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    Terran Guide by Ramza FFT

    Version: .4 | Updated: 04/29/05 | Printable Version | Search Guide | Bookmark Guide

    =======================================================================
    .                             StarCraft 64
    .                             Terran Guide
    .               Written By: Chris Busche a.k.a. Ramza FFT
    .                               06-09-04
    .                      Email: c_busche@hotmail.com
    .                             Version: .25
    =======================================================================
    
    ~~~~~~~~~~~~~~~~~
    Table of Contents
    ~~~~~~~~~~~~~~~~~
    1.  Introduction
    
    2.  Version
    
    3.  Terran Units
         3.a.  SCV
         3.b.  Marine
         3.c.  Firebat
         3.d.  Medic
         3.e.  Ghost
         3.f.  Vulture
         3.g.  Siege Tank
         3.h.  Goliath
         3.i.  Wraith
         3.j.  Drop Ship
         3.k.  Science Vessel
         3.l.  Valkyrie
         3.m.  Battlecruiser
    
    4.  Terran Buildings
         4.a.  Command Center
         	4.a.1.  Comsat Station
    	4.a.2.  Nuclear Silo
         4.b.  Supply Depot
         4.c.  Refinery
         4.d.  Barracks
         4.e.  Engineering Bay
         4.f.  Bunker
         4.g.  Academy
         4.h.  Factory
    	4.h.1.  Machine Shop
         4.j.  Starport
       	4.j.1.  Control Tower
         4.k.  Armory
         4.l.  Science Facility
    	4.l.1.  Physics Lab
    	4.l.2.  Covert Ops  
    
    5.  Terran Strategies
         5.a.  Advancement
    
    6.  StarCraft Walkthrough
         6.1.  Wasteland
         6.2.  Backwater Station
         6.3.  Desperate Alliance
         6.4.  The Jacobs Installation
         6.5.  Revolution
         6.6.  Norad II
         6.7.  The Trump Card
         6.8.  The Big Push
    
    7.  StarCraft: Brood War Walkthrough
    
    8.  Credits
    
    9.  Legal Stuff
    
    10. Statistics
    
    11. End
    
    ~~~~~~~~~~~~~~~~
    1.  Introduction
    ~~~~~~~~~~~~~~~~
    
    Hi, this is my very first FAQ.  In this FAQ I will be listing StarCraft
    64 units and buildings from the Terran race.  Along with those will be 
    walkthroughs for both Terran campaigns.  The information I have gathered
    is from StarCraft 64.  Feel free to email me to make any suggestions to 
    my FAQ, you will be given credit for your work.
    
    ~~~~~~~~~~~
    2.  Version
    ~~~~~~~~~~~
    
    .25 - I started the FAQ, added lists for Terran units and buildings.  
    I also started the StarCraft walkthrough through mission 5.
    .4 - Completed Terran missions up to level 8. 
    
    
    ~~~~~~~~~~~~~~~~
    3.  Terran Units
    ~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    3.a.  SCV -  Ground Unit
    
    Uses: Gathers minerals and gas, builds buildings, and repairs mechanical 
    units.
    Cost:
    -Minerals: 50            		
    -Gas: 0                                      
    Supply Cost: 1
    HP: 60
    Damage: 5                         
    Armament: Fusion Cutters
    Attack: Ground
    Made at: Command Center     
    Needed to Create: Command Center
    Upgrades:
    -Armor
    Comments: SCV's are the core unit of the Terran army.  SCV's gather 
    minerals, construct buildings and repair ships, vehicles, and buildings.  
    It is always a good idea to have some spare SCV's sitting around to build 
    or repair, apart from those mining minerals and gas.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    3.b.  Marine -  Ground Unit
    
