What do you need help on? Cancel X

Jump to:
Would you recommend this Guide? Yes No Hide
Send Skip Hide

Guide and Walkthrough by BestGuy9

Version: 1.9 | Updated: 12/18/1999

  _________  __
 /   _____/_/  |_ _____   _______
 \_____  \ \   __\\__  \  \_  __ \
 /        \ |  |   / __ \_ |  | \/
/_______  / |__|  (____  / |__|
        \/             \/
                  _________                    _____   __
                  \_   ___ \ _______ _____   _/ ____\_/  |_
                  /    \  \/ \_  __ \\__  \  \   __\ \   __\
                  \     \____ |  | \/ / __ \_ |  |    |  |
                   \______  / |__|   (____  / |__|    |__|
                          \/              \/
*walkthrough v1.5*

|=========|  FAQ Info  |
|          \----------/
|   guide version: 1.9
|   created on: November 1999
|   last update: 12/17/99
|   creator: BestGuy9 (BestGuy9@aol.com)
|   http://members.aol.com/BestGuy9/index.htm

|=========|  Copyright Notice  |
|          \------------------/
|  All contents of this FAQ
|  are copyright 1999 by BestGuy9.
|  You must get written permission
|  before duplicating any part of
|  this FAQ.  Only people who have
|  also gotten permission for 
|  previous versions may automatically
|  repost this FAQ.

Note: This is NOT a FAQ to help you with races, units, etc.  This is a 
      walkthrough intended to help you in completing the single player 
      campaigns shipped with the game.  Non-Blizzard authorized
      campaigns are not supported in this FAQ.

WARNING: This walkthru includes storyline details as well as tips on 
         completing single player campaigns.  If you do not wish to 
         ruin the storyline for yourself, please do not read those 

Table of Contents

i.	Revision History
ii.	Introduction & Notes
iii.	Credits
iv.	Game Info
*Chapter One: Terran Missions*
   Tutorial: Boot Camp
   I:    Wastelands
   II:   Backwater Station
   III:  Desperate Alliance
   IV:   The Jacobs Installation
   V:    Revolution
   VI:   Norad II
   VII:  The Trump Card
   VIII: The Big Push
   IX:   New Gettysburg
   X:    The Hammer Falls
*Chapter Two: Zerg Missions*
   I:    Among the Ruins
   II:   Egression
   III:  The New Dominion
   IV:   Agent of the Swarm
   V:    The Amerigo
   VI:   The Dark Templar
   VII:  The Culling
   VIII: Eye for an Eye
   IX:   Invasion of Aiur
   *Coming Soon!*
   X:    Full Circle
*Chapter Three: Protoss Missions*
*Coming Soon!*
   I:    First Strike
   II:   Into the Flames
   III:  Higher Ground
   IV:   The Hunt for Tassadar
   V:    Choosing Sides
   VI:   Into the Darkness
   VII:  Homeland
   VIII: The Trial of Tassadar
   IX:   Shadow Hunters
   X:    Eye of the Storm
i. Revision History
v1.0 - November 1999
  first publishing
v1.5 - 12/6/99
  second publishing
  updated formatting and redid layout
  added half of Zerg missions
  fixed some typos
  fixed formatting problem on website
  added story section to cinematics
  added missing cinematics
  other minor changes
v1.9 - 12/17/99
  third publishing
  added all Zerg mission except Zerg X
  corrected Terran Mission III formatting
  corrected minor sentence structure errors
  added Terran Mission VI addtl. strat
  other minor changes

ii. Introduction and Notes
Welcome to the StarCraft walkthru.  There are an incredible amount of 
strategy guides for units, building orders, races, and things like that.  
There seems to be a lacking for a proper walkthru of the actual single 
player campaign levels.  In fact, the only copy I have found is from 
the friendly folks over at Starcraft.org (see credits).  So, here is 
one for you to use if you are stuck and don't want to cheat.  Note that 
Brood War missions are not included in this walkthrough - I am writing 
those now and they will be put into publication on this site (hopefully) 
soon.  So, enjoy and use this well.  Please note the copyright notice 
on the bottom.  Other than that, I hope it is useful, and please send 
me comments that I can use on future walkthroughs.  Thanks!
notes for v1.5 - Sorry, I haven't finished the Zerg X mission yet.  It's
a piece of cake compared to Zerg IX, though, so follow your instincts
and you'll be fine.  I didn't add Zerg X yet because I wanted to rush
this "to the presses" so to speak.  That will come in the next update as
well as some if not all of the Protoss missions.  See 'ya soon!

iii. Credits
I would like to thank Starcraft.org (www.starcraft.org) for giving me
the idea, as well as giving me a guideline for my strats.  I have
combined personal experience with their FAQs to create this one.  I
recognize and thank them.  I also used SigZag to create the cool
StarCraft "logo" at the top.
Finally, as listed below, Novabird contributed the second Terran
Mission VI strategy.

iv. Other Walkthrus
    Roller Coaster Tycoon (PC)
    Harvest Moon 64 (Nintendo 64)
Look for these FAQs soon on my guide website and GameFAQs!

v. Game Info
   Name:      StarCraft
   Genre:     Strategy\War (Real Time Stategy)
   Platform:  PC
   Developer: Blizzard Entertainment
   Publisher: Blizzard Entertainment
   Quick Info: Developed by the famous folks at Blizzard Entertainment, 
               StarCraft is the semi-sequel to WarCraft II.  In the 
               game, you can take control of one of three races, who 
               battle for galactic dominance.  StarCraft has won many 
               awards, including Best Game of 1999 from many websites, 
               and it certainly is one the best games currently out 
               there.  In my opinion, anyway.  Expansion Pack: Brood 
               War.  There are no sequels at this time, with WarCraft
               III being the next game in line (sequel?  I don't know..)
               StarCraft II might follow WarCraft III, who knows what
               Blizzard plans to do!?

