StarCraft Guide - the-eye.eu Strategy Guid… · StarCraft Races There are three different factions...

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StarCraft Guide StarCraft may not have spawned the RTS genre, but few can argue that, in its moment in time, it defined it. It's been more than a decade since Blizzard's venture that once began as Warcraft in space. Since then, it's barely faded from all, remaining a staple of RTS players even as countless newer, prettier games vie for the throne. Now, after so much time, a sequel is just around the corner. What better time to revisit the game that changed everything? Join IGN guides in a replay of StarCraft and get those juices flowing for the StarCraft II. In this StarCraft strategy guide, you'll find: RACES // We breakdown all of the offensive and defensive units for you to help you learn the ropes WALKTHROUGH // We take you through all the missions in the campaign, with multiple strategies, and pictures for every phase of your invasions. Guide by: Travis Fahs © 2009, IGN Entertainment, Inc. May not be sold, distributed, transmitted, displayed, published or broadcast, in whole or part, without IGN’s express permission. You may not alter or remove any trademark, copyright or other notice from copies of the content. All rights reserved. Page1 © 2009 IGN Entertainment, Inc.

Transcript of StarCraft Guide - the-eye.eu Strategy Guid… · StarCraft Races There are three different factions...

Page 1: StarCraft Guide - the-eye.eu Strategy Guid… · StarCraft Races There are three different factions in StarCraft, each with its own advantages. Some of these can be summed up broadly,

StarCraft Guide

StarCraft may not have spawned the RTS genre, but few can argue that, in its moment in time, it defined it. It's been more than a decade since Blizzard's venture that once began as Warcraft in space. Since then, it's barely faded from all, remaining a staple of RTS players even as countless newer, prettier games vie for the throne. Now, after so much time, a sequel is just around the corner. What better time to revisit the game that changed everything? Join IGN guides in a replay of StarCraft and get those juices flowing for the StarCraft II.

In this StarCraft strategy guide, you'll find:

� RACES // We breakdown all of the offensive and defensive units for you to help you learn the ropes

� WALKTHROUGH // We take you through all the missions in the campaign, with multiple strategies, and pictures for every phase of your invasions.

Guide by: Travis Fahs

© 2009, IGN Entertainment, Inc. May not be sold, distributed, transmitted, displayed, published or broadcast, in whole or part, without IGN’s express permission. You may not alter or remove

any trademark, copyright or other notice from copies of the content. All rights reserved.

Page1© 2009 IGN Entertainment, Inc.

Page 2: StarCraft Guide - the-eye.eu Strategy Guid… · StarCraft Races There are three different factions in StarCraft, each with its own advantages. Some of these can be summed up broadly,

StarCraft Races

There are three different factions in StarCraft, each with its own advantages. Some of these can be summed up broadly, but every unit is unique, and understanding the finer points of your own army and the enemy will help you respond to them regardless of what army you play as.

The Terrans are considered the most versatile race in StarCraft. Their building isn't restricted to Creep or Pylon range like the others, so they can expand very quickly, and their SCVs are capable of manually repairing units and structures very quickly, which can make them very powerful defensively. Their lack of automated ground defenses is a handicap, however, forcing them to rely on garrisoned units in Bunkers for defense.

Terrans have the unique ability to move most of their key structures, albeit slowly, to new locations. This makes it realistically possible to re-establish a base mid-battle, although more likely it will simply be used to better reorganize the flow of a base to more effectively move units around or establish a stronger defense.

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Terran

SCV

The Terrans' basic production and repair unit. Unlike other production units, they can actually attack, but they're not terribly good at it. They can build structures on any land capable of housing them, but unlike the Protoss Probes, they remain occupied until the building process is complete. Repair is likewise an ongoing process. For this reason, it is generally advantageous to produce them in high numbers for parallel construction and for repairing units. Having SCVs accompany a strike force can boost your offense as well, especially for more durable units that will benefit from field repairs.

Mariene

A basic infantry unit, the Marine is more versatile than his nearest equivalents in other races. He is more fragile than the Protoss Zealots, but sturdier than the Zerglings. He can also attack from a distance, and occupy fortified Bunkers for defense. The Marines are seldom viable for large scale invasions, but useful for fortifying a force of slower or more limited units.

Firebat

These flamethrower infantry are a bit tougher than Marines, and they pack a whole lot more firepower, at the expense of range. They attack in a wide frontal arc that can hit a few targets at once, perfect for combating Zerglings. They're also very useful for leveling structures. Unfortunately, they are quite limited as they only have slightly more hit points than Marines, and no anti-air capability, so they're at their best when they're supported by other units.

Ghost

The third Terran infantry unit acts as a cover ops agent. Properly upgraded, they are capable of cloaking themselves. More importantly, they can call in Nuclear Strikes if your Command Center has an armed Nuclear Silo. This can do tremendous damage to key enemy structures, assuming you can slip in undetected. This can be difficult, however, as it will only be effective if the enemy lacks anti-cloaking defenses.

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Vulture

Vultures are pretty limited, but their low price makes them useful. They're stronger than Infantry and they pack a grenade launcher. More importantly, they're very fast, which makes them good for scouting. Once researched, they can lay Spider Mines, as well. These are very powerful, and perfect for defense. You'll rarely want to produce Vultures en masse, but if you know when to use them, you'll be glad they're there.

Siege Tank

Slow, sturdy, and powerful. The Siege Tank is great for assaults and defense, and in large numbers they can be quite devastating. Their weakness is their slow rate of fire, which can be a major handicap when badly outnumbered, but they make up for it with sheer power. They can also be upgraded to enable Siege mode. This renders the tanks stationary, but turns them into a powerful artillery with a broad range capable of dealing 70 damage in a single hit, making them potentially the deadliest unit in the game. They can often sit outside of range of the outer base defenses and lay waste to them from a safe distance, making them perfect for assaults.

Goliath

These walking tanks are very versatile. They can move like an infantry unit, attack at a range, and they're equipped with potent anti-air missiles. These are perfect for supporting Siege Tanks, since they lack anti-air capabilities. They're not incredibly strong against ground targets, but you'll be glad you have them when the skies start to darken.

Wraith

The basic fighter for the Terrans. Wraits are fast, nimble, and versatile, with good air and ground coverage. Unfortunately they're also a bit fragile, but they make up for it with their cloaking ability (requires additional research). This drains energy, so it can only be used for a limited time, but it renders any enemy air units out of range of a de-cloaking device very vulnerable. Unfortunately, since Missile Turrets and Photon Cannons see cloaked objects, Wraiths won't work for assaults until some work has been done gutting defenses.

Dropship

The Dropship is probably the best transport unit in the game. It's fast, cheap, and has a decent payload. It doesn't have any offensive capabilities and it isn't very sturdy, but it does what it has to.

Battlecruiser

Massive, slow, and powerful, these units are deadly in numbers. They have 500 hit points, so they can stand up to a tremendous amount of abuse. Their slow rate of fire makes them limited on their own, but if you pile them up in numbers they can just chew right through enemy units and structures. There's nothing more deadly than a fleet of these things. The Yamato Gun deals incredible damage, and with a few at once, you can destroy just about anything. This is balanced by the fact that it uses more than half of the Battlecruiser's energy.

Science Vessel

As a recon vehicle, the Science Vessel is of no offensive value. It's main use is to see any cloaked enemies in its field of vision. If the enemy is using cloaking, you'll absolutely want to have at least one at each base, in case your Missile Turrets get knocked down. Defensive Matrix also boosts your allies strength, and EMP Shockwave drains enemies' energy, so they can be very useful support, even if they can't attack.

Missile Turret

This is your basic automated defense unit. They're very effective against aerial targets, much more so than the slow-firing Spore Colonies. They're also useful for seeing cloaked units in the area. Unfortunately, they have no ability to attack on the ground.

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The Zerg race is perfect for those who like to strike hard and fast, because they can churn out great numbers in a short period of time. Despite being limited in expansion by the Creep, they can take over a map very quickly. Their units tend to be less powerful, but the massive Ultralisks represent a real threat.

The Zerg race is also unique in that it requires considerably less micro-management. Units and structures heal themselves over time, which can be a nice break from the Terran's need to constantly sent SCVs to fix the base. Their tech tree also involves evolving certain facilities (the Spire and the Hatchery in particular) rather than expending and creating further liabilities.

Production is likewise simplified. There are not separate facilities to produce support, infantry, air, and ground units. Instead, everything can be produced at the central Hatcher/Lair/Hive). Other facilities may be needed to enable this production, but there's no need for the player to juggle it. This can also be seen as a limitation, since multiple facilities can work at once, but Zerg production facilities can hatch multiple units at once. This is key to the Zerg's ability to flood the screen quickly.

Bunker

The Terrans have no automated ground defenses at all. To make up for this, they have Bunkers, which can house four infantry units (Marines, ideally, unless you're expecting Zerglings) for defensive purposes. This represents an additional cost of resources and manpower, of course, and it makes fortifying Terran bases a slower process than it is for Protoss and more expensive than it is for Zerg. The upside is that, with an SCV on repair duty, these structures can take a lot of punishment.

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Zerg

Drone

Drones aren't nearly as much fun as the Terran or Protoss production/harvesting units. These creatures can plant themselves in the Creep to evolve into a structure, but in doing so you lose the Drone and must produce another. This can be a real handicap in the early stages of base building when you'd rather be building an army.

Zergling

The most basic Zerg infantry unit. These guys are cheap, and they hatch in pairs. Individually, they're nothing, but you can make huge amounts of them for next to nothing, and their fast movement and reasonably strong attack (especially when upgraded) make them incredibly effective in simply overwhelming an army. Even if they can't level an area themselves, they can create enough chaos to drop the enemy's guard. Great for early strikes.

