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==From beginning to the Protoss Teleport Beacon==
==From beginning to the Protoss Teleport Beacon==
This scenario is a ''lot'' more difficult than the other installation missions you've played so far. You get a different hero and face many more enemies and traps to fight through.
This scenario is a ''lot'' more difficult than the other installation missions you've played so far. You get a different hero and much more enemies and traps to fight through.


[[File:SC Into the Darkness Terran on Platform.png|thumb|left|Try to avoid this guy.]]
[[Image:SC Into the Darkness Terran on Platform.png|thumb|left|Try to avoid this guy.]]


You start in the upper left corner of the map. Just follow the path for a while, using your Zealots to easily dispatch the Hydralisks and Zerglings that stand in your way (by the way, your Zealots are equipped with the leg implants, and are fully upgraded to level 3 in weapons, armor, and shields even if you neglected to do so in the previous mission). Soon you'll come to some stairs; descend it to the lowered area, and proceed, being careful to '''stick to the upper wall of the room'''. This is because there's an Infested Terran lurking in the area above the lower wall (the first of many), and if he sees you he'll come down and attack. At this point in the mission, you have no useful ranged units (Tassadar has a ranged attack, but it's hardly more than a Mutalisk's range), so it's tricky to take these out before they explode. As you play this mission, remember that these Infested Terrans deal 500 damage, which means Tassadar can be killed in one fell swoop (explosion, rather). More information on how to avoid this later.
You start in the upper left corner of the map. Just follow the path for a while, using your Zealots to easily dispatch the Hydralisks and Zerglings that stand in your way (by the way, your Zealots are equipped with the leg implants, and are fully upgraded to level 3 in weapons, armor, and shields even if you neglected to do so in the previous mission). Soon you'll come to some stairs; descend it to the lowered area, and proceed, being careful to '''stick to the upper wall of the room'''. This is because there's an Infested Terran lurking in the area above the lower wall (the first of many), and if he sees you he'll come down and attack. At this point in the mission, you have no useful ranged units (Tassadar has a ranged attack, but it's hardly more than a Mutalisk's range), so it's tricky to take these out before they explode. As you play this mission, remember that these Infested Terrans deal 500 damage, which means Tassadar can be killed in one fell swoop (explosion, rather). More information on how to avoid this later.


[[File:SC Into the Darkness Hydralisk trap.png|thumb|right|Give them a good taste of the patented QuikSizzle<sup>TM</sup> technology, also known as Psionic Storm. Note the location of the first set of Marines in the screenshot.]]
[[Image:SC Into the Darkness Hydralisk trap.png|thumb|right|Give them a good taste of the patented QuikSizzle<sup>TM</sup> technology, also known as Psionic Storm. Note the location of the first set of Marines in the screenshot.]]


Go into the next room and go slightly north. Among the grisly remains (get used to them, by the way), you'll find a team of five Marines, sitting around and willing to give you a hand. You have a choice here: if you take them along, you will have a significant boost in firepower (and these are not the only Terrans available on the map) and therefore will be able to make it through most of the mission more easily, but the Marines will also trigger some traps along the way that cannot be triggered by your Protoss units. These traps usually consist only of several Zerglings and Infested Terrans, though, so it's probably a better idea to just take them along. As you fight with the Marines, remember that they don't have regenerating shields like your Zealots, nor do they have friendly Medics such as in Brood War; therefore, try to have your Protoss units take damage for the Marines if at all possible.
Go into the next room and go slightly north. Among the grisly remains (get used to them, by the way), you'll find a team of five Marines, sitting around and willing to give you a hand. You have a choice here: if you take them along, you will have a significant boost in firepower (and these are not the only Terrans available on the map) and therefore will be able to make it through most of the mission more easily, but the Marines will also trigger some traps along the way that cannot be triggered by your Protoss units. These traps usually consist only of several Zerglings and Infested Terrans, though, so it's probably a better idea to just take them along. As you fight with the Marines, remember that they don't have regenerating shields like your Zealots, nor do they have friendly Medics such as in Brood War; therefore, try to have your Protoss units take damage for the Marines if at all possible.


