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StarCraft II - Wings of Liberty Official Strategy Guide (Brady Games) PDF

435 Pages·2010·124.44 MB·English
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BRADYGAMES E-GUIDE ptg WWW.BRADYGAMES.COM ptg ©2010 DK/BradyGAMES®, a division of Penguin Group (USA) Inc. All Rights Reserved. ptg ©2010 DK/BradyGAMES®, a division of Penguin Group (USA) Inc. All Rights Reserved. ptg ©2010 DK/BradyGAMES®, a division of Penguin Group (USA) Inc. All Rights Reserved. TABLE OF CONTENTS SINGLE PLAYER BASICS . . . . . . . . . . . . . . . . . . 004 THE ZERATUL MISSIONS INTRODUCTION . . . . . . . . . . . . . . . .012 Whispers of Doom . . . . . . . . . . . . . . . . . . . 122 THE JIM RAYNOR MISSIONS A Sinister Turn . . . . . . . . . . . . . . . . . . . . . 128 Liberation Day . . . . . . . . . . . . . . . . . . . . . 016 Echoes of the Future . . . . . . . . . . . . . . . . . . 134 The Outlaws . . . . . . . . . . . . . . . . . . . . . . 020 In Utter Darkness . . . . . . . . . . . . . . . . . . . . 140 Zero Hour . . . . . . . . . . . . . . . . . . . . . . . . 024 THE VALERIAN MISSIONS THE DR. ARIEL HANSON MISSIONS Maw of the Void . . . . . . . . . . . . . . . . . . . . 146 The Evacuation . . . . . . . . . . . . . . . . . . . . . 030 The Gates of Hell . . . . . . . . . . . . . . . . . . . . 150 Outbreak . . . . . . . . . . . . . . . . . . . . . . . . 034 Belly of the Beast . . . . . . . . . . . . . . . . . . . . 154 Safe Haven . . . . . . . . . . . . . . . . . . . . . . . 040 Shatter the Sky . . . . . . . . . . . . . . . . . . . . . 164 Haven’s Fall . . . . . . . . . . . . . . . . . . . . . . . 046 All In . . . . . . . . . . . . . . . . . . . . . . . . . . 168 THE GABRIEL TOSH MISSIONS CHALLENGES . . . . . . . . . . . . . . . . 172 The Devil’s Playground . . . . . . . . . . . . . . . . . 052 Welcome to the Jungle . . . . . . . . . . . . . . . . . 058 Breakout . . . . . . . . . . . . . . . . . . . . . . . . 062 Ghost of a Chance . . . . . . . . . . . . . . . . . . . 066 THE MATT HORNER MISSIONS The Great Train Robbery . . . . . . . . . . . . . . . . 074 Cutthroat . . . . . . . . . . . . . . . . . . . . . . . . 080 Engine of Destruction . . . . . . . . . . . . . . . . . . 086 Media Blitz . . . . . . . . . . . . . . . . . . . . . . . 092 Piercing the Shroud . . . . . . . . . . . . . . . . . . 098 THE TYCHUS FINDLAY MISSIONS Smash and Grab . . . . . . . . . . . . . . . . . . . . 104 The Dig . . . . . . . . . . . . . . . . . . . . . . . . . 108 The Moebius Factor . . . . . . . . . . . . . . . . . . 112 Supernova . . . . . . . . . . . . . . . . . . . . . . . 116 MULTIPLAYER MP INTRO . . . . . . . . . . . . . . . . . .188 BATTLE.NET . . . . . . . . . . . . . . . . .190 MP-BEGINNER . . . . . . . . . . . . . . . 200 MULTIPLAYER . . . . . . . . . . . . . . . 208 UNITS AND BUILDINGS Terran . . . . . . . . . . . . . . . . . . . . . . . . .284 Protoss . . . . . . . . . . . . . . . . . . . . . . . . .318 Zerg . . . . . . . . . . . . . . . . . . . . . . . . . .352 MAPS . . . . . . . . . . . . . . . . . . 390 LAST WORDS . . . . . . . . . . . . . . . 420 ACHIEVEMENTS . . . . . . . . . . . . . . 424 ptg ©2010 DK/BradyGAMES®, a division of Penguin Group (USA) Inc. All Rights Reserved. BASICS ptg THE STORY SO FAR 4 ©2010 DK/BradyGAMES®, a division of Penguin Group (USA) Inc. All Rights Reserved. SINGLE PLAYER The original StarCraft story covered events among the Terran, Protoss, and Zerg races. As the story begins, a Terran Confederate marshal, Jim Raynor, responds to the threat of strange Zerg forces arriving on Terran colonies. Later, word of Protoss forces eradicating colonies infected with Zerg spreads throughout Terran space. During his attempts to battle the Zerg infestation and reason with the Protoss, he is initially allied with, and then later betrayed by the eventual ruler of the new Terran Dominion, Arcturus Mengsk. The betrayal nearly causes the death of Raynor, and results in the destruction of the former Confederate capital of Tarsonis, as well as the sacrifi ce of Mengsk’s second in command, the Ghost Sarah Kerrigan to the Zerg. The Protoss, attempting to battle the threat of the Zerg, are eventually grudgingly reunifi ed with their outcast Dark Templar brethren, and with their aid, they defeat the Zerg Overmind, which had invaded their homeworld, Aiur. As a direct result of these events, and the death of the Zerg Overmind, the human Ghost Sarah Kerrigan is eventually transformed by the Zerg, becoming a dangerous fusion of human Psionic and Zerg. As StarCraft: Brood War opens, the shattered remnants of the Protoss race fl ee Aiur ptg to the Dark Templar homeworld of Shakuras. The Zerg have pursued them, and through a cautious alliance with the transformed Kerrigan, the Protoss succeed in using ancient Xel’Naga technology to wipe out the Zerg