=======================================================================
                            StarCraft 64
                            Terran Guide
              Written By: Chris Busche a.k.a. Ramza FFT
                              06-09-04
                     Email: [email protected]
                            Version: .25
=======================================================================

~~~~~~~~~~~~~~~~~
Table of Contents
~~~~~~~~~~~~~~~~~
1.  Introduction

2.  Version

3.  Terran Units
    3.a.  SCV
    3.b.  Marine
    3.c.  Firebat
    3.d.  Medic
    3.e.  Ghost
    3.f.  Vulture
    3.g.  Siege Tank
    3.h.  Goliath
    3.i.  Wraith
    3.j.  Drop Ship
    3.k.  Science Vessel
    3.l.  Valkyrie
    3.m.  Battlecruiser

4.  Terran Buildings
    4.a.  Command Center
       4.a.1.  Comsat Station
       4.a.2.  Nuclear Silo
    4.b.  Supply Depot
    4.c.  Refinery
    4.d.  Barracks
    4.e.  Engineering Bay
    4.f.  Bunker
    4.g.  Academy
    4.h.  Factory
       4.h.1.  Machine Shop
    4.j.  Starport
       4.j.1.  Control Tower
    4.k.  Armory
    4.l.  Science Facility
       4.l.1.  Physics Lab
       4.l.2.  Covert Ops

5.  Terran Strategies
    5.a.  Advancement

6.  StarCraft Walkthrough
    6.1.  Wasteland
    6.2.  Backwater Station
    6.3.  Desperate Alliance
    6.4.  The Jacobs Installation
    6.5.  Revolution
    6.6.  Norad II
    6.7.  The Trump Card
    6.8.  The Big Push

7.  StarCraft: Brood War Walkthrough

8.  Credits

9.  Legal Stuff

10. Statistics

11. End

~~~~~~~~~~~~~~~~
1.  Introduction
~~~~~~~~~~~~~~~~

Hi, this is my very first FAQ.  In this FAQ I will be listing StarCraft
64 units and buildings from the Terran race.  Along with those will be
walkthroughs for both Terran campaigns.  The information I have gathered
is from StarCraft 64.  Feel free to email me to make any suggestions to
my FAQ, you will be given credit for your work.

~~~~~~~~~~~
2.  Version
~~~~~~~~~~~

