Orphan: Starcraft - PC Walkthrough

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Far, far into the future, three races wage war over the cosmos, each competing for resources, terrain, and ultimately, life: the Terran, human space trash with an undying will to survive; the Zerg, insectile monsters with a hive mind and terrifying features; and the Protoss, cunning robotic warriors with advanced technology and little sympathy. These three forces will clash in brutal combat and strategic battle as one race's domination over the others is inevitable.

Contents

Terran Campaign

Four days prior, alien forces known as the Protoss destroyed the Confederate colony of Chau Sara with extreme prejudice. Fearing the Protoss will next lay waste to the colony of Mar Sara, you are dispatched to halt the invaders before they totally decimate the Terran population. Play the tutorial level, "Boot Camp," to acquaint yourself with the game's controls and obtain a good overview of the Terran's various units and structures before proceeding to the first mission.

Mission 1: Wasteland

General Duke and his advisor will fill you in on the mission details: you're to meet up with Marshal James Raynor and escort the core colonists safely to the outlying wastelands. You'll begin the mission with a Command Center, a Supply Depot, five SCVs, and five Marines. The Marines and SCVs are northwest of the structures, so send them southeast to rendezvous with Marshal Raynor (note that you must keep Raynor alive at all costs!). Head south now toward the base and you'll be attacked by Zerglings; take them out quickly and continue south. Start gathering minerals, and when you have enough money, build a Barracks. Once that's up, produce five more Marines (or more if any died in the Zergling skirmish, which is highly unlikely) to complete the mission.

Mission 2: Backwater Station

Nearby Backwater Station is under attack, so you and Raynor decide to take the initiative and send help their way. You'll begin the mission with a Command Center, a Barracks, two Supply Depots, two SCVs, four Marines, and Raynor. Start off by gathering minerals, building SCVs, and training your four Marines, and use Raynor's bike to scout the immediate area without venturing too far out. Eventually you'll want to build a Refinery and mine more Vespene Gas. Produce a couple more trained Marines, then send your squad (Raynor included) up the ramp to encounter the Zerg Creep Colony. Destroy it, then occupy the Terran structures there. Of note is the Academy, which allows you to train Firebats and build a Comsat Station.

Keep gathering resources while building up your ranks of Firebats and Marines, and spend some time researching the U-238 Shells at the Academy. Eventually you'll run out of things to mine at your southern base, so send the SCVs north when that happens. When you're ready to continue with the offense, use the Comsat Stations to sweep the area and locate the infested Command Center at the northeast corner of the map. That's your destination. You'll want to send about twelve Marines, six or seven Firebats, and Marshal Raynor out as your main attack force, with the Firebats leading the way. You'll blow right through the Zerg forces between you and the infested base. When you find the Command Center, destroy it.

Mission 3: Desperate Alliance

The Confederacy is none-too-pleased about you taking matters into your own hands and plans to have you arrested for your actions. Since they're not interested in saving their more outlying colonies from Zerg and Protoss invasions, you're going to turn vigilante and spearhead the counterattack! An extremist faction known as the Sons of Korhal offers to send you help, but doing so will brand you an outlaw with the Confederacy...

In any case, the Evacuation Zone is under attack, so it's time to prove just how chivalrous you are! You'll start the mission with a Command Center, a Barracks, three Supply Depots, an Academy, an Engineering Bay, two Bunkers, three Missile Turrets, three SCVs, three Vultures, and sixteen Marines. This mission involves more defense than offense, as your only objective is to survive for thirty minutes. First, have your SCVs digging away at the mineral patches while you build Supply Depots and another Barracks, as well as four Bunkers (with Missile Turrets nearby) at each of the two bottleneck points that you should stock with Marines and Firebats. Also, build a Factory with the Machine Shop attachment, research Spider Mines, then send your Vultures out to mine the perimeter of your base.

The Zerg will send its minions your way throughout the thirty minutes, but with a properly defended base, they won't get far. When there are about two minutes left on the countdown, the Zerg will send an enormous mass of Zerglings, Mutalisks, and Hydralisks at your base. Again, if you mined the outer areas and are sufficiently stocked with Marines and Firebats, they probably won't breach the outer defenses; even if they do, there won't be enough time left for them to completely destroy your base.

Mission 4: The Jacobs Installation

Working with your new, questionable allies, your next task involves the infiltration of the Confederacy's Jacobs Installation and stealing any design or weapons schematics you can get your hands on before they evacuate the planet. You'll only have seven Marines, four Firebats, and Raynor along for this mission, but they're fully upgraded, so you know they'll be tough. Send your crack squad west down the corridor with Raynor leading the way, taking down any Confederate forces you happen upon until you reach the end of the hall, then go north and west until you find a beacon that unlocks the nearby doors. Head west to teleport to a different section of the facility, then quickly move south toward the data room. Collect the data discs from the beacon to win the mission.

Mission 5: Revolution

Time to show the Confederacy just who's in charge--you! The colony of Antiga Prime is ready to begin open revolt against the Confederacy, and in anticipation of said revolt, your former commander, General Duke, has set up a large detachment of Alpha Squadron troops there. Your job will be to escort the Sons of Korhal operative Lieutenant Sarah Kerrigan to the Antigan rebels and defend them from General Duke's soldiers, then take down any remaining Confederates in the area. And you'll only have Raynor and eight Marines to do it.