Hydralisk

These well-rounded units are likewise cheap and quick to produce. They're able to attack ranged targets in the air and on the ground, making them an essential support unit for Guardians and Zerglings that can only do one or the other. They're not incredibly fast or durable, but they get their job done, and you'll need them in base defense and offense.

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Mutalisk

The basic aerial unit of the Zerg army. These flying insects are very fast, cheaper than comparable units in other armies, and able to attack air and ground targets with equal effectiveness. Their fire also has the unique ability to ricochet from the primary target and do a bit of damage to surrounding targets, adding to their effectiveness around groups of targets. Because they're so very cheap, it becomes possible to attack in very large groups to great effect.

Guardian

Once your Spire has been evolved, you gain access to Guardians. These units can only be produced by evolving existing Mutalisks. They're the closest thing the Zerg have to the Terran Battlecruiser; slow and powerful. They don't have nearly the amount of hit points, however, and they're unable to attack flying targets, so they're a bit more limited. They're fairly cheap to produce, however, and when backed by Hydralisks or Mutalisks for anti-air support, they can be quite deadly. Their ability to quickly level structures from a long distance (usually out of range of automated defenses) makes them perfect for base assaults.

Ultralisk

In numbers, the Ultralisks are truly devastating melee units. Despite their large size, they're quite fast and very strong. Their ability to deal heavy damage in a short period of time is almost unmatched. Unfortunately, they are fairly high up on the tech tree, and require a lot of resources to produce, so they're more useful for slow, steamroller strategies than quick strikes.

Queen

One of the more unique units in the game, the Queen serves as a sort of offensive support unit. The Spawn Broodling ability can turn an organic enemy into a pair of weak enemies, but more importantly this kills them in the process. They can also capture a Terran Command center on the verge of destruction and take it over. This will allow them to produce Infested. These units are effectively suicide bombers, and their impact is the most damaging in the game (500 points).

Scourge

One of the Zerg's shortcomings is their lack of really powerful anti-air attacks. Spore Colonies and Mutalisks can get the job done in numbers, but they have nothing to match the power of Wraiths or Scouts. The Scourge evens this out a bit. They are small kamikaze units that act like flying mines. They're disposable, very cheap to produce, and a half dozen of them can take out a Terran Battlecruiser. They make great company for your Guardians.

Defiler

Another offensive support unit, the Defiler can be quite dangerous. The Defiler has not conventional attacks and is quite slow (use burrow to protect it when needed), but its abilities are very useful. The Plague ability drains an enemy's life by 300 points down to 1. It won't finish them off, but it will leave them vulnerable. This works on structures as well. This attack can be hard to avoid, and is a perfect way to soften a target before invasion. Dark Swarm is a useful tactical skill as well. It prevents enemies from outside the cloud from targeting inside the cloud with ranged attacks (melee attacks still work, however).

Overlord

The Overlord is a unique conjunction of several functions. Like Pylons and Supply Depots, they provide manpower to control greater numbers of units. They also reveal cloaked units in the area, and when properly upgraded, they're the Zerg's only aerial transport unit. They have no offensive capabilities and are incredibly slow until you upgrade them, but their sheer number of functions makes them important.

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The Protoss are quite the opposite of the Zerg. They require considerable resources, and expand methodically using Pylons, but if you can maintain resources they can prove quite powerful. Their ability to easily manufacture structures in parallel without the need for multiple Probes means they can have a base up and running in minutes, provided they have the resources.

Protoss unit health is also a sort of compromise between the other races. There is a shield as well as the unit's health. The shield will take damage and protect the unit, but when it's depleted, the remaining damage will come from the unit itself. Shields can regenerate, but health cannot, and the Protoss have no means of actually repairing units beyond their shields. This makes the Zerg Defiler's Plague ability especially devastating, and makes chipping away at the Protoss more effective in general despite having the ability to regenerate shields.

The Protoss depend largely on infantry units, using vehicles exclusively for the skies. Because of this, their infantry are quite strong, and can be powered up to dangerous levels through the use of the Forge and Templar archives.

Spore Colony

Colonies can be evolved for aerial or land defense. The Spore Colony offers comparable anti-air support to a Photon Cannon, but without the de-cloaking abilities or the ability to attack land targets. You shouldn't depend on them as your sole anti-air support. Hydralisks make good, cheap backup.

Sunken Colony

For ground defense, the Sunken Colony is very effective against the right kinds of units. It attacks with one of its "roots" from underground, dealing quite a bit of damage. It suffers from a fairly low attack rate, however, which makes it very vulnerable to speedy enemies or large groups.

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Protoss

Probe

The Protoss production/harvesting unit is a dandy little bugger. Where the Drone must sacrifice itself to build and the SCV must mind the construction, the Probe need only initiate a warp. This means it's possible to warp in as many structures as you like with just a single Probe. Because of this, it's easier to set a bunch of Probes on harvest early on without having to dedicate as many to construction.

Zealot

This is a great little infantry unit. They're more expensive than Zerglings and lack the ranged ability of Marines, but they're much hardier and stronger. Despite being the most basic Protoss unit, they really are quite effective. They can't attack aerial targets, of course, but properly supported they have a real place in assaults, and given that they are the most basic unit, you can produce them early, so they can help you get a jump on your opponent.

Dragoon

Like the Hydralisk, this is designed to be a versatile unit that can attack both air and ground units. Unfortunately, it suffers from a low rate of attack, which means they must be supported by other units or travel in large groups. Dragoons and Zealots usually make a good pair. They make up for some of their shortcomings with their relatively long range.

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High Templar

A more specialized Infantry unit, Templars are not ideal for manufacturing in large groups. Instead, they're useful for their more specialized abilities. Psionic Storm is a very powerful localized attack that creates a lighting storm over an area. Great for taking on clusters of enemies. The Hallucination ability creates a decoy, which can be of plenty of tactical use as well.

Archon

The Archon is summoned by fusing two High Templars (at no additional cost) but they couldn't be more different. Unlike the Templars, they're a remarkably powerful, fast, and versatile infantry unit that can attack both air and land targets. Their biggest weakness is a limited range, but in large numbers they can prove to be truly devastating. It's highly recommended that you upgrade your infantry units before relying on Archons, however, as their hit point pool is very small and they rely on their shields and any armor upgrades.

Dark Templar

The elusive Dark Templar is a permanently cloaked infantry unit with a sword ability. They're useful for defense and scouting since they can go undetected, but otherwise they're not terribly interesting.

Reaver

A lumbering vehicle with a slow firing rate and long range, the Reaver is ideal for cracking the outer defenses before an assault. In order to attack, the Reaver requires manually producing Scarabs. These energy blasts are among the most powerful attacks in the game (100 or more) and have greater range than Photon Cannons, Bunkers, or Sunken Colonies, so they can crack just about any shell with relative impunity. They're not terribly versatile, however, as they attack very slowly and move even slower.

Scout

The Protoss answer to the Wraith. Scouts are vicious air-to-air units that pack an adequate ability to harass ground targets on par with Mutalisks and Wraiths. They're fast, nimble, and perfect for scouting unseen areas. Unfortunately, their production cost is quite high, which can be a major disadvantage compared to, say, Mutalisks, so don't waste them.

Carrier

One of the more interesting units in the game, these zeppelins can't attack directly, but can instead produce and spawn Interceptors when they're standing still. These small automated planes will fill the skies, attacking land and air targets. Carriers are no good for focused attacks, but they can create a great deal of chaos, which can be exploited by the right company. It also makes them quire useful for defense, and effective against groups of weaker units.

Observer

A tactical support unit, the Observer has a broad range of sight and is permanently cloaked. It's designed for scouting and lookout duties, and this can prove invaluable. If an enemy is mounting an attack outside of your base, you'll be able to get the jump on him with an Observer.

Photon Cannon

The basic defense unit for the Protoss. The Photon Cannon is well-rounded, packing the ability to reveal cloaked targets and attack land and air targets. They're easily destroyed, but the Probe's parallel construction ability makes them equally easy to replace.

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StarCraft Walkthrough

As the name suggests, this mission isn't terribly complicated, and is mostly designed to give you a feel for the interface and fundamental mechanics. To start with, you'll want to build a couple SCVs and have them harvest minerals (the nearby crystals). When you have enough (100), build a second supply depot. Once it's complete, you can build more SCVs if you like to speed up the gathering process. Before long, you'll have enough for a third.

The refinery needs to be built over a viable gas leak. It looks like there's a

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Terran walkthrough table of contents

01 Mission 1: Wasteland

02 Mission 2: Backwater Station

03 Mission 3: Desperate Alliance

04 Mission 4: The Jacobs Installation

05 Mission 5: Revolution

06 Mission 6: Norad II

07 Mission 7: The Trump Card

08 Mission 8: The Big Push

09 Mission 9: New Gettysburg

10 Mission 10: The Hammer Falls

Tutorial: Boot Camp

Build 3 Supply Depots

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good gas geyser to the south, so you can build yours right over top of it.

This is really a passive goal. Once the refinery is build, make sure an SCV is attending it and before long, you'll see the victory screen.

Very simple objective. Round up your men and head for the smack-dab middle of the screen. He's waiting in his vehicle.

Keep heading to the southeast corner. There are a couple of stray enemies, but you won't have to work to kill them. When you reach your destination, immediately set all your SCVs to start gathering minerals. In no time, you'll have enough to construct a barracks.

Build a Refinery

Gather 100 Vespene Gas

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01 02 03 04 05 06 07 08 09 10

Mission 1: Wasteland

Find Raynor

Build a Barracks

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This is quite easy, and with all your SCVs going you won't even have to save up resources. The goal includes the men you already have, so you really only need to queue up five and wait it out.

This is a more freeform mission. You'll need resources to start off, so pump out a couple extra SCVs and start scraping up minerals. You'll also want to do build another Supply Depot. Churn out a few more marines while your SCVs are scraping up minerals, and then truck north. Veer to the left up to the next plateau. There's some light resistance here, but you should have no problem clearing the Zerg out. This opens up the way to a ton of allied units that you can capture.