forces on Shakuras—but as a direct result, Kerrigan is able to then gain control of the leaderless Zerg Swarm. The events in the Terran portion of Brood War were complex, but the heart of the situation was the return of human forces from the United Earth Directorate—forces not allied with the Terran Dominion led by Arcturus Mengsk. Through a series of betrayals and battles, eventually Jim Raynor, Arcturus Mengsk, and the Protoss in the region become allied against the UED incursion, as the UED assault the Zerg world of Char and gain control of a gestating Zerg Overmind on the planet. The fi nal events play out as Kerrigan leads Zerg and a very reluctant alliance of Pro- toss and Terran forces to annihilate the United Earth Directorate who are in control of the new Zerg Overmind. At the very end of Brood War, Kerrigan eventually betrays her temporary allies, slaying the Overmind and gaining full control of the Zerg Swarm, and assuming the mantle of the Queen of Blades. With the power of the UED fl eet broken, and Terran Dominion and Protoss forces in the sector damaged, it remains to be seen what the future holds in the battle against the Zerg… 5 ©2010 DK/BradyGAMES®, a division of Penguin Group (USA) Inc. All Rights Reserved. BASICS SINGLE PLAYER The StarCraft II Campaign was designed to introduce the game to players new to the StarCraft universe then gradually ramp up the diffi culty level. The early missions are tutorial-like and forgiving; the endgame missions are sprawling, and quite challenging. Many missions set tasks that prepare you for the multiplayer experience you may crave after completing the Campaign. Thus our Single Player Basics section focuses on giving guidance to a wide range of players, from novice to expert. Truly hardcore StarCraft players, espe- cially veterans of the Battle.net wars, may want to jump ahead to “Part Two: Multiplayer” to explore the more esoteric fi ne points of mastering StarCraft II. DEVELOP A HOTKEY SYSTEM! The most important gameplay skill you can learn for StarCraft II is this: create your own hotkey system, and then master it. And by “mastering” a hotkey system we mean burn it into your unconscious mind so it haunts your dreams. Always assign hotkeys to critical units and groups and structures. But just as important, always be consistent about these hotkey assignments TERRAN TACTICS from mission to mission, game to game, scenario to scenario. Set it up Yo u control Terran forces in the “Wings of Victory” Campaign, any way you want, but do it consisently. so Part One focuses primarily on the Terran race. ptg Some examples are listed below: • Always hotkey your Orbital Command so you can instantly access the structure for a quick scanner sweep when cloaked BASIC TERRAN units attack your forces out in the fi eld. STRATEGY • Always set the same hotkeys for specifi c training facilities, Overall, Terran strategy tends to be more defense-oriented, especially in such as Barracks or Factory or Starport. the early going, with an emphasis on solid base development and orderly • It is particularly important to hotkey any units you send out as expansion. But the race is balanced enough that you can adapt Terran scouts. Scouts are usually weak, expendable units who die fast forces to almost any style of play, conservative or aggressive. when they stumble into the lethal trouble they are looking for. You want to get a glimpse of what the scout has discovered GAME PHASES before the poor guy gets obliterated. Most single-player missions unfold in recognizable phases. Generally, the • Always assign the same hotkey to your special ability units early phase is about base development and reconnaissance; the middle such as Wraiths or Siege Tanks so you can quickly select and phase is about expansion; and the endgame is about crushing your foe in activate their special ability (e.g., cloak Wraiths or toggle tanks a fi nal showdown. between siege and mobile modes). However, not all missions conclude with the destruction of your enemy’s • Always assign the same hotkey to specifi c unit groupings. For base or force. Some feature less conventional objectives: mining a certain example, always hotkey your primary ground assault force amount of minerals, or escorting civilians safely down a Zerg-infested road, (usually a balanced mix of units) to the same key every game or simply holding out against an endless stream of enemy forces until a or mission. friendly ship can extract your team. Sometimes you’ll have to adapt to • Do the same with any other sort of group you like to form changing objectives on the fl y. regularly: your primary fl ying squadron, your mobile base defense force, your reconnaissance team, and so forth. Note also that aspects of each game phase apply to other phases, and that phases overlap. All that said, let’s take a look at how a typical mis- sion unfolds. 