_________  __
/   _____/_/  |_ _____   _______
\_____  \ \   __\\__  \  \_  __ \
/        \ |  |   / __ \_ |  | \/
/_______  / |__|  (____  / |__|
       \/             \/
                 _________                    _____   __
                 \_   ___ \ _______ _____   _/ ____\_/  |_
                 /    \  \/ \_  __ \\__  \  \   __\ \   __\
                 \     \____ |  | \/ / __ \_ |  |    |  |
                  \______  / |__|   (____  / |__|    |__|
                         \/              \/
*walkthrough v1.5*

          /----------\
|=========|  FAQ Info  |
|          \----------/
|
|   guide version: 1.9
|   created on: November 1999
|   last update: 12/17/99
|   creator: BestGuy9 ([email protected])
|   http://members.aol.com/BestGuy9/index.htm
|
|_____________________

          /------------------\
|=========|  Copyright Notice  |
|          \------------------/
|
|  All contents of this FAQ
|  are copyright 1999 by BestGuy9.
|  You must get written permission
|  before duplicating any part of
|  this FAQ.  Only people who have
|  also gotten permission for
|  previous versions may automatically
|  repost this FAQ.
|
|_____________________


Note: This is NOT a FAQ to help you with races, units, etc.  This is a
     walkthrough intended to help you in completing the single player
     campaigns shipped with the game.  Non-Blizzard authorized
     campaigns are not supported in this FAQ.

WARNING: This walkthru includes storyline details as well as tips on
        completing single player campaigns.  If you do not wish to
        ruin the storyline for yourself, please do not read those
        sections.

Table of Contents
-----------------

i.      Revision History
ii.     Introduction & Notes
iii.    Credits
iv.     Game Info
*Chapter One: Terran Missions*
  Tutorial: Boot Camp
  I:    Wastelands
  II:   Backwater Station
  III:  Desperate Alliance
  IV:   The Jacobs Installation
  V:    Revolution
  VI:   Norad II
  VII:  The Trump Card
  VIII: The Big Push
  IX:   New Gettysburg
  X:    The Hammer Falls
*Chapter Two: Zerg Missions*
  I:    Among the Ruins
  II:   Egression
  III:  The New Dominion
  IV:   Agent of the Swarm
  V:    The Amerigo
  VI:   The Dark Templar
  VII:  The Culling
  VIII: Eye for an Eye
  IX:   Invasion of Aiur
  *Coming Soon!*
  X:    Full Circle
*Chapter Three: Protoss Missions*
*Coming Soon!*
  I:    First Strike
  II:   Into the Flames
  III:  Higher Ground
  IV:   The Hunt for Tassadar
  V:    Choosing Sides
  VI:   Into the Darkness
  VII:  Homeland
  VIII: The Trial of Tassadar
  IX:   Shadow Hunters
  X:    Eye of the Storm
-----------------
i. Revision History
v1.0 - November 1999
 first publishing
v1.5 - 12/6/99
 second publishing
 updated formatting and redid layout
 added half of Zerg missions
 fixed some typos
 fixed formatting problem on website
 added story section to cinematics
 added missing cinematics
 other minor changes
v1.9 - 12/17/99
 third publishing
 added all Zerg mission except Zerg X
 corrected Terran Mission III formatting
 corrected minor sentence structure errors
 added Terran Mission VI addtl. strat
 other minor changes

ii. Introduction and Notes
Welcome to the StarCraft walkthru.  There are an incredible amount of
strategy guides for units, building orders, races, and things like that.
There seems to be a lacking for a proper walkthru of the actual single
player campaign levels.  In fact, the only copy I have found is from
the friendly folks over at Starcraft.org (see credits).  So, here is
one for you to use if you are stuck and don't want to cheat.  Note that
Brood War missions are not included in this walkthrough - I am writing
those now and they will be put into publication on this site (hopefully)
soon.  So, enjoy and use this well.  Please note the copyright notice
on the bottom.  Other than that, I hope it is useful, and please send
me comments that I can use on future walkthroughs.  Thanks!
notes for v1.5 - Sorry, I haven't finished the Zerg X mission yet.  It's
a piece of cake compared to Zerg IX, though, so follow your instincts
and you'll be fine.  I didn't add Zerg X yet because I wanted to rush
this "to the presses" so to speak.  That will come in the next update as
well as some if not all of the Protoss missions.  See 'ya soon!

