strength, her DNA completely altered. Meanwhile, the Protoss commander Tassadar discovers that the Zerg's cerebrates cannot be killed by conventional means, but that they can be harmed by the powers wielded by the heretical dark templar. Tassadar allies himself with the dark templar prelate Zeratul, who assassinates Zasz, one of the Zerg's cerebrates in their hive clusters on Char. The cerebrate's death results in its forces running amok through the Zerg hives, but briefly links the minds of Zeratul and the Zerg Overmind, allowing the Overmind to finally learn the location of the Protoss homeworld Aiur, which the Overmind has been seeking for millennia. The main Zerg swarm promptly invades Aiur, while Kerrigan is dispatched to deal with Tassadar, and despite facing heavy Protoss resistance, the Overmind is able to embed itself into the crust of the planet. The final episode of the game sees Aldaris and the Protoss government branding Tassadar a traitor and a heretic for conspiring with the dark templar. The player (later retconned to be Artanis) initially serves Aldaris in defending Aiur from the Zerg invasion, but while on a mission to arrest Tassadar, the player joins him instead. A Protoss civil war erupts, pitting Tassadar, Zeratul, and their allies against the Protoss establishment (known as The Conclave.) The dark templar prove their worth when they use their energies to slay two more of the Zerg cerebrates on Aiur, and the Conclave reconciles with them. Aided by Raynor's forces—who sided with Tassadar back on Char—the Protoss break through the Overmind's weakened defenses and destroy the Overmind's outer shell, but take heavy casualties in the process. Tassadar channels his own psionic energies in combination with those of the dark templar through the hull of his command ship and crashes it into the Overmind, sacrificing himself in order to destroy it. Development Blizzard Entertainment began development on StarCraft in 1995, shortly after the release of highly successful Warcraft II: Tides of Darkness. Using the Tides of Darkness game engine as a base, StarCraft made its debut at E3 1996. The version of the game displayed, assembled by the team's lead programmer Bob Fitch, received a rather weak response from the convention and was criticized by many for being "Warcraft in space." As a consequence the entire project was overhauled, bringing the focus onto creating three distinct species. Bill Roper, one of the game's producers, stated this would be