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Mission 4 - The Jacobs Installation
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Your Base � Develop your economy and increase the number of Barracks. You've got a lot of resources nearby. Make sure to field a large force of SCVs and several turrets inside the base for anti-air purposes.
Northern entrance � Build at least 2-3 bunkers in this area and an AA turret. This will enable you to laugh in the face of most Zerg assault groups. This also the spot where the main Zerg assault is launched in the last minutes of the mission.
Platform between the entrances � A very useful position, although you cannot build here. Place some Marines here, so they can attack the Zerg below and protect the area from air threats.
Southern entrance � Fortify by building some bunkers and towers. The Zerg will usually favor the northern entrance, but you cannot keep this position unguarded.
Bridge � All Zerg forces will have to cross these two bridges. You can set up mines to thin out larger groups of Zerglings and Hydralisks. Smaller groups can be wiped out completely if the mines are set sufficiently apart.
Main Zerg Base � That's where the Zerg assault groups are produced. If you've got a surplus of resources and time, you can try mount a counterattack. The base is heavily-protected - it has numerous turrets and a large enemy garrison. Frankly, it's better if you focus on defense.
Check out our walkthrough to mission 3 in Terran's campaign:
Mission objectives: Survive for 30 minutes.
Not only the Confederation consider you an enemy, but they still don't act against the zerg. The colony on Mar Sara is threatened by an attack of a large alien force. However, the Sons of Korhal want to help you. According to the Confederacy, accepting help from them means cooperation with terrorists but human lives are more important.
In this mission, you have to stay put and fortify your position . You have enough raw materials. You are situated inside a city which can be accessed by two narrow passages. Moreover, you can place units on top of the roofs of the stores between these corridors. The enemy will attack you with two kinds of increasingly numerous groups . The first type of wave is a land attack with several Zerglings. With time, they become more numerous and are eventually joined by Hydralisks. The second sort of wave involves Mutalisks, flying zerg units. They don't deal much damage but their attack bounces off its target and moves to the closest unit or building.
Start by repairing the eastern Bunker and the new unit, the Vulture. It is the same hover bike that Raynor used in the previous mission. Having been enhanced, it can plant landmines, but for the moment, focus on the economy. At this point, your forces are enough to keep you alive for several minutes but only if you send the Marines into bunkers - they'll live longer this way. Expand the number of your SCVs and start mass mining of crystals. Once you have about 10 workers, build a Refinery and redirect a few workers to extract the Vespene gas . In the meantime, build Supply Depots inside the base. You can also use them as walls. However, it will be for the best if you build additional Bunkers at your base's entrances.
Once you've built extra Bunkers, erect one or two Barracks to increase your infantry production. Apart from Marines, recruit several Firebats and place them in the front Bunkers from the side of the incoming enemy. Then, focus on building Missile Turrets in your base . At this point, this is your only anti-air air weapon aside from Marines. Although groups of Mutalisks won't be numerable, their attacks can cost you a lot of footmen.
Expand your fortifications at both entrances to the base. Three Bunkers per entrance should be enough in most cases. Also, place some mines to weaken the incoming enemies.
Around the 15th minute, you should have around 20 workers, three Bunkers (filled with Marines and Firebats) at every entrance, and several up to over a dozen Turrets in various places. Now, you can start developing technologies and build a Factory, which can be accessed in the second level of the building bookmark. The only unit available in this mission is the aforementioned Vulture. It is cheap and costs only 75 crystals, and it can be repaired with SCV. This quick vehicle, somewhat resembling a futuristic sport bike, launches grenades at short range. It is useful against groups of enemies, especially Zerglings that have little hit points. You can also expand the Factory. It is where you will develop additional technologies for the units trained in Factories.
The most interesting technology for Vultures is the possibility of planting hidden Spider Mines. From this moment on, you can place up to three such mines. Only an enemy capable of detection can spot them. If a hostile gets close, the mine activates, runs up to the enemy, and explodes. Place several such mines at a distance from each other in front of the bunker line. You can also go a step further - there are two bridges outside of your base. The zerg have to cross them. After an enemy attack, you can place mines on these bridges. In this way, the next wave will be significantly weakened before it attacks your position.
The last zerg wave attacks 2 to 3 minutes before the time runs out.
The most difficult part of the mission is surviving the last 5 minutes. First, you will be attacked by a large group of Mutalisks. Send Marines to the sectors that have the least Turrets. Then, prepare for great groups of the zerg attacking both defensive lines. If you placed enough units in the Bunkers, no enemy shall break into your base. The only thing left to do is wait until the time runs out.
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Campaign Walkthrough
Terrans
Mission 4 - The Jacobs Installation
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Campaign Walkthrough
Terrans
Mission 2 - Backwater Station