Head south with your whole team to meet up with Kerrigan, then march east to take out some Missile Turrets before going north to take down a Spider Bike. Next head west and use Kerrigan's Lockdown ability on the Wraith you encounter to hold it down while your Marines slaughter it mercilessly. Continue to the Antigan base and take down the westernmost Bunker and the Missile Turret behind it before sending a cloaked Kerrigan inside to the beacon. This will trigger the Antiga revolt, boosting your own forces considerably! They'll immediately destroy the Confederate Bunkers nearby, so repair your own after that.

You now have Factories, Barracks, a Starport, and other structures at your disposal, but you'll want to construct an Engineering Bay and an Academy to compliment them. Build Missile Turrets when you can and situate them around the southern Bunkers, then build another Command Center next to them to start looting the nearby mineral stores. Another Comsat Station would also be a good idea, as would another Control Tower and Starport. Crank out twelve or thirteen Wraiths and upgrade them with the Cloaking Field and Apollo Reactor, then send them south toward Missile Turrets at the east end of the Confederate base. Make sure they're cloaked as you approach, because these turrets won't be able to detect you--until you start firing at them, anyway! Even then they won't be able to see you, so just mow everything down and send them back to your base if your Cloaking Fields need recharging.

Time to take out the western half of the Confederates. The way there from the east is ridden with mines, though, so use Scanner Sweeps to reveal their locations before your Wraiths take care of them. Now build three Dropships, load them with Marines, then drop them all on the Confederate base. Destroy the Missile Turrets first to keep your assault Wraiths intact while Kerrigan locks down whatever she can for the Marines (though be sure to keep her alive, lest you want to fail the mission and start all over again!). Level the entire base to the ground to claim victory.

Mission 6: Norad II

General Duke's flagship, the Norad II, has been shot down by Zerg forces and sent out a distress signal requesting aid from anyone nearby. That happens to be you. Perhaps you can gain a powerful ally out of this? In any case, you'll have to send in two Dropships, along with Raynor, to rescue the General and fight off the Zerg forces, and you'll have two SCVs, two Firebats, and four Marines to help you accomplish this.

Start out by heading west and breaking through the Zerg forces to reach the damaged base. Repair it, starting with the Engineering Bay and the Bunkers, then station the six Marines between the Bunkers with your SCVs in the Bunkers themselves. The Norad II will be under constant attack, so be sure to repair it if it sustains too much damage while you're mining the local resources and building up the base. It would be prudent to utilize the Comsat Station to scan the vicinity and mine the surrounding area with Spider Mines. When you've built up your forces and upgraded them, send them out to destroy the outer Zerg colonies, of which there are many. When you've taken down the majority of the colonies, fly in your Dropships--with Jimmy aboard one of them--to the Norad II to rescue General Duke, who begrudgingly opts to join your side.

Mission 7: The Trump Card

The data discs that you stole from the Confederacy a few mission back reveal shocking news: the Zerg are actually biological weapons created by the Confederacy itself! The Zerg can be attracked by means of a PSI emitter, so Kerrigan is tasked to plant one in the Confederate base. The Zerg will be lured in and break the Confederate defenses, allowing your escape.

You start this mission with a considerably-sized base in the southwest corner of the map, with the beacon where you must plant the emitter far to the east. For now, bring Kerrigan back to the safety of the base, and fly in your Starport and Science Facility. Forget about the Supply Depots on the eastern bridge; Confederate Siege Tanks will destroy them, but you can save the Marines stationed there by sending them back to your base as well. Now for the usual tactics: mine the local resources, and start building up your defenses. Stock the Bunkers with Marines, and build several more SCVs while constructing whatever structures you don't already possess (an Armory, for instance, and a second Factory). The Confederacy will be sending in Marines and Firebats for the occasional ambush, so beat them back while you're heavily fortifying the three bridges leading into the base.

When the base's defenses have been bolstered to your satisfaction, form a brute squad of Goliaths and Siege Tanks, along with a Science Vessel, and send them over the eastern bridge, past the resources, to a fortifying position there. Now send over the SCVs to build another Command Center and Refinery and suck the land dry of the Vespene Gas and minerals in the area. You can use your Vultures to lure in unsuspecting Confederates within firing ranges of the Siege Tanks while you're doing this. Build another Factory, then crank out more Siege Tanks, Goliaths, and Marines for your forthcoming attack. When you have twelve of each, send out the Marines first, followed by the Goliaths and Siege Tanks, making a beeline for the Confederate base to the east. Your units should be more than sufficient to take down the enemy's units, so smash through them to the beacon. Plant the PSI emitter to complete the mission.

Mission 8: The Big Push

The time has come to begin the assault on the heart of the Confederacy, Tarsonis, which General Duke has defended on many occasions. This gives him a unique advantage for the attack, but before you reach Tarsonis you must first break through its defenses: the three primary orbital platforms surrounding it. This will be quite a battle, and as such you'll start off with a nice little setup. You need to decimate everything in sight, so get the ball rolling by flying the battlecruiser and the Wraiths west to lay down the foundation of your main base. Set up your buildings next to their upgrades and start mining the resources in the immediate area while you build up your vehicles and infantry. Position Missile Turrets and Bunkers on either side of the ramp by the base, and keep General Duke and his battlecruiser nearby to blast anything that comes through this choke point to hell and back. Build up a lot of Ghosts to fill the Bunkers while you're researching the Cloaking Field and Apollo Reactor and prepping nukes at the Nuclear Silos.