iii. Credits
I would like to thank Starcraft.org (www.starcraft.org) for giving me
the idea, as well as giving me a guideline for my strats.  I have
combined personal experience with their FAQs to create this one.  I
recognize and thank them.  I also used SigZag to create the cool
StarCraft "logo" at the top.
http://www.geocities.com/southbeach/marina/4942/sigzag.htm
Finally, as listed below, Novabird contributed the second Terran
Mission VI strategy.

iv. Other Walkthrus
   IN PRODUCTION:
   Roller Coaster Tycoon (PC)
   Harvest Moon 64 (Nintendo 64)
Look for these FAQs soon on my guide website and GameFAQs!
http://www.gamefaqs.com
http://members.aol.com/BestGuy9/index.htm

v. Game Info
  Name:      StarCraft
  Genre:     Strategy\War (Real Time Stategy)
  Platform:  PC
  Developer: Blizzard Entertainment
  Publisher: Blizzard Entertainment
  Quick Info: Developed by the famous folks at Blizzard Entertainment,
              StarCraft is the semi-sequel to WarCraft II.  In the
              game, you can take control of one of three races, who
              battle for galactic dominance.  StarCraft has won many
              awards, including Best Game of 1999 from many websites,
              and it certainly is one the best games currently out
              there.  In my opinion, anyway.  Expansion Pack: Brood
              War.  There are no sequels at this time, with WarCraft
              III being the next game in line (sequel?  I don't know..)
              StarCraft II might follow WarCraft III, who knows what
              Blizzard plans to do!?

/------------------------------\
|  Chapter One: Terran Missions  |
\------------------------------/

Tutorial: Boot Camp
-------------------
STORY: The first mission isn't actually an official mission, it's
      actually an "equipment demonstration" that your advisor organized.
HELP:  This mission is really straightforward, since you don't even get
      attacked!  All you have to do is build 3 Supply Depots, build a
      Refinery, and mine 100 gas.  Your advisor will tell you what to
      do.

Mission I: Wastelands
---------------------
STORY: Since the Protoss have destroyed the colony of Chau Sara, Mar
      Sara traffic has increased substantially.  The Confederacy,
      being the government, has locked down all outlying planets and
      will proceed with the Mar Sara lockdown in 40 hours.  You have
      been instructed to move your base to the Mar Sara wastelands, so
      that's what you are doing.  The local Marshal, James Raynor, is
      to meet you en route.
HELP:  There's really only one route to follow, since you will see where
      your base is.  Raynor will meet you halway, he'll be in his
      Vulture.  Kill the Zergs to the south of Raynor, then start your
      SCVs mining.  When you have 150 minerals, you can build a Barracks.
      Since you already should have 5 Marines, you only need to build 5
      more.  Once the 10th Marine comes out, you're done.

Mission II: Backwater Station
-----------------------------
STORY: Your new base is coming along fine.  A distress signal comes in
      from the Confederate Backwater Station.  General Duke signals
      you to sit tight at your base - but Raynor convinces you to help
      save the station.  Defying orders can't be good for your rank...
HELP:  This is a longer mission, compared to the other two.  You'll
      start off with a base, too.  Start off by building some SCVs, and
      move the marines and Raynor to the north of your base (Zerg can
      attack coming down the two ramps).  Get your economy going, and
      maybe lay some of Raynor's spider mines down for protection.  You
      don't have many minerals to start off with in your fields, so
      you'll need to make some decisions, and fast.  Once you have
      about 4 or 5 SCVs mining, you should build Marines.  Don't worry
      about gas yet, we'll get that later.  Get about 7 or 8 Marines,
      then head up the left ramp and destroy the Zerg and the Creep
      Colony that reside there.  North is the Backwater Station, head
      directly to the purple Command Center to rescue the whole base.
      You'll get Firebats, as well as an Academy.  You can start mining
      gas, build some more Marines & Firebats, then you're ready to
      destroy the rest of the Zerg.  Head around the corner and destroy
      the zerg there, then head down the ramp and right back up the one
      across from that.  Destroy the zerglings, hydralisks, and
      Colonies here.  If you die, don't worry, just build more troops
      and go back again.  At this base you'll find an Infested Command
      Center, destroy it to win.

