Missions Guide

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STARCRAFT
  Race Overview
  General Strategies
  Missions Guide
    Terran Campaign
    Zerg Campaign
    Protoss Campaign: Episode III
      1. First Strike
      2. Into the Flames
      3. Higher Ground
      4. The Hunt for Tassadar
      5. Choosing Sides
      6. Into the Darkness
      7. Homeland
      8. The Trial of Tassadar
      9. Shadow Hunters
      10. Eye of the Storm
  Cheats
  Contents
 
Go to GameSpot's Guide to Broodwar

Build a Robotics Facility, Robotics Support Bay, and Observatory. Reavers are excellent defenders against Zerg ground forces, while Observers will prove most useful scouting about the map and keeping an eye on the northern passage that the enemy will use to storm your base. Build two or three Stargates and a Fleet Beacon, begin researching Gravitic Thrusters, and begin producing Scouts. At around this time, you must keep an extra close watch on your garrison. The enemy will begin to deploy Defilers against you whose Plague ability bypasses Protoss shields and cuts straight to your hit points, which are irreplaceable. Plague's equally ill side effect is that it reveals your cloaked units to the enemy while the plague toxins are active. The Zerg Queen's Ensare ability also unmasks your invisible forces. Position Observers ahead of your base and attempt to eliminate or distract Defilers before they can inflict serious damage. Defilers like to burrow after using Plague. Reveal them with your Observers and deliver due justice.

 
Defend Zeratul with the best of your forces as he personally deals with the Zerg Cerebrates
Expand west when you can. Build an additional Arbiter to cloak your garrison at that location and use Reavers, Photon Cannons, Zealots, Dragoons, and a High Templar or two to create an impervious defense. Begin building Zealots in droves, remembering to upgrade ground and air weapons at every opportunity. Once you've assembled a fleet of Scouts, several Carriers, several Dragoons, and scores of Zealots, all fully upgraded, you will be ready to strike down the first Cerebrate. But first, select an Arbiter back at your base and assign it to a hotkey so it may Recall your forces should the battle fare poorly. If you can afford one, send another Arbiter with your strike force. Meanwhile, should resources run scarce, deploy forces to the plateaus north of your two bases and claim them. Use the Arbiter's Recall ability instead of Shuttles to transport large groups of units at once.

When your force is prepared, move Zeratul and your Zealots north along the pass Zeratul cleared earlier, taking care to eliminate any enemy forces along the way. Scout ahead with an Observer so you aren't surprised. Carefully navigate the pass with your Scouts and Carriers, taking heed not to stumble into range of Spore Colonies. Once you reach the northern border, attack! Let your Zealots defend themselves, but also try and use them to destroy enemy Spore Colonies so Zeratul can participate in the battle without being seen. Have your Scouts prioritize any Overlords in the area first and deal with Mutalisks and other hazards next. You'll find the closest Cerebrate just to the west beyond a Hive. Use your Arbiter to cast Stasis Field on any aggressors or to Recall reinforcements - including Reavers - to aid in combat. Try and destroy the Hive if you can, then throw everything at the Cerebrate. Once its hit points are low, lay off the attack and let Zeratul finish it off. Remember that he alone must deliver the killing blow.

What remains is, simply, to repeat the process again with the Cerebrate that lies to the east. Once more, a combination of Scouts and Zealots will do you much good, as will Reavers and Carriers. The instant both Cerebrates are slain, you are victorious. You can succeed in this challenging mission with just your two original bases so long as you conserve your forces and use Zeratul strategically.



Next: 10. Eye of the Storm