Train 10 Marines

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Mission 2: Backwater Station

Eradicate the Alien Infestation

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Grab all of them, send the SCVs to harvest the nearby crystals, and start banging out Firebats and Marines in roughly equal proportion. How many depends on how confident you're feeling, but make sure you have at least 5 of each, and more is recommended. Research the new tech at your Academy as well.

Your end destination is in the northeast corner. When you reach the plateau to the final approach, you'll hit your biggest bottleneck. Don't rush in too quickly, and keep Raynor defended in the rear.Keep churning out more Marines and Firebats while you attack in case you need reinforcements. Fall back if things get too intense; the Zerg won't pursue. Once you break through the initial line, the Command Center itself isn't defended at all and should fall easily.

This is your first mission where you'll have to worry about defense. As usual, you want to start by pumping out SCVs and harvesting. Also make sure to repair the nearby bunker and start sending your marines into the bunkers. Once you have seven or eight SCVs going, send one to build a refinery. During all this research the armor upgrade for your infantry.

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01 02 03 04 05 06 07 08 09 10

Mission 3: Desperate Alliance

Survive for 30 minutes

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Start building bunkers to block the two main entrances. You have approximately 20 minutes before things get heavy, so you have wiggle room until then. You'll want to get about three bunkers, each fully stocked with four marines at each entrance. You may want to throw a couple more up at the north entrance afterwards, too. Build a Factory and then a Machine Shop and then research Spider Mines.

Once the clock hits about five minutes, start planting spider mines on the road leading up to the base and around the sign and your barracks. With about three minutes left, start rounding up your SCVs to put them on repair duty for the bunker (prioritize the north ones). When the final wave comes (and it is a big one) you should be able to hold it back. The spider mines will weaken it significantly and the SCVs will keep the bunkers healthy. Even if the enemy breaks through, you will have likely stalled them for enough time to run down the clock.

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This is a pretty straightforward exploration-based corridor mission. You have no means of repairing or replenishing units, and no base building of any kind, so the main strategy is just in the route you take. A more direct will net you an easy win with little effort, while a more complete exploration will earn you a higher score. Consult the figure below for a direct path.

Initially you just want to head northwest, all the way down the hallway. Early on you'll come to your first concealed turret in the wall. These will be the biggest liabilities you face in this stage. Kill them quickly the second you see them begin their animation to neutralize potential damage.

After you round the first corner, there's a room off to the south with a pressure switch to deactivate local automated defenses in the area. Now march to the teleporter and avoid opening the doors to the right immediately before the teleporter.

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Mission 4: The Jacobs Installation

Retrieve data discs from the Confederate network

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The final approach isn't too hard, but the last room is tough. If you're badly depleted, you may want to avoid conflict and just right to the destination. As soon as Raynor steps on the pad, the mission is ended.

This is the easy part. Head a little south to rendezvous with Kerrigan. She has a couple unique abilities that you're going to want to familiarize yourself with. The first is Lockdown, which can disable an enemy vehicle and leave it vulnerable. The second is cloaking, which renders you invisible to enemies, except certain kinds of scanners, including missile turrets. You'll need to take out the missile turrets first, but once you do, Kerrigan will have free reign to slip past undetected. There is a Vulture and a Wraith along the way, which will give you a chance to try out the Lockdown ability. When you get near the Command Center, it'll automatically become yours.

Don't let the mission objective fool you, this is very much an offensive stage. You'll need to wage an assault, but this one can be tricky. There's no time limit, so there's no need to rush things. You'll face some attacks, but most of them are easily defended as long as you have infantry garrisoned in your bunkers. The weakest point is the Starport in the northwest, so build a bunker to the west of it to defend it. Also build more Supply Depots, a Control for your Spaceport, and an Academy (and research all upgrades). Now you want a ComSat station for your Command Center, and again do all your research.

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Mission 5: Revolution

Bring Kerrigan to the Antigan Command Center

Defend the Antigan Rebels

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Once you're all caught up, it's time to give that Spaceport a workout. Since there's a river blocking an on-foot approach, you'll need to take to the skies. Get about eight Wraiths ready, and some Dropships. Once again, make sure you have researched cloaking. Load your Dropships up with Marines and Firebats. Send your Wraiths south (and queue up another wave in case yours take heavy damage). When cloaked, you can raze the Refinery and the surrounding vehicles and weapons. Take out as many SCVs as you can to slow their production. When the area is clear, move on to the Command Center just west, and then bring your Dropships in to deliver your troops.

After the first Command Center falls, you'll have to press east. This can be tricky, since the missile turrets will chew through your Wraiths. Bring the infantry in and have them quickly target the turrets and retreat. With no turrets in range, you can take out the second Command Center and the nearby Barracks. Once this is accomplished you will have severely wounded the enemy. Raze all remaining structures finish the stage.

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You start off isolated, but the base is just a short trudge west. There are a couple Zerg you'll have to face, but nothing to worry about. Immediately start some SCVs on gathering duty and pump out a couple more so you can send them to repair any damaged areas. Build a Refinery as well. Very soon you'll see the location of the Norad II. There are two SCVs nearby. Have them repair the Norad II itself as well as the two bunkers, and then garrison the troops in the bunkers. This will make an adequate defense against initial assaults.

Now you need to build up your main base. Build another bunker in the northwest to guard the big hole in your defense, and then build a Factory (and Machine Shop), Spaceport, Academy, and Armory, and start working up your tree. Goliaths are the most useful vehicles in this particular level, so start churning them out.

Progress north along the map's western edge and set up a small satellite base by the mineral deposit and gas vent. Establish a second Command Center right by the minerals and a Refinery. This is a good place for a second Factory, as well, and some Missile Turrets will help defend it. Get a few more SCVs going and you should have enough minerals coming in to ramp up some heavy duty production.

There are three Zerg bases in this stage, and they're all pretty isolated so you can go out of order a bit. One is just east of where your satellite base is, in a recessed area accessible from the north. The second is in the northeast. Take your Goliaths and move in. Destroy the Sunken Colonies first, as they offer really strong defense against ground vehicles.

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01 02 03 04 05 06 07 08 09 10

Mission 6: Norad II

Protect Battle Cruiser Norad II

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With them gone, these outposts will be extremely vulnerable. Keep banging out Goliaths the whole time you're doing this to replenish any lost units, as big number are vital.

The third base (which is part of the same brood as the first) is trickier to get to and you'll want to take out or seriously thin the other two first. If you go all the way to the east, you can approach a raised area about halfway down. This is a bit easier, since you've already lopped off the head, but you'll also want to be conservative just because it's harder to get reinforcements all the way over here.

Once the way is cleared around the Norad II (and the enemy is rooted in all around this area) you can move Raynor in with two Dropships to claim victory.

Bring Raynor and 2 Dropships to Norad II

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Don't get too comfortable. Your starting point is about to come under siege. Luckily your buildings are mobile, so have the Spaceport and Science Facility (as well as any nearby units) and regroup at the main base just a bit to the southwest. Once you get settled in, pump out some SCVs and start rounding up minerals and gas. You'll need to set up some initial defenses along the roads, so place a Missile Turret and a loaded Bunker at each, which should suffice.

Odds are you're going to lose the supply depots in the south. You will need to reclaim this area, but it's not worth trying to hold onto early on. Build some depots closer to home to replace those you lost. Build a couple Armories and start doing research in parallel. You'll want a Machine Shop and Control Tower as well, so you can get cloaking tech and Siege Tanks.

Once you have some Siege Tanks ready to rock you can clear away some clearance where you lost those depots. Set up a satellite base here. A barracks or two to guard the east, a Missile Turret, and then a Command Center and Refinery to reap the land. You may also want to set up a second factory here, too, since you will be launching much of your attack. To the east and north is the primary base. You'll want a mix of Siege Tanks and Goliaths, ideally with the Goliaths in back. If you brink Siege Tanks alone, the Wraiths will destroy them. If you bring Goliaths alone, the enemy Siege Tanks will overwhelm them.

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01 02 03 04 05 06 07 08 09 10

Mission 7: The Trump Card

Bring the Psi Emitter to the enemy base

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Once you have a good force together, make your push. Target the Missile Turrets, since it will open the way for cloaked Wraiths as a second wave. Also try to level the Factory and Command Center. This will make recovery difficult. You don't need to destroy every facility, you just need to be able to escort the SCV with the Psi Emitter to the beacon point, which isn't hard with a large enough escort, but it still helps a great deal to take out the production facilities. You'll need Wraiths to take on the large destroyer, too, which we highly recommend before attempting the actual drop.

When you start out you have a nomad caravan and no place to set up shot. Send your Wraiths northwest of your starting location and you'll see a recessed area with some support structures. This is where you will set up shop. There is one support structure for each of the buildings you already have so make them land by the corresponding ones (a ghost of the building will appear at a compatible location). Pack up your infantry and SCVs in the Dropships to bring them over.

Build a refinery in the west, some supply depots, and a couple bunkers to guard the ramp. Now build an Engineering Bay and a Science center so you'll have access to Covert Ops and Missile Turrets. Some turrets will help tremendously to fend off Wraiths. Make sure to research cloaking for your Covert Ops as well.

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01 02 03 04 05 06 07 08 09 10

Mission 8: The Big Push

Eliminate the Confederate forces

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Once you've gotten your base stable, take the Norad II, along with an escort of Wraiths (following behind at a safe distance), and a well-protected Dropship with SCVs all the way west and then all the way north. Along the way, you'll encounter some Missile Turrets. The Norad II can take these out easily, which will then make it safe for your Wraiths. When you reach the small base by the mineral deposits in the northwest, you should have no problem clearing it out, as it's just a few structures. Drop off your SCVs and build a Command Center, a Refinery, and a factory. This position won't need a great deal of defense, and it will help bring in a lot more resources.