[[File:SC Into the Darkness Second Reinforcements.png|thumb|left|Here you can recruit four more Marines to your cause.]]
[[Image:SC Into the Darkness Second Reinforcements.png|thumb|left|Here you can recruit four more Marines to your cause.]]


In the southwest corner of the same room, you'll find some burrowed Hydralisks. You could take them out with the Zealots and Marines, but it's much easier to just Psi Storm them away. After they're dead, continue through the door they were guarding (yes, this is a detour, but it's worth it). After dispatching another set of Hydralisks, you'll find four more Marines in the room at the end. Add these to your party and go back to where you found the first five Marines; from there, start again to the southeast.
In the southwest corner of the same room, you'll find some burrowed Hydralisks. You could take them out with the Zealots and Marines, but it's much easier to just Psi Storm them away. After they're dead, continue through the door they were guarding (yes, this is a detour, but it's worth it). After dispatching another set of Hydralisks, you'll find four more Marines in the room at the end. Add these to your party and go back to where you found the first five Marines; from there, start again to the southeast.


[[File:SC Into the Darkness Closed-door technique.png|thumb|right|That's how it's done. The Marines shouldn't be close enough to the door to open it.]]
[[Image:SC Into the Darkness Closed-door technique.png|thumb|right|That's how it's done. The Marines shouldn't be close enough to the door to open it.]]


Now that you have ranged firepower (assuming that you're taking the Terrans as you go), you have ways to get around things. Take the next door that you come to, for example: on the other side, three or four Zerglings are buried to each side of the door. You could barge in with the Zealots, but it's a much smarter idea to lure the Zerglings out by going near their position ('''without''' going through the door; just get as close as you can while still on this side), then having the Marines shoot 'em up (they can shoot through doors). Zerg units cannot open doors, so your own units will not suffer a scratch. Rinse and repeat for the other side.
Now that you have ranged firepower (assuming that you're taking the Terrans as you go), you have ways to get around things. Take the next door that you come to, for example: on the other side, three or four Zerglings are buried to each side of the door. You could barge in with the Zealots, but it's a much smarter idea to lure the Zerglings out by going near their position ('''without''' going through the door; just get as close as you can while still on this side), then having the Marines shoot 'em up (they can shoot through doors). Zerg units cannot open doors, so your own units will not suffer a scratch. Rinse and repeat for the other side.


[[File:SC Into the Darkness Gauntlet.png|thumb|left|The gauntlet strategy in action. Note that the Zerglings go for Tassadar and the Terran for the Marines; this is how it will usually play out.]]
[[Image:SC Into the Darkness Gauntlet.png|thumb|left|The gauntlet strategy in action. Note that the Zerglings go for Tassadar and the Terran for the Marines; this is how it will usually play out.]]


''Carefully'' enter the room. There are some Zerglings and—more critically—an Infested Terran on the far side, and if you don't want to risk massive Marine losses, you'll have to do a similar luring trick as before. This time, position all the Marines to one side of the room (stay close to the door that you came through) and Tassadar on the other. Tell both to Hold Position, then send in the quick-footed Zealots to grab the attention of the Zerglings and Infested Terran before running away. The enemy units will get caught in a "gauntlet" of crossfire, and if you positioned the units right, the Infested Terran should die before it reaches either the Marines or Tassadar. Refer to the screenshots for more positioning clarification.
''Carefully'' enter the room. There are some Zerglings and—more critically—an Infested Terran on the far side, and if you don't want to risk massive Marine losses, you'll have to do a similar luring trick as before. This time, position all the Marines to one side of the room (stay close to the door that you came through) and Tassadar on the other. Tell both to Hold Position, then send in the quick-footed Zealots to grab the attention of the Zerglings and Infested Terran before running away. The enemy units will get caught in a "gauntlet" of crossfire, and if you positioned the units right, the Infested Terran should die before it reaches either the Marines or Tassadar. Refer to the screenshots for more positioning clarification.