When you have a sizable attack force, send out some Siege Tanks, Goliaths, Marines, and Ghosts to lay waste to the Confederate base to the east, taking out the Missile Turrets first to protect your Nuke-packing Ghosts. When it's destroyed, start up your own base there and gather the resources around it. There will be Confederate goons to the northwest, so close off the choke-point there with a Missile Turret, Bunker, and Siege Tanks next to the Vespene Gas geyser. Let your Wraiths draw the enemy out so you can pick them off before leveling whatever structures they have up there. Now build up another attack force and send it to the remaining Confederates to the northeast. Let General Duke take down the majority of his former allies and back him up with Siege Tanks and SCVs (for repairs). Your Ghosts should let loose their nukes to finish off the buildings, and this mission.

Mission 9: New Gettysburg

Your Sons of Korhal allies have used PSI emitters to draw massive Zerg forces to the Confederate homeworld of Tarsonis, leveling the planet's major cities despite your and Raynor's misgivings. Now that the Zerg have taken it over, the race of powerful Protoss warriors is descending upon them in what will most certainly be total annihilation. This will allow the Confederacy to escape, which is unacceptable! You must fight back the Protoss while protecting the Zerg structures (if any of them are destroyed, you will fail the mission). Yes, this means you'll be fighting two groups of enemies, and one you can't even properly destroy!

The Zerg base is located west of your own, while the two Protoss bases are to the northeast and southeast. Build up several Bunkers, Missile Turrets, and Siege tanks to block all the ramps leading toward your base, with SCVs at the ready near all of these points in case repairs are needed. Mine all the local resources, build a Science Vessel, and make sure to research EMP Shockwaves, which works wonders against the Protoss' shields. The Cloaking Field will also be quite useful, since the Protoss cannot detect them (except for their Photon Cannons, which you should destroy first and foremost). When the Photon Cannons are down, send cloaked Wraiths, nuke-packing Ghosts, and Siege Tanks to the two Protoss bases to level them both.

When that has been achieved, heavy Zerg forces will march on your base, and you will be powerless to stop them. But instead of being whisked to safety, Arcturus Mengsk and his Sons of Korhal will leave Kerrigan stranded on the planet without an evacuation!

Mission 10: The Hammer Falls

Your new allies have betrayed you, just as your old ones have! Now that Tarsonis is overrun with Zerg and Protoss, General Duke has switched on the planet's primary defense, the Ion Cannon. You must shut it down, but you'll have to fight through massive Confederate forces to reach it. You'll start in the southeast corner of the map, and the Ion Cannon, natch, is located as far away from you as possible, in the northwest corner. Two Terran bases are situated in the southwest and northeast corners as well, and they'll be sending gazillions of cloaked Ghosts your way all the time, so make sure you have detectors to spot them before they nuke your base. There are two ramps leading down to your base, so be sure to fortify these with Bunkers, Missile Turrets, Siege Tanks, and loads of Marines while you're building all the structures you can. You should also use Vultures to set up mines north and west of your base.

When you're ready to move out, scan the surrounding terrain, then release several Goliaths, Marines, and Vultures to clear out the central, mineral-rich area. This will be the site of a new base of operations. Send out your SCVs and a Science Vessel (protected by Marines, of course) tart gathering the resources and setting up new buildings and defenses (Command Center & Bunkers). Fortify this new base with Missile Turrets and Siege Tanks, and build six Battlecruisers from a pair of Starports. Upgrade their weapons with the Yamato Gun and Colossus Reactor, then decide whether you want to destroy the Terran bases or just head to the Ion Cannon directly. It's your choice, though taking down the Ion Cannon is a lot easier. The Battlecruisers can destroy the Missile Turrets by the Ion Cannon with their Yamato Guns without much trouble. Now take down the Ion Cannon however you see fit to finish the Terran Campaign.

Zerg Campaign

Mission 1: Among the Ruins

Awakening under care of the Overmind, your first task as an insectile Zerg commander is to build a Spawning Pool and a Hydralisk Den, all while protecting the young Chrysalis. The Cerebrate Daggoth will guide you through the basics of leading a Zerg army, so pay close attention to what he tells you! Follow his instructions to build the Spawning Pool and then an Extractor to harness the Vespene Gas nearby. When you've gathered enough resourced, build a Hydralisk Den, evolving them when resources permit. Soon the Cerebrate Zasz will tell you about a Terran base located northeast of your current location and instruct you to bring it down. Build an Evolution Chamber and evolve your upgraded missile attacks while constructing more Creep Colonies, and evolve Burrowing so that your scouts can warn you of impending attacks. When you're able, build another Hatchery and churn out twelve Hydralisks, then send them out with any other Zerglings you've hatched east. Take out the Terran units there, then head north to decimate the base.

Mission 2: Egression

Your next task as a Zerg Cerebrate is to carry the Chrysalis to the warp beacon in the southeast corner of the zone, but you're going to have to fight through the Protoss to accomplish this. Produce several Drones to gather minerals and Vespene Gas, then morph a few others into a Hydralisk Den and an Evolution Chamber. Upgrade a Hatchery into a Lair and morph a Drone into a Spire to start making Mutalisks. Produce at least a dozen of them, as well as a handful of Hydralisks, and send them out toward the beacon. Cerebrate Daggoth will give you six Hunter Killers to help protect the Chrysalis, strengthening your crew even further! March east and break through the Protoss unit, killing them all before heading for the beacon to the northeast of the Protoss base.

Mission 3: The New Dominion

Terran forces are closing in on your position, so not only must you fight them back (into complete and total submission, no less), but you must also continue to protect the Chrysalis from harm. Build up your base as quickly as possible, build a second Hatchery, and build up a force of upgraded units. The Terran units will attack you from the north and west, but your Hydralisks should be able to take care of them (and some Sunken Colonies couldn't hurt). Build a Lair when you have gathered sufficient resources, then send twelve to fifteen upgraded Hydralisks west and north up the ramp toward the Terran encampment. You'll spar with some Marines on the way, and when they're dead, plant your troops right there and send up some Drones to build a Hatchery and Extractor to start reaping the minerals here. Hatch a couple dozen Mutalisks from this point, then use them to break through the Terran Siege Tanks to the enemy base. Destroy it and General Duke will retreat!

Mission 4: Agent of the Swarm

The Chrysalis is about to hatch, so you must protect it for the final ten minutes before it hatches. Unfortunately, Terran forces are on their way to your position right now, preparing to slaughter the lot of you. You'll start out in an already well-defended position: an island at the northwest corner of the map. Quickly gather the local resources and build up your Hydralisks and Sunken Colonies on the eastern peninsula, where the initial attacks will occur. You can also use the Zerg Queen to scout around and use her Parasite ability to see through the eyes of whatever unit she uses it on; you can use it on a Dropship and watch as it returns to its home base to see just how massive the Terran army is). Try not to be too intimidated by it.

Build all the buildings at your disposal as the resources come pouring in, and when the Chrysalis hatches, you'll see just what was inside it: Sarah Kerrigan, who the Overmind is using as a secret weapon. She's infested now, so if you happened to have played through the Terran Campaign before this, you know what a gruesome concept this is. You have to infest or destroy Marshal James Raynor's Command Center now in the northeast corner of the map, so expand your base into the island in the middle of the map by building another Hatchery, upgrading your first Hatchery to a Lair, then research the three Overlord upgrades. Build a Spire and Queen's Nest while you're at it.

When your Overlords are sufficiently upgraded with their enhancements and ready for transporting, send several Drones and Hydralisks, a couple Queens, several Mutalisks, and Kerrigan to the middle island and set up a new base there. Kerrigan and the Mutalisks/Hydralisks will defend it as you build it up and gather up the resources here, but you should also produce some Spore Colonies around the island for further shielding. Build up another large army of Mutalisks (twelve or more), then send them east to the island along with a Queen. Take down the Missile Turrets, then send twelve Hydralisks to the base via a few Overlords. Let the Queen Ensnare the enemies to slow them down while the Hydralisks/Mutalisks destroy them all. Finish up this mission by Infesting Raynor's Command Center, or just flat out leveling it.

Mission 5: The Amerigo

The Zerg-form Kerrigan wants you to escort her through the Amerigo Science Vessel so that she can use its supercomputer to learn how to free herself of the Ghost conditioning the Terran scientists put her through. You'll have six Zerglings, two Hunter Killer Hydralisks, and Kerrigan along for this mission, and that's it, so don't let any of them die! Head south down the hallway, then west to a Security Camera beacon. Check it to learn the location of the Supercomputer, then head south again to a room filled with civilians. Send the cloaked Kerrigan down the stairs at the end of the hall to take down the Vulture Hoverbike waiting there, then bring in the rest of your troops and go east, moving single file along the northern edge of the hall to avoid being ambushed. When you reach the Goliaths, cloak Kerrigan again to sneak-kill them. Continue through the door and trek east to find more Marines, which should die without a fight if Kerrigan's still cloaked (and she should be!). Go south now, kill the Ghost, uncloak, then lead your troops down the hallway to a room with the cage of critters. Past that you'll find some Marines shooting some trapped Zerglings, so rush to your species' rescue! Kill the Marines, then add the saved Zerglings to your ranks and continue up the stairs, heading south, west, through the Marine ambush, then south again briefly.

When you reach the locked door, send a cloak Kerrigan west to kill off some Firebats, then uncloak and bring in your team. Head north, kill the Marines, then head up the stairs to activate the two beacons. Head back to that locked door and head south through the passage before turning west to find a teleporter. Send a cloaked Kerrigan through it alone and take down the Marines and Ghosts just north of you who you couldn't reach before. Now bring the rest of your team here and march south down the stairs, east, south again, then west to find the Supercomputer.

Mission 6: The Dark Templar

The Protoss have arrived on the Zerg's planet of Char and set up shop--you need to tear it all down. You begin in the northwest corner of the map, and there are Protoss forces to the south, east, and a base in the southeast corner. They won't stand by and let you waltz right up to them though; expect them to attack via the two ramps to your base. Gather up your resources and transform your Hatchery into a Lair, and then into a Hive, and then upgrade to a Greater Spire. You can now morph your Mutalisks into Guardians, which are powerful units when clumped in great numbers. Build several to plug up those ramps leading to your base along with Hydralisks, and Burrow your Zerglings in the field around your base as an advance warning system. When you can, build a Queen's Nest so that your Queen can use the Parasite ability on the Protoss' Shuttles, thus revealing the layout of their base. Doesn't look good, does it?

Boost your Overlords with Pneumatized Carapace and Ventral Sacs, then start transporting your units south and east to the plateaus to build up new bases that are accessible only by air. Gather up the resources around these new bases and build up a sizable army of Guardians and Hydralisks. With your Hive and Greater Spire flourishing, upgrade your flying units as much as you can, cranking out Guardians by the shovelful, leaving a few in Mutalisk form to handle the Protoss Scouts. Send twelve Guardians with a few Mutalisks as backup down the western and eastern sides of the map, destroying all the Protoss structures on your way to their main base. Crush the remaining Protoss like a, well, bug, then bring Kerrigan to the Templar's challenge to end the mission.

Mission 7: The Culling

The Protoss Templar Tassadar has killed Cerebrate Zasz, thus driving his brood to insanity. You'll be fighting your own brethren here, but it has to be done. You'll start with only four Drones, eight Hydralisks, four Mutalisks, and four Overlords at the southern end of the map, with all the Zerg forces in clusters north of your position. Send your Mutalisks and Hydralisks just north of where you start to clear out the small base there, then smash it to the ground and have your Drones start building a replacement. Keep creating Drones to collect the resources and build your necessary structures (i.e. the Hydralisk Den, Spawning Pool, and Evolution Chamber), as well as several defensive units to keep the base intact. When you've researched Burrowing, send your burrowing Zerglings around the base as scouts and upgrade your Hydralisks with Muscular Augments and Grooved Spines; these will be your key attack force here. Construct a second Hatchery when resources permit and continue to hatch your fighting units while you upgrade your first Hatchery to a Hive.

You'll find two Zerg bases to your west, both of which you need to level, and it'll take two dozen Hydralisks with plenty of Zergling backups to do it. Send your army to each base along with an Overlord to sniff out the burrowed enemy units, starting with the one directly west of you and then moving north up to the plateau for the second. Once this second base is destroyed, start building your own one on its ashes. Build enough Hydralisks to defend it as you're plundering the local Vespene Gas geysers. Keep sending Drones up there from your original base, as you'll soon run out of resources there anyway, and build up your final attack force: a dozen each of Guardians, Mutalisks, Hydralisks, and Zerglings. Head northeast to the heart of the Garm Brood to kill everything, letting the Hydralisks take the front line.

Mission 8: Eye for an Eye

The Overmind managed to meld minds with the assassin who killed Zasz, and thus managed to discover the location of the Protoss homeworld, Aiur. For now, though, you must rid the planet of all the Protoss Templars and destroy every Protoss structure on the map. Your forces are scattered all over the map, but you need to leave your Overlords where they are--otherwise you won't be able to detect the constantly cloaked Dark Templars! You cannot allow the Templars to reach the beacons those Overlords are protecting, lest you fail the mission.

Your main base is located at the northeast corner of the map, with the majority of the Protoss forces grouped in the southwest corner. Use those Hatcheries near the beacons to build up enough forces to protect them, and send your brand-spanking-new Ultralisks through the right Nydus Canal to warp them to the southeast base to help protect it. They'll need it! Now send Kerrigan to the edge of your base's plateau to scout for approaching units while you beef your base up, starting with the basics (Spawing Pool, Hydralisk Den, etc.) and heading up the tech tree to upgrade all your units. Send four upgraded Hydralisks to each of the beacons to protect them, but be prepared to send reinforcements via the Nydus Canals. Also, protect your hatcheries with seven or so Hydralisks, though the bulk of the Protoss attacks will focus on those beacons.

Upgrade your first Hatchery to a Lair and then a Hive, then send ten upgraded Hydralisks east of the northwest base. You'll find some Protoss units there protecting the minerals, so kill them and start harvesting the goods. Now send ten more Hydralisks to the plateau north of the southeast base, clear out the Protoss there, and start gathering the resources they were guarding with your Drones. Use all these massive amounts of resources to build up a huge group of Hydralisks, Ultralisks, Mutalisks, and Guardians to wipe out all the Protoss structures and Dark Templars.

Mission 9: The Invasion of Aiur

You've arrived on the Protoss homeworld of Aiur, and you need to harvest their Khaydarin Crystal in order to harness the power of the Protoss. Immediately start building up Guardains by first evolving your Hatchery to a Lair, and stocking up on Overlords. Build a couple Spires while you're at it, and a Queen's Nest to upgrade your Lair to a Hive. Build up many, many Mutalisks and upgrade them completely to Guardians when you've evolved your Spire to a Greater Spire. You'll also need to bring a Drone along with you, and a dozen each of fully upgraded Mutalisks and Hydralisks couldn't hurt, either. When you have a sizable army no one in their right mind would stand up against, send it down through the line of Protoss units to the south-central area of the map, where the Khaydarin Crystal is located.

