Outbreak | Campaign - Colonist missions SC II: WoL Guide
Last update: 11 May 2016
Main objectives:
- Cleanse the infestation (destroy 144 infected buildings)
- Kill the Infestors (2)
Additional objectives:
The doctor Hanson plot, who already feels at home on the Hyperion, continues. She once again asks Raynor for help, this time regarding the refugees moved to planet Meinhoff. Apparently a mysterious virus which is even infecting buildings has attacked them. Our hero already knows that it's a Zerg infection.
[#1]
After landing on Meinhoff, you will be surrounded by infected refugee camps and in fact themselves, as they underwent a terrible mutation. During the day they're hiding from the devastating ultraviolet light and hunt during the night. That's why you have to act differently depending on the daytime. During daylight, you can freely destroy the infected buildings [#1], as there's nothing to disturb you, apart from some small creatures and a bunch of blood suckers. The situation chances dramatically after sunset. A horde of Terrans comes out of the ground and you better stay inside your base, behind a wall of bunkers [#2].
[#2]
You have two pathways to seal, but during the third night the mutants will break through the barricaded southern path [1]. Thereby you should bunker it in advance [#3]. I'd suggest sending Firebats to the most exposed bunkers, as the basic type of infected Terrans prefers direct fights. However don't forget about Marines, as they're strong against Abominations, massive Zerg units (they will appear during the third night) and have quite a good range. You will also have the quick but not very powerful Hellions at your disposal for the first time. Swann will send them, together with a factory, at the beginning of the mission. Also note the observation Turret - thanks to it you will learn about the enemy attacks in advance thanks to it.
[#3]
That's in fact everything as far as preparations go. Raid the structures during the day and defend in the base at night. Only one additional mission (and one achievement) can make you go out after sunset, which will activate during the second night. That's when the scanners will sniff out two peculiar Zerg types [2]. If you intend to hunt them down - as Horner suggests - I'd suggest going to the indicated area during daytime and waiting till sunset. After eliminating the creature [#4], you'd better quickly return to base.
[#4]
According to my observations, the number and power of the attackers isn't influenced by how many structures you've destroyed. That's why even if you have just a couple structures left, you have to be ready for a strong attack. Horner will make destroying the structures easier by marking them on the map.