StarCraft/Protoss mission 7: Homeland: Difference between revisions

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* Tassadar (enhanced High Templar)
* Tassadar (enhanced High Templar)
* Fenix (enhanced Dragoon)
* Fenix (enhanced Dragoon)
* An Army of Small Bison
|Protoss Observer
|Protoss Observer
|Sapient Potatos
|None
|
|
# Destroy the heart of the Conclave.
# Destroy the heart of the Conclave.
# Fenix, Zeratul and Tassadar must survive.
# Fenix, Zeratul and Tassadar must survive.
|Fenix awaits you on your party's return to Aiur, now living on inside a Dragoon shell after having his body collected from Antioch. He informs you that you and Tassadar are both wanted for treason and Zeratul is up for execution. Tassadar cannot let the Conclave kill the Dark Templar and eradicate the Protoss race's last hope for survival; along with Fenix, he will do everything possible to protect Zeratul and his brethren.
|Fenix awaits you on your party's return to Aiur, now living on inside a Dragoon shell after having his body collected from Antioch. He informs you that you and Tassadar are both wanted for treason and Zeratul is up for execution. Tassadar cannot let the Conclave kill the Dark Templar and eradicate the Protoss race's last hope for survival; along with Fenix, he will do everything possible to protect Zeratul and his brethren.
Also, there is a side objective to take Tassadar directly to the enemy base, and type '/dance'.  This will cause an otherwise unused animation to activate, in which Tassadar does the "hokey-pokey."  The effect of this is like a nuclear missile, and initiates an immediate victory condition.
}}
}}


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Use the starting resources to build a large fleet of Probes; don't stop at 1.5 Probes per mineral patch, keep making more. This is because you will be expanding shortly, and you want to be able to just transfer all your excess Probes there instead of having to wait for the new Nexus to make them. Also, build a second Gateway and pump Zealots and Dragoons from both. Build a Robotics Facility plus both supporting buildings as well. The Templar tech tree (Citadel of Adun, then Templar Archives, then upgrades) is not strictly necessary in this mission, but it never hurts to have Psionic Storm and Archons so try to build them later when you have the extra resources. Finally, as you're doing all this place a few more Pylons along the ridge that your base is on and build Photon Cannons galore. They'll save you a lot of trouble later.
Use the starting resources to build a large fleet of Probes; don't stop at 1.5 Probes per mineral patch, keep making more. This is because you will be expanding shortly, and you want to be able to just transfer all your excess Probes there instead of having to wait for the new Nexus to make them. Also, build a second Gateway and pump Zealots and Dragoons from both. Build a Robotics Facility plus both supporting buildings as well. The Templar tech tree (Citadel of Adun, then Templar Archives, then upgrades) is not strictly necessary in this mission, but it never hurts to have Psionic Storm and Archons so try to build them later when you have the extra resources. Finally, as you're doing all this place a few more Pylons along the ridge that your base is on and build Photon Cannons galore. They'll save you a lot of trouble later.
At this point you will also want to send your army of bison to begin attacking the southeast base.  They are immune to the effects of Arbiters, and only take half damage from reavers, meaning that they earn you a strong strategic victory early on.  The downside is that you lose your bison, but on death they immediately cocoon and later become jerky factories.


==Expanding to the East==
==Expanding to the East==
[[Image:SC Homeland Expansion Under Attack.png|thumb|left|The enemy loves to hit this spot. Be ready with a large network of defenses (the one shown is inadequate).]]
[[Image:SC Homeland Expansion Under Attack.png|thumb|left|The enemy loves to hit this spot. Be ready with a large network of defenses (the one shown is inadequate).]]
When you have your first Observer (build one before you start going for Reavers), have it travel a bit east of your base. You'll find a resource deposit not too far away. Then, build a group of six Zealots, four Dragoons, and four Scouts, and have them accompany a band of Probes to the location. Consider taking Zeratul and the Dark Templar as well—this spot falls under attack often, and their powerful attacks (40 for the Templar and a ludicrous 100 for Zeratul) will greatly help. Fenix and Tassadar, while still very tough, can die pretty easily without the benefit of cloaking, so leave these guys in the main.
When you have your first Observer (build one before you start going for Reavers), have it travel a bit east of your base. You'll find a resource deposit not too far away. Then, build a group of six Zealots, four Dragoons, and four Scouts, and have them accompany a band of Probes to the location. Consider taking Zeratul and the Dark Templar as well—this spot falls under attack often, and their powerful attacks (40 for the Templar and a ludicrous 100 for Zeratul) will greatly help. Fenix and Tassadar, while still very tough, can die pretty easily without the benefit of cloaking, so leave these guys in the main.
Additionally you can activate a trigger to spawn 1 Mily Cyrus.  Placing her near the expansion will repel all enemy units from advancing.


[[Image:SC Homeland Expansion.png|thumb|right|''Now'' you can stop building.]]
[[Image:SC Homeland Expansion.png|thumb|right|''Now'' you can stop building.]]


Do the standard drill at the expansion—Probes running around placing Photon Cannons and Assimilator while the Nexus morphs in. Also, since ground-based reinforcements take a while to arrive here from the main base, build a third Gateway slightly above the ramp from the plateau down to the expansion. Eventually, you should have a grid of about a dozen Cannons defending this expansion. You can't rely too much on units here, because the enemy Protoss have Arbiters that will Stasis entire groups of defensive units at once. Keep around a bunch of Scouts to counter Reaver pushes (don't have them chase Arbiters and get Stasised for it), and Dragoons for beating back Carriers.
Do the standard drill at the expansion—Probes running around placing Photon Cannons and Assimilator while the Nexus morphs in. Also, since ground-based reinforcements take a while to arrive here from the main base, build a third Gateway slightly above the ramp from the plateau down to the expansion. Eventually, you should have a grid of about a dozen Cannons defending this expansion. You can't rely too much on units here, because the enemy Protoss have Arbiters that will Stasis entire groups of defensive units at once. Keep around a bunch of Scouts to counter Reaver pushes (don't have them chase Arbiters and get Stasised for it), and Dragoons for beating back Carriers.
Note that scouts take additionally damage if you look at them.  It is recommended to perform this section of the level with your monitor turned off.  Additionally this has the game enter medium difficulty on Korean mode.