    Cost:
    -Minerals: 50                          
    -Gas: 0                                    
    Supply Cost: 1
    HP: 40
    Damage: 6                       
    Armament: Gauss Rifle
    Attack: Ground and Air
    Made at: Barracks                 
    Needed to Create: Command Center, Barracks
    Upgrades: 
    -Weapon and Armor
    -U-238 Shells - Increases marines attack range
    -Stimpack - Upgrades speed and attack speed, costs 10 hp per charge.
    Comments: The marine is the basic Terran combat unit.  They are best 
    suited in groups or used in bunkers as defense.  A group of Firebats and 
    Marines using Stimpacks, along with healing Medics, are very balanced and 
    can be a destructive force in large numbers.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    3.c.  Firebat -  Ground Unit
    
    Cost:
    -Minerals: 50                          
    -Gas: 25                                       			
    Supply Cost: 1
    HP: 50 
    Armor: 1
    Damage: 16                      
    Armament: Flamethrower
    Attack: Ground
    Made at: Barracks                 
    Needed to Create: Command Center, Barracks, Academy
    Upgrades: 
    -Weapon and Armor
    -Stimpack - Upgrades speed and attack speed, costs 10 hp per charge.
    Comments: Firebats are great teamed up with marines and medics.  They 
    are especially potent against zerglings and zealots.   
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    3.d.  Medic -  Ground Unit
    
    Uses: Heals organic units
    Cost:
    -Minerals: 50                           
    -Gas: 50                                   
    Supply Cost: 1
    HP: 60
    Armor: 1                       
    Made at: Barracks
    Needed to Create: Command Center, Barracks, Academy
    Upgrades: 
    -Armor 
    -Heal - Heals ally organic units, along with scv?s
    -Optical Flare - Blinds enemy units 
    -Restoration - Removes antigens from allies
    -Caduceus Reactor - +50 Medic Energy
    Comments: No ground attack is complete without medics.  They are essential
     healers that will keep your units alive longer in battle.  They also heal
     scv's so it is a good idea to place a couple by your mining areas.  
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    3.e.  Ghost - Ground Unit
    
    Uses: Guides Nuclear Bombs
    Cost:
    -Minerals: 25                            
    -Gas: 75                                    
    Supply Cost: 1
    HP: 45 
    Damage: 10                       
    Armament: Canister Rifle
    Attack: Ground and Air
    Made at: Barracks		
    Needed to Create: Command Center, Barracks, Academy, Factory, Starport, 
    Science Facility, Covert Ops
    Upgrades: 
    -Weapon and Armor
    -Lockdown - Stops mechanical units from acting for an amount of time
    -Personal Cloaking - Invisibility
    -Nuclear Strike - Ability to guide nuclear missiles to a target, from the 
    missile silo
    -Ocular Implants - Increases ghost?s site range
    -Moebius Reactor - +50 ghost energy
    Comments: They have a host of great abilities they make them especially 
    lethal.  Lockdown works great against heavy Protoss and Terran units.  
    Dropping a nuclear bomb in a mining area of an enemy can end a game 
    quickly.  
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    3.f.  Vulture - Ground Unit
    
    Cost:
    -Minerals: 75			
    -Gas: 0				
    Supply Cost: 2
    HP: 80
    Damage: 20			
    Armament: Fragmentation Grenades, Spider Mines
    Attack: Ground
    Made at: Factory		
    Needed to Create: Command Center, Barracks, Factory	
    Upgrades:
    -Weapons and Armor
    -Spider Mines - A mine that burrows underground and pops up and explodes, 
    damaging enemies nearby
    -Ion Thrusters - Increases vulture's speed
    Comments: Peppering the ground near your base with spider mines is a 
    great way to slow down advancing ground troops, along with being a good 
    scout.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    3.g.  Siege Tank -  Ground Unit
    
