This StarCraft 2: Wings Of Liberty mission guide will cover ‘Breakout’ providing the objectives, achievements (Breakout, Cool Hand Tosh, Jailhouse Rock) and a walk-through of how I beat this mission on hard difficulty during my own play through to satisfy all these achievements. Breakout is one of two possible choices for the final mission in the StarCraft 2: Wings Of Liberty covert missions line. Nova contacts Jim Raynor in an attempt to convince him that the Specters are a threat to humanity, and that Jim should side with her in getting rid of them, however, Breakout is chosen by siding with Tosh, and agreeing to help free the Specters being held prisoner in New Folsom Prison. This mission in StarCraft 2 will centre on using Tosh himself to infiltrate and destroy the prison defenders, while the Raynor’s Raiders will assist under the control of friendly AI.
Breakout in StarCraft 2: Wings Of Liberty begins with the Specter Tosh being dropped off on a rocky outcropping close to 3 Dominion Marines. Tosh is permanently cloaked, so unless a detector is nearby, he cannot be seen or shot at. I move to eliminate this squad to meet a larger squad, guarding a bridge. These guys fall to Tosh’s sniper rifle just the same, and I’m given access to his ability Mind Blast, that can stun and hurt a group of enemies. I use Mind Blast on the 4 marines guarding a Missile Tower ahead and then move in for the kills while they’re stunned. It’s ok that Tosh takes some light damage from this encounter, as the allied AI will send Medics as part of its support waves that can heal Tosh. I just have to make sure he does not take more than a small amount, because if he drops below 100 health I cannot unlock the Cool Hands Tosh, Breakout achievement in StarCraft 2.
Up ahead, a Siege Tank, two Marines with a Missile Tower for detection pose a new challenge, however Tosh is granted his second ability in Breakout at this time, Psi Shield, which gives him a temporary shield that will last either 10 seconds, or until it takes 300 damage. I activate the shield then move in on the tank first, before taking out the Marines and finally the tower.
Raynor chimes in with a notification of imminent support waves, as I reach the first encampment area. Moving on top of the ridge to the left allows me to get a great view of the area, and attack the Siege Tank defending the front of the area, outside of the range of the Missile Turret to the right. Next goes the left bunker. Once it’s gone, the first squad has arrived for support, so I join to help them out, destroying the troops in the first bunker, plus some other that come to assist with a Hellion, then activating shields before stepping into range of the other Missile Tower, I start working on the second bunker.
Timing attacks right with the arrival of these supporting squads does wonders, such as in this situation. Also making sure to damage the Dominion waves that head for Raynor’s base will make sure those support squads get to you, instead of being cut down on the way.
Having cleared the front of the encampments defenses with the support of Marines and Medics, I move in to the base area free from the eyes of the first Missile Turret now that it is gone, making sure to keep out of the range of the second turret that lies further in, to destroy the second Siege Tank that guards the Factory producing Hellions here. After tank, comes the Factory, able to be hit from outside the range of the tower, stemming the flow of Hellions from this area.
Once the Factory is done with, I head back towards Raynor’s base to help them out with attacking Dominion waves, and to get the support of their waves again, which were being cut down by the attackers. Now with the support of another friendly squad, I activate shields and get up close to destroy the Missile Tower next to the now non-existent factory, after which, Mind Blasting the squads of dominion soldiers that rush to defend, as to support my ally from being overrun.
Once the tech reactor is also gone, clearing this area of buildings and enemy units, a number of friendly drop pods come down, releasing soldiers and SCVs that begin setting up a forward production base to grow the size of the supporting attack squads. This mission almost plays out like a modified form of the popular Nexus Wars scenario.
Proceeding to the next area, a triggered event occurs, where Tosh is hit by an enemy Ghost’s EMP blast, decloaking him, and draining him of energy. This unlocks his third ability, Consumption, which allows him to take 50% of a friendly unit’s life in exchange for a recharge to his energy. This is most effectively used on the Marauders when they are near Medics, as they have the most health and give the biggest energy boost, while the Medics can heal them almost instantly.
Next is a defensive line of two Bunkers with a turret in-between for detection, and 3 Siege Tanks to the rear. This area requires using the side passage to the right to reach the rear of the defensive line to destroy the 3 tanks outside of detection range. I make sure to destroy the SCVs that come to repair the attacks o the tanks, since they will be more irritating later when I have to fight within the turrets detection range.
Using the Psi Shield when a supporting squad begins to engage the bunkers allows me to begin my attack on the turret, and while the bunkers turn their weapons on me, shredding my shields forcing Tosh to retreat as he gets harmed to 175 health, this distraction allowed the supporting squad time to destroy a bunker. Using the shield a second time and attacking the turret, allows me the freedom to attack the rest of the other bunker with ease, along with the new Dominion waves. I make sure to take the time to get a Medic to heal me fully before continuing.
