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StarCraft 64 #12 - Protoss Missions
Protoss Missions - Walkthrough
StarCraft 64 #12
StarCraft 64 - Protoss Missions
- First Strike
- Into the Flames
- Higher Ground
- The Hunt for Tassadar
- Choosing Sides
- Into the Darkness
- Homeland
- The Trial of Tassadar
- Shadow Hunters
- Eye of the Storm
First Strike, Protoss Missions
Objectives
- Meet Fenix at Antioch
- Destroy the Zerg Base
- Fenix must survive
A fogged vision of the entire map. Use attack area for the blue part of it, which is where Fenix is, to complete the first objective. Fenix will talk to you once you get there, build some probes while he is doing so and mine. Once you have a decent number of probes, build some gateways and start getting lots of zealots. Once you have like 12 more zealots, attack the Zerg with everything you got, make sure you keep an eye on Fenix, and move him out of the battle if he's about to die.
This mission begins in the lower-right corner of the map. You must move your units up and around the body of water and through a couple of Zerg patrols to get to the base at Antioch. Once there, you can liberate all of the units simultaneously by capturing the Nexus as you set up the base to produce more units for your attack.
Take the attack squad north and follow the road to the small bridge, where you find a Zergling raiding party on the other side. After cleaning out the Zerg patrols, move quickly into the Protoss compound, where you gain command of three Dragoons and the Protoss hero of the day, Praetor Fenix.
Gather your forces and continue moving to the northwest to take out the Zerg base. Target Mutalisks with your Dragoons and shred Zerg structures with Zealots. Don't leave until you destroy the Sunken Colony and its defending force of Zerglings and Hydralisks.
When you have a solid finishing force of six Zealots and six Dragoons, you can sweep the rest of the map and take out the remaining Zerg infestation.
Into the Flames, Protoss Missions
Objectives
- Distract the Zerg while Fenix gets into position
- defeat the Zerg Cerebrate
- Fenix must survive
Start off by bringing your zealots and dragoons to the ramp to fend off some attacks. Remember, you should always bring your units to the choke point. All you really have to do is stay alive for 15 minutes in this mission, so just keep building up.
As the mission begins, send your Zealots to the ramp leading up to the platform where your base resides and deploy the two Dragoons north of your base to defend against Zerg sneak attacks. As with the last mission, plenty of Zerg units lie in wait underground, so remember that nothing is as it seems.
As you wait for Fenix's arrival, build several extra Pylons. He shows up with three Reavers, five Zealots, and four Dragoons. If you don't have enough power to support them, you'll need to construct additional Pylons before you can build any other units.
When your resource pool recovers, build a pair of Photon Cannons at the top of the ramp. If you still have time, build up an army of Zealots and Dragoons and just sit tight until the requisite fifteen minutes have passed. Setting up a new Nexus by the mineral field in the lower right corner of the map is important to your victory.
After fifteen minutes, Fenix and his group of units appear in the upper-right map corner. Distract the Zerg forces with careful, precise attacks against their base, just below Fenix's troops. At the same time, move your attack force out of your base and head toward the southeast corner of the map, where the Cerebrate awaits his death
There are plenty of Sunken Colonies and buried Hydralisks and Zerglings en route to the Cerebrate, so pay close attention; above all, keep moving forward. After you reach the Cerebrate, five or six Zealots can defeat it in fairly short order. Consider using a pincer attack, with your two forces meeting up just before the final push toward the Cerebrate, but take care to keep Fenix alive or the mission will fail.
Higher Ground, Protoss Missions
Objectives
- Destroy the Zerg colonies
All you really have to do is build up a strong force of Zeal/Goon and you will be okay. Build some cannons at your money area to protect them from getting raped, and have some more cannons around your buildings so when you are attacking you won't get raped by forces when you are doing something else. Start off by with mining and build Probes. Remember, when you are toss or terran, it is important that you never stop making Probes, or only do so when there are no more mineral patches for you to mine. Then, move on to some Gateways and start building some lots, followed by an assilimator and then goons. Strike red first, as it is closer (or so I believe).