    Cost:
    -Minerals: 150			
    -Gas: 100				
    Supply Cost: 2
    HP: 150
    Armor: 1
    Damage: 30/70 (Siege Mode)			
    Armament: 80mm Cannons and 120mm Shock Cannon
    Attack: Ground
    Made at: Factory		
    Needed to Create: Command Center, Barracks, Factory, Machine Shop
    Upgrades:
    -Weapons and Armor
    -Siege Tech - Allows tank to transform into siege mode
    Comments: A group of siege tanks will severely damage any advancing 
    ground troop, they have great range and devastating damage.  They are a 
    deadly force when teamed up with goliaths.  
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    3.h.  Goliath -  Ground Unit
    
    Cost:
    -Minerals: 100			
    -Gas: 50				
    Supply Cost: 2
    HP: 125
    Armor: 1
    Damage: 12/20 (Anti-Air Missiles)			
    Armament: 30mm Autocannons, Hellfire Anti-Air Missiles
    Attack: Ground and Air
    Made at: Factory		
    Needed to Create: Command Center, Barracks, Factory, Armory
    Upgrades:
    -Weapons and Armor
    -Charon Boosters - Increases range of goliath hellfire missiles
    Comments: Goliaths have great air attack range, speed and damage, 
    along with a decent ground attack.  Goliaths are best used in an 
    advancing party protecting siege tanks from air units while the siege 
    tanks destroy everything on the ground.  It is also a wise decision to 
    keep a couple of goliaths in your base to protect against air advances.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    3.i.  Wraith - Air Unit
    
    Cost:
    -Minerals: 150			
    -Gas: 100			
    Supply Cost: 2
    HP: 120
    Damage 20/8 (Anti-Ground Laser)			
    Armament: Gemini Air Missiles, 25mm Anti-Ground Laser
    Attack: Ground and Air
    Made at: Starport		
    Needed to Create: Command Center, Barracks, Factory, Starport
    Upgrades:
    -Weapons and Armor
    -Cloak - Allows Wraiths to cloak
    -Apollo Reactor - +50 Wraith energy
    Comments:  A group of cloaked wraiths can take down unprepared air forces
     quickly.  They also act as good scouts with their quick speed.  
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    3.j. Drop Ship - Air Unit
    
    Uses: Tranports ground troops and vehicles
    Cost:
    -Minerals: 100			
    -Gas: 100					
    Supply Cost: 2
    HP: 150
    Armor: 1	
    Made at: Starport
    Needed to Create: Command Center, Barracks, Factory, Starport, 
    Control Tower
    Upgrades:
    -Armor
    Comments: Drop Ships are the only way to carry ground units.  They are 
    especially useful for dropping ally units behind enemy defenses.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    3.k. Science Vessel - Air Unit
    
    Uses: Detects cloaked enemies
    Cost:
    -Minerals: 100			
    -Gas: 225			
    Supply Cost: 2
    HP: 200
    Armor: 1
    Made at: Starport
    Needed to Create: Command Center, Barracks, Factory, Starport, 
    Control Tower, Science Facility
    Upgrades:
    -Armor
    -Irradicate - Engulfs organic units in a poisonous cloud that deals fast, 
    gradual damage
    -EMP Shockwave - Disables Protoss unit and building shields within a radius
    -Defense Matrix - Enables a protective shell around an ally
    -Titan Reactor - +50 Science Vessel energy
    Comments: No air squadron is complete without a pair of more of science 
    vessels.  Their skills are very valuable in battle, along with being a 
    great enemy unit detector.  
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    3.l.  Valkyrie - Air Unit
    
    Cost:
    -Minerals: 250			
    -Gas: 125				
    Supply Cost: 3
    HP: 200
    Armor: 2
    Damage: 5 (per missile)			
    Armament: Multiple Air-to-Air HALO Missiles
    Attack: Air
    Made at: Starport		
    Needed to Create: Command Center, Barracks, Factory, Starport, 
    Control Tower, Armory
    Upgrades:
    -Weapons and Armor
    Comments: Valkyrie's missiles do splash damage, so a group of them is 
    lethal against an opposing air force.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    3.m.  Battlecruiser - Air Unit
    
