The Evacuation | Campaign - Colonist missions SC II: WoL Guide
Last update: 11 May 2016
Main objectives:
- Reach Dr. Hanson's Settlement
- Escort Colonists to the Colony Ships (50)
- Do not let 20 colonists die
Additional objectives:
- Collect Chrysalis DNA (green dots)
It's one of the two scenarios after Zero Hour. The peripheral Agria planet suffers from a massive Zerg attack and the locals are in big trouble. The Dominion has centralised their forces upon learning about the invasion, leaving worlds such as these defenceless. Dr Ariel Hanson's distress call has been received by Jim Raynor.
[#1]
This mission is about evacuating the civilians towards the space port. The Zergs, who have broken through the planetary defence, keep on roaming the area and will soon conquer the whole planet. Begin with the Firebat duet, who can fight against the fast Zerglings pretty well, unlike the Marines. Clear out the way [#1] to the nearby settlement together with the medics [1].
[#2]
From now on, every couple minutes, a transport with colonists supported by some Agria Marines will take off [#2]. They can't be controlled, just like the vehicle itself - your role is to make sure they get to the spare port in one piece [2]. Basically, you should protect at least 5 trucks, which will fill up the meter in the upper left corner. There you can also see how much people you can lose (which can prolong the mission).
[#3]
The path is secured in two spots with bunkers [3], which you will discover during your first walk. They are Dominion survivors, who have fled together with Agria. Those bunkers are key defence points, so I'd suggest placing your squads there, extend and send some SCVs there - they will surely have things to repair [#3]. The place marked with [4] is also a key location. Each time the civilians are nearby, the filthy beasts will try to attack them [#4]. So those are three spots that you should avoid at all costs.
In order to prevent loses at the beginning, create a small squad which will accompany the first truck during the long road. During this trip, take over the bunkers, place new ones (there are resource caches lying around) and keep sending new soldiers there. Also keep on investing in the infantry following the transporter. After successfully escorting them, return to base and repeat the process. Alternatively, you can also consider building bunkers around the unprotected middle part of the map.
[#4]
As for expanding your own base, I'd suggest beginning with building additional barracks together with a reactor and training as much Firebats as you can. Also don't forget about medics, priceless here, if those you get at the beginning won't survive the fights. Train Marines as well, as after a while you'll get attacked by flying units (Mutalisks). The Terran pyromaniacs unfortunately can't attack such targets. At the end of the mission you will additionally receive information about Nydus Worms appearing. Zergs will come out of the sewers [#5] one after another and attack immediately. You should be pretty close to winning, although keep that fact in mind.
[#5]
While escorting the first transporter, you will see an alien chrysalis by the space port entrance. This will activate an additional mission, which requires you to collect three such samples. The location of the others is marked with green dots on the map. Each chrysalis is protected by a small group of Zergs [#6]. It's not a difficult mission, you just need to find some time to complete it. Thanks to it you will gain your first research points, ready for the Hyperion laboratory to open.
[#6]