This is a brief walkthrough for the eighth and final scenario of the Terran campaign in the Starcraft Expansion, Brood War.
Titled “To Chain the Beast“, this scenario concludes the Terran campaign with the capture of the Overmind by the United Earth Directorate forces, following a suffered war to ultimately neutralise the Zerg threat. The last events before this scenario saw the treachery of Samir Duran, who led Admiral DuGalle into ordering the death of Admiral Alexei Stukov. Now, a battered DuGalle must capture the Overmind to ensure that Stukov’s death was not in vain.
This is the opening screen of this scenario. With few units and buildings to start with, you must quickly build a solid defence before you are overwhelmed by your enemies (more on this later).
Trouble starts almost immediately, when an outpost is attacked by a sunken colony which is impervious to harm. The marine complaining about it hints that it must be a cerebrate that is providing this invulnerability.
There are three broods in this scenario: red, brown and orange. Each has its own cerebrate, which provides some kind of supernatural power to its corresponding brood. When the cerebrate dies, this power is lost, and the entire brood becomes passive – it will cease to function entirely, and will not attack.
The red cerebrate makes its sunken colonies invulnerable, so the obvious first strategy is to direct an air assault against the red cerebrate in order to earn freedom of movement (since you are surrounded by the sunken colonies).
The brown cerebrate continuously generates a super-ultralisk called the Torrasque (probably inspired by the Dungeons and Dragons Tarrasque). This Torrasque has extra armour, damage and hit points, making it very difficult to kill at the beginning. Thus the important thing to do while preparing an airstrike against red is to build solid defences (as shown above) to limit the damage done by this powerful creature.
The orange cerebrate has no special powers, but maintains the defences around the Overmind. If you kill the orange cerebrate, there will be nothing to stop you from bringing in your medics unhindered.
While pumping up your defences, build the buildings you will need. Train marines to occupy bunkers (though they won’t do much damage to the Torrasque), and create tanks as the main defence against the Torrasque (and other enemy attacks). Your tanks should be spaced out a little from each other, so that they cover each other if any of them is under attack, but don’t let the Torrasque get inside the minimum range of more than one of them.
When some time passes or you have built your first Starport, the Torrasque will attack. Tanks and battlecruisers (which you will have later) are the best defence against it.
Having killed the Torrasque for the first time, you are told that it has been incarnated, and will be attacking again soon. This will go on as long as the brown cerebrate remains alive.
With a couple of Starports ready to produce air units, create a Science Facility with an attached Physics Lab to be able to create battlecruisers. Be sure to research the Yamato attack.
While waiting to produce enough battlecruisers to strike red (4-6 should be enough), your battlecruisers will be good to support your tanks against the Torrasque, especially if they can use the Yamato Gun.
Since resources will be dwindling at the time you are about to attack red, start planning to move to the east outpost where there are more resources.
With 4 – 6 battlecruisers ready, head north where the red cerebrate awaits.
4 battlecruisers may or may not be enough to bring down the cerebrate, so you may need to bring in reinforcements. Bring down the two sunken colonies with the Yamato Gun. Mutalisks can easily be killed as they attack, but hydralisks pose a more significant threat. When hydralisks attack, retreat to the higher ground; this will give you a bit of time until they ascend to the higher ground, and will allow you to kill them off one by one.
With those battlecruisers that still have enough energy, Yamato the cerebrate to weaken it, and bring it down with normal attacks.
With the cerebrate killed, the entire red brood will cease to function. The sunken colonies can now be killed, and all the red brood will be a sitting duck as you attack it. Clear the creep-generating structures (colonies and the hatchery) to clean the ground in case you want to move here later for resources, and then retreat to your base for repairs and to continue to guard against the Torrasque.
Now you should build a secondary base east of your main base, since your resources have run out. Send your battlecruisers, tanks, marines and SCVs there, and build or move a command centre there.
Set up light but decent defences against the Torrasque, who will attack both the new base and the old one. Space out your bunkers and tanks, and use the battlecruisers for added support. Keep building battlecruisers for the upcoming attack on brown.
You can start harassing brown by killing the peripheral creep colonies, as you prepare to attack his main base where the Torrasque-generating cerebrate lies. This will also allow you to intercept the Torrasque as it travels to your bases, so that it will not be able to reach them and thus will cause no damage.
Attacking brown with battlecruisers alone is a bad idea, however. In this case, I lost all my battlecruisers and the accompanying Valkyrie. Brown has lots of scourge, mutalisks, devourers and queens (to slow down the battlecruisers); and he also has an island full of them near the southeast corner, from where he can promptly call in reinforcements.
The best way to attack brown is using a mixture of battlecruisers, tanks, marines, medics and maybe a couple of goliaths. The tanks will pick off land units at a good range; the battlecruisers can advance against both land and air units while supported by the other units, and marines and goliaths are good support against waves of enemy air units.
Keep at a distance while your tanks destroy enemy buildings and also enemy units as they advance.
When you are near enough, move your battlecruisers inwards and take out the cerebrate using their Yamato Guns.
This will passivate the entire brown brood, and stop generation of the Torrasque.
If your forces have not dwindled too much, you don’t need to stop the attack there. Move in cautiously on the perimeter of orange’s territory, by advancing west of where the brown cerebrate once lay. Use the same strategy of killing enemies at a distance using tanks and battlecruisers to limit your casualties.
While bringing in some reinforcements once in a while, move in at the heart of the outer orange base.
Clear the area with your tanks and battlecruisers.
Press on…
…and on…
…and on…
…and on, until the lower ground is free from Zerg and the enemy buildings on the edge of the higher ground are within range. Tear down some of them to facilitate your entry into the Overmind’s nesting area.
You can build a small base in the orange area you just cleared, as a staging area for the main orange base (where the last cerebrate and the Overmind both lie). This will allow you to create reinforcements easily, and to harvest resources if your secondary base is running out.
Another option would be to build a third base where the red cerebrate was. However, this is far from your main objective (the Overmind), and means you would waste resources in setting up defences there.
When your tanks have cleared a good path to the Overmind at a distance, send in your battlecruisers.
Use the Yamato Gun of your battlecruisers to take down the last cerebrate and totally disable the Zerg defences. This is optional, but prevents your medics from the possibility of getting killed as you send them in.
Send a medic to each of the four beacons around the Overmind.
With that done, this level is won.
Now you get to see a meeting between DuGalle, Duran and Kerrigan. Both parties threaten each other, and then the heroes leave the scene to let their underlings do battle for them.
Now you can watch the end-of-campaign cinematic for the Brood War Terran Campaign.
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