First, group your available ground forces (Dragoons and Zealots) into one squad that can react to Zerg attacks. The Zerg consistently mount attacks against your base, so you must be ready from the start. Build Pylons to support an almost vertical row of Photon Cannons, placed just past the tree line. Don't position these defenses any closer to your opening position or it will be difficult to expand your base. A funnel of six to nine Photon Cannons can turn back the early Zerg attacks and ultimately will leave you more time and resources to build up your attack force.
After building up a force of eight or so Zealots and a couple of Scouts, move them toward the resource node in the upper-middle portion of the map. As you expand the base, make sure to defend the eastern border, where a ramp provides easy access for Zerg invaders.
Build up at least twelve Zealots (preferably twenty), eight Scouts, and ten Dragoons; then move up the middle of the map to take out the base on the left. It is critical that you use the Scouts first to clear the area of Mutalisks and take out the Sunken Colonies. If you fail to clear the Sunken Colonies, your Zealots and Dragoons will be shredded.
After you destroy the left-hand Zerg base, build a Nexus and harvest any remaining minerals and gases. In addition, you can move north safely to an area where there are even more mineral fields. Having destroyed half the Zerg, you can sit back and rebuild your attack force, this time making it a little larger.
When everything is in place, mount a combined air and ground attack on the right-hand Zerg base. Unlike the first enemy base, here you will encounter a mixed defense of Spore Colonies and Sunken Colonies, so don't send in Scouts on their own.
The Hunt for Tassadar, Protoss Missions
Objectives
- Find Tassadar
- Bring Tassadar to the beacon
- Bring Raynor and Tassadar to the beacon
Okay, first off follow the path and bring down the sunken colony and Zerglings that attack. Then, take a right to the next sunken colony, and destroy this and the pack of the lings too. Continue following the path and take a right at the fork, walk forward a bit and go down the ramp and follow the rest of the path to the second last ramp. Go up this one and then the last one to Tassadar. A new objective will be prompted, and that is to bring Raynor to the beacon too.
Use the probes you have and start mining. Build up a new force of Zeal/Goon to accompany Tassadar and Raynor. Once you think you have enough, head back to the start of the mission and to the beacon.
You begin this mission in the southeast corner of the map with a small, but potent, force of Protoss units. The goal is to find Tassadar, who is at a Protoss base in the northwest map corner.
As you work your way toward Tassadar (and the base), utilize the High Templar's powers to clear your path. Assemble a squad of Zealots and use them to draw out the enemy units as you move toward Tassadar. Then, order the High Templar to use Psionic Storm and take out entire groups of Hydralisks or Zerglings at once, saving the lives of the units you start with.
Once you hack your way up to the base, a dialogue ensues between the Judicator, Tassadar, and Raynor. At the end, you learn you must return both Raynor and Tassadar to the Beacon. Approach the task of getting Tassadar and Raynor back to the Beacon by building up a new army and beating the Zerg back decisively as you make your way to the Beaco.
This option allows you to climb further up the Protoss tech tree and learn to use the High Templar. With two High Templars, you can create an Archon, a powerful unit that can attack both air and ground units. The Archon also has a huge shield protecting it, so a group of Zealots that has a pair of Archons in tow is very formidable.
When you are ready to move toward the Beacon, assemble a force that is equally adept at taking out air and ground targets. A good mix is five Archons, five Zealots, five Scouts, and two High Templars. Protect the Templars along the way, because you need them to take out several large groups of Hydralisks protecting the Beacon.
Choosing Sides, Protoss Missions
Objectives
- Bring Tassdar and two zealots to the installation
Start by building some Probes and gather. Keep pumping out the Probes and then do 31pylon. Continue to pump out probes to gather and then build two gateways followed by a core. Then, get a Robotic's Facility and supports bay. Get perhaps two more Robotic's Facility and begin building reavers. Reaver/Goon is good enough to rip apart the Zerg. Research the Dragoon range in the Cybernectic's Core and start warping in the goons with reavers. Get a couple of shuttles too, as the reavers are really really slow, so you will want to hurry them up.
it is time to fly when you have a decent number of units. In the middle of the map, there is a Zerg base with some spore colonies, so you want to avoid there. Fly southest and you will eventually hit the purple island, unload everything and begin recking havoc. Eat your way through to the beacon.
You must create a massive cluster of Photon Cannons along the southern edge of your island base. Next, create a second base at the resource node located on the same island, northeast of your starting location. You need the additional resources to build a sufficient force to push off the island, toward the center of the map.