Arm your nukes. These WMDs are deployed by Covert Ops, which are very vulnerable units. With cloaking tech, however, they can get into some places undetected and deal considerable damage. This will allow you to soften the enemy up before waging an attack. A force of mostly Siege Tanks and a few Goliaths will do nicely, and we found it easiest to invade from the northern base. The enemy base in the center of the map is the strongest, so prioritize that. With enough numbers and a patient approach you should be able to march right through it. Siege Tanks have a slow rate of fire, so getting surrounded is dangerous. Bait enemies into combat a couple at a time. In this way you can plow through a great deal.

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Once you've razed the main base, the rest is easier. There's a Starport all the way in the northeast, and another base just south of that. This base is somewhat difficult to approach, but if you attack it from high ground to the north, you can soften it up before moving in. By now you have enough resources that you can be banging out reinforcements on both cylinders anyway, with little need for defense, so just overwhelm them if you have to.

This is an interesting mission. You're surrounded on two sides by Zerg who will be a constant menace you, but you can't destroy their buildings or the mission ends, so you'll have to play defensively. Start building your base up immediately. You'll need a lot of SCVs to compensate for the relatively long distance they have to travel to get minerals. Luckily Vespene Gas is much closer. Once you have a bit of income, start with some defensive installations: Bunkers by the entrances loaded with Marines and Missile Turrets once you get them.

You'll also want to build a Science Center with a Physics Lab, two Armories, a Spaceport (a second will help, too) and lots and lots of Supply Depots. Our production is going to demand a lot of resources, so we need to establish a second base. Just southwest of your main base along the western wall, there's a recessed area with some minerals. A bit west of this is more Vespene Gas, but don't worry about this yet since it's hard to defend. Set up a Command Center near the minerals, a couple bunkers, and maybe some Wraiths or a Battlecruiser for additional support.

When both mineral fields are being mined at full speed and your defense feels stable, pour all your production into

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01 02 03 04 05 06 07 08 09 10

Mission 9: New Gettysburg

Destroy all Protoss forces

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Battlecruisers from both Starports. Also upgrade your ships as much as you can from both Armories (do this as early as possible, of course). Land vehicles are fairly unimportant in this stage. A few Goliaths may help fill gaps in your base defense, but for the most part you can just concentrate on building up a fleet.

When you have 8-10 Battlecruisers (you can get away with less even, if you've maxed out your upgrades), you can march east and start steamrolling the Protoss base. Support your cruisers with a few Wraits, just in case you need more mobility, but for the most part, you will be feeling near-invincible. Leave no structures standing. The second main Protoss base is in the southwest corner of the map. This one is easier, but you'll want to be fast and thorough so they don't get a chance to rebuild.

This can be a difficult fight, and it can get very drawn out if you let it. Your goal is the Ion Cannon marked on your map in the north. This structure is on an island, surrounded by Missile Turrets that make it hard to approach from the air. It doesn't, however, have production facilities or even a great deal of vehicular defense. If you can get to it with a half dozen Siege Tanks and a few Goliaths, you stand a good chance of taking it out, but getting there can be difficult without dominating a sizable chunk of the map. Remember you can do this at any time you have the opportunity, and if you're feeling lucky, you can get away with it early. The rest of this walkthrough will take you through dominating the map, but you can cut it short and skip to the last section whenever you feel you can manage it.

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01 02 03 04 05 06 07 08 09 10

Mission 10: The Hammer Falls

Destroy the Ion Cannon

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Initially, you'll need to build up a very strong defense at your base in the south. You'll want to build three or four bunkers guarding the northeastern approach and at least two on the other side as well. Build one of everything, and make sure you have a Control Tower on your Starport, a ComSat on your Command Center, a Machine Shop on your Factory, and a Covert Ops on your Science Center. Make sure you research cloaking tech for your Wraiths, and you'll probably want to for your Covert Ops as well so you can use nukes (requires a Command Center with a silo, which means a second one).

Defense is tricky. The enemy will send very large waves of enemies at you, especially the Confederate forces in the northeast. Siege Tanks in Siege mode will help a great deal, and you can sometimes use cloaked Wraiths to disperse attacks before they arrive. The enemy will be using cloaked units, so use Scanner Sweeps from your ComSat station until you're able to construct a couple of Science Vessels (these units expose cloaked enemies within range. Once you feel like your defense has stabled out, amass a fairly large number of Wraiths (a dozen or so should make it easy), and wait for their energy to fill up so they can stay cloaked.

Now it's time to expand. The first conquest is east. Fly all the way west and then north along the west wall. There are Missile Turrets around, so be careful, but there is a great deal of damage you can do, while cloaked, and the enemy will be defenseless. Your first target should be the ComSat station on the Command Center. With this eliminated, they will no longer be able to use scanner sweeps, and you'll be free to attack with impunity as long as you stay out of range of the Missile Turrets. Attack the Factory nearby, the Refinery, and Barracks a bit to the North, and then clean up ground units (prioritizing SCVs so they can't rebuild). Once this area is clear, the base will be a lame duck.

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You can start building immediately, but send a couple Siege Tanks in to clean out the Missile Turrets and the rest of the buildings in the area. Set up another Command Center and a Refinery. You'll probably want to build a factory and/or Spaceport, too, so you don't have to import all your defenses. This area won't come under heavy fire, but you will see an occasional attack or two. This is not a terrible place to wage your final strike from, but we'll walk you through more expansion for those who want to be more conservative.

You can use cloaked Wraiths again to scout the eastern edge of the map You can find a mineral deposit and some Vespene Gas. There probably isn't much in this area, but the area with the gas is very near the enemy base. Just use this area for resources to help build yourself up. It needs only moderate defense and if it falls, it's not terribly important.

More advantageous is the area right to the northwest of this, an recessed area with a few ramps leading in. Fly some Dropships with SCVs in and set up shop. This area has plenty of room to build, good natural defense, and is in a perfect location to launch your final assault on the Ion Cannon. Build it up, including production facilities, bunkers, the whole nine. Get Dropships ready, and load them up with Siege Tanks and some Goliaths. Three ships of Siege Tanks and one of Goliaths should do.

You can drop them off in the easternmost corner of the Ion Cannon's island, in the recessed area, between (and out of range of) the Missile Turrets. From here, your units can take out the defenseless turrets (should you need to bring in reinforcements) and the narrow entrance ramps allow you to take on enemies pretty much single file. Once you thin out the initial waves, the cannon itself is a sitting duck.

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Zerg walkthrough table of contents

01 Mission 1: Among the Ruins

02 Mission 2: Egression

03 Mission 3: The New Dominion

04 Mission 4: Agent of the Swarm

05 Mission 5: The Amerigo

06 Mission 6: The Dark Templar

07 Mission 7: The Culling

08 Mission 8: Eye for an Eye

09 Mission 9: The Invasion of Aiur

10 Mission 10: Full Circle

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Evolve a few larvae into Drones, and start harvesting minerals. Once you have a few more mining and a couple Overlords, you can have another Drone mutate into a Spawning Pool. Placement isn't important.

You'll need some Vespene Gas before you can make a den. Just southeast of your creep is a deposit. Build an Extractor, and have some Drones run to it. Now you can go ahead and build your den.

This isn't too tough, since this is really meant as a training mission. Train 10 or so Hydralisks, and maybe some more Zeglings. March east to the small encampment in the south. There's a Barracks here, which is where most of the enemies bothering your base are coming from. Wipe it out. There are Goliaths, but they don't actually have Factory, so you this gets easier and easier as you plow through more of these.

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01 02 03 04 05 06 07 08 09 10

Mission 1: Among the Ruins

Create a Spawning Pool

Create a Hydralisk Den

Destroy the Terran Encampment

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The northeast base is a bit larger, but poorly defended. Go for the Barracks first. There are some Wraiths, so you must have Hydralisks with you, not Zerglings. The Command Center should be next, and then the Starport on a higher area to the west. After that it's just Supply Depots. The base is a sitting duck.

Start with the basics. Crank out a few Drones, build an Extractor in the north, and send a unit over to the Hunter Killers so you can assume control of them. Use these powerful units sparingly to patrol the area. Mutate the Creep Colony into a Sunken Colony and make some more Sunken Colonies. Evolve one of your Hatcheries into a Lair and then build a Spire. Build an Evolution Chamber (a second may help too for parallel research). Research all available upgrades during all this building.

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01 02 03 04 05 06 07 08 09 10

Mission 2: Egression

Bring the Chrysalis to the beacon

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Start churning out Hydralisks and Zerglings in mass numbers. We're going to steamroll the Protoss before attempting to transport the Chrysalis. Once you have a sizable swarm, head down the main road leading southwest from your base. There's a small encampment right nearby. In the middle of the map the road forks. There's another smaller base on the north fork, and the southwest one leads to the main encampment.

Through all of this you should be prioritizing Photon Cannons and any offensive units. Once they've been eliminated, you'll have all the time in the world to plow the rest. Once it's safe, get rid of Gateways first to kneecap production. Zergling swarms can chew through this base fairly quickly, but if you manage to knock out production, it'll be easy to send reinforcements if you have to.

Once the stage is clear, transporting the Chrysalis (the small cocoon on the beacon near your base) to the other beacon on the southeast corner is just a matter of point and click.

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Start cranking out Drones and harvesting like usual, and build an Extractor. Set up some Sunken Colonies to guard the northern side of the base. Convert your Hatchery to a Lair, and crank out more Hyrdralisks. Build a couple Spires and start upgrading.

When your income is stable and you have enough free Hyrdralisks, lead a scouting party north to the higher ground. Just of the west here there's another deposit. Set up a second base here, with some light defenses to harvest the area.