6 ©2010 DK/BradyGAMES®, a division of Penguin Group (USA) Inc. All Rights Reserved. SINGLE PLAYER At this point you’ve got a solid defense in place for fending off enemy raiders in the early stages of a standard mission. But your base isn’t fully secure or developed yet, and you need infrastructure in place for the expansion that lies ahead in the mid-game phase. Plus you should start getting a sense of what’s lurking out there in the fog of war. • Send out a few cheap scouts (Marines or even SCVs) to get a peek up the road. Try to locate new resources (mineral fi elds and gas geysers) as well as enemy bases and deployments. EARLY GAME: DEVELOP & EXPLORE • Tip: Assign a hotkey to each scout so you can switch your view to him Command decisions made in a mission’s fi rst fi ve minutes can mark quickly, especially if he’s getting attacked. A lone scout will die fast if he the difference between a clean, effi cient victory and a long, painful slog wanders into an enemy assault team or a bustling base. Double-tap the marked by setbacks, or even failure. Good early choices certainly make hotkey to get a good glimpse of the area before he goes down! things much easier in later phases. • Build Refi neries atop nearby Vespene Gas geysers and assign SCVs to For Terrans, the typical early focus is to establish a productive, well- work each Refi nery. (Any SCV that fi nishes construction of a Refi nery defended base buoyed by a robust resource-gathering operation. We also automatically begins gas delivery from that structure.) recommend some early recon work. • Keep training new SCVs for mining and gas delivery. You want at least 2-3 SCVs for every mineral patch and 3 for every Refi nery. Our tips for the early going: • Add a Tech Lab to your Barracks so you can start producing Medics, • Immediately order any pre-existing SCVs to mine nearby mineral Marauders, Reapers, and Firebats. (Note: In the Campaign, you gain the deposits. ability to train Reapers and Firebats in optional missions. Firebats fi rst • Place your Command Center’s rally point in the midst of those appear in “The Evacuation” and Reapers in “The Devil’s Playground.”) deposits so that newly trained SCVs automatically start mining when • Build an Engineering Bay so you can construct Missile Turrets. This they emerge. Then train as many new SCVs as your initial funds will structure detects the enemy’s cloaked units. Tip: Build new production allow. You can never have too many SCVs! ptg buildings behind your Command Center. • Most Campaign missions start with a pre-existing Barracks in place. • When the Engineering Bay is done, build a Missile Turret just behind each If not, order an SCV to build a Barracks as soon as you mine your Bunker cluster around the base perimeter. (Make sure it’s behind the fi rst 150 minerals. Bunkers!) Put at least one turret near your Command Center too, just in • Important: Add another Supply Depot to raise your unit cap. Keep case enemy air units slip past your perimeter defenses. one SCV dedicated to the task of building additional Supply Depots • Get a Factory in place so you can start producing your vehicles (Hellions over the course of the mission. and Siege Tanks). • Start training Marines at the Barracks. In groups, Marines are tough MID-GAME: EXPANSION all-purpose troops who can target both enemy ground and air units Once you’ve got a well-established, well-garrisoned base and a good idea of with good punch. But you need a fair-sized squad (minimum 8-10) what’s happening out on the map, it’s time to start expanding your operations. for Marines to be effective; they must have enough concentrated fi repower to take out more powerful enemies quickly. In smaller • Locate any expansion sites that you can secure and send a military force to groups Marines are easily overwhelmed because their fi repower protect it while a Command Center is established. Remember you can create a doesn’t compensate for each individual Marine’s relative weakness. Command Center in a fortifi ed area and then fl y it to an expansion site. • Start building Bunkers on your base perimeter. Your goal is to put at • Track down any bonus resources or hidden goodies on the map. Make least one Bunker in each obvious approach route to the base. use of your fast moving or fl ying units for this purpose. • As your fi rst Marines emerge from the Barracks, send them to • Scout out enemy positions and fi gure out an avenue of attack, or, if you garrison your Bunkers. Keep this up until every one of your Bunkers can’t attack, set up a solid defense. has a full complement of Marines. • Continue to build your military and research new upgrades. Unless you • Put an SCV in auto-repair mode behind each Bunker cluster for are limited by the mission, you should always continue to build up your quick repair work when Bunkers are damaged. military forces! • Add 2-3 more Supply Depots in the very early going • Evaluate any special military needs that are necessary for victory during the mission, be it a specifi c tech or a large number of a specifi c type of unit. • After your Bunkers are full, keep training Marines until you have a squad of 8-10 of them grouped in the center of your base. Assign a hotkey to tthhiiss ssqquuaadd.. 