
Begin getting all upgrades for the marines, and consider tanks to help take the base to the north. Two or three marines per medic works fine. Get a second barracks and begin pumping marines and medics. In other words, create a perimeter of buildings, and keep your men inside the perimeter. Place the barracks and other buildings in a circle, filling in the gaps between the initial supply depots and the resources and each other. Immediately start your command center producing SCVs to gather minerals and take one SCV to build a barracks. These depots will operate as scouts in the immediate area, drawing the attention and fire of the raiding parties so you can move your guys in to surprise the attackers. While one SCV builds the command center, have the other build supply depots at the 12 and 9 o'clock positions (relative to the command center and at the same distance or so as the gas and minerals). It's important to immediately move your units to the base location central to the gas and minerals, so quickly take your superior numbers there to clear the few marines guarding the area. This means that some of the strategies detailed here (particularly the Dark-Archon-heavy strategy for the final mission) might be considered "cheating" by most hardcore gamers.

Thus, an argument could be made that you should play Enslavers I from the original StarCraft menu – and, therefore, that you should play it without any of the new Brood War units and abilities. Both paths have a trick in the last level: in A, destruction of the Protoss Temple will prevent the Protoss enemies from Warping In additional units, while in B, destruction of the Zerg Cerebrate will prevent the return of Torrasque.Įnslavers I was released with the original StarCraft, whereas Enslavers II was released with Brood War. The B path provides players with Protoss allies in addition to the Terran forces, but also adds in the Ultralisk hero Torrasque, which is periodically resurrected. In B, players save the Protoss instead, leading to the last level's Zerg and Terran enemies. In A, players ignore the Protoss plea and kill the cerebrate, leading to the last level's Protoss and Terran enemies.


The question of whether to aid the Protoss being held captive by Schezar or to kill the Cerebrate results in a split path. There are only five stages divided into two paths – the first instance of path splitting in StarCraft, since the only case in which the Episodic campaigns use path splitting comes in Brood War's Emperor's Fall.Įnslavers follows the hunt for the "second-rate smuggler" Alan (Allen) Schezar, who has managed to establish multiple extensive bases as well as gain control over a Cerebrate. StarCraft Enslavers may be found in the Campaign directory of the Custom Maps database, and is considered a veteran level campaign not because of any inherent difficulty but because the missions are time-consuming.