[[File:SC Into the Darkness Teleportation Field.png|thumb|right|Here's where you get more Protoss units. The path taken to get here can be seen in the minimap.]]
[[Image:SC Into the Darkness Teleportation Field.png|thumb|right|Here's where you get more Protoss units. The path taken to get here can be seen in the minimap.]]


Continue down the path, and stop when you come to a split path. One continues the way you were going, and the other (through two doors) leads northeast. As you can probably guess, the latter is a detour for more units. As soon as you go through these doors, you'll get ambushed by some Zerglings; dispatch them and go a little bit further to the northeast, until you come to a wide walkway across the chasm, leading northwest (there are more Zerg where the Zergligns came from, but there's no reason to waste time on them). Go down that path, and kill the Hydralisks along the way. Before ascending the stairs, destroy the turret that pops up with your Marines (Zealots are not good for this, because they have take more damage while taking them out). When you're on the upper level, step on the Beacon with any of your units, and you'll get reinforcements in the form of two Zealots and a Dragoon that appear in the Teleportation Field.
Continue down the path, and stop when you come to a split path. One continues the way you were going, and the other (through two doors) leads northeast. As you can probably guess, the latter is a detour for more units. As soon as you go through these doors, you'll get ambushed by some Zerglings; dispatch them and go a little bit further to the northeast, until you come to a wide walkway across the chasm, leading northwest (there are more Zerg where the Zergligns came from, but there's no reason to waste time on them). Go down that path, and kill the Hydralisks along the way. Before ascending the stairs, destroy the turret that pops up with your Marines (Zealots are not good for this, because they have take more damage while taking them out). When you're on the upper level, step on the Beacon with any of your units, and you'll get reinforcements in the form of two Zealots and a Dragoon that appear in the Teleportation Field.
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Now that you have a good number of ranged units, here's a strategy that will save you headaches from Infested Terrans. When advancing through corridors, always lead with Zealots, then if the coast is clear, have the Marines and the Dragoon follow, with Tassadar coming last. If you see any Infested Terrans (or any enemy, really) with the Zealots, get them to chase you and run back to the Marines; your ranged units will smoke whatever it is before they know what happened. You might be cutting it a bit close with those Infested Terrans if there are lots of enemies to kill, so save often. Tassadar doesn't really need to do anything past this point, other than maybe a Psionic Storm or two at appropriate times.
Now that you have a good number of ranged units, here's a strategy that will save you headaches from Infested Terrans. When advancing through corridors, always lead with Zealots, then if the coast is clear, have the Marines and the Dragoon follow, with Tassadar coming last. If you see any Infested Terrans (or any enemy, really) with the Zealots, get them to chase you and run back to the Marines; your ranged units will smoke whatever it is before they know what happened. You might be cutting it a bit close with those Infested Terrans if there are lots of enemies to kill, so save often. Tassadar doesn't really need to do anything past this point, other than maybe a Psionic Storm or two at appropriate times.


[[File:SC Into the Darkness Trap.png|thumb|left|If the Zerglings refuse to pursue, just have Tassadar go in and Storm them.]]
[[Image:SC Into the Darkness Trap.png|thumb|left|If the Zerglings refuse to pursue, just have Tassadar go in and Storm them.]]