    Cost:
    -Minerals: 400			
    -Gas: 300						
    Supply Cost: 8
    HP: 500
    Armor: 3
    Damage: 25			
    Armament: Laser Batteries, Yamato Cannon
    Attack: Ground and Air
    Made at: Starport		
    Needed to Create: Command Center, Barracks, Factory, Starport, 
    Control Tower, Science Facility, Physics Lab
    Upgrades:
    -Weapons and Armor
    -Yamato Cannon - A high damage, concentrated beam that attacks one enemy
    -Colossus Reactor - +50 Battlecruiser energy
    Comments: A group of battlecruisers can be one of the most menacing 
    forces in the game, especially with yamato cannons.  Add in some valkyries
    and a science vessel and you have an almost unstoppable air force.    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    ~~~~~~~~~~~~~~~~~~~~
    4.  Terran Buildings
    ~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    4.a.  Command Center 
    
    Uses: Center where SCV's drop off minerals
    Cost:
    -Minerals: 400			
    -Gas: 0				
    Supplies Created: 10
    HP: 1500
    Armor: 1
    Creates: SCV
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    4.a.1.  Comsat Station - Command Center
    
    Uses: Uses a scanner to search new areas and to detect cloaked units
    Cost:
    -Minerals: 50			
    -Gas: 50
    HP: 500
    Armor: 1			
    Needed to Create: Command Center, Barracks, Academy
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    4.a.2.  Nuclear Silo - Command Center
    
    Uses: Stores 1 nuclear missile at 8 supply cost per missile
    Cost:
    -Minerals: 100			
    -Gas: 100
    HP: 600			
    Armor: 1
    Needed to Create: Command Center, Barracks, Factory, Starport, 
    Science Facility, Covert Ops
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    4.b.  Supply Depot 
     
    Cost:
    -Minerals: 100			
    -Gas: 0
    Supplies Created: 8
    HP: 500				
    Armor: 1
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    4.c.  Refinery 
    
    Uses: Used for collection of gas by SCV's, 8 gas per barrel mined
    Cost:
    -Minerals: 100			
    -Gas: 0
    HP: 750				
    Armor: 1
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    4.d.  Barracks 
     
    Cost:
    -Minerals: 150			
    -Gas: 0
    HP: 1000				
    Armor: 1
    Needed to Create: Command Center
    Creates: Marine, Firebat, Ghost, Medic
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    4.e.  Engineering Bay 
    
    Cost: 
    -Minerals: 125			
    -Gas: 0
    HP: 650				
    Armor: 1
    Needed to Create: Command Center
    Upgrades: Infantry Weapons, Infantry Armor
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    4.f.  Bunker 
     
    Uses: Used for defense, 4 marines, firebats or ghosts can occupy at one 
    time
    Cost:
    -Minerals: 100			
    -Gas: 0
    HP: 350				
    Armor: 1
    Needed to Create: Command Center, Barracks
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    4.g.  Academy 
     
    Cost: 
    -Minerals: 100			
    -Gas: 0
    HP: 600				
    Armor: 1
    Needed to Create: Command Center, Barracks
    Upgrades: U-238 Shells, Stimpack, Restoration, Optical Flare, 
    Caduceus Reactor
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    4.h.  Factory 
     
    Cost:
    -Minerals: 200			
    -Gas: 100
    HP: 1250			
    Armor: 1
    Needed to Create: Command Center, Barracks
    Creates: Vultures, Siege Tanks, Goliaths
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    4.h.1  Machine Shop - Factory
    
    Cost:
    -Minerals: 50			
    -Gas: 50
    HP: 750			
    Armor: 1
    Needed to Create: Command Center, Barracks, Factory
    Upgrades: Ion Thrusters, Spider Mines, Siege Mode, Charon Boosters
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    4.i.  Missile Turret 
    
    Uses: Defense against air units 
    Cost:
    -Minerals: 100			
    -Gas: 0
    HP: 200				
    Damage: 20 (to air units)
    Needed to Create: Command Center, Engineering Bay
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    4.j. Starport 
    
