To Chain the Beast | StarCraft: Brood War (Terran #8)

UED flagship, Aleksander, low orbit over the planet Char.


BRIEFING

Adjutant: Captain, with the Psi Disrupter’s signal hampering the Zerg’s communications to one another, the Swarms over Char have scattered in disarray, allowing the fleet to penetrate to the planet’s surface. However, there is still a considerable number of defenders nestled around the fledgling Overmind.

DuGalle: Alexei was right. The Disrupter is the key to victory here. If I had destroyed the machine as Duran suggested we would never have made it this far… Nevertheless, the time is upon us, Captain, to do what we came here for. We will claim the Overmind in the name of Humanity!

Adjutant: Be advised, Captain: our sensors have identified three cerebrates who constitute the core of the Overmind’s defenses. Each cerebrate’s distinct capabilities are still unknown, so proceed with extreme caution.

DuGalle: Launch your forces and let not a Zerg survive! Once you have reached the Overmind and crushed its defenders, you are to send in specially trained medics who will pacify the creature with potent Neurostim drugs. Only then will our victory be assured.

And Captain, remember that Duran is still out there somewhere. I’d venture a guess that his treachery has only just begun. Be careful and good luck. I am sure that this will be our finest hour.


OBJECTIVES

  • Bring a medic to each of the beacons surrounding the Overmind.
  • Kill Zerg cerebrates to weaken the Overmind’s defenses.

RESOURCES

You start with 4 SCVs, 4 Marines, and 2 Medics at the main base.

There is an expansion base to the east with 3 Bunkers — 4 marines on each Bunker. However, Lurkers are destroying 2 of the Bunkers, so only one Bunker remains. Unload the 8 Marines and align them behind the surviving Bunker until you are able to secure a path to the expansion base.

Buildings (main base): Command Center, Barracks, Engineering Bay, 4 Supply Depots, and 8 Turrets.

Buildings (expansion base): 1 Bunker and 1 Missile Turret.

1500 Minerals – 300 Vespene Gas – 19/42 Supplies.


STRATEGY

Send the 4 SCVs to harvest minerals from different mineral nodes each.

Build 4 SCVs.

Note: The camera view is moved to the east revealing 3 Bunkers at an expansion base.

Marine: Sir, these sunken colonies aren’t being effected by anything we hit ’em with. I’ll bet there’s one of those cerebrate critters pumpin’ em full of energy nearby.

Note: Unload the 2 Bunkers being destroyed by the Sunken Colony and move them to the right-side (east) of the surviving Bunker. Press HOLD.

NOTE: As the marine said above, this is not a typical Campaign mission. You can’t target or attack the Sunken Colony at all, but they can kill you. This immediately hints that the only way to be able to leave the base and the expansion base is to build Dropships and transport your troops to the Cerebrates. So keep this in mind. Here is the strategy.

Build a second Command Center in the main base.

Build 4 SCVs.

Build a Refinery at the Vespene Geyser.

Build 2 Marines.

Select the Engineering Bay. Upgrade Infantry Weapons (W) Level 1.

Build a Terran Academy.

Send 2 SCVs to harvest Vespene Gas.

Build an SCV.

(1:25) 2 Hydralisks attack a Missile Turret northeast of the main base. Send the 5 Marines and 2 Medics to kill them.

Build a second Barracks.

By now the second Command Center is complete. Build an SCV there.

Build a third Barracks.

Build an SCV in Command Center #1.

Build an SCV in Command Center #2.

Build a Marine.

Build an SCV in Command Center #1.

(2:01) — 3 Hydralisks attack expansion base. Move your marines east of the Bunker so that the bunker takes the full damage.

Build an SCV in Command Center #2.

Select the Terran Academy. Research U-238 Shells to increase Marine attack range.

Build an SCV in Command Center #2.

Build a Marine.

Build a Marine.

Build a Medic.

Set the 3 Barracks Rally point above the Engineering Bay.

Build an SCV in Command Center #1.

Build an SCV in Command Center #2.

Build a Supply Depot.

Build an SCV in Command Center #1.

Build an SCV in Command Center #2.

Build a Marine.

Note: There is a way to reach the expansion base with an SCV. See the path in the image shown below.

Build a Supply Depot.

Build a Medic.

Build a Marine.

Build an SCV in Command Center #1

Build an SCV in Command Center #2.

Select the Terran Academy. Research Stim Pack Tech.

Build 2 Marines.

Build an SCV in Command Center #1

Build an SCV in Command Center #2

Build 3 Medics.

Build an SCV in Command Center #1

Build an SCV in Command Center #2

Build an SCV in Command Center #1

Build an SCV in Command Center #2

Build a Supply Depot.

Build 3 Marines.