**Cinematic: Wasteland Patrol**
STORY: This cinema scene shows a patrol being killed by the Zerg.  Your
      advisor will talk about that in your briefing.

Mission III: Desperate Alliance
-------------------------------
STORY: After the previous mission, you're favored with a movie.  After
      that, General Duke fires off a message to you, upset about your
      actions.  Since the Confederates continue to avoid action with
      the Zerg, and you're unhappy with Confederate regulations, you
      are introduced to Arcturus Mengsk, the leader of the "extremist
      faction" Sons of Korhal.  He promises to send down a number of
      dropships to rescue your colony.  Unfortunetly, his nearest
      forces are 30 minutes away.  So, you have to survive that long.
      Since you are now allying yourself with him, your last ties to the
      Confederates have been broken.  You are now an outlaw.
HELP:  This is the first mission that I had trouble on.  Don't
      underestimate the Zerg - there's a massive attack at the end of
      the mission.  You really need to spend the enitre mission gearing
      up your defense.  You may think thirty minutes is a lot.  It is,
      but you can ALWAYS build more defenses.  You have plenty of
      minerals to work with, so don't worry about running out of money.
      There are two entrance points to your base.  Thr Zerg can attack
      on either side, so build up defenses on both sides.  You'll have
      to survive numerous attacks, but the hardest is the last one.
      You'll need three or four bunkers on both sides.  Really that's
      all to say - just build up defense and hope you get lucky.  One
      last tip - remember that Marines on the high ground will have the
      advantage against low ground troops.  You can't build bunkers on
      top of the elevated building, but you can put lone soldiers up
      there.

Mission IV: The Jacobs Installation
-----------------------------------
STORY: The Confederates are evacuating the planet, and the Sons of
      Korhal are too.  However, Mengsk wants a critical piece of
      information left in one of the Confederate's installations.
      With the confusion of evacuation, Mengsk hopes the installation
      will be relatively unguarded.  He's right, to some degree.
HELP:  You'll have Raynor as a Marine in this mission.  He MUST survive.
      When you first start, head up through the door.  I won't explain
      where EVERY marine is - there's some spread out everywhere.
      Just watch your back.  There will be a door on your left,
      there's nothing in there but civilians and SCVs.  You can kill
      them if you want.  Farther up the main hall will be a Missile
      Trap in the wall, you attack it like any other unit.  Or just
      hit S to stop your units, and they'll attack it automatically.
      At the end of the hall are two doors which lead into the same
      room.  The passageway to the left and the big room is actually a
      big loop.  Back there is your objective, though.  Go into the
      big room, up the stairs, and hang a right at the intersection.
      Head straight, follow the passageway to the yellow beacon.  From
      there, it's straightforward.  You don't even have to get back
      out again.

Mission V: Revolution
---------------------
STORY: So, the Sons of Korhal make their escape to the colony of Antiga
      Prime, who are ready to start revolution against the Confederacy.
      Thirteen hours after you evacuate Mar Sara, Protoss warships
      arrive and extinguish all life on the planet.  Arriving at the
      Antiga Prime colony, you find out that the Confederates have
      blockaded the colony.  You have to rescue the Antigans.
HELP:  You start off with only one path to take - south.  From the
      start point, you'll meet Kerrigan, she'll reveal a portion of
      the map.  From here, it's pretty clear cut as to where to go.
      Kill all enemies in between you and the base, when you get to
      the Confederate blockade, cloak Kerrigan.  There are a couple
      ways to do this, but I think the easiest is to send Kerrigan and
      Raynor straight up into the purple base.  As soon as you rescue
      the Antigans, they will start firing back on the Confederates.
      Raynor might get damaged, but he can always be repaired.
      Unfortunetly, Kerrigan can't.  After the Antigans have finished
      off the Confederate bunkers, you'll be notified that a
      "Confederate strike force is advancing on your position."  You
      now have to finish them off.  There's actually a main base and
      an expansion - it'll be easier to take the expansion first.
      It's directly south of your southern barracks.  Use 8-12 cloaked
      Wraiths, they won't have detectors, so you can take it out with
      ease.  After you finish off the expansion, bring over some
      Marines to help guard it, and this can also be the main staging
      point for your final attack.  You can start mining if you want.
      At this point, since there's an expansion already in your base,
      you probably won't need it.  Just gather up lots of Marines,
      Wraiths, and attack.  Unfortunetly there ARE detectors here, but
      if you have enough troops, you should win by force of numbers.

