The Evacuation
You'll only have two firebats and two medics at the start of the mission, so tread lightly. Make your way to the west and you'll take control off a small base. Like before, you'll want at least two barracks to start producing an army. A third might be a good option too, as you'll want not only marines and medics, but the new firebats too.


After a short time, a transport will arrive filled with colonists and it's your job to guard it. Gather up whatever forces you have and travel along side the transport. Take along an extra SCV too, as it can come in handy with future repairs. Along the roads you'll spot some abandoned bunker. Drop off a few spare marines, a medic, and even an SCV to guard the area while the rest of your forces continues the escort.


Wave after wave of Zerg will charge your army and the colonists. Be sure to either move with the attack command or stop to fight off the enemy. There are three beaten paths where the Zerg will attack from. Man any unoccupied bunkers, or have a SCV build one. Drop off small squads of troops to guard these paths while the rest of your forces continue with the colonists. If needed, break off your main army and your three smaller squads into control groups to keep things sorted.


After delivering the first wave of transports, the Zerg will beef up their assault with Nydus Worms. These burrowing units will sprout up and launch out a barrage of ground enemies. Kill off the worm first and their continual minions will no longer produce. As along as your numbers flourish the Zerg will be unable to harm the colonists. Continue escorting the transports and you'll soon complete the mission. Now that you have firebats in your army, Graven Hill in your Cantina will allow you to hire a more powerful firebat mercenary.


