Enslavers Title

General Tips

Part 1:


Indent Episode 1: Schezar's Scavengers
Indent Episode 2a: Playing With Fire
Indent Episode 2b: The Rescue
Indent Episode 3a: Assault on Aiur
Indent Episode 3b: The Final Blow

Part 2:


Indent Episode 1: The Rescue
Indent Episode 2: Hung Jury
Indent Episode 3: Nemesis
Indent Episode 4A: Desperate Measures
Indent Episode 4B: Turnabout
Indent Episode 5A: Showdown
Indent Episode 5B: Dark Vengeance

General Information
Indent The maps for Enslavers Part 1 were supplied with the Brood War CD and get installed when Brood War gets installed. They are meant to be examples of what can be done with the campaign editor. They are found in your Starcraft directory in a Starcraft\maps\campaign subdirectory. There are five levels: Enslavers 1, Enslavers 2a, Enslavers2b, Enslavers 3a, and Enslavers 3b.
Indent The maps for Enslavers Part 2 have to be downloaded from Enslavers Maps. Hopefully, the link still works.
Indent In order to play an Enslaver level, start StarCraft, choose "Single Player," choose "Brood War" (Enslaver maps can be played under StarCraft rather than Brood War, but the new units make the battles a little easier), choose your player ID, choose "Play Custom," double-click on the "campaign" directory. The Enslaver maps will be listed. Choose the level you want to play. Make sure that you choose the Game Type "Use Map Settings".

Part 1

Enslaver, Part 1, Level 1: Schezar's Scavengers

Map Size: 128 x 64
Map Type: Badlands.
Initial Resources:
Initial Forces: 2 SCVs, 8 Marines, and 1 Tank (must be upgraded to siege ability).
Initial Structures: None.
Mission Objectives:
  • Locate and destroy Schezar's force.
  • Eliminate any Zerg in the area

  • Tips:
    Indent Move SW and take a lightly defended area where minerals and gas will be found. Immediately place your Marines and Tank to the N near the gas vent. Assign one of the SCVs to build a Command Center, and assign the other to begin building Supply Depots. Large waves of Zerg or Terran will attack the small force you have at the beginning. Make sure you target individual units of enemy with all of your forces in order to minimize your losses. As soon as the Command Center is complete, queue up 5 SCVs and build a Barracks. When the Barracks is done, queue up 5 Marines. Then build a Bunker between the gas vent and the road across the bridge -- which I will call Bridge A. Then build the Refinery. Other buildings will be necessary, of course, in order to acquire upgrades, but you will need to have more Marines immediately. Upgrade to Siege Tank ability and build an Armory (for upgrading and for building Goliaths) as soon as possible. Build another Bunker to the left of the one you just built near the Refinery. My suggestion is to place the new Bunker on the road, leaving enough room for units to get onto the road. Placing Bunkers closer together allows them to defend each other and be more effective. Also, when Zerglings and other units come across the bridge, they seem to angle directly toward the Command Center. Having the Bunkers between the Command Center and the bridge will be more strategic. Place a Firebat and 3 Marines in each Bunker. Build 2 Bunkers at the other bridge (we will call this bridge "Bridge B") and populate them. Build some Missile Turrets in strategic places as soon as possible, too. Eventually you will be facing Wraiths who are cloaked, and being able to detect them will be important. Build the Factory as soon as enough Marines are available, and add the Machine Shop and upgrade to Siege Tank capability. Place at least 2 Siege Tanks in siege mode at each bridge. Also, attach the Comsat Satellite to the Command Center.
    Indent Scan the area across Bridge B where there are burrowed Zerg. Your Siege Tanks at the Bunkers should be able to destroy these Zerg and the Sunken Colonies that are nearby. Build a large force of Marines and Siege Tanks and begin going across Bridge B. Build some Missile Turrets along the shore to detect Wraiths. Keep rallying forces across Bridge B. To the NE is another bridge ("Bridge C") and a large mineral field. Build 2 Bunkers at Bridge C and 2 more SE of the mineral field. Build another Command Center at the mineral field and begin mining. Keep 2-3 Siege Tanks and some Marines at both sets of new Bunkers. Ultralisks will come off of the plateau to the E of minerals (a Zerg base), 2-3 at a time. Move a large group of Siege Tanks and Marines and 1-2 Science Vessels further E to the ramp that leads up to the Zerg base. Ultralisks and Hydralisks along with a few Goliaths will put up fierce resistance. Move up the ramp and destroy the base and all forces. There may be some minerals left. Mine them.
    Indent Rally forces at Bridge C, and begin moving across. Your forces will face a base of mixed Zerg and Terran. The challenge of the base is to deal with the Siege Tanks. For the Siege Tanks, you will need some air forces. I didn't find this mixed base as much of a challenge as the Zerg base. Let me know what you think.
    Indent An alternative way to beat this level is to build a Missile Silo onto the first Command Center. Then you can use a Ghost or two to nuke at least half of the Zerg base in the N. That will make it faster to destroy, and there will be more minerals and gas left that you will need when you take on the red Zerg and Terran base to to the W.