    Cost:
    -Minerals: 150			
    -Gas: 100
    HP: 1300			
    Armor: 1
    Needed to Create: Command Center, Barracks, Factory
    Creates: Wraith, Drop Ship, Science Vessel, Valkyrie, Battlecruiser
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    4.j.1  Control Tower - Starport
    
    Cost:
    -Minerals: 50			
    -Gas: 50
    HP: 500			
    Armor: 1
    Needed to Create: Command Center, Barracks, Factory, Starport
    Upgrades: Cloak, Apollo Reactor
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    4.k. Armory 
    
    Cost:
    -Minerals: 100			
    -Gas: 50
    HP: 750			
    Armor: 1
    Needed to Create: Command Center, Barracks, Factory
    Upgrades: Ship Weapons, Ship Armor, Vehicle Weapons, Vehicle Armor
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    4.l.  Science Facility 
    
    Cost: 
    -Minerals: 150			
    -Gas: 200
    HP: 850			
    Armor: 1
    Needed to Create: Command Center, Barracks, Factory, Starport
    Upgrades: Irradicate, EMP Shockwave, Titan Reactor
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    4.l.1.  Physics Lab - Science Facility
    
    Cost:
    -Minerals: 50			
    -Gas: 50
    HP: 600			
    Armor: 1
    Needed to Create: Command Center, Barracks, Factory, Starport, 
    Science Facility
    Upgrades: Yamato Cannon, Colossus Reactor
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    4.l.2.  Covert Ops - Science Facility
    
    Cost:
    -Minerals: 50			
    -Gas: 50
    HP: 750			
    Armor: 1
    Needed to Create: Command Center, Barracks, Factory, Starport, 
    Science Facility
    Upgrades: Ocular Implants, Personal Cloaking, Lockdown, Moebius Reactor
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    ~~~~~~~~~~~~~~~~~~~~~
    5.  Terran Strategies
    ~~~~~~~~~~~~~~~~~~~~~
    (Coming in later versions.  If you have any good strategies that you are 
    not afraid to share, please email me with them and I will post them in 
    my FAQ on your behalf, giving you credit for your work.
      
