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Build plenty of Shield Batteries, especially if you plan to use Dark Archons and Mind Control, which can be very useful against incoming Ultralisks and Guardians. Don't build too many other structures in the area; you need room to move, after all. Back at your original bases, build up at least 12 Scouts, and plenty of High Templars, Dark Templars, Dragoons, and Zealots. Carriers and an Arbiter or two can also help, as can Corsairs and their Disruption Web. Move all these forces around the temple, and have plenty of Observers nearby to help spot incoming attacks. Make sure everything is fully upgraded, and that you have what seems like more than enough units.
 The enemy will inevitably breach your perimeter, but a fleet of Scouts supported by Dark Archons and High Templars can hold them off long enough for Artanis and Zeratul to accomplish their task.
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Once Artanis and Zeratul enter the temple, the timer begins to count down. Attackers will trickle in at first, but eventually you'll face legions of Zerg from every direction. Use fleets of Scouts as point defense, targeting the largest group of enemies at any given moment, then flying back to recharge at the Shield Batteries. Use Maelstrom and Psionic Storm on Mutalisk flocks, and use Mind Control on Ultralisks. Above all, be prepared: Micromanaging the battle simply won't be possible past a certain point, because you'll be taking fire from too many angles. Abandon your original bases; in fact, consider yourself lucky if you're attacked there rather than at the temple.
Your Photon Cannons will go down soon enough; try to replace them when you have the time, if only to prevent the Zerg from reaching their true target. Recharge as many injured units as you can with strategically positioned Shield Batteries. Your most important forces will be your High Templars and your Scouts; make sure to use Psionic Storm often, and keep watch along the coast with your Scouts, because you can stop many attacks before they approach. Try not to panic, and remember to use powers like the Arbiter's Stasis Field and the Corsair's Disruption Web, if only to buy yourself a few more seconds. If the temple still stands when the 15 minutes expire, you've succeeded and the Protoss campaign is finished.
Next: The Terran Campaign
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