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This is by far the most difficult mission in all of SC/BW. Nothing, not even the extremely difficult mission 10, which you must face later, comes quite so far in testing every aspect of your playing skills, from resource management to defense and attack mechanics.


You start out from a weak position with four very powerful enemies (2 Zerg bases, White and Orange, and 2 Terran bases, White and Orange). They WILL co-ordinate their attacks; expect literally any combination of Zerg and Terran units, from combined Marines/Zerglings, Wraiths/Mutalisks, to Tanks/Ultralisks, to the UTTERLY devastating anti-air and ground in the form of Valkyries/Devourers along with multiple Battlecruisers and Guardians which build up and all attack en masse together. Most of these attacks will be supported by an Overlord, which will spot out any Dark Templar or borrowed units. You will also see UED Medics healing damaged Zerg units (including the Ultralisk).
You start out from a weak position with four very powerful enemies (2 Zerg bases, White and Orange, and 2 Terran bases, White and Orange). They WILL co-ordinate their attacks; expect literally any combination of Zerg and Terran units, from combined Marines/Zerglings, Wraiths/Mutalisks, to Tanks/Ultralisks, to the UTTERLY devastating anti-air and ground in the form of Valkyries/Devourers along with multiple Battlecruisers and Guardians which build up and all attack en masse together. Most of these attacks will be supported by an Overlord, which will spot out any Dark Templar or borrowed units. You will also see UED Medics healing damaged Zerg units (including the Ultralisk).
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This strategy has been used by speedrunners, but is very useful since it lets you win with a smaller attack force and a little micromanaging, and you don't need to conquer the expansions to fund it. The version here is slower than a speedrun but easier to do.
This strategy has been used by speedrunners, but is very useful since it lets you win with a smaller attack force and a little micromanaging, and you don't need to conquer the expansions to fund it. The version here is slower than a speedrun but easier to do.


Build up some defenses as above, though you may want to save some money for your attack force. A small force of Hydralisks with the movement upgrade can cover a lot of ground, and a 6-pack of Scourge will greatly supplement your air defenses. Also claim the free expansion to the east quickly. Tech as quickly as you can to Ultralisks and Defilers, and build 12 Ultralisks, 2 Defilers, and 8 Dark Templar, plus the Overlords to carry them. Also research the Ultralisk Cavern upgrades, and carapace and melee damage upgrades; they will help immensely. Fly them to the eastern continent, moving along the south edge of the map to dodge the enemy bases. There's an unguarded peninsula on the Overmind's plateau that will be your landing zone.
Build up some defenses as above, though you may want to save some money for your attack force. A small force of Hydralisks with the movement upgrade can cover a lot of ground, and a 6-pack of Scourge will greatly supplement your air defenses. Also claim the free expansion to the east quickly. Tech as quickly as you can to Ultralisks and Defilers, and build 12 Ultralisks, 2 Defilers, and 8 Dark Templar, plus the Overlords to carry them. Also research the Ultralisk Cavern upgrades, and carapace and melee damage upgrades; they will help immensely. Fly them to the eastern continent, moving along the south edge of the map to dodge the enemy bases. There's an unguarded peninsula on the Overlord's plateau that will be your landing zone.


Now for the tricky part. Land the Defilers on the plateau first, and cast Dark Swarm over the landing area. This will cover your Ultralisks as they land. Now run straight for the Overmind and attack it. Your Dark Templar will have a better chance of survival if they sneak up the east edge of the map and come around to the top of the Overmind rather than charging through the Lurkers. Lastly, cast a Dark Swarm on the Overmind to protect against any ranged units around it. Your Ultralisks are tough enough to kill the Overmind before they die, and since your Dark Templar are also attacking, the game considers you to have destroyed it with Dark Templar.
Now for the tricky part. Land the Defilers on the plateau first, and cast Dark Swarm over the landing area. This will cover your Ultralisks as they land. Now run straight for the Overmind and attack it. Your Dark Templar will have a better chance of survival if they sneak up the east edge of the map and come around to the top of the Overmind rather than charging through the Lurkers. Lastly, cast a Dark Swarm on the Overmind to protect against any ranged units around it. Your Ultralisks are tough enough to kill the Overmind before they die, and since your Dark Templar are also attacking, the game considers you to have destroyed it with Dark Templar.


{{Footer Nav|game=StarCraft: Brood War|prevpage=Zerg Mission 7: Drawing of the Web|nextpage=Zerg Mission 9: The Reckoning}}
{{Footer Nav|game=StarCraft: Brood War|prevpage=Zerg Mission 7: Drawing of the Web|nextpage=Zerg Mission 9: The Reckoning}}
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