|  Chapter One: Terran Missions  |

Tutorial: Boot Camp
STORY: The first mission isn't actually an official mission, it's 
       actually an "equipment demonstration" that your advisor organized.
HELP:  This mission is really straightforward, since you don't even get 
       attacked!  All you have to do is build 3 Supply Depots, build a 
       Refinery, and mine 100 gas.  Your advisor will tell you what to 

Mission I: Wastelands
STORY: Since the Protoss have destroyed the colony of Chau Sara, Mar 
       Sara traffic has increased substantially.  The Confederacy, 
       being the government, has locked down all outlying planets and 
       will proceed with the Mar Sara lockdown in 40 hours.  You have 
       been instructed to move your base to the Mar Sara wastelands, so 
       that's what you are doing.  The local Marshal, James Raynor, is 
       to meet you en route.
HELP:  There's really only one route to follow, since you will see where 
       your base is.  Raynor will meet you halway, he'll be in his 
       Vulture.  Kill the Zergs to the south of Raynor, then start your 
       SCVs mining.  When you have 150 minerals, you can build a Barracks.  
       Since you already should have 5 Marines, you only need to build 5 
       more.  Once the 10th Marine comes out, you're done.

Mission II: Backwater Station
STORY: Your new base is coming along fine.  A distress signal comes in 
       from the Confederate Backwater Station.  General Duke signals 
       you to sit tight at your base - but Raynor convinces you to help 
       save the station.  Defying orders can't be good for your rank...
HELP:  This is a longer mission, compared to the other two.  You'll 
       start off with a base, too.  Start off by building some SCVs, and 
       move the marines and Raynor to the north of your base (Zerg can 
       attack coming down the two ramps).  Get your economy going, and 
       maybe lay some of Raynor's spider mines down for protection.  You 
       don't have many minerals to start off with in your fields, so 
       you'll need to make some decisions, and fast.  Once you have 
       about 4 or 5 SCVs mining, you should build Marines.  Don't worry 
       about gas yet, we'll get that later.  Get about 7 or 8 Marines, 
       then head up the left ramp and destroy the Zerg and the Creep 
       Colony that reside there.  North is the Backwater Station, head 
       directly to the purple Command Center to rescue the whole base.  
       You'll get Firebats, as well as an Academy.  You can start mining 
       gas, build some more Marines & Firebats, then you're ready to 
       destroy the rest of the Zerg.  Head around the corner and destroy 
       the zerg there, then head down the ramp and right back up the one 
       across from that.  Destroy the zerglings, hydralisks, and 
       Colonies here.  If you die, don't worry, just build more troops 
       and go back again.  At this base you'll find an Infested Command 
       Center, destroy it to win.

**Cinematic: Wasteland Patrol**
STORY: This cinema scene shows a patrol being killed by the Zerg.  Your
       advisor will talk about that in your briefing.

Mission III: Desperate Alliance
STORY: After the previous mission, you're favored with a movie.  After 
       that, General Duke fires off a message to you, upset about your 
       actions.  Since the Confederates continue to avoid action with 
       the Zerg, and you're unhappy with Confederate regulations, you 
       are introduced to Arcturus Mengsk, the leader of the "extremist 
       faction" Sons of Korhal.  He promises to send down a number of 
       dropships to rescue your colony.  Unfortunetly, his nearest 
       forces are 30 minutes away.  So, you have to survive that long.
       Since you are now allying yourself with him, your last ties to the
       Confederates have been broken.  You are now an outlaw.
HELP:  This is the first mission that I had trouble on.  Don't 
       underestimate the Zerg - there's a massive attack at the end of 
       the mission.  You really need to spend the enitre mission gearing 
       up your defense.  You may think thirty minutes is a lot.  It is, 
       but you can ALWAYS build more defenses.  You have plenty of 
       minerals to work with, so don't worry about running out of money.
       There are two entrance points to your base.  Thr Zerg can attack 
       on either side, so build up defenses on both sides.  You'll have 
       to survive numerous attacks, but the hardest is the last one.  
       You'll need three or four bunkers on both sides.  Really that's 
       all to say - just build up defense and hope you get lucky.  One 
       last tip - remember that Marines on the high ground will have the
       advantage against low ground troops.  You can't build bunkers on
       top of the elevated building, but you can put lone soldiers up 

Mission IV: The Jacobs Installation
STORY: The Confederates are evacuating the planet, and the Sons of 
       Korhal are too.  However, Mengsk wants a critical piece of 
       information left in one of the Confederate's installations.  
       With the confusion of evacuation, Mengsk hopes the installation 
       will be relatively unguarded.  He's right, to some degree.
HELP:  You'll have Raynor as a Marine in this mission.  He MUST survive.  
       When you first start, head up through the door.  I won't explain
       where EVERY marine is - there's some spread out everywhere.  
       Just watch your back.  There will be a door on your left, 
       there's nothing in there but civilians and SCVs.  You can kill 
       them if you want.  Farther up the main hall will be a Missile 
       Trap in the wall, you attack it like any other unit.  Or just 
       hit S to stop your units, and they'll attack it automatically.  
       At the end of the hall are two doors which lead into the same 
       room.  The passageway to the left and the big room is actually a 
       big loop.  Back there is your objective, though.  Go into the 
       big room, up the stairs, and hang a right at the intersection.  
       Head straight, follow the passageway to the yellow beacon.  From 
       there, it's straightforward.  You don't even have to get back 
       out again.

