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

Head east down the hall. Prepare for ambush by Hydralisks and an Infested Terran at the end of the hallway. If at any point you need the extra firepower, remember to use your Marines' Stim Packs. Do not use Tassadar's Psionic Storm in close corners. Proceed south until you reach a four-way intersection. If you head east, you'll find a huge pack of Marines facing a Zergling swarm. If you can help save any of them from the attack, they will be yours to command. Be sure to use their Stim Packs right away, and once the immediate threat is abated, do not proceed further south into the room - it is a dead end swarming with burrowed Zerg. Head west back at the four-way intersection and be ready for Zerglings and an Infested Terran to pop up and ambush you. Make a priority out of the Infested Terran. Proceed south at the end of the hall and watch for more Infested Terrans. Head east at the end of the hall, then make a U-turn and step carefully west across the southern bridge. Hydralisks lie in ambush below and at the top of the stairs.

 
Two extra Zealots and a Dragoon provide invaluable reinforcements
The beacon at the top of the stairs unlocks a set of security doors. Backtrack to the four-way intersection and head south. Wall traps will pop up and attack, and an Infested Terran will make matters even more difficult. Move cautiously, keep your Zealots away from the Infested Terran, and let your Marines do the job. Two more Infested Terrans will attack along the route south. You may wish to create Hallucinated Zealots with which to diffuse the explosive threats. Proceed up the stairs and take a moment to part with your Dragoon - it is too bulky to climb them. A couple of pop-up missile traps will greet you at the end of the hall leading south. Just beyond the open security doors lies a force of Zerglings, Hydralisks, and Infested Terrans. Hallucination will provide a useful distraction here, but a Psionic Storm will suit the situation just fine.

Open the doors to the south. There you'll find three Marines, four Firebats, and a Ghost who will join you. Proceed east down the hall, cautiously. Prepare for a huge stampede of Zerglings, followed by a few Hydralisks and an Infested Terran. Set up your Zealots and Firebats in front and your Marines and Ghosts in back. Get set to use another Psionic Storm. You may wish to trigger the stampede by sending a single unit to scout ahead down the hall, then charging him back. You'll know the stampede is on its way when you hear the shrieks of dozens of Zerglings. Continue north at the end of the hallway, noting the locked door to your right. West and north of that door lies a beacon protected by six pop-up traps that shouldn't be much trouble. Step on the beacon to unlock the door. Enter the room and trigger the beacon there to rescue the Dark Templar Zeratul and complete the mission.



Next: 7. Homeland