Build an SCV in Command Center #1

Build an SCV in Command Center #2

(4:19) — 6 Zerglings attack the Missile Turret to the north and/or the Engineering Bay.

Build 3 Marines.

Build a Command Center at the expansion base.

Select the Engineering Bay. Upgrade Infantry Armor (A) Level 1.

Build an SCV in Command Center #1

Build an SCV in Command Center #2

Build a Factory.

Build 3 Marines.

Build an SCV in Command Center #1

Build an SCV in Command Center #2

Build 2 Supply Depots.

Build a fourth Barracks.

Build a fifth Barracks.

Build a sixth Barracks.

Select Command Center #1. Build a Comsat Station.

Select Command Center #3 at the expansion base. Build a Comsat Station.

Build 2 SCVs at expansion base.

Build 2 Medics.

Build 1 Marine.

Build a Starport.

Select the Factory. Build a Machine Shop addon.

Build 4 SCVs at expansion base.

Build 2 Supply Depots.

Build 2 SCVs in Command Center #1.

Build 2 SCVs in Command Center #2.

(6:58) — 3 Hydralisks and 3 Mutalisks attack northeast.

Build a Siege Tank.

Select the Factory’s Machine Shop. Research Siege Mode Tech.

Select 12 SCVs from the main base and send them to the expansion base to harvest Minerals — each from a different mineral node. Make sure to take this path.

Build a second Starport.

Select the Starport #1. Build a Tower Control addon.

Build a Science Facility.

Build an SCV in Command Center #1

Build an SCV in Command Center #2

Build 5 Marines.

Build a Supply Depot.

Build a Siege Tank.

Build a Refinery at expansion base.

Build a Dropship.

Build 3 Medics.

Build 2 Marines.

Build an SCV in Command Center #1

Build an SCV in Command Center #2

Build 2 Supply Depots.

Select the Engineering Bay. Upgrade Infantry Weapons (W) Level 2.

Build a Dropship.

Select Starport #2. Build a Tower Control addon.

Select the Science Facility. Build a Covert Ops (C) addon.

Build 2 Medics.

Build 4 Marines.

Select the Command Center at expansion base. Build 2 SCVs.

Load 3 Medics and 5 Marines into a Dropship. Unload them at expansion base to protect it.

Select the Comsat Station and cast Scan Sweep at this location near the Cerebrate.

Build a third Starport.

Select 5 Marines and 3 Medics. Load them into the second Dropship.

Build an SCV at expansion base.

Select the Science Facility’s Covert Ops addon. Research Personnel Cloaking.

If needed move the 6 Barracks further west to build a Nuclear Silo at Command Center #2.

Build 8 Marines.

Build a third Dropship.

Build a fourth Dropship.

Select Starport #3. Build a Tower Control addon.

Build 4 Supply Depots.

Build a Nuke at the Silo.

(10:06) (Tortured roar!) Camera moves to Cerebrate (east).

Base is under attack

8 Zerglings and 4 Hydralisks attack from the west. Send your Marines/Medics to kill them. Make sure to have them here before 10:00 to prevent losses — the marines get clunky trying to move through so many buildings. If a Supply Depot or more are destroyed, replace them asap.

Build a second Engineering Bay.

Build 7 Marines.

Load 5 Marines and 3 Medics into Dropship #3.

Load 5 Marines and 3 Medics into Dropship #4.

Build 3 Marines.

Build 1 Medic.

Build 3 Supply Depots.

(10:58) — A Ultralisk Torrasque attacks main base from the east.

Marine: Sir, we’ve just had a whole cargo-ship full of whoop ass dumped on us! We ran into a new strain of Ultralisk and it took a lot o’ pepper to bring it down. To top it all off, our recon squad reports that the critter’s been reincarnated by a nearby cerebrate and is on its way back for more!

Build 6 Marines.

(12:01) 4 Mutalisks attack the main base from the north.

Build 4 SCVs at expansion base.

Build a Supply Depot.

Build a Marine.

Build 4 Medics.

Select all 4 Dropships and unload all the Marines/Medics on top of the Zerg base’s Drones.

Return the Dropships back to main base.

Build 3 Marines.

Build 6 Medics.

When the Cerebrate dies a message appears onscreen.

Marine: Sir, this cerebrate’s been whacked! We shouldn’t have anymore trouble with those sunken colonies!

Note: The Sunken Colony are no longer invulnerable. Plus, the Zerg on that north area become docile. Won’t attack you even when you attack them. Clean up so that the creep dissipates to use that destroyed Zerg base as an expansion later.

Build 6 Marines.

Build 3 Medics.

(13:24) — (Tortured roar!)

Build an SCV at expansion base.

Build 2 Supply Depot.