It will take ten minutes to harvest the crystal, and what a ten minutes that will be! The Protess will throw everything but the kitchen sink at you, including Zealots, Reavers, and Dragoons, and eventually, all their High Templars. Yowsers! Make sure you kill those Templars before they get near the Crystal, else they'll unleash Psionic Storms all over your poor units. When the ten minute survival run finally ends, you must now manage to get that Crystal back to the beacon at your main base in the northwest. The way will not be easy, and the Drone carrying the crystal will probably be killed unless it is completely surrounded by Mutalisks and Guardians. Keep pressing through the angry Protoss masses to the beacon to end this mission.

Mission 10: Full Circle

The Protoss have fled to refuge in their holy temple, and the Overmind wants you to destroy them once and for all by clearing this temple out and placing the Crystal in their place. The temple is located far to the north of where you start the mission, and reaching it actually isn't that difficult if you play it smart, the way the game has taught you up to this point. As always, gather up the resources in the immediate vicinity and start building up your base, evolving your structures to their highest levels and allowing your units to be fully upgraded.

Two Protoss bases will flank you on the east and west fronts, so these you should eliminate first. An extra Hatchery would be prudent, since you'll need to be cranking out units as fast as your able. Build Creep Colonies to push your borders out and wipe out the two bases closest to you with six or more Guardians, a dozen each of Mutalisks and Hydralisks along, and a Queen, resting after you destroy each one. Once they're both gone, start reaping the rewards of the myriad resource patches available to you now, starting with the Vespene Gas. Take some time to really stock up on resources, because you're going to have to build a considerable army for the next task. Produce Guardians by the truckload, and fully upgraded Mutalisks to boot. Keep producing them until it seems like it'd be crazy to produce any more. Then produce a few more.

When you feel more than ready, send the whole fleet (with a Queen or two in tow) up to the Temple (ignore the red Protoss tribe north of the temple) and smash your way through the Archons and Dragoons waiting for you there. They won't stand a chance. Kill every last one of the Protoss units and then smash the temple. Around this time a Drone carrying the Khaydarin Crystal will appear at your base, and you must get this Drone to the beacon at the temple ruins. Stick the Drone in an Overlord and zoom it up to the temple, then drop it off next to the beacon. Approach the beacon to finally achieve what the Overmind has sought: union with the Protoss. Congratulations, for you have just completed the Zerg Campaign!

Protoss Campaign

The Zerg have destroyed the sacred Protoss temple on Aiur and begun its siege of the planet. Now it's time for the elite Protoss to fight back.

Mission 1: First Strike

Judicator Aldaris contacts you, Executor, and orders you to beat back the Zerg forces at Antioch, seeking your old friend, Praetor Fenix, to assist. You'll start in the southeast corner of the map with only six Zealots and two Dragoons; begin by leading your brigade down the ramp, then north up the coast, fighting through the sparse Zerg forces to to the bridge. Cross it, then head south to find Fenix's garrison. Fenix tells you all the Probes were lost in the last Zerg attack, so you need to build new ones. Produce them at the Nexus, then research ground weapons upgrades at the Forge. Use the second Probe to build a Pylon by the Gateway, then keep building more Probes once that Pylon warps in. Gather the minerals and gas in this area and construct a Cybernetics Core to upgrade your Dragoons and build two or three Photon Cannons, which you should set up at your base and the Probe supply line.

Crank out some Zealots, around a dozen or so, then send them with Fenix and six or seven upgraded Draoons to the Zerg base to smash it. Don't let Fenix die, or it's Game Over! Head up either of the ramps to the Zerg base with your Zealots in the lead, then take out the Hydralisks and Zerglings serving as the immediate resistance. Pour into the base once they've fallen and destroy everything to finish this first mission.

Mission 2: Into the Flames

Tassadar, thought to have abandoned his Protoss brethren, brings you interesting news: if you kill the Cerebrates, the Zerg swarms will collapse. Fenix will show up with his troops after fifteen minutes, so until then just build up your base, gathering resources, cranking out Probes, and building up defensive units like Zealots and Dragoons. Build a Gateway and more Pylons, as well as a Forge, Assimilator, and a Cybernetics Core. Stick a Photon Cannon in there as well to protect the Probes. The Zerg will try to attack you, but their numbers will be too few to make a dent in your armor.

When fifteen minutes have passed, Fenix will show up on the northeast corner of the map with three Reavers and many Zealots and Dragoons. Have him wait there until you can send him a small force of your own, consisting of six Zealots and six Dragoons (both upgraded, of course). Now send the lot of them south to the Cerebrate, but know that you'll have to battle your way to it. Let your Dragoons kill the Mutalisks and the Reavers destroy the Sunken Colonies. Destroy everything in the base, then continue south to the Cerebrate past the three Sunken Colonies. Let your Reavers destroy them, then slaughter the Cerebrate to end this task.