    Enslaver, Part 1, Level 2a: Playing With Fire

    Map Size: 128 x 128.
    Map Type: Badlands.
    Initial Resources:
    Initial Forces: 2 SCVs, 2 Marines, 1 Wraith, 1 Science Vessel.
    Initial Structures: 1 Command Center, and 1 Barracks.
    Mission Objectives, Option 1:

  • Kazansky (Wraith) and Magellan (Science Vessel) must survive.
  • Destroy the Cerebrate once and for all.

  • Tips:
  • The easiest of the two options, and neither option is particularly easy.
  • Place a Bunker at the bridge to the W and fill it. Place Missile Turrets along the coast in sets of two and close enough for the duos to support each other. This may seem extreme, but air attacks are very strong during this level. Move across the bridge as soon as you have a Siege Tank. Build 2 Bunkers and Missile Turret, and move Marines, Firebats, and Siege Tanks over the bridge to defend it. Use a Siege Tank walk offense to destroy the Zerg base. Place Missile Turrets along the coast. Begin mining the minerals and gas. Move a large force N of the new base. Groups of Terran Marines and Siege Tanks or Zerglings/Hydralisks will attack. (Mutalisks and Queens or Wraiths attacking are continuous during the game.) Rush with a large force to the NE to cross a bridge and move up a ramp onto a plateau. Move the Siege Tanks to the N end of the plateau and place them in siege mode in order to destroy the Hatchery and anything in range of the mineral cluster that is there. Develop a new base to mine the minerals. Your forces will need to defend against Terran air attacks and Drop Ships moving ground forces. Move some Siege Tanks and supporting forces to the S on the plateau and place them in siege mode in order to destroy the Hive and anything else within range. The Cerebrate is on the island S of this plateau. One rallying point for Terran forces is at the bridge your forces crossed in order to get to the all-important plateau. Drop Ships will bring forces to this point. Build Missile Turrets at the SE corner of the all-important plateau as well as at other strategic points on the plateau. Build Missile Turrets at other points on nearby peninsulas to prevent the Drop Ships and other air units from making headway. There is a land area at the NE corner of the Zerg-held island. Land some Siege Tanks and other support units at this point. Destroy all Zerg units and structures moving in a counter-clockwise direction. (If you go clockwise, you will need to deal with Guardians very quickly.) In the middle of the island is a plateau. A ramp to the plateau is at the S end. The Cerebrate is on the plateau. The Guardians may attack, but maybe not.

  • Mission Objectives, Option 2:
  • Disobey a direct order and rescue the Protoss units.
  • Kazansky (Wraith) and Magellan (Science Vessel) must survive.

  • Tips:
    There are four computer factions: red Terran, brown Terran, and orange Zerg. If you look at the map, you'll see that the Protoss are in the middle of the red Terran base. They are the dark blue that is surrounded by red above the light blue mineral field. (Green is the human player.)

    Enslaver, Part 1, Level 2b: The Rescue

    Map Size: 128 x 128.
    Map Type: Jungle.
    Initial Resources: 1000 minerals, 0 gas
    Initial Forces: 12 Zealots, 4 Dragoons, Archon, 3 Scouts, 2 Observers, 1 Wraith (Tom Kazansky), 1 Science Vessel (Magellan).
    Initial Structures: None
    Mission Objectives:

  • Rescue Mojo, Danimoth, and Warbringer.
  • All heroes must survive.

  • Tips:

    Enslaver, Part 1, Level 3a: Assault on Aiur

    Map Size: 256 x 96.
    Map Type: Jungle.
    Initial Resources:
    Initial Forces:
    Initial Structures:
    Mission Objectives:
    Tips:

    Enslaver, Part 1, Level 3b: The Final Blow

    Map Size: 256 x 96.
    Map Type: Jungle.
    Initial Resources:
    Initial Forces:
    Initial Structures:
    Mission Objectives:
    Tips:

    Part 2

    Enslaver, Part 2, Level 1: The Rescue

    Map Size: 96 x 128.
    Map Type: Jungle.
    Initial Resources:
    Initial Forces:
    Initial Structures:
    Mission Objectives:
    Tips:

    Enslaver, Part 2, Level 2: Hung Jury

    Map Size: 128 x 96.
    Map Type: Twilight.
    Initial Resources:
    Initial Forces:
    Initial Structures:
    Mission Objectives:
    Tips:

    Enslaver, Part 2, Level 3: Nemesis

    Map Size: 192 x 128.
    Map Type: Desert.
    Initial Resources:
    Initial Forces:
    Initial Structures:
    Mission Objectives:
    Tips:

    Enslaver, Part 2, Level 4a: Desperate Measures

    Map Size: 128 x 128.
    Map Type: Ashworld.
    Initial Resources:
    Initial Forces:
    Initial Structures:
    Mission Objectives:
    Tips:

    Enslaver, Part 2, Level 4b: Turnabout

    Map Size: 192 x 96.
    Map Type: Ice.
    Initial Resources:
    Initial Forces:
    Initial Structures:
    Mission Objectives:
    Tips:

    Enslaver, Part 2, Level 5a: Showdown

    Map Size: 192 x 128.
    Map Type: Space.
    Initial Resources:
    Initial Forces:
    Initial Structures:
    Mission Objectives:
    Tips:

    Enslaver, Part 2, Level 5b: Dark Vengeance

    Map Size: 192 x 128.
    Map Type: Space.
    Initial Resources:
    Initial Forces:
    Initial Structures:
    Mission Objectives:
    Tips:

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