Next is to free the prisoners from the first cellblock that lays to the north of the ex-defenses, which is guarded by a patrolling squad of Marauders and Marines, tightly packed, a Siege Tank and turret further back for detection. First I use Mind Blast to kill the Marines around the middle Marauder and after taking a second to repair some accidental damage I suffered by moving into detection, activating Psi Shield to destroy the Tank, then Marauders and Missile Turret. Once clear of enemies, I’m awarded with 25,000 bonus credits for the completion for this bonus objective, and the prisoners escape the cell block to begin manning the Diamondbacks to support the friendly waves.
Next is another defensive line in front of an area with another Factory. I proceed up the ramp to the left prior to the Bunkers to get on top of the overlook from where I can safely attack this area. Waiting for a patrolling Raven to get out of detection range, I head down to attack the Siege Tank, destroying it first, then the patrolling Raven. Without the aerial unit for a visual of the upper area, I can attack the Missile Turret from the southern tip of the overlook free from harm by the Siege Tank next to it.
I head back down the ramp back to the front line of the defenses, which now have far less support in the way of detectors, to destroy the left bunker out of the range of a turret that lies to the right of this path. I have to use Psi Shield and quickly attack and pull back with the help of the support waves to finish of the Siege Tank, turret and left Bunker, making sure to get healed by a nearby Medic when I take life damage.
Continuing down, I take out the third Siege Tank that was next to the turret I destroyed earlier from the ridge, then activating Psi Shields during an allied waves attack to move into detection range of the fourth Siege Tank past the Factory further south and take it out before It can rip apart the last of the allied wave, while they handled the turret. I stick around to take out the Factory, and once the tech lab is gone with it, more friendly drop pods come down to build another expansion base.
Now it’s time for the next cell block in Breakout, having to wait for a patrolling Raven that is the sole detector for the 2 Siege Tanks, 4 Marines, Medic, 2 Marauders and Viking that make up the defenses here. Keeping out of range of the Ravens detection, I destroy the right tank first, use Mind Blast on the middle group twice before finishing them off with the sniper rifle, then activating Psi Shields to knock out the second tank, and finally the Raven. Freeing these prisoners grants another 25,000 bonus credits for this mission, and the constant support of the Siege Tanks occupied by the prisoners there.
At this time I’m provided with access to four nukes, the first of which I use to vaporize the next line of defenses after the second cell block. The second nuke is placed up ahead, between the two Thors so when it drops, it takes out almost all the defenders along with both Missile Turrets that served as the only detectors in this pocket. Nuke number three is placed on top of the defenses right at the top of the ramp that exists where the Thors used to. Mind Blasting the defenders that group at the top of the ramp to attack the next support wave finishes them quickly, and allowing my ally free access to begin to shred the final area, making sure to take out a Siege Tank still left on the ridge.
Nuke number four goes to the left of the Command Center, taking out the group of defenders there and a detecting turret, along with critically damaging the Command Center. I use a Psi Shield to step into the range of the Siege Tank that lies under the detection of the nearby turret, to the right of the Command Centers position, after destroying the center and another Tank reachable without detection. From this point all the defenders have been wiped clean, and it just takes another minute for me to clean up the remaining production facilities with the help of the Raiders.
Click here to see the video of this play-through.
StarCraft 2: Wings Of Liberty ‘Breakout’ Objectives
Destroy The Main Prison Base: All the Dominion facilities must be destroyed in the final area of the map to complete this objective and finish the mission.
Tosh Must Survive: He is the only unit under player control throughout this mission and cannot be allowed to die. Approach detectors with care, make full use of the allied Medics for heals and the Psi Shield for damage absorption to survive this mission. If you’re running low on energy, use consume on a nearby friendly Marauder, but try to make sure a Medic is available to heal him, as you don’t want to short out your own support in doing so. Be aware, that if nearby friendly units who are being hit with siege cannon blasts, Tosh can still suffer damage even though not detected.
Kill Guards at Cell Block A (Bonus): Free the prisoners here by eliminating all enemy units and they will support the Raiders with Diamondback tanks, along with giving an additional 25,000 credits for completing this mission.
Kill Guards at Cell Block B (Bonus): Free the prisoners here by eliminating all enemy units and they will support the Raiders with Siege Tanks, which are very handy when assaulting the final areas. This will also provide an additional 25,000 credit bonus for this mission’s completion.
StarCraft 2: Wings Of Liberty ‘Breakout’ Achievements
Breakout: Complete all mission objectives to unlock this 15 point achievement. Can be done on any difficulty. Make sure to free both cell blocks in the same play-through.
Cool Hand Tosh: Complete the mission on normal difficulty or higher without Tosh dropping below 1000 life damage for this 10 point achievement. Make sure to utilize friendly Medics whenever possible, and pull back if his health drops below 220, since Siege Tanks do around 50+ damage per hit. Keep your finger by the hotkey for his Psi Shield and use Consume to make sure he has the energy reserves to use it as an emergency.
Jailhouse Rock: Complete this mission in less than 25 minutes to unlock this 10 point achievement. This can be done on hard or higher difficulty, and it helps to know the obstacles you’re facing before making a try for this one, as suffering damage can be a time set back if you have to keep finding Medics.
Click here to see a continually updated mission order and tech tree guide that shows what I have done so far, to explain how I have unlocked certain tech and units.