Build a Science Vessel at the Starport.

Build 2 Siege Tanks.

Build 3 Medics.

Build 6 Marines.

Build a second Science Vessel.

Build 2 SCVs at Command Center #1.

Select Engineering Bay. Upgrade Infantry Weapons (W) Level 3) when possible.

Build 2 SCVs at Command Center #2.

(14:07) The Ultralisk Torrasque is back at the main base and attacks your SCVs. Have your siege tanks in siege mode before this happens.

Load an SCV into a Dropship and build a Command Center at the Zerg base (now known as expansion base #2).

Build 6 Marines.

Build 3 Medics.

Select an Engineering Bay. Upgrade Infantry Armor (A) Level 3.

Build 7 Marines.

Build a Medic.

Build 6 Marines.

Build 5 Siege Tanks.

Build 2 Ghosts.

(16:15) 8 Zerglings attack the main base from the north.

Send your Marines/Medics, Science Vessel, and Siege Tanks to clean up the Sunken Colonies from your base down to this spot. Sunken Colonies do not attack — because you killed the Cerebrate. Careful with the Scourges near the wall (north of the creep).

17:02 (Tortured roar!) — That means the Ultralisk Torrasque is coming soon. Continue to build marines and Siege Tanks and have them in siege mode to defend the main base.

Now enter the second Zerg base at this chokepoint. The Sunken Colonies on this side do attack because they are under the command of Cerebrate #2. Careful with the Science Vessels. There are Spore Colonies along the walls.

Set Tanks into siege mode at this spot, and move a Science Vessel nearby to provide high-ground vision to destroy the Spore Colony up there.

Select the Engineering Bay. Upgrade Infantry Armor (A) Level 3.

Continue to destroy Sunken Colonies, clearing a path toward the next Cerebrate.

Move your Tanks forward. There are 2 Sunken Colonies, a few Hydralisks and Zerglings, at least a Lurker, and up there you can see the shadow of a Guardian. Careful with the Spore Colony and the Scourge — these are threats to the Science Vessels.

(19:50) — a Ultralisk and 2 Mutalisks attack the Command Center at expansion #2. Send your other Marines/Medics to defend.

Build 8 Marines.

Back at Zerg base #2, another Sunken Colony, another Lurker, 2 Guardians, 1 Mutalisk, 1 Devourer and 2 Scourges.

If you lose your Science Vessels, build more and use the Comsat Stations to cast Scan Sweep to reveal the burrowed Lurkers.

As you approach the main Hive, drop a Nuke from afar. Make sure to have Medics near the Ghost and to kill anything that might kill the Ghost, and Overlords as well.

Select the Nuke Silo and build a new Nuke.

Build more Medics and Marines.

(18:45) — Another Ultralisk is attacking the Command Center at expansion #2. Lift Off the Command Center.

With all the Mutalisks and stuff protecting the Hive annihilated by the Nuke, move in to destroy the Hive. Use the Comsat Station or a Scienve Vessel to reveal Lurkers that come to defend the Hive.

(19:16) By now the Torrasque has returned to the main base from the north — welcome it with pepper.

Build more Marines/Medics.

By now the Minerals at the main base have been depleted. Move all SCVs to expansion base #2 (North)

Kill Cerebrate #2.

Marine: Sir, we’ve eighty-sixed this cerebrate! We shouldn’t run up against any smacked-up Ultralisks anytime soon!

Note: No more Torrasque reincarnations.

From the Cerebrate #2 (East side), head west in a straight line. You will find the chokepoint to Zerg base #3 here.

Make sure to bring a Science Vessel — because there are burrowed Infested Terran here.

This base also has Defilers, so expect them to cast Dark Swarm and possibly Plague.

There are Mutalisks, Guardians and Lurkers here as well; and more a heck of a lot of Infested Terrans. Have Science Vessels and Scanner Sweep ready. Keep your tanks in siege mode to protect your marines/medics. Saw at least 5 Infested Terrans. Remember to move your units — specially tanks off the Dark Swarm or they won’t be able to shoot.

Build 5 Tanks.

Build a Refinery at expansion base #2.

Build more Marines/Medics as supply limit permits.

Build a Command Center at expansion base #4 (see mini-map).

Clear the Zerg base and destroy this Lair.

Please, keep your siege tanks in siege mode, and move them forwad as your Marines/Medics move further up. Infested Terrans will keep coming because the Infested Command Center is far northeast of the Overmind — far from reach. And of course, there is a Nydus Canal northwest of the Lair. Destroy the Nydus Canal to prevent reinforcements.

Use Nukes as needed, and build more when used.

Send all new units through the western path to converge into your main force attacking the Zerg base.

