SC2 Speedrun, Part 2/8: Smash and Grab, The Devil's Playground, Welcome to the Jungle





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Published on Jul 27, 2011

Full notes on the run here:

Notes on these missions:
4. Smash and Grab 5m32s (starts 0:06)
The key to this one is two Stalkers that hang out near the goal area. They're scripted to destroy anything that enter the goal area prematurely. You have to fly the Barracks into the north part of the goal, causing the Stalkers to path all the way around the map in an attempt to reach it. As soon as you aggro the Stalkers with your ground army along the way, you can land the Barracks and proceed. This is why I clear a bit to the east with my ground army while flying the Barracks over. So the time-limiting steps on the mission are:
--Get the Barracks into the goal area to aggro the Stalkers as quickly as possible.
--Intercept the Stalkers with ground army.
--Land Barracks and start making units.
--Start final event just before 3rd Marauder pops (if you start it any earlier, the Stone Guardians being tanked by the Barracks will kill that Marauder when it comes out).

5. The Devil's Playground 4m10s. (starts 5:57)
The Reaper path around the map picks up basically all the easily accessible mineral pickups. There are some more in the northeast base, but that one's pretty well defended. The timing works out pretty well, where right as I finish getting all the mineral pickups, the bases have mined enough to reach 8000. This is part of why leaving the Brutalisk alive wouldn't save much time--I need to get his 4 mineral pickups anyway, which requires spending time to kite him a bit in the first place. And even if I execute the Reaper path faster, I would just get into that northeast base with minimal rewards at the end. All in all, a little time could be saved that way though.

6. Welcome to the Jungle 3m57s. (starts 10:32)
This one is quite an intricate puzzle to speedrun. I have a very small army (2 Marines and 3 Goliaths, +1 Goliath I make at the beginning), that I have to use for a bunch of encounters. I could make more units, but note that resources are very tight all the way through, and I also have to fly both my production buildings around to accomplish various things. Also, if I make a second Goliath, I'd have 0 gas and wouldn't be able to repair my Goliaths unless I made a Refinery.
In the first skirmish, defending against 3 total Stalkers and 4 Scouts while collecting the first 4 Terrazene, the Bunker tanks (note how great Salvage is here--the Bunker is just a free HP soak). While clearing up the right side, I can repair my Goliaths while setting up more buildings (Factory and Turrets) to tank in the final skirmish. Note that I don't have to actually win in the final battle, just survive long enough to sneak that SCV away before everything else nearby gets blown up. Taking down Void Rays helps stall for time. Also, 2 full-HP Goliaths have to be sacrificed to grab the nearby research.


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