Advance through the corridor, killing everything that stands in your way. Soon, you'll find your party at a crossroad. Going straight will get you further into the map, and the southeast path gets you some more units, but before you go either of these ways, you must take the northwest path, at the end of which lies the beacon that will unlock a mission-critical door for you. This corridor contains a Marine-exclusive trap; the Protoss units will pass unscathed, but any number of Marines will trigger several Zerglings and an Infested Terran. There are a few ways to get past this part without incurring large amounts of damage:
Advance through the corridor, killing everything that stands in your way. Soon, you'll find your party at a crossroad. Going straight will get you further into the map, and the southeast path gets you some more units, but before you go either of these ways, you must take the northwest path, at the end of which lies the beacon that will unlock a mission-critical door for you. This corridor contains a Marine-exclusive trap; the Protoss units will pass unscathed, but any number of Marines will trigger several Zerglings and an Infested Terran. There are a few ways to get past this part without incurring large amounts of damage:
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# Leave all the Marines at the crossroads, and proceed into the corridor with just your Protoss units. You'll avoid the confrontation entirely this way, but keep in mind that there's going to be a fair amount of fighting before you get to the beacon—including Infested Terrans that don't have to be triggered.
# Leave all the Marines at the crossroads, and proceed into the corridor with just your Protoss units. You'll avoid the confrontation entirely this way, but keep in mind that there's going to be a fair amount of fighting before you get to the beacon—including Infested Terrans that don't have to be triggered.


[[File:SC Into the Darkness Door Beacon.png|thumb|right|The beacon is defended moderately with some Hydralisks.]]
[[Image:SC Into the Darkness Door Beacon.png|thumb|right|The beacon is defended moderately with some Hydralisks.]]


After you're through the corridor and have taken out the other Infested Terrans, you'll come to a chasm much like the one near the Teleportation Field. Again, take the wide walkway in the middle, destroy the sneaky turret with the Marines, and step on the beacon. You'll be notified that the door is now unlocked.
After you're through the corridor and have taken out the other Infested Terrans, you'll come to a chasm much like the one near the Teleportation Field. Again, take the wide walkway in the middle, destroy the sneaky turret with the Marines, and step on the beacon. You'll be notified that the door is now unlocked.


==From the Unlock Door Beacon to the Holding Cell==
==From the Unlock Door Beacon to the Holding Cell==
[[File:SC Into the Darkness Zergling Trap.png|thumb|left|Ignore the Zerglings and run!]]
[[Image:SC Into the Darkness Zergling Trap.png|thumb|left|Ignore the Zerglings and run!]]


Backtrack to the crossroads. As mentioned before, the southeast path will lead to more units, so you should probably take it. You'll only have to proceed a short while when you unveil a large group of Marines standing haplessly. At the same time, a huge number of Zerglings will Unburrow out of the area around them. Just ignore the Zerglings, and focus on getting as many of your newfound Marines out of there as possible; meanwhile, the rest of your units will kill any Zerglings that try to pursue. You should have at least a dozen Marines now; you might have up to sixteen if you were fast. Going further into the trap area will not reveal anything more than about fifty burrowed Zerglings, so don't bother.
Backtrack to the crossroads. As mentioned before, the southeast path will lead to more units, so you should probably take it. You'll only have to proceed a short while when you unveil a large group of Marines standing haplessly. At the same time, a huge number of Zerglings will Unburrow out of the area around them. Just ignore the Zerglings, and focus on getting as many of your newfound Marines out of there as possible; meanwhile, the rest of your units will kill any Zerglings that try to pursue. You should have at least a dozen Marines now; you might have up to sixteen if you were fast. Going further into the trap area will not reveal anything more than about fifty burrowed Zerglings, so don't bother.


[[File:SC Into the Darkness Wall Turrets.png|thumb|right|Marines are best for taking out these turrets.]]
[[Image:SC Into the Darkness Wall Turrets.png|thumb|right|Marines are best for taking out these turrets.]]


Go back to the crossroads again, and this time continue the way you were going originally. However, '''lead with the Marines here'''. This is because there are two flame turrets and two missile turrets hidden in the wall almost immediately after you enter the corridor, and as mentioned before, Zealots are not as effective against these (interestingly, Tassadar can take turrets out without much trouble). When all four are gone, go back to the previous strategy of leading with Zealots, because there are ''three'' Infested Terrans in this corridor. If the whole bait-and-kill thing is getting old for you, consider an alternate approach where Tassadar casts Hallucination on one of the Zealots, and each of the two dopplegangers created sacrifices itself against an Infested Terran. Tassadar has a lot of energy, so this is actually viable. When you reach the stairs, the Dragoon will not be able to ascend (the Dragoon CAN actually go up the stairs, though getting it up the first few steps can be difficult); instead of having it lurk there, send it to the '''very beginning of the map'''. There's a reason for this, coming up later.
Go back to the crossroads again, and this time continue the way you were going originally. However, '''lead with the Marines here'''. This is because there are two flame turrets and two missile turrets hidden in the wall almost immediately after you enter the corridor, and as mentioned before, Zealots are not as effective against these (interestingly, Tassadar can take turrets out without much trouble). When all four are gone, go back to the previous strategy of leading with Zealots, because there are ''three'' Infested Terrans in this corridor. If the whole bait-and-kill thing is getting old for you, consider an alternate approach where Tassadar casts Hallucination on one of the Zealots, and each of the two dopplegangers created sacrifices itself against an Infested Terran. Tassadar has a lot of energy, so this is actually viable. When you reach the stairs, the Dragoon will not be able to ascend (the Dragoon CAN actually go up the stairs, though getting it up the first few steps can be difficult); instead of having it lurk there, send it to the '''very beginning of the map'''. There's a reason for this, coming up later.
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A little bit down the road are two floor-mounted turrets; blast them with the Marines, or use Psionic Storm to do it without taking damage. Now you'll be at the door you unlocked earlier. Before barging in with the party, have the ranged units Hold Position outside the door, and inch Tassadar forward into the hallway until you can see some Hydralisks and Zerglings; then, have him cast Psionic Storm just a bit behind the Hydralisks. There's actually an Infested Terran behind them, and if your casting was accurate he will die. If not, lure the weakened Terran into the welcoming gunfire of your Marines. Want to use the Hallucination trick again? Cast it on a Zealot again, and send them <u>both</u> to the Infested Terran. If you're lucky, you can actually make the Terran blow up all the other Zerg around him. If not, mop up with your units.
A little bit down the road are two floor-mounted turrets; blast them with the Marines, or use Psionic Storm to do it without taking damage. Now you'll be at the door you unlocked earlier. Before barging in with the party, have the ranged units Hold Position outside the door, and inch Tassadar forward into the hallway until you can see some Hydralisks and Zerglings; then, have him cast Psionic Storm just a bit behind the Hydralisks. There's actually an Infested Terran behind them, and if your casting was accurate he will die. If not, lure the weakened Terran into the welcoming gunfire of your Marines. Want to use the Hallucination trick again? Cast it on a Zealot again, and send them <u>both</u> to the Infested Terran. If you're lucky, you can actually make the Terran blow up all the other Zerg around him. If not, mop up with your units.


[[File:SC Into the Darkness Terran Reinforcements.png|thumb|left|Your final set of reinforcements. Finally consisting of something other than Marines.]]
[[Image:SC Into the Darkness Terran Reinforcements.png|thumb|left|Your final set of reinforcements. Finally consisting of something other than Marines.]]


Now, those Zerg were guarding a door. Go inside and all the way to the end of the room; you'll find more Terrans, this time including three Marines, four Firebats, and a Ghost. Every single one will come in handy in just a minute.
Now, those Zerg were guarding a door. Go inside and all the way to the end of the room; you'll find more Terrans, this time including three Marines, four Firebats, and a Ghost. Every single one will come in handy in just a minute.
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<gallery widths="300px" heights="200" perrow=2>
<gallery widths="300px" heights="200" perrow=2>
File:SC Into the Darkness Wall.png|Your wall should look roughly like this.
Image:SC Into the Darkness Wall.png|Your wall should look roughly like this.
File:SC Into the Darkness Wall in Effect.png|While the bloodbath commences...
Image:SC Into the Darkness Wall in Effect.png|While the bloodbath commences...
File:SC Into the Darkness Ghost targeting Terran.png|Use the Ghost to distract the Infested Terran.
Image:SC Into the Darkness Ghost targeting Terran.png|Use the Ghost to distract the Infested Terran.
File:SC Into the Darkness Hideout.png|Or you can simply hide here and wait for the swarm to pass.
Image:SC Into the Darkness Hideout.png|Or you can simply hide here and wait for the swarm to pass.
</gallery>
</gallery>