Mission V: Revolution
STORY: So, the Sons of Korhal make their escape to the colony of Antiga 
       Prime, who are ready to start revolution against the Confederacy.  
       Thirteen hours after you evacuate Mar Sara, Protoss warships 
       arrive and extinguish all life on the planet.  Arriving at the 
       Antiga Prime colony, you find out that the Confederates have 
       blockaded the colony.  You have to rescue the Antigans.
HELP:  You start off with only one path to take - south.  From the 
       start point, you'll meet Kerrigan, she'll reveal a portion of 
       the map.  From here, it's pretty clear cut as to where to go.  
       Kill all enemies in between you and the base, when you get to 
       the Confederate blockade, cloak Kerrigan.  There are a couple 
       ways to do this, but I think the easiest is to send Kerrigan and 
       Raynor straight up into the purple base.  As soon as you rescue 
       the Antigans, they will start firing back on the Confederates.  
       Raynor might get damaged, but he can always be repaired.  
       Unfortunetly, Kerrigan can't.  After the Antigans have finished 
       off the Confederate bunkers, you'll be notified that a 
       "Confederate strike force is advancing on your position."  You 
       now have to finish them off.  There's actually a main base and 
       an expansion - it'll be easier to take the expansion first.  
       It's directly south of your southern barracks.  Use 8-12 cloaked 
       Wraiths, they won't have detectors, so you can take it out with 
       ease.  After you finish off the expansion, bring over some 
       Marines to help guard it, and this can also be the main staging 
       point for your final attack.  You can start mining if you want.  
       At this point, since there's an expansion already in your base, 
       you probably won't need it.  Just gather up lots of Marines, 
       Wraiths, and attack.  Unfortunetly there ARE detectors here, but 
       if you have enough troops, you should win by force of numbers.

**Cinematic: The Downing of Norad II**
STORY: At this point, we leave Antiga when the storyline takes a twist
       to Norad II, the Confederacy command ship which contains
       General Duke.  You see that it is downed by Zerg (Scrouge to be

Mission VI: Norad II
STORY: After the movie, Arcturus Mengsk comes on and decides to save the
       ship in a not-so-futile effort to convert General Duke.  Mengsk 
       Raynor and Kerrigan argue, but agree.  So, off you go.
HELP:  There's only one way to go.  The Zerg will ambush you, so 
       destroy them.  As always, head straight to the Command Center 
       so you don't have to rescue individual buildings.  Repair your 
       Engineering Bay, and in a few minutes, the location of the 
       downed Norad II will be revealed.  Now, in this, you use common 
       sense.  If you want to make something survive... you REPAIR it.  
       So, get gas ASAP, as soon as you do, start repairing the ship.  
       Put your Marines in the bunkers.  That should also be a given.  
       The Zerg will attack you a couple times, but you shouldn't have 
       to worry about the ship if you put your Marines in your bunkers 
       and repair as much as you can.  One tip: don't go out of the 
       little circle area.  If you try to go up the ramp, Zerg will 
       come down and attack you.  So, don't.  One other tip: SAVE 
       minerals.  When I did this the first time and ran out and almost 
       failed because I didn't have enough guys.  Now, to actually save 
       the ship, you need to get Raynor over there.  If you use ComSat, 
       you'll see that it's encircled with Spore Colonies, so Dropships 
       are out.  There are two ways you can do this, I've succeeded 
       both ways.  You can use waves of Goliaths, going north and 
       around.  Or, use Wraiths it knock out the nearest Spore Colony, 
       then drop troops on the plateau.  Either way should work, but 
       save as many minerals as possible and don't forget about defense.
       This additional method was contributed by Novabird.  Please note
       that I haven't personally tried this to see if it works, so I can't
       guarantee the results.  Someday if I have time I will get around to
       trying the strat ;)
       All you have to do to get easy victory is to destroy the bunker
       near the ramp and build a barracks in its place. Then, start mass
       producing marines and destroy the nearest sunken colony.  You can
       build a factory but it takes too long to make an effective force 
       with it. Next get 12 full health marines and build a missle tower a
       little bit away from the Norad 2. Then send all the full health 
       marines on a rampage that does not end until all the colonies and 
       scrouges on the bottom area are destroyed so you can get the ships 
       through (though I preferred to destroy about the bottom quarter of 
       it to be safe because you never know where scourges and mutalisks 
       will pop up and those spore colonies can destroy even a large force
       of Terran fighters).  Finally, just send Raynor and the transports
       through no problem.