**Cinematic: The Downing of Norad II**
STORY: At this point, we leave Antiga when the storyline takes a twist
      to Norad II, the Confederacy command ship which contains
      General Duke.  You see that it is downed by Zerg (Scrouge to be
      specific).

Mission VI: Norad II
--------------------
STORY: After the movie, Arcturus Mengsk comes on and decides to save the
      ship in a not-so-futile effort to convert General Duke.  Mengsk
      Raynor and Kerrigan argue, but agree.  So, off you go.
HELP:  There's only one way to go.  The Zerg will ambush you, so
      destroy them.  As always, head straight to the Command Center
      so you don't have to rescue individual buildings.  Repair your
      Engineering Bay, and in a few minutes, the location of the
      downed Norad II will be revealed.  Now, in this, you use common
      sense.  If you want to make something survive... you REPAIR it.
      So, get gas ASAP, as soon as you do, start repairing the ship.
      Put your Marines in the bunkers.  That should also be a given.
      The Zerg will attack you a couple times, but you shouldn't have
      to worry about the ship if you put your Marines in your bunkers
      and repair as much as you can.  One tip: don't go out of the
      little circle area.  If you try to go up the ramp, Zerg will
      come down and attack you.  So, don't.  One other tip: SAVE
      minerals.  When I did this the first time and ran out and almost
      failed because I didn't have enough guys.  Now, to actually save
      the ship, you need to get Raynor over there.  If you use ComSat,
      you'll see that it's encircled with Spore Colonies, so Dropships
      are out.  There are two ways you can do this, I've succeeded
      both ways.  You can use waves of Goliaths, going north and
      around.  Or, use Wraiths it knock out the nearest Spore Colony,
      then drop troops on the plateau.  Either way should work, but
      save as many minerals as possible and don't forget about defense.
ADDITIONAL METHOD:
      This additional method was contributed by Novabird.  Please note
      that I haven't personally tried this to see if it works, so I can't
      guarantee the results.  Someday if I have time I will get around to
      trying the strat ;)
      All you have to do to get easy victory is to destroy the bunker
      near the ramp and build a barracks in its place. Then, start mass
      producing marines and destroy the nearest sunken colony.  You can
      build a factory but it takes too long to make an effective force
      with it. Next get 12 full health marines and build a missle tower a
      little bit away from the Norad 2. Then send all the full health
      marines on a rampage that does not end until all the colonies and
      scrouges on the bottom area are destroyed so you can get the ships
      through (though I preferred to destroy about the bottom quarter of
      it to be safe because you never know where scourges and mutalisks
      will pop up and those spore colonies can destroy even a large force
      of Terran fighters).  Finally, just send Raynor and the transports
      through no problem.