Mission 3: Higher Ground

Seems the Cerebrate you thought you killed in the previous mission is still alive, which means Tassadar was wrong. The Protoss elite are none-too-pleased with him at the moment. Now, to prove they're still the most powerful entity in the universe, you're tasked to eradicate the Zerg invaders from the Scion province. The Zealots here will be your most powerful asset here, so produce a lot of them. There are two Zerg bases here: one to your north and one in the bowl to the northwest. The Zerg will attack you shortly after the battle commences, so beat them back while you're building your base up and gathering resources. Expand west and build a base in the southwest corner, but know that you'll eventually bump into the Zerg there. You need to take down the nearby base anyway, so build up your attack squad from your second base and send them north. Crush the Zerg base with hit-and-run tactics, using Scouts and Zealots, until the whole thing has been razed. Rest up a bit, build up more units, then send a Zealot/Dragoon/Scout army to the Zerg base north of your starting position. Destroy it!

Mission 4: The Hunt for Tassadar

Somehow, Fenix was killed in that last mission, and the Protoss consulate think Tassadar is to blame. They send you to the world of Char, where they believe he is hiding, to track him down. You'll start in the southeast corner of the map with four Dragoons, four Zealots, and a High Templar. Tassadar's base is located to the northwest, and there are a couple routes there, though sticking to the south path is the safer of the two. Head up the west ramp to find some Hydralisks that need killin'. Keep heading west and south past the Zerg Sunken Colony. Let your High Templar use his Psionic Storm ability to clear out any Zerglings in your way. Head west as far as you can, then north to Tassadar's base.

In an interesting turn of events, Marshal Raynor, a key ally in the Terran missions, has sided with Tassadar and is trying to help him find the Dark Templar Zeratul so that the Zerg Cerebrates can be truly killed. He pleads his case with you, so you need to get both Tassadar and Raynor back to the beacon at the start of the level. The Zerg are going to give you a run for your money, though, and try to stop you however they can, so you'll need to start building up some units. It will be all defense here, since there aren't enough resources available to launch a full-scale attack. Construct a Templar Archives and produce a bunch of High Templers and merge them into Archons, then deploy Raynor's Spider Mines outside the base. Send your team out, fighting through the Zerg warriors back to the beacon to end the mission.

Mission 5: Choosing Sides

The Protoss Conclave are going to brand you an enemy if you side with Tassadar; unfortunately, this is exactly what we're going to do. Tassadar needs you to rescue Zeratul from a Zerg-infested Terran installation, so he'll need to be dropped off at the beacon at the installation, along with two Zealots. You start off in the northwest corner of the map, and the installation is in the southwest, surrounded by Zerg forces, with a just a few islands floating in the lava between you. How are we going to get there?

Before we get to that, start collecting resources and building up your base. Focus on Probes and structures for now, since you have plenty of troops for the moment, and build everything available to you. Place Photon Cannons at strategic points around your base, particularly to the south. Also, research upgrades for your Zealots, as well as Gravitic Drive for the Shuttles. Expand to the northeast and gather the resources there, then start cranking out the Scouts. Research Hallucination and use that ability on a few Scouts to get a lay of the land...er, lava...and what lies ahead on your trek east, and then south.

Head east first to take down the Terran base stationed there. General Duke will sic some Wraiths and a Battlecruiser at your base in retaliation, but the Scouts you built up should be able to take them down with little trouble. Destroy the Terran base, then send a couple dozen Scouts to the Zerg-infested installation to the south of the Terran base. Clear a path for a Shuttle with Tassadar and some Zealots onboard to fly safely to the beacon, then unload them there. The mission will end when they stand on the beacon.

Mission 6: Into the Darkness

Zeratul is imprisoned somewhere within this facility, so you must find him. You start in the northwest corner of the map with only two Zealots and Tassadar (!) so get this show on the road and head east down the hall. You will, of course, be ambushed by Zerglings and Hydralisks. Blast the Hydralisks with Tassadar's Psionic Storm while your Zealots take care of the Zerglings and continue east. You'll soon see some Terran Marines to the north that will join your ranks if you approach them, so do so (just watch out for Infested Terrans and kill them on sight!). You can also head through the door to the south to find a few more Marines who'll fight with you. Continue east, then north through some doors, then east again when you can. The path will turn south and then form a four-way intersection. Go east first to find some Marines you can save from some Zerglings, then return to the intersection and head west this time. Follow the serpentine corridor to the beacon at the end, which unlocks the security doors.

Return to the four-way intersection and go south this time, letting your Marines do most of the fighting. When the path turns east, open the doors to the south to gain even more allies: Marines, Firebats, and a Ghost. Keep moving down the hallway and you'll be attacked by a large amount of Zerglings. Let your Marines wipe them out before proceeding to the beacon. Touching it unlocks the room holding Zeratul, so head back to the cell to rescue him.

Mission 7: Homeland

It turns out Fenix was able to be resurrected in the form of a robotic Dragoon, and now he wants you to help him destroy the Protoss Conclave! Well, why not? You can complete this mission very quickly, if you know what to do. As soon as you gain control, send Zeratul away from the Observer and retreat Tassadar. Send Zeratul and four Dark Templers south, then east past the bridge in the center of the map. Follow the river southwest to the southern edge of the map, then go straight east, staying right next to the map's boundary. You'll sneak right into the Protoss base, straight to the Nexus. As long as you're not attacked by the nearby Observer (just retreat and return if you are), attack the Nexus until it's destroyed. Mission accomplished! Tassadar turns himself in and leaves himself to the mercy of the Conclave.