Mission VII: The Trump Card
STORY: The Confederates have decided to, well, punish you.  So, it's
       back to Antiga we go.  They have, apparently, built a camp on 
       Antiga Prime, so now you have to decide what to do.  Mengsk 
       reveals that the data discs you stole a while back has an awful 
       secret.  Apparently the Confederates have been using the Zerg as 
       weapons!  So, Mengsk decides to turn their own weapon against 
       them: he's going to plant Psi Emitters (Zerg callers) inside the 
       invading Confederate base.  When the Zerg come and attack the 
       Confederates, you'll escape.
HELP: You'll start off with a long speech from Kerrigan - long enough 
      so that you might not notice your base is under attack.  They'll 
      attack the north side.  Since your base is spread out and you 
      don't really start with that many troops, it's a lost cause.  
      Move Kerrigan and the Marines to the main base, and you can 
      liftoff your buildings to try and save them.  As soon as that 
      crisis is over, people will start attacking the south end.  Jeez!  
      Again, just abandon the Supply Depots since you have enough 
      supply anyway.  Take a minute to notice the orange beacon 
      situated directly northeast of your Depots.  It's not that hard 
      to get there.  Start mining, and establish a good, strong defense 
      at each entrance.  Orange will attack you with tanks, Wraiths, 
      and Marines.  Build Bunkers and Missile Turrets, plus a tank or 
      two.  Also have a few spare guys that can run around so that the 
      people in Bunkers don't have to get out in a attack.  I call this
      your task force.  Once you feel confortable with your defenses, 
      you can move into the space where the Supply Depots used to be.  
      Make a defense, and you can start mining if you want.  To attack, 
      use lots of Marines and Goliaths.  Wraiths won't do very well 
      because there are lots of Missile Turrets.  Once the area is 
      secured, bring your SCV in with the Psi Emitter.  If you are 
      feeling dangerous and want to finish faster, then have your 
      fighting units engage in the enemy and bring your SCV in while 
      everyone else is fighting.  If it works well, the enemy units 
      will be fighting your units, so your SCV should be able to sneak 
      through.  Otherwise, do a full frontal attack, destroy their base,
      secure it, and bring your SCV in.

Mission VIII: The Big Push
STORY: In the epilogue to the previous battle, you'll learn that the 
       Zerg come and destroy the Confederates.  Soon after, the Protoss 
       fleet arrives to destroy the planet.  Much like Mar Sara, if you 
       ask me.  In the briefing, Mengsk declares that it's time to 
       strike the Confederacy in it's heart.  General Duke says that 
       you should assault the main Confederate orbital platform.  So, 
       that's exactly what you are going to do.
HELP:  This is one of the more interesting starts - you start with your 
       buildings in the air and dropships to carry your units over the 
       gap.  Fly your buildings northeast.  You'll see (and Duke will 
       inform you) that many addons were left behind.  So, you can 
       connect your buildings to their appropriate addons.  Now, this is 
       one of the tougher missions.  There are two heavily defended 
       bases.  Brown lives right outside your base, and Orange is north.  
       You can, of course, do a full frontal assault on Brown and then 
       on Orange.  I do things the sneaky way: use Duke to wipe out 
       Orange.  Duke packs quite a punch.  Just send him over to Orange 
       and engage their forces.  Every time he drops below 400 or 500 
       health, send him back.  Repair him, and attack again.  If you 
       keep doing this eventually Orange will be gone.  At the same time, 
       build up nukes and you should be able to destroy the majority of 
       the Brown defense tanks and Bunkers in two or three.  As soon as 
       Duke is done, build a base where Orange used to be.  Then, build 
       up troops, and send them in Brown's front door.  Brown troops 
       will engage, then send Duke in the back way to destroy everything.  
       Sneaky, huh?  As soon as you're done, Duke will place the Psi 
       Emitters.  Note that there are a few buildings north of Brown's
       base, which you have to destroy.

**Cinematic: Open Rebellion**
STORY: This is a movie with a rather cool ending.  The Wraiths are
       attacking a Confederate space platform.  While the single event is
       not extraordinary, the movie is showing that the Sons of Korhal are
       not openly rebelling against the Confederates.

Mission IX: New Gettysburg
STORY: Well, tensions are beginning to grow.  Raynor is really upset 
       about the Psi Emitters wiping out the planet.  In the mission 
       epilogue, you find out that billions of Zerg are lured to 
       Tarsonis, which destroy the Confederates.  In the briefing, you 
       find out that the Protoss are, once again, coming to destroy 
       everything.  Mengsk is now afraid that they will allow the 
       Confederates to escape, though it's beyond me how the 
       Confederates can be destroyed and then escape.  Anyway, Mengsk 
       orders Kerrigan to engage the Protoss.  This makes Raynor even 
       more unhappy - which confounds the problem.
HELP:  You'll start off with a ong speech from both Raynor and Kerrigan.  
       The game is paused this time, so you won't get attacked.  Now, 
       this is one of the more interesting missions in the game.  What's 
       interesting is that you are protecting the Zerg, but the Zerg 
       will attack you.  No Zerg buildings may die, which makes this 
       mission hard.  Build bunkers both in front of your base and 
       behind.  The Zerg will attack you with Ultralisks and Mutalisks, 
       which are the worst threats because of strength and stealth (you 
       can't see over the ridge).  Build two or three bunkers.  Put in 
       3 Marines (For hydralisks and general-purpose) and 1 Firebat 
       (for Zerglings and Ultralisks).  Build Missile Turrets for 
       Mutalisk defense.  Your Marines can also help there.  Finally, 
       add a Seige Tank or two, as this will be your best general 
       purpose ground unit.  The Protoss won't really attack that much; 
       just put a couple bunkers and a tank or two by the front of your 
       base and you'll be fine.  The major point to realize here is 
       that there's a entrance to the zerg base by following the path 
       from the southwest side of your base.  You'll want to secure 
       that entrance ASAP or Protoss WILL enter the base and destroy 
       Zerg buildings.  If that happens, your mission ends, no matter 
       how good your main base defense is.  To actually defeat the 
       Protoss, you'll need 8-12 battlecruisers.  Now, of course, this 
       is the easy way.  If you want to do it the hard way, you can do 
       a full frontal attack with seige tanks as your powerhouse, 
       Marines and Firebats backing them up, and battlecruisers for air 
       support.  With luck and skill, you'll be able to pull it off.