You need six to ten Scouts and three or four Shuttles loaded with ground troops to attack and hold the central island the next stop in your push to the installation in the southeast corner of the map. When your force is ready, use the Hallucination ability of your High Templar to create several phantom duplicates of your Shuttles and send them toward the central island.
While the enemy wastes its time shooting at ghosts, you can land your main force onto the island. Have your Scouts take out air units while your ground troops concentrate on the ground units and Spore Colonies. Be sure to follow up your initial attack with supplementary Shuttles packed to the hilt with Dragoons, Zealots, and a couple of Probes.
After securing the central island, construct a Nexus and build a strong base. Continue producing ground units and Scouts as you gather the central island's resources. When the air routes are clear, quickly move in your Shuttles and drop multiple squads of Zealots to begin the ground war.
After the area is secure, fortify your position with Photon Cannons and Shield Batteries. When the coast is clear, bring Tassadar and a couple of Zealots to the island to satisfy the victory conditions.
Into the Darkness, Protoss Missions
Objectives
- Rescue Zeratul and escort him to the beacon
- Tassadar and Zeratul must survive
Go down the ramp. Then go forward through the two gates and take a right through the next gate. Follow the path here until you hit a fork, take a right and follow the path once more. Keep doing so until you reach a set of stairs, go up and step on the blue beacon. Go down the stairs and then get back to the last fork. Go forward this time and keep doing so through this path until you can go up a set of stairs. Do so, and follow the path here through the gate and then to the end of the hall, where you can unlock the cell door. Go through the cell and on to the beacon.
As you move your Protoss units into the installation, you come to a room where Terran Marines have been slaughtered. Five Marines are still alive and they come under your control as you move a Protoss unit nearby. Within a few moments, a huge swarm of Zerglings will appear. Gather your new recruits and send them back down the hall. The Zerglings follow, but only momentarily. defeat the remaining stragglers with grouped fire and then rejoin Tassadar.
Follow the path. Along the way there are plenty of wall-mounted guns, buried Zerglings and Hydralisks, and Infested Terrans. The Infested Terrans pose the biggest threat in this mission and they sometimes pop out of secret hiding areas in the floor, so lead with an expendable Marine or Terran Civilian rather than risk losing Tassadar and thus the mission.
As with the other installation missions, you must reach a Beacon to unlock the door that allows you to proceed. As you make your way toward the cell block area, you'll face many Zerglings and Infested Terrans, so be sure to liberate teams of Terran Civilians and Marines, Ghosts, and Firebats along the way. These extra units help to shield Tassadar and eventually escort him to the Beacon.
As you approach the Beacon, six guns pop up out of the floor, three on either side. Take them out with whatever remains in your arsenal. After you step on the Beacon, the Dark Templar's cell door opens. Take Tassadar into the cell to meet them. it is not easy to see the Templar initially, but don't worry. They will appear when you walk far enough into the room.
Homeland, Protoss Missions
Objectives
- Destroy the heart of the Conclave
- Tassdar, Fenix, and Zeratul must survive
With the money you have, build 3 Nexus and then begin to mine minerals. The meaning have three Nexus is to be able to pump out Probes faster, so you can get money faster. Keep building up, and create a force of Zeal/Goon with some Dark Templars; they will prove to be extrodinarly useful. Have some observers to detect other observers, so you can defeat them. Once there is no detection around, the Dark Templars will destroy the opposition. Have all your Heros fight along side your Zeal/Goon and Reavers, but do not let them die. Keep fighting until you reach the Nexus and bring it down.
Tassadar and the Dark Templar are under attack from Protoss forces. Rather than staying around to fight, fall back to your base. After the initial skirmish, start harvesting minerals and gas posthaste! Use the cash you have in reserve to build up a defensive force of Zealots, Dragoons, and at least three Scouts.
When an attack force is ready, move down the ramp at the front of your base and secure the open area beyond. This area has enemy units constantly flowing into it, so be vigilant in eliminating all resistance. The enemy will likely throw a couple of larger attacks at you as punishment for expanding, so be ready for that, as well.
Gather your Scouts into two smaller squads. Once you secured the central area, move a Probe up to the mineral deposits in the map's upper-middle portion and build a Nexus. Start harvesting resources from this area as quickly as possible, because you need to keep up a steady flow of replacement units throughout the mission.