    ~~~~~~~~~~~~~~~~~~~~~~~~~
    6.  StarCraft Walkthrough
    ~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    6.1.  Mission 1: Wasteland
    ~~~~~~~~~~~~~~~~~~~~~~~~~~
    Objectives:
    -Find Raynor
    -Build a barracks
    -Train 10 marines
    ~~~~~~~~~~~~~~~~~~~~~~~~~~
    First off gather all of your units together.  Head down to the base in 
    the south, on your way you will meet Raynor.  Once you get to the base 
    begin mining minerals.  At 150 build the barracks, and a supply depot 
    shortly after.  Keep training marines until you are at 10.  Victory!  A 
    well deserved one indeed...
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    6.2.  Mission 2:  Backwater Station
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Objectives:
    -Eradicate the alien infestation
    -Raynor must survive
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    You start with a small base.  Begin by making about 6 scvs for minerals 
    and 3 for gas.  Build up a group of 12 marines and move north up the ramp,
    by your vespene geyser.  Take out the zerg here and continue north to the
    Terran base camp.  Move Raynor to each building and 5 firebats and 2 scvs
    will come out of the bunkers.  In the meantime it would be good to build
    an engineering bay and start researching upgrades, though they are not
    too important yet.  When you have a group of 12 marines, 12 firebats and
    Raynor, bring them to the very upper right corner of the map, kill the 
    zerg in your way and destroy the infested command center.  Victory!
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    6.3.  Mission 3: Desperate Alliance
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Objectives:
    -Survive for 30 minutes
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    As the objective states, you want to survive for 30 minutes.  The best 
    way to do this is to create a good amount of mineral/gas gatherers and 
    leave a scv for repairs by each entrance.  Basically what you want to do 
    is jam pack both of these entrances with marines, firebats, vultures, 
    bunkers and turrets.  I built 2 bunkers with 3 turrets on the right side 
    and 2 bunkers with 2 turrets on the left side.  Replenish your forces 
    after each wave of attacks and repair bunkers and turrets.  Keeping an 
    ample supply of troops and "healthy" defense structures will guarantee a,
    Victory!  Here are a few ideas to help beat this battle:
    -Research upgrades at the academy.
    -Stimpacking your troops once is a good idea.
    -Build a factory and machine shop to research spider mines.
    -Lay spider mines in front of your defensive positions to take out early 
    troops and scout for enemies
    -Position marines, firebats, and vultures behind bunkers and have them 
    hold their position.  This way your bunkers take the brunt of the attack, 
    they can be repaired quickly.
    -At about 1:40 will be the big zerg attack; ground units attacking both 
    entrances and mutelisks blitzing the center.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    6.4.  Mission 4: The Jacobs Installation
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Objectives:
    -Retrieve data discs from the Confederate network
    -Raynor must survive
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    The key in this mission is to take it slow and make sure all of your 
    units are gathered before attacking.  Since you have no base, there are 
    no reinforcements.  Proceed through the gate to your north.  Continue 
    northwest, shortly will be a gate to your left go through if you fell 
    like slaughtering some civilians and scvs.  Continue northwest, there 
    will be 3 ways to go: left, right or straight through a double gated wall.
    Go right first and step on the blue pad, in the area your teleported to 
    kill the enemies and step on the white pad.  This will activate cameras 
    allowing you to see various points on the map.  Now go back to the three 
    way intersection.  Go left now, kill the marines along the way, continue 
    north until you get to two cells and kill the civilians to unlock the 
    doors.  Zerg!  Looks like the Confederates knew about the zerg already, 
    hmm...  (Taking the center path will also get you up here.)  Go south from 
    this point then a quick right.  If you step on this pad it will activate 
    the automatic defense system, so go past it and there will be some floor 
    mounted guns, be careful.  Continue on the path until you get to some 
    stairs, go down one and up the other (there are only vultures behind the 
    gates here).  Step on the yellow pad and teleport, go south through the 
    gate, kill all the enemies in your way, go through the next gate to enter 
    the final room.  Kill all the enemies and have Raynor step on the white 
    pad.  Victory!
    -I only lost two units so don't fret about not having enough troops.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    6.5.  Mission 5: Revolution
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Objectives:
    -Bring Kerrigan to the Antigan Command Center
    -Defend the Antigan Rebels
    -Raynor and Kerrigan must survive
    -Destroy the Confederate base
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Grab your group, go south and meet Kerrigan.  Continue south and destroy 
    the turrets, go east now then north and east again.  Destroy the first 
    bunker you see along with the turret near it.  Cloak Kerrigan and sneak 
    her up to the purple pad.  The purple terrans are now under your control.
    They will automatically fight the white terrans near you and finish them
