mechanical units but no [=SCVs=] or Science Vessels to repair them. Regenerative Bio-Steel can be very useful with proper micro or even just pulling the entire force back after a few shots to whittle away your enemies over time.

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* NotCompletelyUseless: NotCompletelyUseless:
**
Regenerative Bio-Steel is generally considered worthless compared Cellular Reactor, largely due to how slowly mechanical units heal using it. But in ''Ghost of a Chance'', you get access to mechanical units but no [=SCVs=] or Science Vessels to repair them. Regenerative Bio-Steel can be very useful with proper micro or even just pulling the entire force back after a few shots to whittle away your enemies over time.time.
** Orbital Strike is widely agreed to be inferior to the Tech Reactor, but it is very useful for speedruns, such as "Maw of the Void" or "Gates of Hell", to reach an objective faster and easier.
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** In the campaign, selecting Ultra Capacitors over Vanadium Plating can make the game marginally more difficult due to losing the more forgiving health boost from the later (+5% total hp for each armor upgrade), but if you put in the required extra micromanage, having +5% to total attack haste for each weapon upgrade will make upgraded attackers even more effective damage dealers, with Marines benefiting a lot when they activate their Stimpacks on top of that. Extra damage is also a major help for defense missions where you're the one dishing out most of the damage.

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** In the campaign, selecting Ultra Capacitors over Vanadium Plating can make the game marginally more difficult due to losing the more forgiving health boost from the later (+5% total hp for each armor upgrade), but if you put in the required extra micromanage, micromanagement, having +5% to total attack haste for each weapon upgrade will make upgraded attackers even more effective damage dealers, with Marines benefiting a lot when they activate their Stimpacks on top of that. Extra damage is also a major help for defense missions where you're the one dishing out most of the damage.damage, with this benefit being desirable on the final mission.
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* DifficultButAwesome:
** In the campaign, selecting Ultra Capacitors over Vanadium Plating can make the game marginally more difficult due to losing the more forgiving health boost from the later (+5% total hp for each armor upgrade), but if you put in the required extra micromanage, having +5% to total attack haste for each weapon upgrade will make upgraded attackers even more effective damage dealers, with Marines benefiting a lot when they activate their Stimpacks on top of that. Extra damage is also a major help for defense missions where you're the one dishing out most of the damage.
** Orbital Strike isn't as straightforward to use as the more flexible Tech Reactor, but the ability to have trained infantry arrive almost anywhere on a map can make reinforcements much easier, and you can complete some levels very quickly by inserting Ghosts/Spectres into weak points and taking out a key target with nukes. Orbital strike is also handy for collecting bonus objectives in a lot of cases.

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** The Shrike Turret touts that its an auto-turret that lets Bunkers contribute to base defense even if they're unmanned, but if you're building Bunkers and not manning them, you're doing it wrong. Besides, the firepower it offers is only equivalent to an un-upgraded, unstimmed Marine -- not a lot. The counterpart upgrade, +150 HP for Bunkers, is far more useful.

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** The Shrike Turret touts that its it's an auto-turret that lets Bunkers contribute to base defense even if they're unmanned, but if you're building Bunkers and not manning them, you're doing it wrong. Besides, the firepower it offers is only equivalent to an un-upgraded, unstimmed Marine -- not a lot. The counterpart upgrade, +150 HP for Bunkers, is far more useful.


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** Hellions are fast moving units that get a bonus against light armor. Naturally, they're introduced in a mission where you not only have to hold off hordes of enemies all night, but also need to destroy buildings during the day then get back to base before the sun goes down. To make it even more obvious, said mission is the ''only'' time in the franchise that buildings have light armor.
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this is incorrect


** In "Belly of the Beast", Raynor and his men explore a series of caves in Char, and briefly cross an acid marsh where a bunch of Zerg eggs are being incubated by a "Queen." Kerrigan will later encounter that same "Queen" (still incubating those eggs in that marsh) in "Domination" in ''VideoGame/StarCraftIIHeartOfTheSwarm''.
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* SafelySecludedScienceCenter: A secret mission involves investigating a Dominion research facility located on an asteroid in the Castanar system, a non-descript star system on the fringe of Dominion space. The Raiders find the Dominion has been experimenting with Hybrids, and then one of them gets loose...
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Frickin' Laser Beams entry amended in accordance with this Trope Repair Shop Thread.


** Also "The Dig", with the twist that "the line" is a gigantic [[FrickinLaserBeams Fricking Laser Drill]]. That can defend itself.