25 - I started the FAQ, added lists for Terran units and buildings.
I also started the StarCraft walkthrough through mission 5.
4 - Completed Terran missions up to level 8.


~~~~~~~~~~~~~~~~
3.  Terran Units
~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
3.a.  SCV -  Ground Unit

Uses: Gathers minerals and gas, builds buildings, and repairs mechanical
units.
Cost:
-Minerals: 50
-Gas: 0
Supply Cost: 1
HP: 60
Damage: 5
Armament: Fusion Cutters
Attack: Ground
Made at: Command Center
Needed to Create: Command Center
Upgrades:
-Armor
Comments: SCV's are the core unit of the Terran army.  SCV's gather
minerals, construct buildings and repair ships, vehicles, and buildings.
It is always a good idea to have some spare SCV's sitting around to build
or repair, apart from those mining minerals and gas.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
3.b.  Marine -  Ground Unit

Cost:
-Minerals: 50
-Gas: 0
Supply Cost: 1
HP: 40
Damage: 6
Armament: Gauss Rifle
Attack: Ground and Air
Made at: Barracks
Needed to Create: Command Center, Barracks
Upgrades:
-Weapon and Armor
-U-238 Shells - Increases marines attack range
-Stimpack - Upgrades speed and attack speed, costs 10 hp per charge.
Comments: The marine is the basic Terran combat unit.  They are best
suited in groups or used in bunkers as defense.  A group of Firebats and
Marines using Stimpacks, along with healing Medics, are very balanced and
can be a destructive force in large numbers.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
3.c.  Firebat -  Ground Unit

Cost:
-Minerals: 50
-Gas: 25
Supply Cost: 1
HP: 50
Armor: 1
Damage: 16
Armament: Flamethrower
Attack: Ground
Made at: Barracks
Needed to Create: Command Center, Barracks, Academy
Upgrades:
-Weapon and Armor
-Stimpack - Upgrades speed and attack speed, costs 10 hp per charge.
Comments: Firebats are great teamed up with marines and medics.  They
are especially potent against zerglings and zealots.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
3.d.  Medic -  Ground Unit

Uses: Heals organic units
Cost:
-Minerals: 50
-Gas: 50
Supply Cost: 1
HP: 60
Armor: 1
Made at: Barracks
Needed to Create: Command Center, Barracks, Academy
Upgrades:
-Armor
-Heal - Heals ally organic units, along with scv?s
-Optical Flare - Blinds enemy units
-Restoration - Removes antigens from allies
-Caduceus Reactor - +50 Medic Energy
Comments: No ground attack is complete without medics.  They are essential
healers that will keep your units alive longer in battle.  They also heal
scv's so it is a good idea to place a couple by your mining areas.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
3.e.  Ghost - Ground Unit

Uses: Guides Nuclear Bombs
Cost:
-Minerals: 25
-Gas: 75
Supply Cost: 1
HP: 45
Damage: 10
Armament: Canister Rifle
Attack: Ground and Air
Made at: Barracks
Needed to Create: Command Center, Barracks, Academy, Factory, Starport,
Science Facility, Covert Ops
Upgrades:
-Weapon and Armor
-Lockdown - Stops mechanical units from acting for an amount of time
-Personal Cloaking - Invisibility
-Nuclear Strike - Ability to guide nuclear missiles to a target, from the
missile silo
-Ocular Implants - Increases ghost?s site range
-Moebius Reactor - +50 ghost energy
Comments: They have a host of great abilities they make them especially
lethal.  Lockdown works great against heavy Protoss and Terran units.
Dropping a nuclear bomb in a mining area of an enemy can end a game
quickly.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
3.f.  Vulture - Ground Unit

Cost:
-Minerals: 75
-Gas: 0
Supply Cost: 2
HP: 80
Damage: 20
Armament: Fragmentation Grenades, Spider Mines
Attack: Ground
Made at: Factory
Needed to Create: Command Center, Barracks, Factory
Upgrades:
-Weapons and Armor
-Spider Mines - A mine that burrows underground and pops up and explodes,
damaging enemies nearby
-Ion Thrusters - Increases vulture's speed
Comments: Peppering the ground near your base with spider mines is a
great way to slow down advancing ground troops, along with being a good
scout.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
3.g.  Siege Tank -  Ground Unit

Cost:
-Minerals: 150
-Gas: 100
Supply Cost: 2
HP: 150
Armor: 1
Damage: 30/70 (Siege Mode)
Armament: 80mm Cannons and 120mm Shock Cannon
Attack: Ground
Made at: Factory
Needed to Create: Command Center, Barracks, Factory, Machine Shop
Upgrades:
-Weapons and Armor
-Siege Tech - Allows tank to transform into siege mode
Comments: A group of siege tanks will severely damage any advancing
ground troop, they have great range and devastating damage.  They are a
deadly force when teamed up with goliaths.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
3.h.  Goliath -  Ground Unit

Cost:
-Minerals: 100
-Gas: 50
Supply Cost: 2
HP: 125
Armor: 1
Damage: 12/20 (Anti-Air Missiles)
Armament: 30mm Autocannons, Hellfire Anti-Air Missiles
Attack: Ground and Air
Made at: Factory
Needed to Create: Command Center, Barracks, Factory, Armory
Upgrades:
-Weapons and Armor
-Charon Boosters - Increases range of goliath hellfire missiles
Comments: Goliaths have great air attack range, speed and damage,
along with a decent ground attack.  Goliaths are best used in an
advancing party protecting siege tanks from air units while the siege
tanks destroy everything on the ground.  It is also a wise decision to
keep a couple of goliaths in your base to protect against air advances.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
3.i.  Wraith - Air Unit

Cost:
-Minerals: 150
-Gas: 100
Supply Cost: 2
HP: 120
Damage 20/8 (Anti-Ground Laser)
Armament: Gemini Air Missiles, 25mm Anti-Ground Laser
Attack: Ground and Air
Made at: Starport
Needed to Create: Command Center, Barracks, Factory, Starport
Upgrades:
-Weapons and Armor
-Cloak - Allows Wraiths to cloak
-Apollo Reactor - +50 Wraith energy
Comments:  A group of cloaked wraiths can take down unprepared air forces
quickly.  They also act as good scouts with their quick speed.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
3.j. Drop Ship - Air Unit

Uses: Tranports ground troops and vehicles
Cost:
-Minerals: 100
-Gas: 100
Supply Cost: 2
HP: 150
Armor: 1
Made at: Starport
Needed to Create: Command Center, Barracks, Factory, Starport,
Control Tower
Upgrades:
-Armor
Comments: Drop Ships are the only way to carry ground units.  They are
especially useful for dropping ally units behind enemy defenses.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
3.k. Science Vessel - Air Unit

Uses: Detects cloaked enemies
Cost:
-Minerals: 100
-Gas: 225
Supply Cost: 2
HP: 200
Armor: 1
Made at: Starport
Needed to Create: Command Center, Barracks, Factory, Starport,
Control Tower, Science Facility
Upgrades:
-Armor
-Irradicate - Engulfs organic units in a poisonous cloud that deals fast,
gradual damage
-EMP Shockwave - Disables Protoss unit and building shields within a radius
-Defense Matrix - Enables a protective shell around an ally
-Titan Reactor - +50 Science Vessel energy
Comments: No air squadron is complete without a pair of more of science
vessels.  Their skills are very valuable in battle, along with being a
great enemy unit detector.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
3.l.  Valkyrie - Air Unit

Cost:
-Minerals: 250
-Gas: 125
Supply Cost: 3
HP: 200
Armor: 2
Damage: 5 (per missile)
Armament: Multiple Air-to-Air HALO Missiles
Attack: Air
Made at: Starport
Needed to Create: Command Center, Barracks, Factory, Starport,
Control Tower, Armory
Upgrades:
-Weapons and Armor
Comments: Valkyrie's missiles do splash damage, so a group of them is
lethal against an opposing air force.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
3.m.  Battlecruiser - Air Unit

Cost:
-Minerals: 400
-Gas: 300
Supply Cost: 8
HP: 500
Armor: 3
Damage: 25
Armament: Laser Batteries, Yamato Cannon
Attack: Ground and Air
Made at: Starport
Needed to Create: Command Center, Barracks, Factory, Starport,
Control Tower, Science Facility, Physics Lab
Upgrades:
-Weapons and Armor
-Yamato Cannon - A high damage, concentrated beam that attacks one enemy
-Colossus Reactor - +50 Battlecruiser energy
Comments: A group of battlecruisers can be one of the most menacing
forces in the game, especially with yamato cannons.  Add in some valkyries
and a science vessel and you have an almost unstoppable air force.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

~~~~~~~~~~~~~~~~~~~~
4.  Terran Buildings
~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
4.a.  Command Center

Uses: Center where SCV's drop off minerals
Cost:
-Minerals: 400
-Gas: 0
Supplies Created: 10
HP: 1500
Armor: 1
Creates: SCV
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
4.a.1.  Comsat Station - Command Center

Uses: Uses a scanner to search new areas and to detect cloaked units
Cost:
-Minerals: 50
-Gas: 50
HP: 500
Armor: 1
Needed to Create: Command Center, Barracks, Academy
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
4.a.2.  Nuclear Silo - Command Center

Uses: Stores 1 nuclear missile at 8 supply cost per missile
Cost:
-Minerals: 100
-Gas: 100
HP: 600
Armor: 1
Needed to Create: Command Center, Barracks, Factory, Starport,
Science Facility, Covert Ops
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
4.b.  Supply Depot

Cost:
-Minerals: 100
-Gas: 0
Supplies Created: 8
HP: 500
Armor: 1
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
4.c.  Refinery

Uses: Used for collection of gas by SCV's, 8 gas per barrel mined
Cost:
-Minerals: 100
-Gas: 0
HP: 750
Armor: 1
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
4.d.  Barracks

Cost:
-Minerals: 150
-Gas: 0
HP: 1000
Armor: 1
Needed to Create: Command Center
Creates: Marine, Firebat, Ghost, Medic
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
4.e.  Engineering Bay

Cost:
-Minerals: 125
-Gas: 0
HP: 650
Armor: 1
Needed to Create: Command Center
Upgrades: Infantry Weapons, Infantry Armor
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
4.f.  Bunker

Uses: Used for defense, 4 marines, firebats or ghosts can occupy at one
time
Cost:
-Minerals: 100
-Gas: 0
HP: 350
Armor: 1
Needed to Create: Command Center, Barracks
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
4.g.  Academy

Cost:
-Minerals: 100
-Gas: 0
HP: 600
Armor: 1
Needed to Create: Command Center, Barracks
Upgrades: U-238 Shells, Stimpack, Restoration, Optical Flare,
Caduceus Reactor
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
4.h.  Factory

Cost:
-Minerals: 200
-Gas: 100
HP: 1250
Armor: 1
Needed to Create: Command Center, Barracks
Creates: Vultures, Siege Tanks, Goliaths
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
4.h.1  Machine Shop - Factory

Cost:
-Minerals: 50
-Gas: 50
HP: 750
Armor: 1
Needed to Create: Command Center, Barracks, Factory
Upgrades: Ion Thrusters, Spider Mines, Siege Mode, Charon Boosters
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
4.i.  Missile Turret

Uses: Defense against air units
Cost:
-Minerals: 100
-Gas: 0
HP: 200
Damage: 20 (to air units)
Needed to Create: Command Center, Engineering Bay
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
4.j. Starport

Cost:
-Minerals: 150
-Gas: 100
HP: 1300
Armor: 1
Needed to Create: Command Center, Barracks, Factory
Creates: Wraith, Drop Ship, Science Vessel, Valkyrie, Battlecruiser
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
4.j.1  Control Tower - Starport

Cost:
-Minerals: 50
-Gas: 50
HP: 500
Armor: 1
Needed to Create: Command Center, Barracks, Factory, Starport
Upgrades: Cloak, Apollo Reactor
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
4.k. Armory

Cost:
-Minerals: 100
-Gas: 50
HP: 750
Armor: 1
Needed to Create: Command Center, Barracks, Factory
Upgrades: Ship Weapons, Ship Armor, Vehicle Weapons, Vehicle Armor
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
4.l.  Science Facility

Cost:
-Minerals: 150
-Gas: 200
HP: 850
Armor: 1
Needed to Create: Command Center, Barracks, Factory, Starport
Upgrades: Irradicate, EMP Shockwave, Titan Reactor
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
4.l.1.  Physics Lab - Science Facility

Cost:
-Minerals: 50
-Gas: 50
HP: 600
Armor: 1
Needed to Create: Command Center, Barracks, Factory, Starport,
Science Facility
Upgrades: Yamato Cannon, Colossus Reactor
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
4.l.2.  Covert Ops - Science Facility

