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(Rearranging the Walkthrough into gallery.)
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The path to the north-east is linear and eventually leads to a teleport beacon. Along the way the player will encounter two [[vulture]]s, which deal high damage and can potentially kill Raynor if he has taken damage previously. The teleport beacon takes the player to the final hallway to the Confederate computers, guarded by a handful of marines and a {{link|ghost|SC1}}. Once the player moves a unit to the computer beacon, the data networks are downloaded and the mission is won.
 
The path to the north-east is linear and eventually leads to a teleport beacon. Along the way the player will encounter two [[vulture]]s, which deal high damage and can potentially kill Raynor if he has taken damage previously. The teleport beacon takes the player to the final hallway to the Confederate computers, guarded by a handful of marines and a {{link|ghost|SC1}}. Once the player moves a unit to the computer beacon, the data networks are downloaded and the mission is won.
   
 
[[File:Starcraft Original Terran - Campaign Mission 4 The Jacobs Installation Walkthough Lets Play|thumb|center|400 px]]
<gallery widths="300" position="center">
 
Starcraft Original Terran - Campaign Mission 4 The Jacobs Installation Walkthough Lets Play
 
</gallery>
 
   
 
==References==
 
==References==

Revision as of 12:16, 28 August 2015

The Jacobs Installation is the fourth terran mission of Episode I of StarCraft.

History

Background

After the Sons of Korhal aided in the evacuation of Mar Sara City in the midst of a zerg invasion, the Terran Confederacy suspended the tenure of the colonial Magistrate to investigate their connection to the group. The Magistrate and the evacuated colonists defected and joined the Sons of Korhal, the Magistrate being named a Commander in their militia. The Sons of Korhal also freed Jim Raynor, an ally of the Commander that had been arrested by the Confederacy.

The leader of the Sons of Korhal, Arcturus Mengsk, informed the Commander and Raynor that Mar Sara was lost to the zerg; the Confederates were abandoning the planet, and the Sons of Korhal intended to follow their lead. However, before they left, Mengsk asked the two to lead an infiltration of the Jacobs Installation to access the Confederate network and retrieve weapon schematics he believed were stored there.[1]

The Attack

Raynor led the Sons of Korhal forces through the installation, battling the Alpha Squadron troops stationed there. The group also found a number of zerg being held captive for study, disgusting Raynor.[2] The mission was ultimately successful, and Raynor retrieved a number of files from the Confederate computers.

After the infiltration, Raynor and his men rejoined Mengsk's forces, and the Sons of Korhal left the planet. Thirteen hours later, the protoss, under the command of Executor Tassadar, purified Mar Sara, exterminating all life on its surface to prevent the zerg from taking control of the planet.[1]

The data retrieved from the network would eventually prove critical to the Sons of Korhal's war on the Confederacy.[3]

The next article in this series is Revolution.

Walkthrough

The gameplay for this mission is significantly different from the previous three. The player controls no buildings and can produce no more units. Their starting force consists of seven marines, four firebats, and Raynor. Unlike previous missions, Raynor is now a marine hero, and has significantly different stats. The player's forces are fully upgraded with U-238 shells, stimpacks, and level 3 infantry weapons and armor. The player should be cautious with their stimpack use in this mission, as they receive no new units and damaging their own units for a power increase is a calculated risk. The player should send Raynor into fights first, as his high armor lets him tank hits easier, and then send their other forces in after him.

The path to the north-west finds the player at a three-way fork. The north-east path takes the player to a teleport beacon, where a computer reveals the objective location. The north-west and south-west paths move to the same location, but the player is advised to take the south-west as it has fewer enemies. The north-west path contains several marines and a goliath, making for a tough battle.

When the two paths converge, the player can advance to the north-east. A small room south-east here has a beacon that deactivates the automated defense turrets in the level. To the north-west is a small passage where the player can find zerglings in a holding pen, and a beacon that unlocks the pen door. Killing the zerg prompts a conversation between Raynor and Mengsk, but seeing this isn't needed to finish the mission.

The path to the north-east is linear and eventually leads to a teleport beacon. Along the way the player will encounter two vultures, which deal high damage and can potentially kill Raynor if he has taken damage previously. The teleport beacon takes the player to the final hallway to the Confederate computers, guarded by a handful of marines and a ghost. Once the player moves a unit to the computer beacon, the data networks are downloaded and the mission is won.

Starcraft_Original_Terran_-_Campaign_Mission_4_The_Jacobs_Installation_Walkthough_Lets_Play

Starcraft Original Terran - Campaign Mission 4 The Jacobs Installation Walkthough Lets Play

References

  1. 1.0 1.1 Blizzard Entertainment. StarCraft. Vivendi Games. Mission: The Jacobs Installation (in English). 1998.
  2. Jim Raynor: "Zerg! I don't believe this!"
    Arcturus Mengsk: "Believe it. I saw Zerg within Confederate holding pens myself, and that was over a year ago. It's clear the Confederates have known of these creatures for some time. For all we know they could be breeding the things! Be that as it may, our priority here is accessing the Confederate nework. We'll deal with the Zerg another day." StarCraft. Vivendi Games. Level/area: The Jacobs Installation (in English). 1998.
  3. Blizzard Entertainment. StarCraft. Vivendi Games. Mission: The Trump Card (in English). 1998.