Mission X: The Hammer Falls
STORY: At the end of the previous mission, Kerrigan will be overrun by 
       Zerg forces, and Mengsk pulls his fleet out.  Raynor was already 
       upset with Mengsk - and the destruction of Kerrigan was enough  
       to push him over the top.  He is leaving, and since you don't 
       have any say in the storyline, you follow him.  Your fleet is 
       ready to leave Mengsk behind, however, there is a problem.  
       General Duke has activated the Ion Cannon (which looks strangely 
       like the one in Star Wars) which is preventing your fleet from 
       leaving.  Your relationship with Mengsk is gone; there's no
       salvaging that.  All you can do is kill the Cannon and punch your
HELP:  This mission, no arguement, will be the toughest so far.  There 
       are two full bases both defending and attacking.  Red (Sons of 
       Korhal) and White (Duke's Alpha Squadron) will attack you with 
       the entire Terran armada.  Science vessels will kill your SCVs 
       with Irradiate, Battlecruises will cause chaos with Yamato Gun, 
       and, worst of all, Seige Tanks will attack in siege mode!!!  You 
       can defend against that with air units, providing you take out 
       the Goliaths first.  Also, cloaked Ghosts will attack with nukes, 
       so keep your detection sharp as well as defenses.  ComSat and 
       Sci Vessels will help you there.  Let's start at the beginning, 
       though.  Start your SCVs mining.  You have quite a few mineral 
       fields, though not very close to your Command Center.  You won't 
       get attackers right away, so that'll give you some time to get 
       organized.  You start off with quite a few units compared to 
       eariler missions, and they are already divided up into neat 
       little defense groups.  How handy.  Since there are two entrances 
       to your base (ramps), put one defense group at the TOP of each 
       ramp.  You can move your single Vulture to defend if you want to, 
       but I recommend leaving Raynor in your base.  The attacking 
       Seige Tanks will more than likely kill him if you aren't careful.  
       Save often, that way you don't have to start over if you are 
       about to win and he dies. Now, after you get your economy going, 
       start planning what you want to do.  You'll find that your base 
       is blocked in: red's base is to the south and red defenses are 
       blocking you in on the north.  One thing I recommend is that you 
       save your minerals.  You have quite a few, but you WILL run out 
       if you overestimate.  Then when you finally realize you're 
       running out, it'll be too late to do anything.  There are 
       expansions to the north of your base, if you follow the path and 
       explore a bit.  None of them can be classified as safe.  Just 
       make a good, hard defense and have spare troops that can react 
       quickly to isolated threats.  There aren't any minerals and gas 
       placed conveniently next to each other, so you might need to 
       improvise.  When you finally decide to attack, you need to decide 
       on an attack plan.  White is easily the most heavily defended.  
       Since you don't need to destroy enemy bases, only the Cannon, 
       you can just kill Red and not even bother with White.  There's 
       even a large space to go between the two bases, but be careful 
       with that one.  Dropships caught in attack can mean possible 
       money losses.  To attack the Cannon, don't even bother building 
       Wraiths.  They have a horrible ground attack and cloaking won't 
       help you.  Instead, go with Dropships and Defensive Matrix.  
       Dropships with DM cast on them should be able to withstand one 
       or two Missile Turrets while you land troops.  To attack the Ion 
       Cannon, use large forces of Marines and Firebats.  Finally, a 
       few warnings before your attack.  They do have air support, so 
       don't go with Firebats only.  They also have ghosts, so be sure 
       you have Sci Vessels or LOTS of ComSat power.  As everyone knows, 
       mass Battlecruisers also works, but that's the easy way out ;)  
       One last thing: good luck!

**Cinematic: The Inauguration**
**Terran Ending Movie**
STORY: The Terran campaign ends with a speech by Arcturus Mengsk to the
       entire Terran world.  Not particularly satisifying, since you
       just rebelled and broke away.  The neat thing about this movie
       is the way the voice has different effects on it in the
       different areas.

|  Chapter Two: Zerg Missions  |

Mission I: Among the Ruins
STORY: This first mission will be a big break from the "toughness" of 
       the last mission.  This mission basically gives you a feel for 
       Zerg forces and the different way of building their units and 
       structures.  The mission briefing is mostly this speech from the 
       Overmind.  It's pretty boring, and there's not really anything 
       you need to know, so you don't have to listen to it if you don't 
       want to.
HELP:  This mission is really straightforward, too.  You start off with 
       the Chrysalis on a beacon, and your troops protecting your base.  
       Build a Drone, then you'll need to build an Overload, which 
       provides your "food."  Daggoth will be talking to you about Zerg 
       while you play.  If you haven't played Zerg before, you should 
       listen to him as he tells you how to build things.  After you've 
       been collecting minerals and building for a while, you will be 
       informed that a Terran base is in the area.  Naturally, you have 
       to destroy it.  It's not that hard, but use hydralisks.  They 
       have a bigger punch and can attack air.  Also, don't 
       underestimate their power.  They look pretty weak, but are 
       actually pretty strong and will defend well.  Don't worry TOO 
       much about defense, just station a few hydralisks at the 
       entrances and you'll be fine.