Cost:
-Minerals: 50
-Gas: 50
HP: 750
Armor: 1
Needed to Create: Command Center, Barracks, Factory, Starport,
Science Facility
Upgrades: Ocular Implants, Personal Cloaking, Lockdown, Moebius Reactor
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

~~~~~~~~~~~~~~~~~~~~~
5.  Terran Strategies
~~~~~~~~~~~~~~~~~~~~~
(Coming in later versions.  If you have any good strategies that you are
not afraid to share, please email me with them and I will post them in
my FAQ on your behalf, giving you credit for your work.

~~~~~~~~~~~~~~~~~~~~~~~~~
6.  StarCraft Walkthrough
~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

6.1.  Mission 1: Wasteland
~~~~~~~~~~~~~~~~~~~~~~~~~~
Objectives:
-Find Raynor
-Build a barracks
-Train 10 marines
~~~~~~~~~~~~~~~~~~~~~~~~~~
First off gather all of your units together.  Head down to the base in
the south, on your way you will meet Raynor.  Once you get to the base
begin mining minerals.  At 150 build the barracks, and a supply depot
shortly after.  Keep training marines until you are at 10.  Victory!  A
well deserved one indeed...
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

6.2.  Mission 2:  Backwater Station
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Objectives:
-Eradicate the alien infestation
-Raynor must survive
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
You start with a small base.  Begin by making about 6 scvs for minerals
and 3 for gas.  Build up a group of 12 marines and move north up the ramp,
by your vespene geyser.  Take out the zerg here and continue north to the
Terran base camp.  Move Raynor to each building and 5 firebats and 2 scvs
will come out of the bunkers.  In the meantime it would be good to build
an engineering bay and start researching upgrades, though they are not
too important yet.  When you have a group of 12 marines, 12 firebats and
Raynor, bring them to the very upper right corner of the map, kill the
zerg in your way and destroy the infested command center.  Victory!

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

6.3.  Mission 3: Desperate Alliance
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Objectives:
-Survive for 30 minutes
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
As the objective states, you want to survive for 30 minutes.  The best
way to do this is to create a good amount of mineral/gas gatherers and
leave a scv for repairs by each entrance.  Basically what you want to do
is jam pack both of these entrances with marines, firebats, vultures,
bunkers and turrets.  I built 2 bunkers with 3 turrets on the right side
and 2 bunkers with 2 turrets on the left side.  Replenish your forces
after each wave of attacks and repair bunkers and turrets.  Keeping an
ample supply of troops and "healthy" defense structures will guarantee a,
Victory!  Here are a few ideas to help beat this battle:
-Research upgrades at the academy.
-Stimpacking your troops once is a good idea.
-Build a factory and machine shop to research spider mines.
-Lay spider mines in front of your defensive positions to take out early
troops and scout for enemies
-Position marines, firebats, and vultures behind bunkers and have them
hold their position.  This way your bunkers take the brunt of the attack,
they can be repaired quickly.
-At about 1:40 will be the big zerg attack; ground units attacking both
entrances and mutelisks blitzing the center.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

6.4.  Mission 4: The Jacobs Installation
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Objectives:
-Retrieve data discs from the Confederate network
-Raynor must survive
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
The key in this mission is to take it slow and make sure all of your
units are gathered before attacking.  Since you have no base, there are
no reinforcements.  Proceed through the gate to your north.  Continue
northwest, shortly will be a gate to your left go through if you fell
like slaughtering some civilians and scvs.  Continue northwest, there
will be 3 ways to go: left, right or straight through a double gated wall.
Go right first and step on the blue pad, in the area your teleported to
kill the enemies and step on the white pad.  This will activate cameras
allowing you to see various points on the map.  Now go back to the three
way intersection.  Go left now, kill the marines along the way, continue
north until you get to two cells and kill the civilians to unlock the
doors.  Zerg!  Looks like the Confederates knew about the zerg already,
hmm...  (Taking the center path will also get you up here.)  Go south from
this point then a quick right.  If you step on this pad it will activate
the automatic defense system, so go past it and there will be some floor
mounted guns, be careful.  Continue on the path until you get to some
stairs, go down one and up the other (there are only vultures behind the
gates here).  Step on the yellow pad and teleport, go south through the
gate, kill all the enemies in your way, go through the next gate to enter
the final room.  Kill all the enemies and have Raynor step on the white
pad.  Victory!
-I only lost two units so don't fret about not having enough troops.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

6.5.  Mission 5: Revolution
~~~~~~~~~~~~~~~~~~~~~~~~~~~
Objectives:
-Bring Kerrigan to the Antigan Command Center
-Defend the Antigan Rebels
-Raynor and Kerrigan must survive
-Destroy the Confederate base
~~~~~~~~~~~~~~~~~~~~~~~~~~~
Grab your group, go south and meet Kerrigan.  Continue south and destroy
