From StrategyWiki, the video game walkthrough and strategy guide wiki
Jump to navigation Jump to search
No edit summary
m (Robot: Changing template: StarCraft level)
 
(7 intermediate revisions by 5 users not shown)
Line 1: Line 1:
{{All Game Nav|game=StarCraft}}
{{Header Nav|game=StarCraft}}
<!-- Do not edit above this line. -->
{{StarCraft/Level
 
|Jacobs Installation, Mar Sara
;Location
|
:Jacobs Installation, Mar Sara
* Jim Raynor (enhanced Marine)
 
* Terran Civilians (Confederate)
;Difficulty
|None
:2 out of 10
|
 
* Terran SCV
;Mission Objectives
* Terran Marine
* Terran Firebat
* Terran Vulture
* Terran Goliath
* Wall-mounted Turret
|
# Retrieve data discs from the Confederate network.
# Retrieve data discs from the Confederate network.
# Raynor must survive.
# Raynor must survive.
|Since you've allied yourself with the Sons of Korhal 'terrorist' group, your tenure as Magistrate is suspended... a nice way of saying you're fired. The planet of Mar Sara is being overrun by Zerg forces, and both the Confederacy and the Sons of Korhal are evacuating the planet. However, Mengsk wants you and Raynor (whom he rescued from the Confederates as well) pick up some data discs from an installation before you leave.
|Terran Beacons (dispersed throughout map)
|map=[[File:SC Terran 4.png]]
}}


;New Unit
This is the first of the three 'installation' missions in StarCraft, four if you count the installation mission in Starcraft: Brood War. In these types of missions, you must wind through a maze-like path to get to the end. You cannot harvest resources or build a base; therefore, you don't get to build new units. Instead, the game will give you reinforcements at key points along the mission.
:None
 
;New Enemy Units
:Terran Marine (Confederate Alpha Squadron)
:Terran Firebat (Confederate Alpha Squadron)
:Terran Vulture (Confederate Alpha Squadron)
:Terran Goliath (Confederate Alpha Squadron)
:Wall-mounted Turret
 
;Special Units
:Jim Raynor (enhanced Marine)
:Terran Civilians (Confederate)
 
;Special Structure
:Terran Beacons (dispersed throughout map)


;Mission Background
Group all units including Raynor (who is a Marine this time) into one. Simply go along the path until it splits into three, taking out the easily-to-destroy wall turret en route. The path going southwest is a longer but resistance-free one, and northwest is a shortcut with resistance (ignore the northeast path, while it shows information about other locations on the map, it is not required to complete the mission). Pick either one. If you choose the shortcut and run into enemies, focus fire on the weaker units first, then finish the Goliath off last. This is because it is the unit that takes the longest to destroy. Either path will eventually end up at the same spot, and a bit farther from there will take you to a place with another split path.
Since you've allied yourself with the Sons of Korhal 'terrorist' group, your tenure as Magistrate is suspended... a nice way of saying you're fired. The planet of Mar Sara is being overrun by Zerg forces, and both the Confederacy and the Sons of Korhal are evacuating the planet. However, Mengsk wants you and Raynor (whom he rescued from the Confederates as well) pick up some data discs from an installation before you leave.


;Walkthrough
If you choose northwest and walk onto that beacon, which will unlock two doors containing hostile Zerglings, critters (which are harmless), and also some plot dialogue you'd otherwise miss. If you take the south-east path from the intersection, this leads to a beacon that disables the security systems.
This is the first of the three 'installation' missions in StarCraft. In these types of missions, you must wind through a maze-like path to get to the end. You cannot harvest resources or build a base; therefore, you don't get to build new units. Instead, the game will give you reinforcements at key points along the mission.