Mission II: Egression
STORY: Now you get to sit through another of the Overmind's speeches.  He
       tells you that you will be warping to the ash world of Char, and
       that you must bring the Chrysalis to the jump beacon.
HELP:  This mission is harder than the last, and it certainly makes a huge
       jump in diffuculty as compared to the jump between missions one and
       two of the Terrans.  You'll start off with a few troops, with some
       Hydralisk heroes (Hunter Killers).  These HKs aren't actually yours
       yet, you need to send a Drone up there to "rescue" them.  They are
       strong, but not invincible.  Remember that.  Now, make a tight
       defense at your base, because the Protoss will attack.  Right
       outside your front door is a defense checkpoint, consisting of a
       Zealot and Photon Cannon.  You can use your Hunter Killers to kill
       that off, then leave them at your base.  Southeast of that is a
       second defense checkpoint, and it has two Scouts, a Photon Cannon,
       two Zealots, and two Dragoons.  Still, though, you can laugh, 
       becaus twelve Hydralisks will be plenty.  If you pull it off
       correctly, you should have six or more still alive.  Build more
       from your two Hatcheries/Lairs, until you have twelve to attack
       again.  Now, you have a choice to make.  South is your goal, but
       north is a defense outpost that's close to your base.  Go there.
       There's three Zealots, two Dragoons and two Photon Cannons, plus
       the Protoss will send reinforcements.  Your twelve Hydralisks will
       be plenty, though.  Take it out, rebuild your army, and head
       south.  South is yet another defense post.  This one you should be
       destroy, though your losses might be larger than others.  Now, 
       southeast of that is a photon cannon, and your goal.  Southwest is
       the Protoss main base.  Don't worry about the main base, just take
       out the Cannon and go up the ramp.  Head along the path, but don't
       go down the stairs, knock out the three Dragoons instead.
       Continue, and you'll find your beacon!  Now you need to get your
       Drone over there.  Station your Hydralisks at the entrance to the
       Protoss base, and use your Hunter Killers to escort your Drone.
       If attacked, you can do one of two things.  Either distract with
       your HKs and escape, or burrow your Drone.  Easy enough, huh?

Mission III: The New Dominion
STORY: The Zerg story certainly doesn't seem as in-depth as the Terrans.
       The Chrysalis has drawn the Terrans to you, and you must defend it.
HELP:  In the last missions, I don't know if you noticed or not, but you
       didn't actually own the Chrysalis.  It was a neutral unit.
       However, it has grown, and it's yours, so your enemies WILL attack
       it.  In this mission, you need to watch your minerals.  White
       (Alpha Squadron) is stationed all along the top of the map, and
       there is an expansion directly north of your site.  However, the
       Terrans WILL reinforce this site, so you need to try and secure it
       BEFORE you run out of minerals, and not after.  Now, as for the
       mission.  You need to destroy the Terran base.  There are two ways,
       which are Mutalisk attack against the southern portion, or a full
       blown frontal attack through the front door.  Neither of these are
       very feasible.  The Muta attack will probably destroy a few Missile
       Turrets, but many Marines will come pouring out of nowhere and kill
       you.  The frontal attack is almost blown, because their base is
       made so that Seige Tanks will fire from above before you actually
       reach the front door, which makes losses almost too great.
       Remember that you don't have infinite minerals; you can't just
       spend them left and right.  You might not even have enough for two
       attacks.  In this case, you'll need to BUILD up for an attack and
       make it work.  Unfortunetly, you also can't kill two Turrets then
       land Hydralisks there, because the Seige Tanks will murder them.
       So, what to do?  Well, my suggestion is a combined mutalisk and
       hydralisk attack.  First, knock out the two southern most Missile
       Turrets.  Build up AT LEAST 24 hydralisks, and load them into
       Overlords.  Build at least 12 mutalisks, and send them up to attack
       Unload your hydralisks while your mutalisks go after the Seige
       Tanks.  It shouldn't be that hard, but there's one very important
       key: mutalisks should attack Seige Tanks ONLY.  That's what they
       are for.  They will be murdered by the Marines, and Hydralisks will
       have serious problems with the Tanks otherwise.  Only after all the
       Tanks are gone should you use Mutalisks for other stuff.  One last
       tip: take out the Factory ASAP.

**Cinematic: The Dream**
STORY: Interesting.  That's all I can say about this movie.  It shows
       several different scenes of Zerg forces, ending with a vision of...
       the Chrysalis...  Interpretations can vary.  I think that the Zerg
       forces are preparing for the hatching of the Chrysalis, but that's
       just me.  This is a pretty boring movie.  That's okay, because the
       next movie is truly awesome, so you have something to look forward

Mission IV: Agent of the Swarm
STORY: The storyline still fails to pick up... at least at the beginning
       of the mission.  The Chrysalis is about to hatch!  One of the best
       things about StarCraft is the storyline, and how it is so involved.
       This is proven in this mission: the Zerg story is now paralleled
       with the Terran storyline: we meet up with the rebellious Raynor!
       I have to say yay, since he's my favorite character ;)
HELP:  You'll start on an island, and a few seconds after you start,
       Raynor will be revealed.  You have ten minutes until the Chrysalis
       hatches.  There are more minerals north of your base, and most of
       the Terran attackers will be landed on the eastern "foot" of your
       island.  Really all you have to do is build Hydralisks and Creep
       Colonies.  Unlike the Terran defense mission, not many strong
       attackers will come.  Once the Chrysalis has hatched, you'll find
       out who you've been protecting.  And it is... no, I'll hold that
       until later.  You should play and find out!  Then, you have to
       destroy or infest Raynor's Command Center.  You should expand to
       the middle island, it's fairly safe.  Just keep a few hydralisks
       there, and you'll be fine.  Build up your hydralisks, load a bunch
       into Overlords.  You can either go south, destroy that base, and
       expand, or go east to your target.  Either way is fine, just don't
       run out of minerals.  One tip: you should build Queens and parasite
       the dropships that run around.  Not only is it fun, but you can
       gather intelligence on the Terran forces.  Plus, it doesn't even
       cost money; you just have to wait for the energy to recharge.

