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{{Header Nav|game=StarCraft}}
{{Header Nav|game=StarCraft}}
{{needimage|needed='''Screenshots illustrating what to do for this mission.'''}}
{{cleanup}}
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{{StarCraft level
{{StarCraft level
|Char
|Char
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|5 out of 10
|5 out of 10
|Bring Tassadar and two Zealots to the installation entrance.
|Bring Tassadar and two Zealots to the installation entrance.
|
|Judicator Aldaris has denounced you for siding with Tassadar, but Tassadar himself believes that because only Zeratul and the Dark Templar possess the power necessary to kill Cerebrates, they are the only way to defeat the Zerg, Council approval or not. They are being imprisoned in a Zerg-infested installation on Char, and you must safely take Tassadar there.
|Beacon (Installation entrance)
|Beacon (Installation entrance)
}}
}}
==Establishing Island Defenses==
Your starting location is pretty convenient—a good-sized island with very defensible cliffs and lots of resources. You can actually complete this mission using only the resources of your base and the rest of your island, but more likely than not you will have to expand to one or both of the additional resource nodes, which are located on different islands and defended lightly.
First off, though, you need some solid defenses to stem the tide of Zerg airdrops while you build up a force. Photon Cannons are your best bet here: they detect burrowed units and have longer range than Dragoons. After you have a decent number of Probes going, have one build Cannons all along the southern and eastern edge of your island (not just the plateau that you start on), adding more as you get more minerals. It might seem a bit wasteful, but having lots of Photon Cannons will eventually save you units and time.
As you're pumping some initial Zealots and Dragoons, expand to the northeast part of your island. There's a huge mineral deposit here, plus a Vespene geyser that you can build a ''lot'' closer to than the one in your initial base. Build Photon Cannons here as well; the Zerg most likely won't attack this area, but there's another threat that might. More on this later.
Of course, you will need to climb the tech tree. Build two Forges, an additional Gateway to speed up unit production, a Robotics Facility plus the Support Bay, and a Stargate. The Citadel of Adun and the Templar Archives are optional, but it is '''''strongly''''' recommended that you build both. You won't have much need for High Templar in this mission, but Archons will come in extremely handy later on. Plus, those Zealots can always use the leg enhancements.
==Expansion bases (optional)==


{{Footer Nav|game=StarCraft|prevpage=Protoss mission 4: The Hunt for Tassadar|nextpage=Protoss mission 6: Into the Darkness}}
{{Footer Nav|game=StarCraft|prevpage=Protoss mission 4: The Hunt for Tassadar|nextpage=Protoss mission 6: Into the Darkness}}

Revision as of 03:47, 26 January 2009

Template:StarCraft level

Establishing Island Defenses

Your starting location is pretty convenient—a good-sized island with very defensible cliffs and lots of resources. You can actually complete this mission using only the resources of your base and the rest of your island, but more likely than not you will have to expand to one or both of the additional resource nodes, which are located on different islands and defended lightly.

First off, though, you need some solid defenses to stem the tide of Zerg airdrops while you build up a force. Photon Cannons are your best bet here: they detect burrowed units and have longer range than Dragoons. After you have a decent number of Probes going, have one build Cannons all along the southern and eastern edge of your island (not just the plateau that you start on), adding more as you get more minerals. It might seem a bit wasteful, but having lots of Photon Cannons will eventually save you units and time.

As you're pumping some initial Zealots and Dragoons, expand to the northeast part of your island. There's a huge mineral deposit here, plus a Vespene geyser that you can build a lot closer to than the one in your initial base. Build Photon Cannons here as well; the Zerg most likely won't attack this area, but there's another threat that might. More on this later.

Of course, you will need to climb the tech tree. Build two Forges, an additional Gateway to speed up unit production, a Robotics Facility plus the Support Bay, and a Stargate. The Citadel of Adun and the Templar Archives are optional, but it is strongly recommended that you build both. You won't have much need for High Templar in this mission, but Archons will come in extremely handy later on. Plus, those Zealots can always use the leg enhancements.

Expansion bases (optional)