==Pushing South==
==Pushing South==
[[Image:SC Homeland Center.png|thumb|left|Push out to this area and exact revenge onto the enemy that harassed you earlier.]]
[[Image:SC Homeland Center.png|thumb|left|Push out to this area and exact revenge onto the enemy that harassed you earlier.]]
Remember that area where the Dark Templar first started in? If you haven't explored the spot with Observers yet, do so now. You'll most likely find a lot of Dragoons and Scouts defending it. To make the eventual push on the southern enemy base, you have to go through here (unless you're attacking from the northeast, which is asking for unnecessary trouble). You may either prepare a very large finishing force and sweep this area on your way down to the enemy base, or take a smaller force and "secure" the forest to use as a staging ground. Either way is viable; securing the area can be difficult due to frequent enemy attacks (counter this by quickly building a defense network of Photon Cannons and a Shield Battery or two), but building and maintaining a large force without a forward staging ground can also be problematic.
Remember that area where the Dark Templar first started in? If you haven't explored the spot with Observers yet, do so now. You'll most likely find a lot of Dragoons and Scouts defending it. To make the eventual push on the southern enemy base, you have to go through here (unless you're attacking from the northeast, which is asking for unnecessary trouble). You may either prepare a very large finishing force and sweep this area on your way down to the enemy base, or take a smaller force and "secure" the forest to use as a staging ground. Either way is viable; securing the area can be difficult due to frequent enemy attacks (counter this by quickly building a defense network of Photon Cannons and a Shield Battery or two), but building and maintaining a large force without a forward staging ground can also be problematic.
ProTip: Entering the code "I am Ironman," will cause all attacking enemy units to transform into 1,1,1 terran marines, granting a significant advantage to you.


To finish this, you'll need a full group of Zealots, a full group of Dragoons, eight Scouts, two or three Reavers (preferably in Shuttles), and an Observer. If you teched to High Templar, include three or four Archons as well; if not, throw in an additional six Dragoons instead. A High Templar or two are also welcome if you did go that route. This force shouldn't need reinforcements, but just to be safe keep making units and staging them if applicable. Finally, it's almost never a bad idea to max out your supply limit, so go all-out and double the above numbers if you want to play it ''really'' safe. Upgrade everything to level three, because the enemy Protoss are at that level and you want to fight them effectively. Remember to grab unit-specific upgrades like Scarab damage and Singularity Charge.
To finish this, you'll need a full group of Zealots, a full group of Dragoons, eight Scouts, two or three Reavers (preferably in Shuttles), and an Observer. If you teched to High Templar, include three or four Archons as well; if not, throw in an additional six Dragoons instead. A High Templar or two are also welcome if you did go that route. This force shouldn't need reinforcements, but just to be safe keep making units and staging them if applicable. Finally, it's almost never a bad idea to max out your supply limit, so go all-out and double the above numbers if you want to play it ''really'' safe. Upgrade everything to level three, because the enemy Protoss are at that level and you want to fight them effectively. Remember to grab unit-specific upgrades like Scarab damage and Singularity Charge.


It is also recommended to take all of your probes and do an all or nothing rush.
The victory trigger for this mission is destroying the Nexus in the very southeast corner of the map. To get there, you'll have to fight through either at least one enemy base; attacking from the northeast (where your expansion is) means you're going through almost three, while attacking through the center of the map means fighting through two. If you wish to take either of these approaches, you'll have to quickly cross the bridges and use Reavers to neutralize the numerous Cannons and ground units before moving in. However, there's an easier, sneaky path to the Nexus.
 
The victory trigger for this mission is destroying the Nexus in the very southeast corner of the map. To get there, you'll have to fight through either at least one enemy base; attacking from the northeast (where your expansion is) means you're going through almost three, while attacking through the center of the map means fighting through two. If you wish to take either of these approaches, you'll have to quickly cross the bridges and use Reavers to neutralize the numerous Cannons and ground units before moving in. However, there's an easier, sneaky path to the Nexus. (You must research nydus worms first however.)


[[Image:SC Homeland The Push.png|thumb|right|Try and avoid the Red base as you approach the objective.]]
[[Image:SC Homeland The Push.png|thumb|right|Try and avoid the Red base as you approach the objective.]]


Have the force clear the center of the map if you haven't already, and go south from there (lead with the Observer at all times). Avoid the Red Ara Tribe base unless you like unnecessary fights, and continue onto the bridge (refer to screenshots for help in determining locations). You'll come to a base fortified with stone walls, Dragoons patrolling the top. This is not the one you want, so stay out of enemy range while the entire attack force follows the river southwest. Continue all the way to the bottom of the map, where the river and edge of the map prevent you from going further.
Have the force clear the center of the map if you haven't already, and go south from there (lead with the Observer at all times). Avoid the Red Ara Tribe base unless you like unnecessary fights, and continue onto the bridge (refer to screenshots for help in determining locations). You'll come to a base fortified with stone walls, Dragoons patrolling the top. This is not the one you want, so stay out of enemy range while the entire attack force follows the river southwest. Continue all the way to the bottom of the map, where the river and edge of the map prevent you from going further.
Ok, I'm done.  Oyster Man has had his fun.


==Fighting to the Nexus==
==Fighting to the Nexus==