Mission V: The Amerigo
STORY: All right.  Well, the being?  The being you ask?  Kerrigan........
       Yes, Kerrigan has been reborn into the Zerg Swarm [shudder].
       Anyway, now that the whole Chrysalis deal is over, the Zerg
       storyline finally is beginning to pick up.  Kerrigan decides to
       get on the Terran research vessel: the Amerigo.  She wants to
       learn more about her psychic side to aid her in the upcoming
HELP:  Now you come to the Zerg installation mission.  You start off with
       Kerrigan, two Hunter Killers.  Also, south of you are six
       zerglings.  They are yours to use, so don't ignore them.  The
       majority of units in this map are SCVs and civilians.  You may kill
       them if you wish.  You are trying to find your way to the
       supercomputer on the southwest corner of the map.  This map really
       is pretty straightforward.  One key to remember is that given time,
       your units WILL recharge.  Head down the corridor.  In the first
       room are two wall traps and a Ghost; kill them.  Go up the stairs
       and into the next room.  Kill the Marines, and you'll find two
       doors on the southwest side of the room.  Go in the north most door
       and kill the civilians if you want.  Head down the stairs and kill
       the Vulture.  Head along this long corridor, and along the ledges
       will be units firing on you.  Just run down the corridor and 
       weather it; you'll lose more by trying to fight.  Kill the six
       Goliaths in the next room and the SCV if you want.  GO into the
       next room, and you'll e faced with a choice.  Southwest is an
       empty room, northeast is a room full of civilians.  Go southeast
       down the next corridor.  Proceed along around the corner, up the
       stairs, and down the next corridor.  Down this corridor is an
       ambush, but you should be able to handle it.  You'll see prison
       tanks here, go around them and hit the white beacon to get some
       reinforcements.  Around the next corner, however, is yet another
       ambush.  Kill all the Marines.  You should be fine, but you can
       cloak Kerrigan if you really want to be safe.  The next door you
       come to is your goal, but it's locked.  Doh!  So, you have to
       proceed up the corridor.  Kill all the Firebats.  A good way to
       prevent damage is to have Kerrigan ensnare the Firebats, then have
       your Hunter Killers kill them from afar.  At the end, go northeast
       into... a trap!  Unfortunetly, you have to walk into it because
       that's where you unlock the doors.  You might want to cloak
       Kerrigan here, because there are lots of guys.  Kill the missle
       traps ASAP, because they will detect Kerrigan.  There are two
       beacons here, one will reveal a transporter and the other will
       unlock all doors in the facility.  Head back to the locked door,
       and go in the transporter.  From here, it's easy.  Kill the guys,
       go down the stairs and through the corridor.  Step onto the white
       beacon and you're done!

**Cinematic: Battle on the Amerigo**
STORY: This is argueably the best movie in StarCraft.  It's actually the
       first that features true blue fighting.  The Zerg ambush a team of
       saboteurs, they have a gun fight, then blow up the ship.
       You'll have to watch it a few times to get the story and the
       disguised humor.  I'm not even sure if I get it yet.  Still,
       though, it's a very entertaining movie, and perhaps the best in SC.

Mission VI: The Dark Templar
STORY: Yes, the Zerg storyline has picked up a bit, but it still rather
       boring compared to the "intensity" of the Terran plot ;)
       Anyway, Kerrigan discovers that Tassadar and his crew have been
       hiding on Char, and she wants to flush them out.
HELP:  Well, there is not one really good strategy for this mission, and
       any attack you make will either require a major investment or you
       will fail.  That doesn't make it a hard mission, though.  I suggest
       using a combo of Guardians, Mutalisks, and Scrouge to attack.  Use
       the Mutalisks to defend against renegade Scouts, and Guardians to
       decimate the base.  Whatever you do, stay away from Hydralisks or
       any other ground unit.  Reavers will murder your entire crew.  If
       you go that way, losses will be far too great to compensate the
       You should win fairly easily that way.  If you happen to run out of
       minerals, there is a nice expansion on the middle left edge of the
       map.  It is guarded by only a few guys, and it is well away from
       the Protoss base.  Now as for defense, keep it tight.  You will be
       attacked by Reavers, which will be a problem.  Keep some air guys
       handy to take them out.  If an emergency arises, SAVE, cloak
       Kerrigan, and take them out one by one.
       After you've destroyed almost every Protoss unit, Tassadar will
       challenge Kerrigan.  You don't need to control the battle or
       anything like that, so just relax.  Bring Kerrigan to the remote
       island, move your Overlord out, and the computer will take over.
       The battle is really uneventful.  Oh well.

Mission VII: The Culling
STORY: Time for the Zerg Twist.  That's right, here comes the twist in the
       Zerg plot.  Zasz has been killed by Dark Templar, and of course
       Kerrigan is still steaming from her "battle" with Tassadar.  Zasz's
       Brood, the Garm Brood, has now gone rampaging and so you have to
       destroy them.
HELP:  This is actually an easier mission compared to the last one.  You
       have destroy every last building of the Garm Brood.  Guardians will
       do the trick, though you might be well fought off by Scrouges.  My
       suggestion, this time, is to use Hydralisks.  There aren't any
       Zerg ground units that will kill off mass Hydras, so go with those.
       Let's start from the beginning, though.  You don't start off with a
       base, instead, you have to capture your base.  Directly north of
       your starting point is your target.  It's an easy kill; if you do
       it right your 12 attackers shouldn't even come close to getting
       killed.  Once the base is yours, startintg building.  Build a
       Hatchery first, and start a couple guys mining.  One thing to
       remember: with Zerg, NEVER use your last Drone to build.  Instead,
       build new ones.  Get your economy going, then build up your troops.
       Your first target should be to the west, which is an orange
       expansion.  Bring a lot of guys.  Orange WILL send reinforcements,
       everything up to and including Ultralisks.  So, bring at least two
       dozen Hydralisks.  You might not need this many to destroy the base
       but you need at least that many to destroy the base AND hold the
       area.  Once the base is fairly well secured, send a Drone up and
       start building.  If you need Gas, there's some north of you, but it
       will be rather hard to secure.  Fill up a couple Overlords of
       Hydralisks, and fly them to the northern most tip of the island.
       Land them, and destroy.  West of that, on the opposite side of the
       map, is another expansion, which you can destroy next if you wish.
       You have to destroy all of them eventually, so it doesn't really
       matter.  After that, you have no choice but ot invade their main
       base.  Take a moment to notice the setup.  The main defense line
       it set up on a piece of land seperated to their main island by a
       river of magma.  It's connected by bridges.  You can either storm
       the front door, or it's possible to land on the main island itself.
       On the very west end of the island, there's a gap that you can
       sneak through.  Land there, and if you want a guaranteed win, use
       mutalisks and guardian support as well as mass Hydralisks.  Bingo.