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01 02 03 04 05 06 07 08 09 10

Mission 3: The New Dominion

Eliminate the Terran Presence

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The approach to the base in the northwest is narrow and heavily defended. We don't recommend this. Build up an army of Mutalisks to attack from the air. There are two viable ways to approach: from the south along the west wall, and from the east, along the north wall. By far the latter is the better approach, since it has fewer Missile Turrets to contend with and you can cut straight through the Starport, Factory, and Command Center, effectively cutting off the head of the Terran base. Once you do this, try to clear out the bunkers so you can bring in the Hydralisks to ravage the rest of the base.

You'll start off with 10 minutes on the clock, but it's really fairly inconsequential. You won't have any problem running down the clock, but this is just a way of having you focus on defense for a while, which will be important. Start mining and extracting as usual, and churning out drones. As soon as you can, build some Sunken Colonies to guard the eastern approach to your base. Convert your Hatchery to a Lair, make a Spawning Pool, the whole nine. To the north of you, there's a second mineral deposit. For efficiency's sake, build another Hatchery up here to harvest. Also build a couple Spires and start upgrading, because we're going to need to go by air this time.

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01 02 03 04 05 06 07 08 09 10

Mission 4: Agent of the Swarm

Protect the Chrysalis until it is ready to hatch

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There are bases in each corner, with the main one with Raynor obviously in the northwest. There's also an island in the middle with some resources. This is an easy get. Research the Ventral Sacs for your Overlords (and Pneumatized Carapace if you don't want them to be horribly slow). This will allow you to use your Overlords to pick up units (in this case drones) and fly them over to the island in the middle of the map. Set up shop here, and build lots of Spore Colonies to fend off any attackers. Have a few other units around to pick up what slips through.

Work up a sizable army of Mutalisks, now that you have plenty of resources for production. Fly your swarm all the way north on the west side and then approach the enemy base along the north border toward Raynor. Attack Missile Turrets first. Goliaths are also a pain, although Queens can infest them, which can be very effective. This line will put you in range to destroy some key production facilities, but remember you don't have to wipe the enemy out. Raynor's Command Center is will guarded with four Missile Turrets, so make sure you have your numbers up and your units upgraded before approaching it. With the missiles gone, you should have no problem wiping the Command Center out for the victory.

Infest or destroy Raynor's Command Center

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This is another maze mission like Mission 4 of the first episode. Like that mission, it's not heavy on strategy, and has more to do with knowing where to go, and targeting enemies quickly as the pop up. To start with you'll have Kerrigan, a pair of Hunter Killers, and some Zerglings. Since Zerg units can heal, this mission becomes even easier because you can always hang out while your life refills. The Zergling units are fairly disposable, and as long as you keep both Hunter Killers alive you shouldn't have much trouble. Consult the map below for a path through the stage.

Head southwest down the first hall on the south side to avoid the guns. Round the corner, you'll hit the first beacon, which will open the way ahead. You'll mostly fight infantry, which shouldn't be a problem. When you reach the middle of the map, you'll face some Goliaths (pictured). You'll probably lose your Zerglings here, unless you leave them behind at a safe distance until the battle is over. You'll need to be quick to minimize damage, but the Hunter killers will make short work of them.

After you round the corner, you'll be ambushed by six turrets that pop up from the floor. These are no big deal if you respond quickly, but don't get caught off guard. Not long after you'll come to an area with some holding cells. There are Marines firing at some Zerglings. Kill them quickly to save as many as you can. Hit the beacon nearby to open the cells (and the way ahead) and add the survivors to your party.

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01 02 03 04 05 06 07 08 09 10

Mission 5: The Amerigo

Bring Kerrigan to the Super Computer

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After you round the corner, you'll be hit with an ambush by hidden rocket launchers and marines. As usual, this is just a matter of being quick, but be aware of it before hand and heal if needed. Now head northwest a ways, you'll come to a large, open room. In the northeast of this area is a room with two beacons. As you approach it, you'll be trapped and have to fight, so make sure you're not on your last sliver of health. Hit both beacons, and then head to the south of this area to exit through the previously closed door.

When you reach the room with the teleporter, head right through. There's no need to clean house; enemies won't follow. On the other side, there are plenty of enemies. The final approach to the beacon is fairly difficult, with turrets and plenty of enemies guarding from higher ground and only a small staircase to approach. You may want to consider just rushing through rather than fighting. As soon as you hit the beacon, the level ends.

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Your initial base is in the northwest and the Protoss base is in the southwest. You'll have to worry about defense a bit initially, so set up some Sunken Colonies around the ramp leading into your base, but your home base will have things fairly easy this round. Start harvesting as fast as you can and build up an Extractor, and Evolution Chamber, evolve your Hatchery to a Lair, and build a couple of Spires and start upgrading flying units. Also make sure to research upgrades for your Overlords so you can use them as transports.

Start training Mutalisks. When you have a good swarm together, you can begin expanding. First, head east from your base. There's an obvious spot for a base by the mineral deposit. Dig in and set up defenses on the west side, including Spore Colonies and Sunken Colonies, and leave your Mutalisks there to look over it. While all this is going on, make sure you're building a Queen's Nest, evolving your Lair into a Hive and evolving one of your Spires. This will enable you to mutate your Mutalisks into the powerful Guardians.

There's also a good spot for your base south of your initial base. This one is east to get to, so just drop off some Drones, but have it supported, because it's likely to face attacks. Spore Colonies are especially helpful. Once all three bases are up and running, you'll have a ton of resources. Make sure your flying units have been leveled up at the Spires, and then start evolving Mutalisks into Guardians.

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01 02 03 04 05 06 07 08 09 10

Mission 6: The Dark Templar

Exterminate the intruder

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Keep a sizable amount of Mutalisks as well, since Guardians can't fire air-to-air and are quite slow, both in movement and rate of fire. Even with these weaknesses, the Guardians are powerful flying tanks. Take a group of them (a half dozen or so) southwest from your eastern base to reach an encampment of Dragoons. Try to take them on from a distance a couple at a time. Once they're gone, move east and wipe out the small camp.

Now it's time to assault the main base. You could establish a forward base near the area you just razed on the east side of the map if you want to use land units, but this takes time, so it's easier just to round up a large group of Guardians and Mutalisks. Guardians alone won't be able to handle things because of their slow firing and the fact that they can't attack aerial targets. Approach slowly from the north, prioritizing Photon Cannons. There are a lot of Dragoons running around and this can be a difficult run if you want to do it in one wave. The key is just to not rush in and to bait enemies away from each other when you can. Approaching from the east can help too, since Dragoons will come from the west and try to pincer you.

Very simple. Use an Overlord (with Ventral Sacs, of course) to bring Kerrigan to the dead center of the map. Drop her off and then have the Overlord Bring Kerrigan to Tassadar's

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vacate the area. Kerrigan will have not problem meeting the challenge.

Time for some hot Zerg on Zerg action. You'll start out without a base and just a handful of units. The small base just to the north will fall easily, just stay focused and methodical. As soon as you knock out the enemies and the Hatchery, move in your drones to take advantage of the creep before it recedes. You'll want some defenses, especially on the north side (since there's obviously no base to the south). Set up Sunken Colonies and Spore Colonies as soon as your Evolution Chamber is up and running.

Work up the tech tree as usual. Ignore the latest edition, though. Once you have a Hive and evolve your Spire, your should be good to go. Initially, you'll want to build up a force of Hydralisks, about 20 or so. Work on upgrading them at the Evolution Chamber, and when your force is ready, march west.

challenge, alone

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01 02 03 04 05 06 07 08 09 10

Mission 7: The Culling

Eliminate every last remnant of the Garm Brood

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This is actually one of the harder parts of the stage, but the extra resources are pretty necessary and it's best to get it out of the way. Use your ground units to chew through the Sunken Colonies and enemy Hydralisks (which seem to be very numerous). Once you knock out the Hatchery and the Drones, the base will have a hard time making a comeback, but those pesky Hydralisks will still keep attacking from the north. Place your units on guard, just north of the mineral deposit, and then set up a base here. The north side is the only one that will need any serious defending.

The rest of the mission can be tackled from the air. Evolve 6-8 Guardians and round up another 6-8 Mutalisks and send them all the way east, and then north along the east wall. There's a very poorly defended base here. As long as you don't rush it, you should be fine. There are only a few structures. Set up another base here, and leave a few Mutalisks around to defend it. It won't need any heavy duty protection.

Wage your attack from this location. You'll need at least a few Mutalisks to deal with other Mutalisks, but Guardians will work best as your primary attack force. Head all the way north along the east side and then make your way west. This is surprisingly easy. Apart from Spore Colonies and other Mutalisks, the base has very little in the way of effective air defenses, and the Guardians air-to-ground attacks are just so powerful, the base doesn't stand a chance. Make sure you

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get all the stray colonies, and then hit the last once north of your western base. This stage is a surprisingly easy win once you get rolling.

This is a fairly unique mission. There is little need for traditional defense. Instead, you have to prevent any Dark Templars from escaping via the maps three exits. These points are marked by beacons. One is right near your starting base, one is in the northwest, and one is in the southeast. All are connected by tunnels that can transport ground units instantly, and all have a hatchery nearby. The Templars have cloaking abilities, which means you will need to have an Overlord stationed at each beacon (you do at the start, but just remember to keep it that way).

Start by divvying up your forces and sending them to the other beacons. Now you need to build your base up as usual. You might want a Sunken Colony or two, but by and large defense will not be a priority this time. Focus instead on working up your tech tree, with an emphasis on getting an Ultralisk Cavern (which requires a Hive and all of its prerequisites, of course). You don't have a ton of resources to start with, so this can be challenging.

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01 02 03 04 05 06 07 08 09 10

Mission 8: Eye for an Eye

Destroy the Protoss Bases

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Once you're able, try to bang out some Hydralisks at the northeast base. They should be able to raze the small base in the center of the north side of the map. Alternately, attacking from the air with Mutalisks may be faster if you have them handy. You can set up a base here, once you clear the area out. You don't need any defense here, really. Leave a few Hydralisks around incase of a stray but don't expect any trouble. This base will get your income up to where you can really ramp up.

At your southwest base or northwest base (the southwest works better), build up about a dozen Mutalisks and Evolve half of them to Guardians. With this force, you should be able to level the Akilae base in the middle of the map against the east side border of the map. As usual, target the Photon Cannons and enemies. This isn't a difficult area to gut.

There's one more Akilae base on west side toward the middle. For this, you should attack by land from your west base. Build up a half dozen Ultralisks, and a half dozen Hydralisks (for faster movement and anti-air attacks) and head south. These guys are bulldozers, and you'll really have no problem.

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It's just a warm up for the main event, though. The Sargas Tribe is based just south of this. You'll want to get more Ultralisks (and replace lost Hydralisks) for this, but the strategy remains the same. There's strength in numbers, and once you got your second base up and banging on all cylinders, your income should be enough that you can just throw units at the problem. You don't have to destroy every structure, just the Nexus (the big pyramid).

You start of with a pretty good base for once. You'll want to fortify a bit, but this isn't a heavily defensive mission. Put some Sunken Colonies around the southeastern perimeter. You'll want to build a Queen's Nest, a Hive, an evolved Spire, all of that good stuff. Ultralisks can help, too, but the aren't absolutely necessary. You can work your way all the way up surprisingly quickly.

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01 02 03 04 05 06 07 08 09 10

Mission 9: The Invasion of Aiur

Bring a Drone to the Khaydarin Crystal Formation

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Expansion comes easy this time. Get a group of eight or so Mutalisks together and head east along the north edge. You'll come across some peripheral defenses: Dragoons, Photon Cannons, etc. Kill them quickly, but don't be thorough; you're just cutting a path. Keep going along the north edge until you come to a mineral deposit. Set up shop here. Guard the west side with some moderate defense, but don't worry too much. Start plundering Mother Earth of her valuable resources.

Keep your aerial posse together, and consider evolving them to Guardians, since you surely can by now. Head southwest from your expansion base. There's another plot. On the raised ground southwest of this campsite, there are a few installations you'll want to uproot, but for the most part this area is free and clear. Fly some Drones in to set up shop.

Now you have three bases churning out resources and you can do whatever you want. The basic plan here is just to cut a path from the middle of the map on the north side, straight down the middle to the beacon. To do this, get a bunch of Guardians, and support them with Hydralisks and Mutalisks. You don't have take on the whole base but secure the area around and leading up to the beacon. Now you can bring a Drone in. Fly it in with an Overlord, drive it over on land, whatever. When it gets to the beacon, it'll go underground and you'll have 10 minutes on the clock.

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Since the enemy can't really do anything to hurt the Drone while it's underground, this is prep time for you to secure the area and work up a convoy. Bang out some Ultralisks and send them to guard the area, along with forces capable of fighting off the formidable Carriers (Hydralisks or Mutalisks). When the time runs down, escort the Drone with the crystal back to the beacon at your home base. If the Drone is destroyed, you just need to send another to pick the crystal back up, since the Protoss won't touch it.

Like the last Terran mission, the idea here is just to destroy the temple in the middle of the screen. You don't have to wipe out the enemy forces, but you will have to fight an uphill battle to get your momentum up. You start with a basic base, but you'll need to ramp up fast, and defense is a major issue. Zealots and Carriers will be a persistent problem, so you'll want both air and land defenses. Sunken Colonies really aren't very effective against the agile Zealots, so having a lot of Hydralisks (or better yet Mutalisks) is far more effective. You will want plenty of Spore Colonies guarding the east, west, and north of your base.

You can work up the tech tree pretty quick for the most part. You'll want to prioritize getting to a Greater Spire, since Guardians are really helpful for offense (not so much for defense). You'll also probably want to build a second Hatchery closer to the mineral pile on the east side of your base. There are two bases right near yours on the east and west side

Hold off the Protoss while the Drone harvests the Khaydarin

Crystal

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01 02 03 04 05 06 07 08 09 10

Mission 10: Full Circle

Destroy the Protoss Temple

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that will make up the bulk the attacks against you, so clearing these out should be your first priority.

Work on the base to the east first. It's not large, but there are a lot of Zealots that can devastate any land attacks, and the approach has a narrow choke point. For this reason, we recommend having a force of Guardians (ideally) or Mutalisks invade, with some support on the ground from Hydralisks for anti-air cover. Once this base falls, you should see considerably fewer attacks on your main base, and you can set up a second base of your own to harvest the area's resources.

There's also a pesky base to the west. This one is a pain to approach by land, but with some Guardians and a few Mutalisks, you can take it our easily. Once you take on the initial Photon Cannons, there's really not much to worry about. You can destroy the rest of the base without too much trouble, and establish a third base in the ruins. If you go north from here and wipe out the small base there, you won't even really need much by way of defense.

With three bases banging on all cylinders, an assault on the Temple is not too difficult. Guardians are great, as usual,

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but you should support your assault by land. If you have a ton of resources, Ultralisks are devastating as usual. Otherwise Hydralisks will do just fine. March north from your main base. There's a wall dividing the area, and if you go to the west you can find a way through. Cut your way right to the temple.

By now you've cut a path to the beacon, so keep your units where they are once you destroy the temple. It helps to have a convoy to support the Drone with the crystal as it travels from your home base. It's not going to be a big fight, however, and all you need to do is get your Drone within a few feet of the beacon and victory is all yours. Episode II is over.

Bring Khaydarin Crystal to the remains of the Protoss Temple

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You'll need to reach the base before you can get any real work done. Round up your units (there are plenty to start with, and head down the ramp and follow the river bank north. You'll come across some easily overpowered pockets of Zerg resistance. Go across the bridge in the north and then make your way southwest to the walled base. Fenix awaits you here.

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Protoss walkthrough table of contents

01 Mission 1: First Strike

02 Mission 2: Into the Flames

03 Mission 3: Higher Ground

04 Mission 4: The Hunt for Tassadar

05 Mission 5: Choosing Sides

06 Mission 6: Into the Darkness

07 Mission 7: Homeland

08 Mission 8: The Trial of Tassadar

09 Mission 9: Shadow Hunters

10 Mission 10: Eye of the Storm

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01 02 03 04 05 06 07 08 09 10

Mission 1: First Strike

Meet Fenix at Antioch

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You'll have a damaged starter base to work with. Bang out a few probes and put them on minerals. You can take the computer's advice and build Photon Cannons, but it's not necessary as long as you keep an adequate patrol in the base. Build a Pylon near the Gateway to activate it, and once you have enough income, build a second Gateway. Bang out Zealots, and once you have a Cybernetics Core, get some Dragoons going as well.

The Zerg base is in the northwest corner. It can be difficult to take on because the Zergling rushes are rough and the Mutalisks are immune to your Zealots. The key here is to rush the Hatchery and then the Refinery, and try to police any Drones in the area. If you can take these off, it'll cripple the base, even if you get wiped out. If you don't, the base will likely regenerate by the time you get another wave together. Stay out of range of the Sunken Colonies and save them for last. Their placement is poor so you shouldn't need to tangle with them until after the base is a lame duck.

Destroy the Zerg base

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You've got 15 minutes to kill before the cavalry arrives. In that time, you just want to get operations up and running, some solid income in place, and as many units as you can. Defense is going to be a minor issue, as attacks are sporadic. Build and Assimilator, a Forge, and a Cybernetics Core. Once you have more resources flowing in, a second Gateway can help. There are two ramps in the east to enter your base. The southern one merits the most defending, so station units here and consider building Photon Cannons. Have some Zealots patrol the area your base is on to find burrowed units so they don't surprise you later.

You don't have to expand in this stage, but it certainly can help. Get some Zealots and send them on an exploratory mission to the area south of your base. There are some burrowed units here as well. Once you've uprooted them, the coast is clear to bring down some Probes to set up a little mining camp. There's no gas here, but you probably have plenty anyway.

Those 15 minutes are over before you know it. There's no immediate rush to move in, so take the time to rally enough units and do this right. A dozen Dragoons and ten Zealots will do the trick. Approach carefully from the west and draw out units away from the Sunken Colonies. When they're gone focus hard on the Colonies and take them out fast. As you do this, move in with Fenix's group (though consider leaving Fenix himself safe in the corner) and move south.

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01 02 03 04 05 06 07 08 09 10

Mission 2: Into the Flames

Distract the Zerg while Fenix gets into position

Kill the Zerg Cerebrate

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The attack from the north should have no trouble getting through the Hydralisk Den and then your Revers can hit Sunken Colonies from out of their range. Once you get the Hatchery down, you're over the hump. But now you should be able to bring your party together for one final push south. There are dense Sunken Colonies protecting the closed off area to the south. Wipe these out quickly and with extreme prejudice to reveal the way to the Cerebrate.

You start off with a pretty good base nestled snugly in the southeast corner of the stage. For the first time you'll have access to a Stargate so you can produce Scouts, so build a Force, Gateway, and Cybernetics Core to get to that point. You'll want some solid defenses for the north and west perimeter, so build Photon Cannons, and keep your initial units on guard to support them.

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01 02 03 04 05 06 07 08 09 10

Mission 3: Higher Ground

Destroy the Zerg colonies

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Scouts will be a big part of your strategy and they're very pricey units, so you'll want to expand. Send a small group of Zealots and Dragoons west along the south border. When they get to the far corner, they'll encounter a few burrowed enemies, and from here the coast should be clear to send in Probes and set up shop. Leave your units here to defend the area and build some light defenses, but don't expect a ton of trouble.

There are two enemy bases: a smaller one in the east, and a larger one covering much of the west side of the map. The approach to the larger one is a bit inconvenient, forcing you to take the narrow path down the middle of the map and approach from the north. We're going to build one more base to make it easier to assault both of the enemy camps. Head north down the path in the middle all the way up to the north border. There's a pile ripe for the taking. Consider building production facilities here so you won't have to actually move your units. Defense is not a big deal if you're stockpiling units.

By now your income should be very good, with three bases raking in resources. You can churn out Scouts rapid fire, and make as many Zealots and Dragoons as you need to back them up. The base in the east is a bit easier, so start there. Approach with your Scouts and stay out of range of the Spore Colonies while you fight off oncoming enemies and wipe

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out Sunken Colonies. Move in with your ground units and focus on the Spore Colonies to make way for your aerial assault to continue. Once you topple the Lair, the rest becomes easy.

The last base is a bit harder at first. There are going to be a lot of Hydralisks, which makes life difficult for your Scouts, and a lot of Sunken Colonies, which makes things hard on your ground units. Do a surgical attack on the first Sunken Colonies and then retreat your Scouts until the infantry is thinned out. From here, things get a lot easier, and you will be able to mop up the camp more effectively from the air, since there are very few Spore Colonies. Once the Hatchery falls, they will have a tough time recovering. You'll need to finish off every last structure before you can claim victory.

This starts off like a maze mission, but it's a bit shorter and simpler. That doesn't mean easier, however. Your biggest asset is a High Templar mixed in with your ranks. He has a move called Psionic Storm that can mess up groups of enemies at a range. This skill will be the key to your success.

Round up your units and head northwest. There are some burrowed enemies that you should be able to take out quickly without a Psionic Storm. You'll come to a Sunken Colony. Ravage this as fast as possible. This brings you to an intersection. You can go either way. The northeast one is shorter, but the southwest one is slightly easier, so we'll cover that.

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01 02 03 04 05 06 07 08 09 10

Mission 4: The Hunt for Tassadar

Find Tassadar

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When you round the corner and see Zerg creep, send a Zealot in to bring out the burrowed enemies. Lure them away from the Sunken Colony and quickly hit the with a Psionic Storm. Now you can head up the ramp to higher ground. You'll march for a little ways to the northeast side of the recessed area, and take the ramp down. Right as you do, you'll face another group of enemies, and a quick Storm should take them out.

Follow the way northwest. Get ready with another blast for the Mutalisk. It might seem like a waste, but it can do some damage if you let it. Hydralisks will bother you from the northeast side of the hall, but just stay as far from them as you can and run through. You're likely to take some damage. If you happen to lose all of your supporting units, make a mad dash to the northwest with your Templar and try to slip through. Once you hit the base, you begin the second phase.

Now you need to fight your way back to the start beacon. You need to protect your two key units (the green ones) and assemble a convoy to lead the way. You already have a pretty good base going, but you'll need to do a little building first. Defense isn't a huge deal, but build Photon Cannons throughout the east side of your base. Build a Cybernetics Core, Stargate, Citadel, and Templar Archives. You won't be expanding, so have lots of Probes harvesting minerals and gas.

Bring Tassadar and Raynor to the beacon

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You'll want a mixed group to make this strike. A couple Templars will prove very useful, as enemies appear in clusters and the Psionic Storm will devastate them. Scouts are going to be very important as well, and you should research upgrades for your aerial units so you get the most out of them. Fill out the rest of your squad with Dragoons and/or Zealots.

Retrace the route we took the first time. You'll want to move forward carefully and methodically. Send land units in first, and when you spot your target in the periphery of your vision (before they move in) choose how to strike. Clusters of Hyrdralisks should get a faceful of Psionic Storm. Mutalisks and Queens are easily handled by your Scouts, along with any Sunken Colonies left. Bring Raynor and Tassadar in the rear, but don't let them fall too far behind without any support.

Maintain this methodical approach. It's not as fast as just bulldozing, but it's very efficient, and you can do it with minimal losses. Prepare to fight off a lot of Mutalisks right near the beacon. When both Raynor and Tassadar take their place on the marked spot, the mission ends.

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This is another delivery run. The object here is just get Tassadar and two Zealots onto the beacon in the southeast of the map. Easier said than done, of course, but you can actually get through this mission quickly and with surprisingly little actual combat.

Get to harvesting right away, and building up the basics so you can fortify your perimeter with Photon Cannons. Once you get some spare income, build a Cybernetics Core, Stargate, Robotics Facility, and Robotics Support. While you're doing all this, grab the Shuttle you have at the start and bring a couple Probes just a bit northeast of your main base. There's a completely unguarded mineral and gas deposit here, so quickly set up a base and some basic defenses.

Now you have some good income coming in and you can start manufacturing. You'll need lots of Shuttles, six or so Scouts, and a mix of ground units (we'd recommend a few Reavers, and a healthy mix of about 10 Dragoons and 10 Zealots). Send your scouts to lead the way. They should go east, staying north enough to keep out of range of the Spore Colonies on the middle island. As you reach the eastern side of the map, turn south, avoiding the Terran colony in the northeast.

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01 02 03 04 05 06 07 08 09 10

Mission 5: Choosing Sides

Bring Tassadar and two Zealots to the installation entrance

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As you approach the island where the beacon is situation, skim the north barrier and find the place where you'll only be in range of a single Spore Colony. Take it out along with the three Guardians floating by it (they can't attack your Scouts). Now bring in your Shuttles with the cavalry and drop them off at this location. They don't need to level everything, but take out the hatchery and clear a way to the beacon. You don't need to be perfect, but do as much damage as you can.

The final rush isn't so tough. Load up Tassadar and a bunch of Zealots and drop them off. Just make a run straight for the beacon. As long as at least 2 survive along with Tassadar, victory is yours.

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This is the final "maze" mission, and it's the hardest of the three. Consult the figure below for the route described in this walkthrough. You start with only three units, and of them, Tassadar cannot die. Head southwest, taking on the pockets of Zerg as you find them. You'll come across Infested throughout this stage. These suicide bombers are really devastating, and very frustrating. The easiest way to cope with them is with a Psionic Storm before they start running. Alternately, you could send a sacrificial character at them to minimize casualties (if you run from it, you can even save your unit sometimes) or if you have strong enough ranged attacks you might be able to take them out quickly.

Before long, you'll add some Terrans to your squad. When the path turns northeast, you'll come to a lager room with three walkways. Take the middle route and stand on the beacon to open the way.

Now you'll be able to head southeast and then southwest. You'll come to a four-way intersection. Head southeast to pick up a large squad of Terrans. If you want any of them to survive, we suggest you quickly blast the Zerglings with a Psionic Storm, and then retreat the way you came.

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01 02 03 04 05 06 07 08 09 10

Mission 6: Into the Darkness

Rescue Zeratul

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This time take the northwest path. It's littered with more annoying Infested. You'll have to follow the path as it winds around, leading up to the beacon. This opens the door all the way in the southwest. Head that way and mind the wall-mounted guns. When you arrive at the door, there are two floor-mounted missile turrets, too, which you should take out quickly.

Just beyond you'll come to a hallway with a room on the left with more Terrans to add to your (likely thin) squad. There are Firebats, Marines, and even a Covert Ops. This next part is a doozy, so we highly recommend saving here, and stopping to let Tassadar's energy heal if he's low. As you proceed down the hall and approach the corner, a huge party of Zerglings and Hydralisks will rush you. You'll need to hit them with consecutive Psionic Storms in order to survive.

With that crisis cleared, you can continue northeast. You'll come to a room with a lot of floor turrets. Level them quickly if you have enough units, or just rush to the switch and back if you don't. This will open the way to the level's end, nearby.

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Usually we like to give you the conservative strategy because it's easiest, but the odds are so overwhelming and defense such a chore in this mission that it really is much easier just to hit hard and early with a surgical strike right at the enemy's heart. You only need to destroy the Nexus in the southeast corner and you can get it done in a few minutes. If you try to expand and push out the smaller bases, you could be in for a long, difficult tug of war.

You start out in the thick of things. Round up everyone on screen and quickly retreat to the base in the northeast. You start out with a lot of resources already in your account, so this means you can (and shout) start building as fast as possible. Immediately queue up Probes, and while they're churning out grab one of the existing probes, and build a Robotics Facility, a Templar Archives, a second Gateway, and one or two additional Forges (for parallel research). Immediately being researching infantry upgrades, and build lots of Photon Cannons to hold your entrance. Station Dark Templars out front to fight off enemies, and send your Observer out a ways so you can see what's coming. Keep your key units in the back where they'll be safe.

Keep churning out a few more probes. Have at least three harvesting gas and seven on minerals. Start cranking out High Templars (you'll want ten) and queue up five Shuttles. With your resources left over, churn out 10-14 Zealots. Remember to keep researching upgrades at your Forges. As your Templars emerge, select them in pairs and have them fuse to form Archons. You'll end up with five of them in all. Load them up in Shuttles, and then use any remaining Shuttles to round up Zealots.

You should be able to get 5-6 full Shuttles ready before the enemy hits your base hard. When they begin to strike with Reavers, your life will get more difficult, so strike before then. Send your Shuttles east, and then south along the river. When you approach the walls of the base, find a clearing just across the northeast wall of the base, and immediately head south and then east to strike at the Nexus. Keep your units together and chew through high priority enemies like Reavers, but don't dawdle. Make a beeline for the Nexus. With your Archons, destroying it should only take a few seconds. As soon as it crumbles, victory is yours.

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01 02 03 04 05 06 07 08 09 10

Mission 7: Homeland

Destroy the heart of the Conclave

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Like the last mission, this one has a single target, and can be completed relatively quickly if you're good, but unlike the last one, you start with no resources, and the slow build and emphasis on defense make this relatively difficult. We'll lead you through a more conservative approach, as this mission becomes much easier once you've build some momentum up. First, though, we'd like to give you a detailed overview, so you can go off script if you like.

Your base has a good defensive wall that limits attacks by land to fairly small entrances on the northeast and southwest sides. Aerial attacks, obviously, may pass right over the wall, so you will want to fortify the southeast with anti-air defenses. There are two Protoss Tribes with two camps each, signified by red and purple. Defensively, you'll be more concerned with the purple guys, who have camps not far from you to the east and south, effectively surrounding you.

The Nexus of the red tribe is in the southwest, on a small raised island with no land approach. The only way to reach it is by air. This is the only nexus (and two Assimilators) that the red camp has, so if you can destroy it and all of the Probes on this island, you will effectively stop all production, effectively ensuring your eventual victory unless you screw up badly.

Your objective is the large camp in the south, near the middle of the map. It likewise has a wall with an entrance smack in the center, and it's on a raised plateau which is only approachable from the southwest. There's also a river that obscures approaches except from the northeast. Long story short: You'll want to use Shuttles to bring in land units. This base is heavily defended, but, as we said there is no Nexus, so your only concern should be the Stasis Cell, a large liquid tank.

When you begin, you have virtually no resources, so start your Probes harvesting and slowly build up more and more until you have a solid income to work with. We can't expand right away so you really want to crank out a lot of them. Go nuts. Once you can, build a Gateway, a Cybernetics Core, a Robotics Facility, a Templar Archives, a Stargate, and a Fleet Beacon. Keep your units stationed at the entrances, and build up the usual Photon Cannons to support them. You'll probably want to do this as early as possible.

. Terran . Zerg . Protoss .

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01 02 03 04 05 06 07 08 09 10

Mission 8: The Trial of Tassadar

Destroy the Stasis Cell

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Once you're rolling, you can think about offense. Begin upgrading your infantry (consider building more Forges to aid this) and your aerial vehicles. Against the two purple camps, Archons are ruthlessly effective. Start churning out Templars and having them fuse. You'll also have access to Carriers for the first time. Warp in a few and remember to load them up with Interceptors. You probably know how these vehicles work from having fought them; they spawn these small robotic planes in high numbers to swarm a target, dealing lighter damage, but creating quite a bit of chaos. Very useful when outnumbered.

Once you get five or six Archons and two Carriers, you can easily invade the purple camps. It doesn't really matter which you go after first, but we'll go south. Head down along the west border. Keep your distance. When the Carriers start deploying, have them hold their position and move in with the Archons. Target Photon Cannons first and work your way south. The base really is poorly defended, so you shouldn't have much trouble finishing it off. Even better, this area sees very little activity, so you can establish a satellite base here with a few Photon Cannons and maybe two Archons, and they should be able to hold down the fort.

Now round up this same force, and replenish any lost units and head east along the north border. There are a few

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Photon Cannons on the near side of a rock formation that you can take out quickly. Once you work your way around this, the pink underbelly of this base is exposed. This one likewise falls quickly. You can set up a base here as well, once again with minimal defenses. You may see a handful of enemy units here, but don't expect any full-on assaults.

Now you have three bases running and enough supplies to overwhelm your enemy. All that's left to do now is to focus on the south. Now, remember, you have a lot of resources now and your defensive load has been seriously lightened, so you should be more than able to push your way in to the enemy base now. However, we'll take you through one more extra step to make sure the enemy doesn't outlast you. Load a bunch of Archons (8 or so) in Shuttles, and escort them with two Carriers down to the island in the southeast. Drop the archons off in the thick of it all. They'll have a hell of a fight, but remember, they only need to destroy the Nexus and Probes. Once that's done, you can pick them up and flee, or let them keep fighting, but clearing this island is not necessary as long as you've permanently halted their resource gathering.

Now you can push your way in. The best way is to drop off a lot of ground units (once again, Archons have the best shot of pushing through to their target, but Zealots are great support. You'll want to soften up their outer defenses a bit. Large numbers of Scouts can get this done by focusing on one Photon Cannon at a time. Raynor's Yamato Gun is excellent as well, but requires a great deal of energy, so it's only for the patient. Raynor is an essential in this map as well, so you may not want to put him in the line of fire. Once your troops break in, make a beeline for the Cell. Don't worry about anything else.

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You start off with a squad and no base. The basic idea here is just to cut a path straight down the middle of the map from south to north. At the north border, the path forks and one Cerebrate is on the left and the other on the right. You don't need to wipe out bases for the most part. If you cut a clean path it should stay that way as long as you level the Hatchery at the mid point.

You start without a base. There are two prime locations near you; one in the southeast corner and one in the southwest. Both will work just fine, though the one in the southeast has a bit more minerals. Either way, you want to quickly establish an Assimilator, two Nexuses (one near the gas and one near the minerals) and a Pylon. This will expend all of your starter income. Have all of your Probes mine minerals (you have a starter supply of gas still, so you can wait on this for a little bit) and as soon as you can build more to ramp up your income.

You'll need some defenses, as the Zerg will rush your base periodically, with Zerglings and Hydralisks at first and Mutalisks, Guardians, and Ultralisks later on. You will want to have men on the ground guarding the entrance to you base supported by Photon Cannons. You can save anti-air defense for later. Also build two Gateways, two Forges, a Cybernetics Core and a Templar Archives. A Stargate is not absolutely necessary for this stage, but you might be glad for a few Scouts if you're still around when the Guardians show up. Upgrade you infantry units like crazy at the Forges. Make sure you're maxed out.

. Terran . Zerg . Protoss .

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Mission 9: Shadow Hunters

Use Zeratul to destroy the Zerg Cerebrates

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Expansion is easy and helpful in this stage. Whichever site you chose to start at, go to the opposite one. Don't worry about the gas or a second Nexus this time. Just set up shop to mine minerals, establish a tight perimeter of Photon Cannons, and station some Dragoons around or a mix of units that can handle air and land attacks.

Now with two sites extracting minerals you can crank production up as much as you like. Keep it simple: Zealots. You ground units, once maxed out, will be able to chew through the enemy. Get about 24 of them together, queue up replacements, and send them north. If you keep them focused, they'll have no problem tearing down the Sunken Colonies and Ultralisks that are the biggest obstacles. Around the middle of the map you'll come to a Hatchery supported by Sunken Colonies. Make this a priority target. With the Hatchery gone, you won't see the Colonies rebuilt and you'll see significantly less action from the ground at your bases down south.

When the path is clear, you'll need to make a run with Zeratul to get the Cerebrate. He's the only one that can kill them. If you feel you have the time and men to throw at the issue, send some in to try to soften up the base and level the Hatchery/Hive first. This is especially recommended for the first one you attack, since you want to make sure Zeratul is healthy enough to attack the second one. We recommend a slightly more powerful party than you've been using. Three

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or four Archons supporting your Zealots will make a big difference. For the second one, you can attempt a more desperate run, since killing the one key structure is all that matters.

StarCraft's penultimate mission is an interesting one. The Protoss and the Terrans team up for some double trouble against the Zerg menace. You'll have a small Protoss base in the southeast, and a Terran base in the northwest, while the Zerg Overmind is dead in the center of the map. This appears to be a mission where you want to strike early, but the target is so heavily defended you may end up taking out a big chunk of them before you're able to.

Defense is tough in this mission. The Zerg have tons of production and resources in their heavily fortified central base. They'll be able to throw tidal waves of Guardians and Mutalisks at you and devastate even a well defended base. The only way to really avoid this is to patrol the skies around your bases and break up forming invasions before they've finished gathering. No matter what, you're going to need to constantly be fortifying your bases.

The Protoss base you start with stinks. It's lean on resources and not in a great place to invade. We recommend building some Probes to mine the resources, some Photon Cannons to guard the area, and leaving it to mine resources as a ghost base. It will, of course, eventually fall, but by the time it does, you may have depleted it anyway. Round up your troops and head north, with your destination being the northwest corner of the map. There's a small plateau here, defended by only a couple of easily killed Hydralisks. This Plateau is not only easy to defend, but it has two gas deposits. Set up shop and start harvesting them. There are no minerals, but your ghost base and the Terran base should more than cover that for the time being. Your production emphasis should be on leveling up your infantry. With the over-abundance of Vespene Gas, Archons suit this stage perfectly.

. Terran . Zerg . Protoss .

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Mission 10: Eye of the Storm

Destroy the Overmind

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Over at the Terran camp, you'll want to spread out your defenses. Have disposable units patrol the outer perimeter for Defilers, because Plague is absolutely devastating to Terran Bunkers and Missile Turrets, and will destroy them without SCV repairs. Ramp up mining as much as you can. Build Goliaths and maybe some Seige Tanks for defense (although the speedy Zerglings may overwhelm them). Work your way up the tech tree quickly with a Science Center (with Physics Lab), Armories, and Starport. Also consider a Nuclear Silo, as this can be a great way to shatter mounting attacks preemptively. Emphasize upgrades to your air units.

Between the two northern bases, there's a third site you should colonize. You can do this with either the Protoss or the Terrans, but we recommend the former since it will give you a little more room to expand beyond the tiny site in the corner. There are minerals and gas here, and you'll effectively only have to fortify the southern approach. Build another Gateway here and warp in more High Templars/Archons.

Now you have a really good income of minerals and a ridiculous income of gas, so you can really ramp up. Build a fleet of Battlecruisers (10+). You should already have an army of Archons by now. These forces alone should be able to fight their way to the Overmind, but together they're nigh unstoppable. Move the Battlecruisers in first. Even Spore Colonies

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are little trouble for the focused fleet. Once they cut through some of the initial Sunken Colonies and Ultralisks that might menace ground units, move in with the Archons and converge on your target.

The inner base is a massive production facility. If you're not confident in your ability to gut the Overmind (or just feeling vindictive) You may want to gut the nearby Hives and Lairs that litter this area. Even if your units are killed this will turn the tide in your favor. A second wave shouldn't be necessary, but as always, queue one up just in cast.

That's all. We hope that got you good and warmed up for StarCraft II.

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