Mission VII: The Trump Card
---------------------------
STORY: The Confederates have decided to, well, punish you.  So, it's
      back to Antiga we go.  They have, apparently, built a camp on
      Antiga Prime, so now you have to decide what to do.  Mengsk
      reveals that the data discs you stole a while back has an awful
      secret.  Apparently the Confederates have been using the Zerg as
      weapons!  So, Mengsk decides to turn their own weapon against
      them: he's going to plant Psi Emitters (Zerg callers) inside the
      invading Confederate base.  When the Zerg come and attack the
      Confederates, you'll escape.
HELP: You'll start off with a long speech from Kerrigan - long enough
     so that you might not notice your base is under attack.  They'll
     attack the north side.  Since your base is spread out and you
     don't really start with that many troops, it's a lost cause.
     Move Kerrigan and the Marines to the main base, and you can
     liftoff your buildings to try and save them.  As soon as that
     crisis is over, people will start attacking the south end.  Jeez!
     Again, just abandon the Supply Depots since you have enough
     supply anyway.  Take a minute to notice the orange beacon
     situated directly northeast of your Depots.  It's not that hard
     to get there.  Start mining, and establish a good, strong defense
     at each entrance.  Orange will attack you with tanks, Wraiths,
     and Marines.  Build Bunkers and Missile Turrets, plus a tank or
     two.  Also have a few spare guys that can run around so that the
     people in Bunkers don't have to get out in a attack.  I call this
     your task force.  Once you feel confortable with your defenses,
     you can move into the space where the Supply Depots used to be.
     Make a defense, and you can start mining if you want.  To attack,
     use lots of Marines and Goliaths.  Wraiths won't do very well
     because there are lots of Missile Turrets.  Once the area is
     secured, bring your SCV in with the Psi Emitter.  If you are
     feeling dangerous and want to finish faster, then have your
     fighting units engage in the enemy and bring your SCV in while
     everyone else is fighting.  If it works well, the enemy units
     will be fighting your units, so your SCV should be able to sneak
     through.  Otherwise, do a full frontal attack, destroy their base,
     secure it, and bring your SCV in.

Mission VIII: The Big Push
--------------------------
STORY: In the epilogue to the previous battle, you'll learn that the
      Zerg come and destroy the Confederates.  Soon after, the Protoss
      fleet arrives to destroy the planet.  Much like Mar Sara, if you
      ask me.  In the briefing, Mengsk declares that it's time to
      strike the Confederacy in it's heart.  General Duke says that
      you should assault the main Confederate orbital platform.  So,
      that's exactly what you are going to do.
HELP:  This is one of the more interesting starts - you start with your
      buildings in the air and dropships to carry your units over the
      gap.  Fly your buildings northeast.  You'll see (and Duke will
      inform you) that many addons were left behind.  So, you can
      connect your buildings to their appropriate addons.  Now, this is
      one of the tougher missions.  There are two heavily defended
      bases.  Brown lives right outside your base, and Orange is north.
      You can, of course, do a full frontal assault on Brown and then
      on Orange.  I do things the sneaky way: use Duke to wipe out
      Orange.  Duke packs quite a punch.  Just send him over to Orange
      and engage their forces.  Every time he drops below 400 or 500
      health, send him back.  Repair him, and attack again.  If you
      keep doing this eventually Orange will be gone.  At the same time,
      build up nukes and you should be able to destroy the majority of
      the Brown defense tanks and Bunkers in two or three.  As soon as
      Duke is done, build a base where Orange used to be.  Then, build
      up troops, and send them in Brown's front door.  Brown troops
      will engage, then send Duke in the back way to destroy everything.
      Sneaky, huh?  As soon as you're done, Duke will place the Psi
      Emitters.  Note that there are a few buildings north of Brown's
      base, which you have to destroy.

**Cinematic: Open Rebellion**
STORY: This is a movie with a rather cool ending.  The Wraiths are
      attacking a Confederate space platform.  While the single event is
      not extraordinary, the movie is showing that the Sons of Korhal are
      not openly rebelling against the Confederates.