Mission VIII: Eye for an Eye
STORY: According to the briefing, the Overmind has stolen from Zeratul the
       location of Aiur.  Hence the title "Eye for an Eye:" the Zerg will
       now avenge Zasz's death.  For now, you are going to kill the cursed
       Dark Templar.
HELP:  This mission is a bit tougher.  You need to keep the Dark Templar
       from escaping the map, and there are three locations on the map
       from which they can do so.  You are guarding all of them.  First
       thing: keep the Overlords where they are!  They are used to detect
       the Templars, so you need them.  Daggoth will "kindly" remind you
       of this if you move them.  Second, keep your defense tight at all
       bases!  I can't stress this enough!  The Nydus Canals are used for
       quick travel, so use them!  Let one base's defense line fall, and
       that slight slip could cost you the mission.  The Dark Templar are
       very strong, so you need lots of defenders (Hydralisks are
       defenders of choice here) at every base!  Remember that!  Also,
       save often.
       Now, on to the fun part.  You of course have to destroy the
       Protoss.  There are several bases neatly coded in two colors.
       Destroy Teal first, they shouldn't be that hard.  Use your skills
       that you've learned to do that.  The main blue base will be the
       toughy here, and that's what I'm going to concentrate on.  There's
       absolutely no good solution to defeating them.  Mass Guardians will
       be slaughtered by the Templar's (not Dark Templar) Psi Storm.
       Mass Hydralisks will be murdered by the Reavers they've got.
       Luckily, there's always a loophole to these things.  Use Guardians,
       attacking one at a time.  Keep making them, and have three or four
       ready.  Attack with one or two, and you should be able to do at
       least some damage before you are driven off.  Retreat if a guy
       comes, and while your Guardian is recharging, attack with a
       different one.  Easy, huh?  Oncy you've destroyed all the Templars
       and the Templar Archives, then you can mass your Guardians.  Same
       for the Hydralisks, Reavers, and Robotics Facility.

**Cinematic: The Warp**
STORY: This is a pretty cool movie showing the Zerg Swarm warping through
       space to reach the Protoss world of Aiur.

Mission IX: The Invasion of Aiur
STORY: We arrive on Aiur and learn that the Overmind must obtain the
       Khaydarin Crystals to implant himself on their world.
HELP:  This mission is the hardest so far, I think.  Enjoy it, too,
       because, in my opinion, it's the hardest Zerg mission.
       Unfortunetly, the last Zerg mission is rather easy and has a poor
       diffuculty rating considering it's the very last Zerg mission.  Oh
       In this mission, you need to bring a Drone down to the Khaydarin
       Crystals, which is heavily defended by the Protoss.  Now, in this
       mission, keep your defense TIGHT and build guardians AND
       hydralisks.  The Protoss will attack with air units and Reavers,
       which as you probably already know, will tear through your hydra
       line.  Use Guardians to eliminate the Reavers and Hydralisks to
       get rid of air guys.  Conserve minerals as much as possible,
       becuase that's all you get until you destroy green, which is no
       easy task.
       Now, for the attacking phase.  Guardians won't help you here -
       due to Templars.  You can't use tactics from the last mission
       either, because of the sheer number of troops they have available.
       Anyway you do it will result in massive casualties, but I think the
       best way to do it is with Hydralisks and Guardian combo.
       Ultralisks will help too, but that's at your discretion.  GO in the
       Protoss front door directly east of your base.  Take about 20-30
       hydralisks and a few Guardians.  Like your defense line, use the
       Guardians to take out Reavers and Hydralisks for pretty much
       anything else.  It might take you a couple of shots to get it, but
       destroy all of green.  Station your remaining troops to defend, and
       you can build a base at Green's minerals, and the minerals found
       by going along the path right north of the ledge dividing Yellow
       and Green.  With two new bases, you'll be bringing in lots of
       resources, which you should contribute to your troop fund.  Build
       up again, and use the same tricks as before to destroy ALL of
       Yellow.  Note that Yellow is divided into two areas, and you should
       probably destroy everything.  It's time to take the Crystals - move
       a large force (Hydralisks, Ultralisks, Guardians, pretty much
       anything in your arsenal) to guard.  Bring a Drone down, and he has
       to harvest the Crystal for a full ten minutes.  You will be
       attacked many times.  Keep building troops at ALL of your bases -
       and keep building more.  You can NEVER have enough defense.  A tip:
       you should never have leftover money in the bank.  If you have more
       than 1000 minerals, spend it on more guys.  When 10 minutes is up,
       escort your Drone back to your base.  Bet you were wondering what
       that get-in-the-way beacon was for, huh?  Well, now you know!

View in: