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StarCraft
Prima Fast Track Guide

Introduction

StarCraft's complexity inspires almost as many different strategies as it has players, so it's safe to assume you'll find ways to defeat a scenario that differ from these. That's OK. If you follow the basic Fast Track Guide walkthrough you'll win, but this guidance isn't the be-all and end-all. Rather, it's distilled from tried-and-true methods of defeating each and every mission.

I recommend you attempt to defeat each scenario by yourself first-give it at least a couple of tries. Then, if you have trouble completing the mission, use the help found in this Fast Track Guide, or purchase Prima's strategy guide for more detailed mission strategies and additional reference material.


Terran Mission 1: Wasteland

Your Marines and SCVs start in the upper-left corner. The Command Center and Supply Depot lie some distance away in the lower-central map area. Divide your troops into Marines and SCVs, and move the Marines toward the Command Center. After passing the bridge you'll run into Jim Raynor and one or two isolated Zergling groups. Terminate the zerglings, then move down to provide support for the base. Once the base is secure, move your SCVs down and start mining minerals.

After retrieving sufficient minerals, build a Barracks and manufacture the 10 Marines you need to complete this mission. Jim Raynor and a couple of Marines can continue moving around the map mopping up Zerglings, but it's not necessary for victory. Remember, if you lose any Marines, you must replace them to hit the production target (10).


Terran Mission 2: Backwater Station

Your forces are grouped in the lower-left corner of the map, which gives you some measure of protection against the Zerg in the early going. After you've set up your SCVs to collect resources, set your Barracks to produce Marines until you have a squad of 12 ready to kick some Zergling butt. Take advantage of Jim Raynor's awesome power when you hunt Zerglings, and if he gets damaged, simply order an SCV to repair Jim's Vulture.

After you have 12 Marines, group them into one attack force and move northeast taking out the Zerglings waiting there. Move north up the ramp revealing a Zerg structure guarded by a half-dozen Zerglings. Your 12 Marines will shred the Zerglings, leaving you free to annihilate the Zerg structure.

Now move your group of Marines north until they capture the Backwater Station Command Center. When you get a unit close enough to the Center, all the other structures and units fall under your control, including two SCVs and five Firebats. Order the two Barracks to produce three or four Firebats each. Then park your Marines on the east (right) side of the station.

Once you've created the Firebats, form another group made up entirely of these units. Now you have two groups-eight to 12 Marines (depending on how many have survived) and at least ten Firebats. Move your Marines southeast and have them take out any Hydralisks and Zerglings they encounter while the Firebat group follows up to destroy structures. This one-two punch is an effective tactic in these early missions, so keep moving throughout Zerg territory this way.

The scenario ends when you destroy the infested Command Center in the upper-right corner of the map.


Terran Mission 3: Desperate Alliance

Your objective in this scenario is to survive for 30 minutes, and there are a couple of ways to go about it. You can either build your defenses and sit tight, waiting for Zerg attackers to strike your position, or you can take an offensive stance and attempt to deal a blow to the Zerg before they come looking for trouble. The latter approach is more fun, and will give you some valuable experience managing an attack force.

First, you'll need to repair the burning Bunker on the lower road with an SCV. After that's done, throw the full complement of four Marines into each of your two Bunkers; this provides your base with a more than adequate defense as you build up your attack force.

Your attack force should consist of two (preferably three) groups of 12 Marines each, and one group of 12 Firebats. Upgrade Marine weapon range and armor strength before you set out. If all goes well, everything for your attack should be in place by minute 15. (You'll need extra Barracks to mobilize your army this quickly.)

Bunkers are incredibly powerful structures: They take the damage instead of your units, allowing you to defend an area against a large attack with only a few Marines. If you can, it's a good idea to keep an SCV around to repair Bunker damage. A Bunker with four Marines and a repair SCV can hold out a long time against seemingly insurmountable odds.

Group your units into groups of 12; then move then out en masse (Marines first, then Firebats) up the lower road. Begin a sweeping motion that systematically wipes out the heart of the Zerg Hive. Generally, Marines are your best weapons against Hydralisks and Mutalisks because they have greater range and their weapons penetrate Zerg armor better than Firebat weaponry.

Continue creating Marines at your base; you can use them as reinforcements if you need to. Remember, your objective is only to survive, not to obliterate the Zerg. If you launch this massive attack on Zerg positions, they'll have little chance to launch a counterattack. Now you can just let the clock tick toward victory if you want, but you should still stock your Bunkers with Marines. Just to be safe, keep a few extra emergency units (probably Marines) hanging around your base in case Mutalisks fly over. The key to this strategy is speed; if you are too slow the Zerg will have enough time to build a vast army.


Terran Mission 4: The Jacobs Installation

Because this is an "installation" mission, the map is like a maze, and offers a number of superfluous pathways. At several locations in this mission you'll encounter hidden floor and wall-mounted guns and Missile Turrets. Don't panic if the floor opens fire on you; simply target the spot and have your Marines destroy the turret.

As you move northwest you reach a room with a raised area serviced by three stairways. Several Marines and one Goliath defend this area, so don't head in there until you've grouped your attack force tightly. When you fight the Marines above you, remember they have a height advantage. You have only a 70 percent chance of hitting them when you're lower, while they have a 100 percent chance of hitting you. Therefore, always attack when your numbers are at least three times theirs.

Be sure to activate any Beacons you come across as you wind through the installation. The first two Beacons you'll run across disable floor-mounted guns and release a number of friendly (and not-so-friendly) prisoners. The Third teleports your men so they can proceed along the optimal path and collect the disks. Once you grab the disks and return them to the starting Beacon, the mission will end in victory for you.


Terran Mission 5: Revolution

This mission begins with your troops in the upper-left corner of the map. Group them and proceed south until you run into Kerrigan. After Kerrigan and Raynor engage in a brief verbal fencing match, proceed south until you reach the three Missile Turrets on the roadway. Destroy them. Continue along the road (now leading northeast) and take out the waiting Vulture.

The Confederate Wraith that stands in your way affords an excellent opportunity to use Kerrigan's Lockdown ability. Next, turn north and head to a clearing just left of some Confederate Bunkers. Your Marines must take out a Confederate Wraith guarding this area, but otherwise you'll be safe there for a while. Separate Kerrigan from your group; then move your troops in to take out the Bunker directly to your right, and then the Missile Turret beside it. Missile Turrets are detectors and can see cloaked Ghosts, so you must take it out before you can sneak Kerrigan past.

Once the turret is gone, move your troops back; then cloak Kerrigan and move her up to the Beacon. With the turret destroyed, enemy units can't spot her when she's cloaked, so getting to the Beacons will be easy. After the Antigan base is liberated, the Antigan Bunkers will destroy most Confederate Forces near the base. You can move Raynor and the Marines in to mop up the last few Confederate Marines after the Confederate Bunkers succumb.

After you liberate the Antigan base, your objective becomes destroying the Confederate base (that sprawls along the bottom of the map). You must get the Antigan base up and moving forward to generate the military oomph it will take to crush Alpha Squadron. Fortunately, the Antiga Prime base is substantial, and you needn't build a lot of infrastructure to win.

First, repair any buildings (or Jim Raynor's Vulture) that have taken damage; then set your Command Center to produce as many new SCVs as you can afford. After setting up your resource gathering, start producing Marines and Wraiths, as well as Missile Turrets, along the base's southern border. The Confederate base lies along the lower quarter of the map, so the best staging area for your attacks lies to the south.

Build up a strike force of 12 Wraiths (with cloaking ability and Apollo Reactors), and 12 or so Marines with upgraded weapons and armor (if possible). Cloak your Wraiths and head to the lower-right portion of the map, where a Confederate Refinery and plenty of SCVs rush resources back to the Command Center. As your cloaked Wraiths fire on the SCVs and Refinery, many Confederate Wraiths will fly in to stop the carnage; because your ships are cloaked, you can lay waste to them quickly.

After clearing the lower-right map corner of the Confederate menace, load the Dropship with Marines and transport them to the secured area. Move as many as you can; then collect them into one or two groups. Now you'll move from east to west across the bottom of the map with your Wraiths and Marines. There may be Spider Mines in this area; send lone Marines ahead of your main attack force to detonate them. Use your cloaked Wraiths to take out air and ground units while your Marines move forward to knock out Missile Turrets that would give your Wraiths' position away. Using this method, you'll quickly sweep the Confederate base off the.


Terran Mission 6: Norad II

Your base is in disarray following a Zerg attack, and several of your buildings will need repair. Your first priority is to mobilize Raynor (in his Vulture) and the Marines and Firebats around him to secure the base. While you're moving your Marines into the existing bunkers, use your SCVs to fix up any buildings that are terminally damaged (in the red zone). If a building that is in the red zone is not repaired, it will eventually explode and be lost.