When the swarm has passed or been killed, proceed into the cell block. Ignore the locked doors, and keep going until the end. You'll come to a room with a beacon, guarded by six floor-mounted guns; even if only Tassadar has survived, these can be taken out easily with either Storm or Tassadar's attack. Step on the beacon to unlock one of the cell doors, and step on the beacon in that cell to rescue Zeratul and the Dark Templar. Enjoy the temporary victory, and make sure to listen to the cutscene (which can't be skipped anyway).
When the swarm has passed or been killed, proceed into the cell block. Ignore the locked doors, and keep going until the end. You'll come to a room with a beacon, guarded by six floor-mounted guns; even if only Tassadar has survived, these can be taken out easily with either Storm or Tassadar's attack. Step on the beacon to unlock one of the cell doors, and step on the beacon in that cell to rescue Zeratul and the Dark Templar. Enjoy the temporary victory, and make sure to listen to the cutscene (which can't be skipped anyway).


[[File:SC Into the Darkness Zeratul.png|thumb|left|Don't worry if you can't see the Dark Templar in the cell; once you step on the beacon, they'll slowly warp in.]]
[[Image:SC Into the Darkness Zeratul.png|thumb|left|Don't worry if you can't see the Dark Templar in the cell; once you step on the beacon, they'll slowly warp in.]]


==Alternative strategy==
==Alternative strategy==
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Greek: Ά ά Έ έ Ή ή Ί ί Ό ό Ύ ύ Ώ ώ   Α α Β β Γ γ Δ δ   Ε ε Ζ ζ Η η Θ θ   Ι ι Κ κ Λ λ Μ μ   Ν ν Ξ ξ Ο ο Π π   Ρ ρ Σ σ ς Τ τ Υ υ   Φ φ Χ χ Ψ ψ Ω ω   {{Polytonic|}}
Cyrillic: А а Б б В в Г г   Ґ ґ Ѓ ѓ Д д Ђ ђ   Е е Ё ё Є є Ж ж   З з Ѕ ѕ И и І і   Ї ї Й й Ј ј К к   Ќ ќ Л л Љ љ М м   Н н Њ њ О о П п   Р р С с Т т Ћ ћ   У у Ў ў Ф ф Х х   Ц ц Ч ч Џ џ Ш ш   Щ щ Ъ ъ Ы ы Ь ь   Э э Ю ю Я я   ́
IPA: t̪ d̪ ʈ ɖ ɟ ɡ ɢ ʡ ʔ   ɸ β θ ð ʃ ʒ ɕ ʑ ʂ ʐ ç ʝ ɣ χ ʁ ħ ʕ ʜ ʢ ɦ   ɱ ɳ ɲ ŋ ɴ   ʋ ɹ ɻ ɰ   ʙ ⱱ ʀ ɾ ɽ   ɫ ɬ ɮ ɺ ɭ ʎ ʟ   ɥ ʍ ɧ   ʼ   ɓ ɗ ʄ ɠ ʛ   ʘ ǀ ǃ ǂ ǁ   ɨ ʉ ɯ   ɪ ʏ ʊ   ø ɘ ɵ ɤ   ə ɚ   ɛ œ ɜ ɝ ɞ ʌ ɔ   æ   ɐ ɶ ɑ ɒ   ʰ ʱ ʷ ʲ ˠ ˤ ⁿ ˡ   ˈ ˌ ː ˑ ̪   {{IPA|}}

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