When your second base is up and running, move your troops down to the bridges in the map's center. Zerg bases lie on either side, but the one you want is in the southeast corner. Airlift three or four Reavers (with upgraded Scarabs) to round out your attack force and then move in for the defeat.
Have your Reavers target the Photon Cannons while your Scouts penetrate deep into the base to take out ground units. Your Zealots and Dragoons can follow up and destroy any structures that remain. Keep a backup force at the ready when you attack the enemy Nexus, because the other Protoss bases will attack in response.
As you push on toward the Nexus, you come up against a pair of enemy Carriers. Attack them one at a time with the full force of your air group and Dragoons and they should give you no trouble. However, you must respond immediately! If left unchallenged, the Carriers can ruin your day. Finally, destroy the enemy (yellow) Nexus to win the scenario.
The Trial of Tassadar, Protoss Missions
Objectives
- Destroy the Statis Cell
- Raynor and Fenix must survive
This level is about a strong defense first. Try walling yourself in with photon cannons on both of your base entrances, because you are going to go air this level. Save all your resources for a big fleet of carriers with Raynor and some Scout back up. Expand your Carrier capacity to take full advantage of them. Then, once you are ready to take it to the Statis Cell, fly to the south east part of the map. Destroy the thing with a guy in it and mission completed.
Place Photon Cannons in bunches (at least six) at the entrance/exits of your base. You need a fully loaded Carrier at each entrance as well.
Another vital component of proper base defense is a network of Observers. Build them quickly and place them in a circle near the walls of your base. They provide advance warning of where the Protoss attack force will strike and what types of units will be involved. Five or six Observers should provide an effective sensor network.
The Stasis Cell lies roughly in the central-lower portion of the map and is on a somewhat isolated island that is defended by the Ara Tribe. The best way to reach the Stasis Cell is to move two groups of Carriers and Scouts in from the air, with Raynor in his Battlecruiser as backup.
The enemy continually launches attacks at the two openings in your bases' walls, but do not waste too many resources on these defenses or you will not have enough in the bank to assemble an attack fleet. Keep building Photon Cannons to replace any that are destroyed and build Zealots as backup.
Once you have four fully loaded Carriers and six to eight Scouts, group them into two equal units and fly toward the Stasis Cell, taking care not to drift too close to the Ara Tribe bases along the way. When you get to the island that houses the Stasis Cell, be prepared for some hot-and-heavy action, including getting put into Stasis by an enemy Arbiter.
If this happens, the affected units cannot be harmed, but they also cannot move or attack effectively, thus becoming temporarily useless. Keeping your attacking units physically distant from each other is your best defense against a Stasis attack, so use two smaller groups of ships in this scenario.
When you hit the island, all of the Photon Cannons, Scouts, Dragoons, Carriers, and Arbiters giving you their undivided attention may prove distracting. But any attempt to clear out the enemy units will only result in failure, so move straight for the Stasis Cell and attack hard. If you are having trouble punching through to the Cell, divert the enemy units with one group of Scouts while your Carriers make their move on the Cell. The Stasis Cell falls quickly under heavy fire, so being aggressive can bring you a relatively easy victory.
Shadow Hunters, Protoss Missions
Objectives
- Destroy the Zerg Cerebrates with Zeratul
- Zeratul and Tassadar must survive
Start off by building two Nexus buildings at the mineral fields. Once they're done, start building up your money. Send Zeratul up a bit and take out the sunkens and zerglings close to your base. Then build a pylon followed by a Gateway and a Forge. Build some cannons at your base entrance to have some early protection. Fortunately, we have lots of room to build stuff, so we do not have to worry about being too crowded. Once you have a strong economy going, build a couple more gateways and stargates. A couple of Robotic's Facility will also help you out, as we're going to need some reavers to fight the Zerg. Build some stormers (High Templars), and just about everything you can. Once you have enough make a charge to the top left of the map, Reavers should be able to destroy everything in its path, as long as you keep them loaded. Remember, the Reaver and Stormer owns Zerg.
Do not try and win this all at once, try and eat through as much as you can, and save your remaining units if the going gets tough. Keep fighting and you are going to come out on top.