When the Norad II comes online, you'll notice that you have a pair of SCVs and some other units (Goliaths, Marines and Firebats). This position will undergo fairly heavy Zerg attacks in the early part of this mission, so repair any Bunker damage you may have taken. Then, put your units (including the SCVs) into the Bunkers. As the enemy swarms attack, your Bunkers will take a beating, but, whenever they need to be repaired you can simply pop one of your SCVs out of the Bunker to fix it, and then pop it back in.

During quiet periods (when the Norad II isn't under attack), use your SCVs to repair the ship. However, always keep a look out for enemy attacks; your SCVs are too valuable to lose them. Whatever you do, don't attempt to build any units near Norad II, and don't attempt to launch any attacks from this position. If you do, you'll bring the wrath of the Zerg down upon you, and the mission will be over.

After thwarting the initial Zerg attack, there's only a short period of time before the next onslaught. Continue repairing damaged structures while you put Marines (and/or Firebats) into the existing Bunkers.

Once you have a defense perimeter of Marine-filled Bunkers, you'll have a shield Zerg ground attacks can't penetrate. Your next priority is to build up a fleet of Wraiths and a large contingent (20) of Vultures, Goliaths, and Marines to mount an assault on the Spore Colonies guarding the airways between the base and the Norad II.

Once your troops are ready to go, move the Dropships to the edge of the ridge east of your base where the Spore Colonies can't hit your ships. Once your troops are up on the ledge, move systematically from one Spore Colony to the next, clearing an area for a Dropship to come through. At this point, expect the Zerg to throw plenty of Mutalisks and some ground units at you; you should have your Wraiths ready for backup.

Send one Dropship back for reinforcements and to pick up Jim Raynor. When you're fairly sure you can sneak a Dropship to the Norad II, fly it in and drop Raynor onto the Beacon. That's it. You win.


Terran Mission 4: The Trump Card

As soon as this mission starts you must pull back some of your units and buildings. The area in the lower-middle part of the map probably will be destroyed before you can help it, and the area at the top of the map (where Kerrigan and the Psi Emitter are) also come under attack quickly. Let the lower area fall, but try to hang onto the northern camp to use as a staging area for your attacks. Launch the Science Facility and the Spaceport, and move them south (out of range of the enemy Bunkers). Immediately send up reinforcements from your main base for defense.

To reach the Beacon (where you must drop the Psi Emitter), you must punch a hole in Confederate defenses. You can use two routes for this-the central path and the northern path leading from your northern staging area. Either way, a fair bit of fighting must occur, but because fewer Missile Turrets guard the northern route it allows for better use of Wraith fighters for attack.

Build up a force of about 10 Siege Tanks, 12 Wraiths, 10 Goliaths, and 12 Marines. Then move systematically along the northern corridor. It's a good idea to send your Science Vessel ahead of your other troops to warn you of waiting Siege Tanks. Creep forward using a systematic pattern of Goliaths and Marines followed closely by Siege Tanks, with the Wraiths nearby for backup. Bring a couple of SCVs to repair damage to your units along the way.

Remember to use ground units, such as Goliaths and Marines, to take out Turrets, Wraiths, and Siege Tanks. When you come to the mineral field at the top of the Confederate base, take out all the SCVs and the Command Center to cripple the Confederate ability to create more units.

Then move your Siege Tanks into the center of town. Once these tanks enter "siege mode" the carnage really begins, and enemy structures fall very quickly. At this point, get the Psi Emitter into a Dropship to fly it up to the Beacon. Fly the Dropship along the pathway your ground forces cleared; otherwise, Missile Turrets may shoot it down.

Drop the Psi Emitter (transported by an SCV) near the Beacon; then move it in. The mission ends with Kerrigan wishing that she is never forced to contribute to human death again by luring Zerg to attack.


Terran Mission 8: The Big Push

Load your SCVs and Marines into Dropships. Then group the Wraiths with Duke and move them left to the deserted base. Once there, have your air force take out the Confederate Marines and Firebats dotting the area. It shouldn't take much to clean them up.

Move your structures to the new base, placing your Command Centers between mineral fields and Vespene Geysers. You can drop your buildings beside add-on buildings such as Machine Shops and Nuclear Missile Silos for instant upgrades. Immediately get your SCVs gathering minerals while you create Siege Tanks and Marines.

After you've sorted out what buildings go where, move your air units to the raised area above your base. You can also add a few Bunkers and any Siege Tanks you create, so they'll be in place for your slow, grinding assault across the central portion of the map.