Group all units including Raynor (who is a Marine this time) into one. Simply go along the path until it splits into three, taking out the easy-to-destroy wall turret en route. The path going southwest is a longer but resistance-free one, and northwest is a shortcut with resistance (ignore the northeast path, because it leads to a beacon transporting you to a useless spot). Pick either one. If you choose the shortcut, when you run into enemies focus fire on all units except the Goliath, and finish it off last. This is because it is the unit that takes the longest to destroy. Either path will eventually end up at the same spot, and a bit farther from there will take you to a place with another split path. Choose northwest and walk onto that beacon, which will unlock two doors containing Zerglings (for you to kill) and critters (for you to... well, do whatever you want with), and also some plot dialogue you'd otherwise miss. Now go back to the intersection, go southeast, and walk onto yet another beacon. Come back to the intersection and continue straight until you come to what seems like a dead end with a beacon. Well, since you have nothing else to do, walk onto that beacon and watch all your guys be teleported to another sector. From here, you just have to follow the path, annhilating resistance (using StimPacks if you have to). Walk onto yet another beacon at the end to complete the mission!
The north-east path will continue along a long corridor into a room - ignore the vultures behind the door, and proceed up the stairs to the northwest. This beacon is a teleportation system that brings you near the objective. From here, follow the path to the south-east, annihilating resistance (using StimPacks if you have to). Walk onto the final beacon within the last room to complete the mission.


<!-- Guide page footer, backpage is previously page sequentially, nextpage is the next page sequentially. -->
{{Footer Nav|game=StarCraft|prevpage=Terran mission 3: Desperate Alliance|nextpage=Terran mission 5: Revolution}}
<!-- Remove it if the page isn't one in a sequential or ordered walkthrough. -->
{{Footer Nav|game=StarCraft|backpage=Terran mission 3: Desperate Alliance|nextpage=Terran mission 5: Revolution}}

Latest revision as of 18:46, 5 February 2012

Terran mission 4: The Jacobs Installation
Location Jacobs Installation, Mar Sara
Special Units
  • Jim Raynor (enhanced Marine)
  • Terran Civilians (Confederate)
New Units None
New Enemy Units
  • Terran SCV
  • Terran Marine
  • Terran Firebat
  • Terran Vulture
  • Terran Goliath
  • Wall-mounted Turret
Special Structures Terran Beacons (dispersed throughout map)
Objectives
  1. Retrieve data discs from the Confederate network.
  2. Raynor must survive.
Map
Since you've allied yourself with the Sons of Korhal 'terrorist' group, your tenure as Magistrate is suspended... a nice way of saying you're fired. The planet of Mar Sara is being overrun by Zerg forces, and both the Confederacy and the Sons of Korhal are evacuating the planet. However, Mengsk wants you and Raynor (whom he rescued from the Confederates as well) pick up some data discs from an installation before you leave.

This is the first of the three 'installation' missions in StarCraft, four if you count the installation mission in Starcraft: Brood War. In these types of missions, you must wind through a maze-like path to get to the end. You cannot harvest resources or build a base; therefore, you don't get to build new units. Instead, the game will give you reinforcements at key points along the mission.

Group all units including Raynor (who is a Marine this time) into one. Simply go along the path until it splits into three, taking out the easily-to-destroy wall turret en route. The path going southwest is a longer but resistance-free one, and northwest is a shortcut with resistance (ignore the northeast path, while it shows information about other locations on the map, it is not required to complete the mission). Pick either one. If you choose the shortcut and run into enemies, focus fire on the weaker units first, then finish the Goliath off last. This is because it is the unit that takes the longest to destroy. Either path will eventually end up at the same spot, and a bit farther from there will take you to a place with another split path.

If you choose northwest and walk onto that beacon, which will unlock two doors containing hostile Zerglings, critters (which are harmless), and also some plot dialogue you'd otherwise miss. If you take the south-east path from the intersection, this leads to a beacon that disables the security systems.

The north-east path will continue along a long corridor into a room - ignore the vultures behind the door, and proceed up the stairs to the northwest. This beacon is a teleportation system that brings you near the objective. From here, follow the path to the south-east, annihilating resistance (using StimPacks if you have to). Walk onto the final beacon within the last room to complete the mission.