You begin with a small contingent of units that includes Fenix and Zeratul. You also have some Probes that you need to put to use building several Nexuses in the mineral fields near your starting point. Build up a grid of Photon Cannons in the central area of the map to take care of the Zerg that flow frequently down from the north.
However, before you start building your defenses, send Zeratul forward to destroy the numerous Sunken Colonies directly north of your position. If you are quick, you can also have Zeratul destroy a Hatchery in the vicinity before the Zerg become annoyed and send an Overlord to identify the intruder.
Build up a group of at least six Carriers and four Scouts and then add your Arbiter and an Observer. After you build up the structures you need and research the tech tree, building a fleet of Carriers that each contain eight Interceptors won't be easy. You have to scrape together the resources if you want to do it in a timely manner. Send this attack north to clear out the lower-middle area of the map. Once this area is secured (and it'll take a while), park your Carriers at the mouth of the three pathways and use them to take out any Zerg units that come south.
Build Templars by the handful so that you can create a large group of Archons to complement your air force. Once you have seven or eight Archons in place, move them up the central pathway along with eight or so Zealots and Zeratul. When you come to the first Cerebrate, clear out all of the enemy units that threaten Zeratul. Then use Zeratul to defeat the Cerebrate. If you need any extra support at this time, move your Carrier force up to clear out or distract any enemy units in your way. Move to the right along the top of the map to the last Cerebrate and repeat the death scene with Zeratul.
Eye of the Storm, Protoss Missions
Objectives
- Destroy the Overmind
- The Gantrithor, the Hyperion, and Zeratul must survive
you have access to two races. begin on the mining process. Protoss has two assilimilators, try to establish them early. Then, begin to build some factories and some gateways. For the Protoss, try going Zeal/Goon with Reaver support, and for terran, have Goliaths, Siege Tanks, and BattleCruisers working for you. For your terran, goto the edge of cliff where it is closest to the Zerg base and siege your tanks, have Goliaths at the back. Start pounding away at this base.
Once you have cleared away the entire upper part of the small Zerg base, bring in some dropships and load all your guys and then drop them on to the creep to finish off the rest of the buildings. Send in 12 more tanks (you really should focus on the terran for this mission), with 8 more Goliaths and approach the Overmind. it is time to let it all hang out. Bring in the Protoss forces through Recall with Reavers, Zeal/Goon to help fight. Once you have cleared away some of the creep, lift all your factories and land them at the Zerg base and start building Vultures. you are playing to win here, so send in absolutely EVERY unit you got. If you use everything you have (assuming it is a lot), you will eat through and finish off the Overmind.
First, assign each base to a hotkey. This way you can jump quickly from base to base without having to scroll across the map. Managing two bases is very important in this mission and end up with four or five before it is over.
The Zerg will attack the Terran base with Zerglings, Hydralisks, and Mutalisks (usually in separate large groups), so build up a solid defense. You may have to restart this level more than once if you underestimate the Zerg.
Most of the assaults are aimed at the Terran base. A good fortified defense should begin with a line of Bunkers filled with upgraded Marines. The Zerg will throw a group of twelve Mutalisks at you, so build Missile Turrets or more Marine-filled Bunkers behind your first line.
The Protoss have the Dark Templars and Tassadar as backup, but take care not to lose either Zeratul or Tassadar or the mission will end. However, these special units afford you an extra measure of protection while you set up a grid of Photon Cannons and build Zealots and Dragoons for defense.
After moving out to harvest the extra resource pools scattered across the map, concentrate on upgrading all of your units' abilities and technologies. As this is going on, build up a massive, balanced attack force composed of at least eight groups of twelve units each Zealots (two groups) and single squads of Dragoons, Scouts, Carriers, Firebats, Marines, Wraiths, Siege Tanks, and Battlecruisers. The Siege Tanks are especially effective at eradicating the Zerg Base from the ridgelines. Battlecruiser support will keep the skies clear while the tanks blow the Zerg off of the map.
When all of your groups are ready to fight (this will take a long time), you can defeat the Overmind by using a simultaneous Terran/Protoss double-pronged attack. Using your Comsat Station, expose the Overmind. Quickly move through your groups, telling each to attack the Overmind. All 100-plus units will make a run for the Overmind and attack in a flurry of Interceptors, acid sprays, and bloodshed.