the turrets, go east now then north and east again.  Destroy the first
bunker you see along with the turret near it.  Cloak Kerrigan and sneak
her up to the purple pad.  The purple terrans are now under your control.
They will automatically fight the white terrans near you and finish them
off.  Repair and begin gathering minerals/gas.  There are also minerals
in the lower part of your base.  So build a command center there as soon
as possible.  Also build an engineering bay, and then place a couple
turrets around your bunkers in the north and the south parts of your base,
and of course don't forget about supply depots and an academy either.
Now you will need to start pumping out units.  Build a control tower and
machine shop.  This is what you will need to attack the enemy: 6-10 drop
ships full of vultures, marines and firebats along with 6 wraiths.  When
you have your force head down to the southeast part of the map, take your
cloaked wraiths and destroy anything that will hinder your drop ships;
land near the command center to the right.  Once landed proceed to destroy
everything on the island.  Victory!  A few ideas to help you beat this
mission:
-Ok, so I took 10 drop ships and it was overkill but it is better than
not sending enough
-The enemy periodically attacks you so repair after each skirmish.
-Research all upgrades at the academy, engineering bay, machine shop, and
control tower.
-Having two factories, starports, and barracks will help you pump out
units quickly.
-Landing on the left side of the enemy island is a poor idea.  There are
multiple turrets and goliaths there; land on the right side of the island
instead.  Your cloaked wraiths will be able to take out the goliaths
there without being detected.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
6.6.  Mission 6: Norad II
~~~~~~~~~~~~~~~~~~~~~~~~~
Objectives:
-Protect Battlecruiser Norad II
-Bring Raynor and 2 drop ships to Norad II
~~~~~~~~~~~~~~~~~~~~~~~~~
Well, well, it looks like Duke is screwed, and we have to save him.
Duke is located on the south east portion of your map.  We finally get to
use goliaths in this mission, yah!  Begin by moving your units to the base.
Once you have enough minerals and gas, repair all of the units near the
Norad II.  Then build a perimeter defense around your base which should
include a bunker, turret, goliath, vulture and spider mines.  You will want
about five of these setups around your base.  Continue building units until
you have about 6 dropships full of units.  Use a comsat scan on the rocks
directly to the right of your base.  Gather and land your units near the
sunken colony and let your troops clear the area of colonies.  Then grab
Jim and fly him and two dropships into the white basin.  Victory!
-It is not recommended to try and get to the norad via ground.  The enemy
is relentless and the terrain is unvavorable.  You will be defeated quickly.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
6.7.  Mission 7: The Trump Card
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Objectives:
-Bring the psi emitter to the enemy base
-Kerrigan must survive
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
First off, uproot the science facility and the starport and land them in your
main base.  Get all extra units up top and the lower area into your base as
well.  The outer areas will quickly be attacked by the enemy terran, but not
your main base.  Begin mining and building units.  Make sure there is a bunker
and turret at each entrance.  The enemy attacks are weak but you don't want to
be caught off guard.  Build up a small strike force of a couple wraiths and
tanks and go take back the lower mineral area and build base with defense
there.  Once you have this area you can begin to pump out units and upgrade.
When you have a considerable strike force with a group of wraiths, tanks,
goliaths, and marines/firebats, and a couple science vessels, start attack to
the right of your lower base up to the basin.  Once it is clear, grab your scv
in a dropship and drop it onto the basin.  Victory!
-I had about 8 units in each of my groups that I stated earlier and won easy.
-If you want to do the mission quickly build a strike force of wraiths and a
dropship with the psi scv and fly directly to the basin.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
6.8.  Mission 8: The Big Push
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Objectives:
-Eliminate the Confederate forces
-Duke must survive
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
First thing to do in this mission is to move all your structures to the left
and land them near the appropriate ad on.  Next build a bunker near the
ramp to your base and begin mining.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

~~~~~~~~~~~~~~~~~~~~~~~~~~~
7. StarCraft: Brood War Walkthrough
~~~~~~~~~~~~~~~~~~~~~~~~~~~

(Coming in later versions)

~~~~~~~~~~
8. Credits
~~~~~~~~~~

-CJayC for Gamefaqs
-Myself
-God
-Blizzard for all of their great games, which obviously includes
StarCraft and StarCraft: Brood War

~~~~~~~~~~~~~~
9. Legal Stuff
~~~~~~~~~~~~~~

Please email me for permission before posting my FAQ on any site.
It is protected under some copyright law that I don't know, but I know it
exists.  Copyright 2004 Chris Busche.

-Sites currently hosting this FAQ

http://www.gamefaqs.com/

~~~~~~~~~~~~~~
10. Statistics
~~~~~~~~~~~~~~

(Coming in the final version)

~~~~~~~~
11. End
~~~~~~~~

Thanks for reading my FAQ.  Check out my contributor page if you feel
inclined to.  Peace Out.