Build up your forces as you did in the last mission-three large groups of Siege Tanks, Goliaths/Marines, and Wraiths. Move these groups up the central and left portions of the map where you can capture vast mineral and Vespene deposits. If you build Command Centers near these new deposits, you can speed up your defeat of the Confederates.

This is the first mission where you get to use Nukes, and if you build plenty of Command Centers around the extra mineral deposits, you can have extra silos (and therefore extra Nukes). Several Confederate installations on this map have closely grouped buildings-perfect targets for the awesome power of a nuclear device. Use a cloaked Ghost to get in close to a target; then let the Nuke go.


Terran Mission 9: New Gettysberg

A large force of Zerg lies just north of your position; however, you can't attack the Zerg actively because destroying even one Zerg building will result in mission failure. Instead, you must place Bunkers (filled with Marines) near the ramps leading up to Zerg positions. As resources allow, also place a few Missile Turrets and some spider mines in the area to protect against Mutalisk attack.

Send your Dropship with some SCVs to claim the mineral deposits in the left-center and bottom-center portions of the map. Then build an Armory, a Starport, a Refinery (if you haven't yet), and a Science Station. As this is going on, build a pair of Bunkers on the path behind the mineral field at your base.

After setting up your two new Command Centers and protecting the main base sufficiently, build an extra Starport and a Control Tower. Build eight or ten Battlecruisers.

Once you have the fleet of Battlecruisers, fly them down to your lower Control. Before you begin your attack, group four to six SCVs as a repair team that can repair badly damaged Battlecruisers quickly. Use your Comsat Stations to locate enemy Photon Cannons; then move your fleet of Battlecruisers in for the kill.

Before you move a large fleet of Battlecruisers into battle, remember to prioritize the units you'll attack. Photon Cannons, Dragoons, and Scouts, which fire back, take priority over shuttles or other buildings.

As you work your way through the Protoss base, don't be afraid to use your Yamato Guns to take out larger structures. Most structures will succumb after two Yamato shots; use this weapon together with the other Battlecruisers' lasers to go through the base like a hot knife through butter. The remaining Protoss structures lie in the upper-right corner of the map.


Terran Mission Ten: The Hammer Falls

There are two main groups of enemy Terrans in this mission-the Sons of Korhal (red) and the Alpha Corps (white). The red force, which has troops stationed on and behind the raised area directly north of your starting position, poses the immediate threat to you. Providing a proper defensive barrier should be your first priority, so build Bunkers and Missile Turrets in the area at the top of the ramps. Take care not to wander too far or the Siege Tanks just out of your range will smoke you.

After securing the area, build a pack of 12 Marines and group them together; then grab your two Siege Tanks and head down the road to the right. At the intersection you'll encounter a group of red Goliaths and Marines, but they should be no problem for your Marines. After you've secured this area, quickly move north to the next intersection and build a pair of Bunkers blocking the road to the left. The red forces will attack along this route from both the air and the ground, so it would behoove you to put a couple Missile Turrets here to spot cloaked Wraiths.

What you're doing is essentially blocking off key attack access points for the red force. Defending these two areas well will prevent any red attacks from breaking through. You now have access to a pair of large resource deposits directly above you to the left and right. These will give you the resources you need to take out the Ion Cannon.

The enemy won't take lightly your setting up Command Centers near these newly discovered mineral fields, and will likely launch waves of Wraiths (capable of cloaking) at them. To prevent your excursions from becoming disasters, build Missile Turrets around each Command Center. These will serve both to shoot down enemy airborne units and to spot cloaked Wraiths. If you fail to block off all enemy paths of attack, you can still win. Just make sure you establish a strong presence somewhere near the central resources and start packing the area with Bunkers, Missile Turrets, Goliaths, and Siege Tanks in Siege Mode.

If victory seems impossible, start over and this time try to spread into the central resource area faster. Once you've gotten there, don't stop building defenses until the area is completely blanketed. This is the hardest part of the mission; once you've established yourself in that central area, started harvesting resources, and started cranking out Battlecruisers, you've practically won. Turn down game speed if things get too hectic.

After securing these areas, begin to build a strong strike force of Battlecruisers, Wraiths, Science Vessels, Dropships, and, of course, the entire gamut of ground units. To take out the Ion Cannon, you must move your Battlecruisers in first to destroy the Missile Turrets at the edge of the platform. Once these have been neutralized, you can either land Dropships in the clear spot or proceed with your fleet of Battlecruisers and slowly annihilate all resistance.


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