======================================================================= . StarCraft 64 . Terran Guide . Written By: Chris Busche a.k.a. Ramza FFT . 06-09-04 . Email: email@example.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.
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