Mission 8: The Trial of Tassadar

Time to break Tassadar out of his cell--how else is this pathetic excuse for an alien race supposed to wipe out the Zerg? Lucky for you, Raynor's here to lend you a hand in his ship, the Hyperion. You start in the northwest corner of the map, and the Stasis Cell holding Tassadar is located to the southeast. Start gathering resources from the outset, and don't be surprised when Protoss units come marching your way shortly thereafter to attack. Let your Dragoons do the dirty work of destroying the enemy Scouts, but stick close to the base for now, because you still need to build up. Build all your vital structures and Probes, and place Photon Cannons on the southern front of your base for added protection. Also, build a Robotics Facility with a Robotics Support Bay and Observatory, and put some Reavers and Shield Batteries on the choke points leading toward your base. Build up your Reavers and Scouts, then lead a heavy assault on the two Protoss bases to your south and east.

When they're leveled, start gathering the local minerals and Vespene Gas, and start cranking out Carriers. Lots of Carriers, and even more Interceptors and Scouts. When you have a high number of them, send them south to the main Protoss base along with your High Templars for the assault! Let your High Templars use Hallucination to boost the appearance of your Scouts' numbers and send this diversion toward the base while the real Scouts and Carriers make a beeline for the Statis Cell. Knock it down to free Tassadar and end the mission.

Mission 9: Shadow Hunters

Now that Zeratul has the power to kill the Cerebrates, the defeat of the Zerg is imminent. You begin at the southern edge of the map, and the two Cerebrates here are far to the north, one to the northeast and one to the northwest. The trek to these will be very difficult, as Zerg are swarming over nearly the entire battlefield. From where you begin, head east a ways to start up your base, gathering the resources there and setting up your essential structures. Set your Nexus up along with lots of Pylons, and several Probes to get your cash reserves overflowing. You'll need to set your Arbiter and troops in front of the base to fight back the many ambushes your base will be experiencing. They'll be fine for now; just build up your structures before you start producing more fighting units. You can also send a cloaked Zeratul into the surrounding areas to scout and plan your eventual path north (just be sure to avoid the mountains, as he can be detected there). Let him destroy anything he chances upon, as he is a very powerful unit that can take care of himself, just as long as he's not outnumbered or detected.

Back at the base, keep building all your structures, along with their upgrades, and start producing Reavers, Observers, and Scouts. Send your Observers out to watch for Defilers, and make sure to kill them long before they reach your base, lest you enjoy being Plagued. Also, during this time, expand to the west with a second base of operations around the resources there.

Build up as many Scouts and Carriers as you can, then send them north with Zeratul, your Zealots, and Observers in the lead to watch what's coming. Take out the Overlords you encounter first, then the Mutalisks and anything else the Zerg musters. Head for the nearest Cerebrate and beat it down until its hit points are critical. At that point, stop your attack and let Zeratul finish the job to kill the Cerebrate for good. Now head over to the second one and repeat your merciless killing, making sure to let Zeratul deal the coup de grace.

Mission 10: Eye of the Storm

The path to the Zerg Overmind now lies open, but this is the last line of its defense, so just know that it's going to be quite a fight. Raynor will rejoin your team here, manning a Terran base far to the northwest of your starting position, and it's very understaffed, so you should focus on boosting those defenses first. Have them gather the considerable minerals and gas in the area and start building those vital structures like Barracks, a Comsat Station, and a Refinery. You can use the Hyperion to help defend that base until you build up enough units to do the job.

Meanwhile, back at the Protoss base, do the same: gather resources, build up your structures and upgrade your units, just as you've done with every other mission. The Zerg will attack you constantly, as expected, but with enough units--and the powerful Zeratul--they shouldn't succeed in wiping you out. Just keep churning out the units if they fall in battle. When this base can defend itself on its own, send out some units to the north or east to build another base to gather more resources. Build Battlecruisers with the Yamoto Gun upgrade by the score (or, more realistically, ten or twelve of them) as these will win the war for you. Send the upgraded Battlecruisers to the Overmind and blast it (them?) with the Yamoto Guns. If they need repairs, fly them back to your base, then send them back in to finish the job and wipe out the Zerg race for good! Doing so signals the completion of the Protoss campaign.

Cheat Codes

EffectCode
Unlock all buildingsmodify the phase variance
Keep playing after mission is donestaying alive
Upgrade everythingsomething for nothing
Faster building and instant upgrades operation cwal
Free upgradesmedieval man
Show entire mapblack sheep wall
Ignore supply limit when building units food for thought
Indestructible buildings and shipspower overwhelming
Automatically win gameman over game
Automatically lose gamegame over man
10,000 minerals and gasshow me the money
500 Mineralswhats mine is mine
500 gasbreathe deep
Skip missionthere is no cow level
Disable opponent psionicsnoglues
Fog of war offwar aint what it used to be
Unlimited psionic abilitythe gathering
Enable mission selectophelia
Terran mission selectterran(mission number)
Protoss mission selectprotos(mission number)
Zerg mission selectzerg(mission number)
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