Mission IX: New Gettysburg
--------------------------
STORY: Well, tensions are beginning to grow.  Raynor is really upset
      about the Psi Emitters wiping out the planet.  In the mission
      epilogue, you find out that billions of Zerg are lured to
      Tarsonis, which destroy the Confederates.  In the briefing, you
      find out that the Protoss are, once again, coming to destroy
      everything.  Mengsk is now afraid that they will allow the
      Confederates to escape, though it's beyond me how the
      Confederates can be destroyed and then escape.  Anyway, Mengsk
      orders Kerrigan to engage the Protoss.  This makes Raynor even
      more unhappy - which confounds the problem.
HELP:  You'll start off with a ong speech from both Raynor and Kerrigan.
      The game is paused this time, so you won't get attacked.  Now,
      this is one of the more interesting missions in the game.  What's
      interesting is that you are protecting the Zerg, but the Zerg
      will attack you.  No Zerg buildings may die, which makes this
      mission hard.  Build bunkers both in front of your base and
      behind.  The Zerg will attack you with Ultralisks and Mutalisks,
      which are the worst threats because of strength and stealth (you
      can't see over the ridge).  Build two or three bunkers.  Put in
      3 Marines (For hydralisks and general-purpose) and 1 Firebat
      (for Zerglings and Ultralisks).  Build Missile Turrets for
      Mutalisk defense.  Your Marines can also help there.  Finally,
      add a Seige Tank or two, as this will be your best general
      purpose ground unit.  The Protoss won't really attack that much;
      just put a couple bunkers and a tank or two by the front of your
      base and you'll be fine.  The major point to realize here is
      that there's a entrance to the zerg base by following the path
      from the southwest side of your base.  You'll want to secure
      that entrance ASAP or Protoss WILL enter the base and destroy
      Zerg buildings.  If that happens, your mission ends, no matter
      how good your main base defense is.  To actually defeat the
      Protoss, you'll need 8-12 battlecruisers.  Now, of course, this
      is the easy way.  If you want to do it the hard way, you can do
      a full frontal attack with seige tanks as your powerhouse,
      Marines and Firebats backing them up, and battlecruisers for air
      support.  With luck and skill, you'll be able to pull it off.

Mission X: The Hammer Falls
---------------------------
STORY: At the end of the previous mission, Kerrigan will be overrun by
      Zerg forces, and Mengsk pulls his fleet out.  Raynor was already
      upset with Mengsk - and the destruction of Kerrigan was enough
      to push him over the top.  He is leaving, and since you don't
      have any say in the storyline, you follow him.  Your fleet is
      ready to leave Mengsk behind, however, there is a problem.
      General Duke has activated the Ion Cannon (which looks strangely
      like the one in Star Wars) which is preventing your fleet from
      leaving.  Your relationship with Mengsk is gone; there's no
      salvaging that.  All you can do is kill the Cannon and punch your
      out.
HELP:  This mission, no arguement, will be the toughest so far.  There
      are two full bases both defending and attacking.  Red (Sons of
      Korhal) and White (Duke's Alpha Squadron) will attack you with
      the entire Terran armada.  Science vessels will kill your SCVs
      with Irradiate, Battlecruises will cause chaos with Yamato Gun,
      and, worst of all, Seige Tanks will attack in siege mode!!!  You
      can defend against that with air units, providing you take out
      the Goliaths first.  Also, cloaked Ghosts will attack with nukes,
      so keep your detection sharp as well as defenses.  ComSat and
      Sci Vessels will help you there.  Let's start at the beginning,
      though.  Start your SCVs mining.  You have quite a few mineral
      fields, though not very close to your Command Center.  You won't
      get attackers right away, so that'll give you some time to get
      organized.  You start off with quite a few units compared to
      eariler missions, and they are already divided up into neat
      little defense groups.  How handy.  Since there are two entrances
      to your base (ramps), put one defense group at the TOP of each
      ramp.  You can move your single Vulture to defend if you want to,
      but I recommend leaving Raynor in your base.  The attacking
      Seige Tanks will more than likely kill him if you aren't careful.
      Save often, that way you don't have to start over if you are
      about to win and he dies. Now, after you get your economy going,
      start planning what you want to do.  You'll find that your base
      is blocked in: red's base is to the south and red defenses are
      blocking you in on the north.  One thing I recommend is that you
      save your minerals.  You have quite a few, but you WILL run out
      if you overestimate.  Then when you finally realize you're
      running out, it'll be too late to do anything.  There are
      expansions to the north of your base, if you follow the path and
      explore a bit.  None of them can be classified as safe.  Just
      make a good, hard defense and have spare troops that can react
      quickly to isolated threats.  There aren't any minerals and gas
      placed conveniently next to each other, so you might need to
      improvise.  When you finally decide to attack, you need to decide
      on an attack plan.  White is easily the most heavily defended.
      Since you don't need to destroy enemy bases, only the Cannon,
      you can just kill Red and not even bother with White.  There's
      even a large space to go between the two bases, but be careful
      with that one.  Dropships caught in attack can mean possible
      money losses.  To attack the Cannon, don't even bother building
      Wraiths.  They have a horrible ground attack and cloaking won't
      help you.  Instead, go with Dropships and Defensive Matrix.
      Dropships with DM cast on them should be able to withstand one
      or two Missile Turrets while you land troops.  To attack the Ion
      Cannon, use large forces of Marines and Firebats.  Finally, a
      few warnings before your attack.  They do have air support, so
      don't go with Firebats only.  They also have ghosts, so be sure
      you have Sci Vessels or LOTS of ComSat power.  As everyone knows,
      mass Battlecruisers also works, but that's the easy way out ;)
      One last thing: good luck!