The path to the Overmind is through this ramp (northeast of the Lair) — but you have to go through the Spire and its Mutalisks first.

Before moving into the ramp toward the Overmind, launch a Nuke to clear whatever is up the ramp. Build a new Nuke.

There is a Hatchery and a Hydralisk Den. A Scanner Sweep reveals there are 5-6 Hydralisks burrowed there. So good riddance.

Continue to send forces to assist your main assault team.

Go up the ramp, when your reinforcements arrive and get ready for an all out battle. Lots of Infested Terrans, Lurkers, Hydralisks, and 3 Sunken Colonies.

The Overmind is north of that Hatchery.

Ghost: Captain, we’ve reached the perimeter of the Overmind’s nesting area. We can launch the Med Team at any time, Sir.

The main Hive is north — by the Minerals (seen in the image above).

Feel free to cast Scanner Sweep often, and to have at least 2 Science Vessels available at all times.

Here is the Hive and the Overmind 2.0.

Drop a Nuke on the Overmind. Then go in to clear everything around the Overmind.

Place a Medic on each of the 4 Beacons.

Ghost: Captain, the medics are in place and are administering the Neurostim treatments to the Overmind.

Duran: Uh, excuse me Admiral. But I’d like to introduce someone to you…

DuGalle: Duran? You son of a bitch, what’s the meaning of this?

Kerrigan: Admiral DuGalle. I’ve heard a lot about you.

DuGalle: Who the… What the hell are you?

Kerrigan: I am Kerrigan. The Zerg you’ve killed here and the Overmind which you’ve come to collect… are mine. As is our mutual friend Lieutenant Duran. You see, Admiral… there are a number of groups in this sector who feel that your involvement here causes certain complications. My associates and I intend to make sure that your reign is short lived.

DuGalle: You may find that difficult, you abomination, seeing as how I possess the means to disrupt your control of the Zerg.

Kerrigan: Ah, you’re referring to your vaunted Psi Disrupter. It won’t last you forever, Admiral. Sooner or later, I’ll destroy it. Then I’ll show you what the Zerg are really capable of.

Oh, and by the way, Admiral: Your friend Stukov was twice the man you are. I’m glad you saved me the trouble of having to kill him…


FACTIONS

  • UED Strike Force
  • Jormungand Brood (Renegade Zerg)
  • Unknown (Renegade Zerg)
  • Garm Brood (Renegade Zerg)
  1. Cerebrate (Invulnerable Sunken Colonies)
  2. Cerebrate (Reincarnated Ultralisk Torrasque)
  3. Cerebrate (3 Infested Command Centers)
  4. Overmind 2.0
STARCRAFT: REMASTERED WALKTHROUGH MENU
Episode 1: Rebel Yell (TERRAN CAMPAIGN)
1. Boot Camp2. Wasteland3. Backwater Station4. Desperate Alliance
5. The Jacobs Installation6. Revolution7. Norad II8. The Trump Card
9. The Big Push10. New Gettysburg11. The Hammer Falls12. Cinematic: The Inauguration
Episode 2: Overmind (ZERG CAMPAIGN)
1. Among The Ruins2. Egression3. New Terran Dominion4. Agent of the Swarm
5. The Amerigo6. The Dark Templar7. The Culling8. Eye for an Eye
9. The Invasion of Aiur10. Full Circle11. Cinematic: The Invasion of Aiur
Episode 3: The Fall (PROTOSS CAMPAIGN)
1. First Strike2. Into the Flames3. Higher Ground4. The Hunt for Tassadar
5. Choosing Sides6. Into the Darkness7. Homeland8. The Trial of Tassadar
9. Shadow Hunters10. Eye of the Storm11. Cinematic: The Death of the Overmind
Episode 4: The Stand (PROTOSS CAMPAIGN)
1. Escape from Aiur2. Dunes of Shakuras3. Legacy of the Xel'Naga4. The Quest for Uraj
5. The Battle of Braxis6. Return to Char7. The Insurgent8. Countdown
9. Cinematic: Fury of the Xel'Naga
Episode 5: The Iron Fist (TERRAN CAMPAIGN)
1. First Strike2. Dylarian Shipyard3. Ruins of Tarsonis4. Assault on Korhal
5b. Emperor's Fall (Birds of War)6. Emperor's Flight7. Patriot's Blood8. To Chain the Beast
9. Cinematic: UED Victory Report
Episode 6: The Queen of Blades (ZERG CAMPAIGN)
1. Vile Disruption2. Reign of Fire3. The Kel-Morian Combine4. The Liberation of Korhal
5. True Colors6. Fury of the Swarm7. Drawing of the Web8. To Slay the Beast
9. The ReckoningX Secret Mission: Dark Origin10. Omega11. Cinematic: The Ascension

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