    off.  Repair and begin gathering minerals/gas.  There are also minerals
    in the lower part of your base.  So build a command center there as soon
    as possible.  Also build an engineering bay, and then place a couple 
    turrets around your bunkers in the north and the south parts of your base,
    and of course don't forget about supply depots and an academy either.  
    Now you will need to start pumping out units.  Build a control tower and 
    machine shop.  This is what you will need to attack the enemy: 6-10 drop 
    ships full of vultures, marines and firebats along with 6 wraiths.  When 
    you have your force head down to the southeast part of the map, take your 
    cloaked wraiths and destroy anything that will hinder your drop ships; 
    land near the command center to the right.  Once landed proceed to destroy
    everything on the island.  Victory!  A few ideas to help you beat this 
    mission:  
    -Ok, so I took 10 drop ships and it was overkill but it is better than 
    not sending enough 
    -The enemy periodically attacks you so repair after each skirmish.
    -Research all upgrades at the academy, engineering bay, machine shop, and
    control tower.
    -Having two factories, starports, and barracks will help you pump out 
    units quickly.
    -Landing on the left side of the enemy island is a poor idea.  There are 
    multiple turrets and goliaths there; land on the right side of the island 
    instead.  Your cloaked wraiths will be able to take out the goliaths 
    there without being detected.  
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    6.6.  Mission 6: Norad II
    ~~~~~~~~~~~~~~~~~~~~~~~~~
    Objectives:
    -Protect Battlecruiser Norad II
    -Bring Raynor and 2 drop ships to Norad II
    ~~~~~~~~~~~~~~~~~~~~~~~~~
    Well, well, it looks like Duke is screwed, and we have to save him.  
    Duke is located on the south east portion of your map.  We finally get to
    use goliaths in this mission, yah!  Begin by moving your units to the base.
    Once you have enough minerals and gas, repair all of the units near the
    Norad II.  Then build a perimeter defense around your base which should
    include a bunker, turret, goliath, vulture and spider mines.  You will want
    about five of these setups around your base.  Continue building units until
    you have about 6 dropships full of units.  Use a comsat scan on the rocks
    directly to the right of your base.  Gather and land your units near the 
    sunken colony and let your troops clear the area of colonies.  Then grab
    Jim and fly him and two dropships into the white basin.  Victory!
    -It is not recommended to try and get to the norad via ground.  The enemy
    is relentless and the terrain is unvavorable.  You will be defeated quickly.  
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    6.7.  Mission 7: The Trump Card
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Objectives:
    -Bring the psi emitter to the enemy base
    -Kerrigan must survive
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    First off, uproot the science facility and the starport and land them in your
    main base.  Get all extra units up top and the lower area into your base as
    well.  The outer areas will quickly be attacked by the enemy terran, but not
    your main base.  Begin mining and building units.  Make sure there is a bunker
    and turret at each entrance.  The enemy attacks are weak but you don't want to
    be caught off guard.  Build up a small strike force of a couple wraiths and 
    tanks and go take back the lower mineral area and build base with defense
    there.  Once you have this area you can begin to pump out units and upgrade.
    When you have a considerable strike force with a group of wraiths, tanks,
    goliaths, and marines/firebats, and a couple science vessels, start attack to
    the right of your lower base up to the basin.  Once it is clear, grab your scv
    in a dropship and drop it onto the basin.  Victory!
    -I had about 8 units in each of my groups that I stated earlier and won easy.
    -If you want to do the mission quickly build a strike force of wraiths and a
    dropship with the psi scv and fly directly to the basin.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~  
    6.8.  Mission 8: The Big Push
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Objectives:
    -Eliminate the Confederate forces
    -Duke must survive
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    First thing to do in this mission is to move all your structures to the left
    and land them near the appropriate ad on.  Next build a bunker near the 
    ramp to your base and begin mining.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~  
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~
    7. StarCraft: Brood War Walkthrough  
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    (Coming in later versions)
    
    ~~~~~~~~~~
    8. Credits
    ~~~~~~~~~~
    
    -CJayC for Gamefaqs
    -Myself
    -God
    -Blizzard for all of their great games, which obviously includes 
    StarCraft and StarCraft: Brood War
    
    ~~~~~~~~~~~~~~
    9. Legal Stuff
    ~~~~~~~~~~~~~~
    
    Please email me for permission before posting my FAQ on any site.  
    It is protected under some copyright law that I don't know, but I know it
    exists.  Copyright 2004 Chris Busche.
    
    -Sites currently hosting this FAQ
    
    http://www.gamefaqs.com/
       
    ~~~~~~~~~~~~~~
    10. Statistics
    ~~~~~~~~~~~~~~
    
    (Coming in the final version)
    
    ~~~~~~~~
    11. End
    ~~~~~~~~
    
    Thanks for reading my FAQ.  Check out my contributor page if you feel 
    inclined to.  Peace Out.