**Cinematic: The Inauguration**
**Terran Ending Movie**
STORY: The Terran campaign ends with a speech by Arcturus Mengsk to the
      entire Terran world.  Not particularly satisifying, since you
      just rebelled and broke away.  The neat thing about this movie
      is the way the voice has different effects on it in the
      different areas.

/----------------------------\
|  Chapter Two: Zerg Missions  |
\----------------------------/

Mission I: Among the Ruins
--------------------------
STORY: This first mission will be a big break from the "toughness" of
      the last mission.  This mission basically gives you a feel for
      Zerg forces and the different way of building their units and
      structures.  The mission briefing is mostly this speech from the
      Overmind.  It's pretty boring, and there's not really anything
      you need to know, so you don't have to listen to it if you don't
      want to.
HELP:  This mission is really straightforward, too.  You start off with
      the Chrysalis on a beacon, and your troops protecting your base.
      Build a Drone, then you'll need to build an Overload, which
      provides your "food."  Daggoth will be talking to you about Zerg
      while you play.  If you haven't played Zerg before, you should
      listen to him as he tells you how to build things.  After you've
      been collecting minerals and building for a while, you will be
      informed that a Terran base is in the area.  Naturally, you have
      to destroy it.  It's not that hard, but use hydralisks.  They
      have a bigger punch and can attack air.  Also, don't
      underestimate their power.  They look pretty weak, but are
      actually pretty strong and will defend well.  Don't worry TOO
      much about defense, just station a few hydralisks at the
      entrances and you'll be fine.

Mission II: Egression
---------------------
STORY: Now you get to sit through another of the Overmind's speeches.  He
      tells you that you will be warping to the ash world of Char, and
      that you must bring the Chrysalis to the jump beacon.
HELP:  This mission is harder than the last, and it certainly makes a huge
      jump in diffuculty as compared to the jump between missions one and
      two of the Terrans.  You'll start off with a few troops, with some
      Hydralisk heroes (Hunter Killers).  These HKs aren't actually yours
      yet, you need to send a Drone up there to "rescue" them.  They are
      strong, but not invincible.  Remember that.  Now, make a tight
      defense at your base, because the Protoss will attack.  Right
      outside your front door is a defense checkpoint, consisting of a
      Zealot and Photon Cannon.  You can use your Hunter Killers to kill
      that off, then leave them at your base.  Southeast of that is a
      second defense checkpoint, and it has two Scouts, a Photon Cannon,
      two Zealots, and two Dragoons.  Still, though, you can laugh,
      becaus twelve Hydralisks will be plenty.  If you pull it off
      correctly, you should have six or more still alive.  Build more
      from your two Hatcheries/Lairs, until you have twelve to attack
      again.  Now, you have a choice to make.  South is your goal, but
      north is a defense outpost that's close to your base.  Go there.
      There's three Zealots, two Dragoons and two Photon Cannons, plus
      the Protoss will send reinforcements.  Your twelve Hydralisks will
      be plenty, though.  Take it out, rebuild your army, and head
      south.  South is yet another defense post.  This one you should be
      destroy, though your losses might be larger than others.  Now,
      southeast of that is a photon cannon, and your goal.  Southwest is
      the Protoss main base.  Don't worry about the main base, just take
      out the Cannon and go up the ramp.  Head along the path, but don't
      go down the stairs, knock out the three Dragoons instead.
      Continue, and you'll find your beacon!  Now you need to get your
      Drone over there.  Station your Hydralisks at the entrance to the
      Protoss base, and use your Hunter Killers to escort your Drone.
      If attacked, you can do one of two things.  Either distract with
      your HKs and escape, or burrow your Drone.  Easy enough, huh?