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** Also "The Dig", with the twist that "the line" is a gigantic [[FrickinLaserBeams [[EnergyWeapon Fricking Laser Drill]]. That can defend itself.
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** There is no Master Archives reward for completing the campaign. Thus, if you want to try a different tech choice for a mission, you need an earlier savegame or outright restart the campaign altogether.

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** There is no Master Archives reward for completing when you complete the campaign. Thus, campaign, so if you want to try reply a mission with different tech choice for a mission, options, you need to load an earlier savegame or outright restart save from the campaign altogether.or play it through again. WordOfGod is that this is because the later two campaigns organize missions into chains, so the player will always have the same handful of tech options for a given mission with only a few differences, but ''Wings of Liberty'' with its total freedom in the order you do missions, there are way too many variables to account for.
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* NotCompletelyUseless: Regenerative Bio-Steel is generally considered worthless compared Cellular Reactor, largely due to how slowly mechanical units heal using it. But in ''Ghost of a Chance'', you get access to mechanical units but no [=SCVs=] or Science Vessels to repair them. Regenerative Bio-Steel can be very useful with proper micro or even just pulling the entire force back after a few shots to whittle away your enemies over time.
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** In the campaign, enemies will never deliberately attack vital targets such as your mineral lines, or make an effort to circumvent your defenses. They don't even account for your strength, gleefully small attack head-on into a dozen Siege Tanks protected by Bunkers.

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** In the campaign, enemies will never deliberately attack vital targets such as your mineral lines, or make an effort to circumvent your defenses. They don't even account for your strength, gleefully sending a small attack head-on into a dozen Siege Tanks protected by Bunkers.

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** Enforced in many of the campaign maps, where the enemy will have all the elements of an effective frontline defense or a devastating assault team, but won't use them all at once or use them very effectively, because if they did, the mission would be too difficult.

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** Enforced {{Enforced}} in many of the campaign maps, where the enemy will have all the elements of an effective frontline defense or a devastating assault team, but won't use them all at once or use them very effectively, because if they did, the mission would be too difficult.



** In the campaign, enemies will never deliberately attack vital targets such as your mineral lines, or make an effort to circumvent your defenses. They don't even account for your strength, gleefully small attack head-on into a dozen Siege Tanks protected by Bunkers.



** The Hive Mind Emulator allows permanent mind control of a Zerg unit but has a long cooldown and limited range (so it can't be used to snatch a worker to build your own hive). Besides that, individual low-tech Zerg have little value, and Brood Lords and Infestors probably won't get inside of range, so all the Hive Mind Emulator is really good for is occasionally letting you steal an Ultralisk, which is fine. But then consider the alternative research is the Psi Disruptor, which slows the attack and movement rates of ''all'' Zerg in a fair-sized radius around it, making it vastly superior to the Emulator.

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** The Hive Mind Emulator allows permanent mind control of a Zerg unit but has a long cooldown and limited range (so it can't be used to snatch a worker to build your own hive). Besides that, individual low-tech Zerg have little value, and Brood Lords and Infestors probably won't get inside of range, so all the Hive Mind Emulator is really good for is occasionally letting you steal an Ultralisk, which is fine. But then consider the alternative research is the Psi Disruptor, which slows the attack and movement rates of ''all'' Zerg in a fair-sized radius around it, making it vastly superior to the Emulator. It does have a niche use on a select few missions however, especially ones that provide Brood Lords and Mutalisks to steal from the enemy, allowing you to assemble a Zerg air force at no additional cost to you.
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* NoCampaignForTheWicked: You play as Raynor's terrans and Zeratul's protoss, but never the zerg. That's for the expansion, after Kerrigan pulls a HeelFaceTurn.
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* BittersweetEnding: [[spoiler:Sarah is "healed," but Raynor had to kill Tychus. Also, Arcturus Mengsk: his media image is reeling, but he's still TheEmperor of the [[TheEmpire Terran Dominion]]. And let's not forget about the Hybrids...]]

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* BittersweetEnding: [[spoiler:Sarah is "healed," "healed" and the Zerg Swarm is shattered, but billions of people are still dead and Raynor had to kill Tychus. Also, Arcturus Mengsk: his Mengsk's media image is reeling, reeling and his forces severely damaged, but he's still TheEmperor of the [[TheEmpire Terran Dominion]]. And let's not forget about Also, the Hybrids...hidden BigBad is still around with his Hybrids.]]

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