7 ©2010 DK/BradyGAMES®, a division of Penguin Group (USA) Inc. All Rights Reserved. BASICS ENDGAME: THE SHOWDOWN RESOURCE GATHERING Once you have fully established your • Every mission is a production race at some level: Whoever cranks out more and better units economy and built up your military as much usually wins, regardless of combat skill. But your production outfl ow depends on the infl ow as possible in terms of size and technology, of raw materials. Creating an effi cient mineral/gas collecting operation is perhaps the most it is time to fi nish off your opponent. fundamental skill to master in StarCraft II. Note that some missions do not follow • Expand your SCV corps until you have at least two and preferably three units mining each a standard ‘build up base, expand and mineral cluster. attack’ model at all, and there may be very • Build a Refi nery on every defendable Vespene Gas geyser near your base. Assign three SCVs per signifi cant environmental hazards that must Refi nery to the task of gas delivery. be dealt with. • Protect your SCVs. Their labor is the bedrock of your economy. Put garrisoned Bunkers along Be sure to see the specifi c mission entry for the supply route from resource-rich sites to your base. Keep a mobile force nearby ready to more information on special missions. fend off raiders. • Assign a single hotkey to all of the SCVs working a specifi c resource site, and keep it updated to • Move a massed force of units to include any new SCVs you deploy to that site. If the enemy launches a major raid on that supply tackle each objective area. Strike line, you can select the entire SCV crew with a single button press and quickly pull them back with maximum force so that you take behind your base defenses. Once the raid is repelled, you can reassign your SCV squad back to minimal losses. collection with a single hotkey press and click. Don’t forget to reassign SCVs to gas! • Leave enough of a defensive force • In a pinch, SCVs can fi ght. But remember that they’re very fragile and easy to kill. Use them at threatened bases or areas to hold against only small squads of weaker enemies like Zerglings or a handful of Zealots. Otherwise, the line. send them fl eeing into your base or toward other units that can defend them. • Rebuild lost forces and rally them to • Try to disrupt the enemy’s supply line. Send swift raiders or powerful units with area-of-effect a position where they can soon rejoin attacks like the Siege Tank to decimate your foe’s weak resource gatherers. Sacrifi cing a single your offensive army. Siege Tank to take out a large batch of enemy gatherers is almost always a very good trade. ptg • Focus on each objective in order, • Always be on the lookout for new mineral and gas unless you have a critically pressing resources. Send out scouts until you’ve revealed the entire need to split up your force. map. • Tackle any special or bonus objectives • If you fi nd a rich, defendable that require specifi c action to complete source of minerals and/or before you fi nish a mission. gas, it’s worth the money BASE BUILDING to build an expansion base nearby, starting with a Bunker In general, good base building techniques or two for defense and then are always the same for the Terran—estab- a new Command Center to lish a sturdy defense making use of your reduce travel time for your defensive structures, get your economy run- gatherer corps. Be sure to ning, and build up your military production. construct a well-defended base around the Command On missions where you do not have access Center, in the same way that to your defensive tools or a restricted you built your original base. economy or military, you must make do with what you are given, and making use • At each new expansion base, of your units more carefully becomes more train another full crew of important. SCVs (3 per mineral patch, 3 per Refi nery). Remember to make use of SCVs ability to repair structures and units, it is always cheaper to repair a unit or building than to build a new one, and you can also use SCVs set to Autocast repair to help hold the line on especially diffi cult defensive missions. 8 ©2010 DK/BradyGAMES®, a division of Penguin Group (USA) Inc. All Rights Reserved.

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Most books are stored in the elastic cloud where traffic is expensive. For this reason, we have a limit on daily download.