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Keep the Hydralisks up there for security until the Hatchery is finished, workers are mining the resources (if you went for the right ridge), and you have at least 6-7 Spore Colonies on the right ridge around your Hatchery, with 3-4 Sunken Colonies near the ramp. Once the resource situation has been set up, get a small force of your guys with an Overlord or two (hopefully upgraded for speed), and expand to either the top or right ridge first, building your Hatchery. Make sure, through the next steps, to keep up with the upgrades - even small edges make a difference in this mission. Expect small attacks as this point, building into larger ones, so start building some Hydralisks to supplement your defenses, and get their upgrades going. Get your resources flowing as quickly as possible, too, with two Drones each to a mineral patch. Place a few Sunken and Spore Colonies near the two entrances to your Main Base, but don't go overboard - your primary defensive network will be built on the ridges.
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What you first need to do is start setting up defenses quickly. There are build-able ridges accessible from the ground that have plentiful resources. It is surrounded on three sides (the fourth is protected by the edge of the map). Perhaps most annoyingly of all, expect small groups of both Carriers and Reavers - and watch as they get recalled back to the main base on the verge of their destruction.įortunately, in spite of the handicap, you start off in a strong position with a base that is naturally defensible. Expect Dark Archons to mind-control your Overlords and Queens if you even give them half a chance. Expect Dark Templar attacks from early on in the mission, building and building until they come at you in groups of 10-12 with Dragoons, Zealots, and Reavers for backup to tear apart your carefully placed Sunken Colonies.
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The Computer's main base is on a giant island in the middle of the map that you can't touch, and they take full advantage of that. More fundamentally, though, this is the first mission in the Zerg campaign where you have to fight against the full fury of the Brood War Protoss - and you essentially spend much of the mission on the defensive through no choice of your own. You are apt to notice this handicap when, during the mission, you face the daunting prospect of trying to take a ridge guarded by 4-6 Reavers, or when trying to get across the bridge to the far bottom left corner against a seemingly endless tide of Zealots, Dragoons, Dark Templar, and Dark Archons clogging the way. Part of this, of course, is due to this mission's special handicap: you are not permitted to build a Spire (meaning no offensive air units), and you can not research the Overlord's Ventral Sacs transportation upgrades (meaning no drops).
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This mission is a noticeable step up in difficulty from all of the previous Zerg missions in this campaign. Since the land itself is unapproachable by ground, and the Zerg cannot fly in there, Duran decides to infiltrate the pylon clusters to overload the power grids, which would cause an explosion that would allow Kerrigan time to take away the Matriarch. However, they experience an electromagnetic field that prevents the Zerg's flyers from entering the Talematros, the capital city of Shakuras. Kerrigan and Duran return to Shakuras to capture the Dark Templar Matriarch, Raszagal.