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;Location
;Location
:Tarsonis Space Platform
:Char Space Platform


;Difficulty
;Difficulty
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;New Enemy Unit
;New Enemy Unit
:None
:None
;Walkthrough
This mission is quite difficult, although arguably not as difficult as Zerg Mission Eight "To Slay The Beast." You are surrounded on all side by enemies - Two Terran foes in Mengsk and DuGalle, and a powerful Protoss enemy in Artanis's forces. On the brighter side, however, you start off with a considerable amount of minerals, and your base is not wholly indefensible in spite of having three entrances.
The first thing to be done on this mission is to get your starting drones mining, and building the next generation of drones at your two hatcheries and 1 hive. This first group should go to mining; a continuously strong stream of resources is crucial to this mission, and ultimately you want at least 2 drones to each mineral patch, along with four drones on the vespene geyser.
With the second group of drones built, send part of them to collect resources while sending the others to build sunken colonies at each entrance to your base. You'll want at least two at each entrance before the Three Enemies come knocking at your door (and they will, and fast, although their first attacks won't consist of more than a couple of marines, firebats, ghosts, zealots, and maybe dragoons).
One thing I noticed is that after this first wave, there usually is a lull for a couple minutes in attacks. Don't depend on it, but use it to your advantage if it occurs. You need to get at least six sunken colonies at each entrance to your base, in addition to one on the southeast "prong" of the fork that the platform you start on makes around the northeast entrance to your base. You also need to build more spore colonies; they tend to be strongest in groups, so every other or every 2nd spore colony, I strong suggest building four more right next to it. That should be enough to handle the immediate air threat you will face (namely, Mengsk's annoying groups of 10-12 wraiths, the UED's battlecruisers, and the Protoss's scouts).
One trick with base defense on this mission is to research Burrow at your hatcheries, get a group of 12 hydralisks, and burrow 1 such group out in front of your sunken colonies at each entrance. Place an overlord nearby (incidently, start researching the Fast Overlord upgrade ASAP) for detection. When Mengsk sends a ground force including tanks, or the Protoss send a reaver with their ground attacks, you can unburrow the hydralisks and quickly kill the tanks before either helping to finish off the rest of the force, or re-burrowing them. Oddly enough, they tend to be far more effective than lurkers, since the computers will immediately scan for lurkers if they attack, whereas they send an attack that has detection.
While the above defensive matrix is being set up, you need to get at least one more hatchery at your main base, so you can build forces of 12 units at a time (More is even better. Just remember that the more hatcheries you have, the faster reinforcements can be built and sent). Start researching the upgrades for hydralisks, and build a second Evolution Chamber so that you can research Zerg Ranged Attack Upgrades as well as Carapace upgrades.


{{Footer Nav|game=StarCraft: Brood War|prevpage=Dark Origins|nextpage=}}
{{Footer Nav|game=StarCraft: Brood War|prevpage=Dark Origins|nextpage=}}

Revision as of 07:02, 2 November 2007

Location
Char Space Platform
Difficulty
10 out of 10
Mission Objective
Destroy all enemy forces.
New Unit
None
New Enemy Unit
None
Walkthrough

This mission is quite difficult, although arguably not as difficult as Zerg Mission Eight "To Slay The Beast." You are surrounded on all side by enemies - Two Terran foes in Mengsk and DuGalle, and a powerful Protoss enemy in Artanis's forces. On the brighter side, however, you start off with a considerable amount of minerals, and your base is not wholly indefensible in spite of having three entrances.

The first thing to be done on this mission is to get your starting drones mining, and building the next generation of drones at your two hatcheries and 1 hive. This first group should go to mining; a continuously strong stream of resources is crucial to this mission, and ultimately you want at least 2 drones to each mineral patch, along with four drones on the vespene geyser.

With the second group of drones built, send part of them to collect resources while sending the others to build sunken colonies at each entrance to your base. You'll want at least two at each entrance before the Three Enemies come knocking at your door (and they will, and fast, although their first attacks won't consist of more than a couple of marines, firebats, ghosts, zealots, and maybe dragoons).

One thing I noticed is that after this first wave, there usually is a lull for a couple minutes in attacks. Don't depend on it, but use it to your advantage if it occurs. You need to get at least six sunken colonies at each entrance to your base, in addition to one on the southeast "prong" of the fork that the platform you start on makes around the northeast entrance to your base. You also need to build more spore colonies; they tend to be strongest in groups, so every other or every 2nd spore colony, I strong suggest building four more right next to it. That should be enough to handle the immediate air threat you will face (namely, Mengsk's annoying groups of 10-12 wraiths, the UED's battlecruisers, and the Protoss's scouts).

One trick with base defense on this mission is to research Burrow at your hatcheries, get a group of 12 hydralisks, and burrow 1 such group out in front of your sunken colonies at each entrance. Place an overlord nearby (incidently, start researching the Fast Overlord upgrade ASAP) for detection. When Mengsk sends a ground force including tanks, or the Protoss send a reaver with their ground attacks, you can unburrow the hydralisks and quickly kill the tanks before either helping to finish off the rest of the force, or re-burrowing them. Oddly enough, they tend to be far more effective than lurkers, since the computers will immediately scan for lurkers if they attack, whereas they send an attack that has detection.

While the above defensive matrix is being set up, you need to get at least one more hatchery at your main base, so you can build forces of 12 units at a time (More is even better. Just remember that the more hatcheries you have, the faster reinforcements can be built and sent). Start researching the upgrades for hydralisks, and build a second Evolution Chamber so that you can research Zerg Ranged Attack Upgrades as well as Carapace upgrades.