Mission III: The New Dominion
-----------------------------
STORY: The Zerg story certainly doesn't seem as in-depth as the Terrans.
      The Chrysalis has drawn the Terrans to you, and you must defend it.
HELP:  In the last missions, I don't know if you noticed or not, but you
      didn't actually own the Chrysalis.  It was a neutral unit.
      However, it has grown, and it's yours, so your enemies WILL attack
      it.  In this mission, you need to watch your minerals.  White
      (Alpha Squadron) is stationed all along the top of the map, and
      there is an expansion directly north of your site.  However, the
      Terrans WILL reinforce this site, so you need to try and secure it
      BEFORE you run out of minerals, and not after.  Now, as for the
      mission.  You need to destroy the Terran base.  There are two ways,
      which are Mutalisk attack against the southern portion, or a full
      blown frontal attack through the front door.  Neither of these are
      very feasible.  The Muta attack will probably destroy a few Missile
      Turrets, but many Marines will come pouring out of nowhere and kill
      you.  The frontal attack is almost blown, because their base is
      made so that Seige Tanks will fire from above before you actually
      reach the front door, which makes losses almost too great.
      Remember that you don't have infinite minerals; you can't just
      spend them left and right.  You might not even have enough for two
      attacks.  In this case, you'll need to BUILD up for an attack and
      make it work.  Unfortunetly, you also can't kill two Turrets then
      land Hydralisks there, because the Seige Tanks will murder them.
      So, what to do?  Well, my suggestion is a combined mutalisk and
      hydralisk attack.  First, knock out the two southern most Missile
      Turrets.  Build up AT LEAST 24 hydralisks, and load them into
      Overlords.  Build at least 12 mutalisks, and send them up to attack
      Unload your hydralisks while your mutalisks go after the Seige
      Tanks.  It shouldn't be that hard, but there's one very important
      key: mutalisks should attack Seige Tanks ONLY.  That's what they
      are for.  They will be murdered by the Marines, and Hydralisks will
      have serious problems with the Tanks otherwise.  Only after all the
      Tanks are gone should you use Mutalisks for other stuff.  One last
      tip: take out the Factory ASAP.

**Cinematic: The Dream**
STORY: Interesting.  That's all I can say about this movie.  It shows
      several different scenes of Zerg forces, ending with a vision of...
      the Chrysalis...  Interpretations can vary.  I think that the Zerg
      forces are preparing for the hatching of the Chrysalis, but that's
      just me.  This is a pretty boring movie.  That's okay, because the
      next movie is truly awesome, so you have something to look forward
      to.

Mission IV: Agent of the Swarm
------------------------------
STORY: The storyline still fails to pick up... at least at the beginning
      of the mission.  The Chrysalis is about to hatch!  One of the best
      things about StarCraft is the storyline, and how it is so involved.
      This is proven in this mission: the Zerg story is now paralleled
      with the Terran storyline: we meet up with the rebellious Raynor!
      I have to say yay, since he's my favorite character ;)
HELP:  You'll start on an island, and a few seconds after you start,
      Raynor will be revealed.  You have ten minutes until the Chrysalis
      hatches.  There are more minerals north of your base, and most of
      the Terran attackers will be landed on the eastern "foot" of your
      island.  Really all you have to do is build Hydralisks and Creep
      Colonies.  Unlike the Terran defense mission, not many strong
      attackers will come.  Once the Chrysalis has hatched, you'll find
      out who you've been protecting.  And it is... no, I'll hold that
      until later.  You should play and find out!  Then, you have to
      destroy or infest Raynor's Command Center.  You should expand to
      the middle island, it's fairly safe.  Just keep a few hydralisks
      there, and you'll be fine.  Build up your hydralisks, load a bunch
      into Overlords.  You can either go south, destroy that base, and
      expand, or go east to your target.  Either way is fine, just don't
      run out of minerals.  One tip: you should build Queens and parasite
      the dropships that run around.  Not only is it fun, but you can
      gather intelligence on the Terran forces.  Plus, it doesn't even
      cost money; you just have to wait for the energy to recharge.

Mission V: The Amerigo
----------------------
STORY: All right.  Well, the being?  The being you ask?  Kerrigan........
      Yes, Kerrigan has been reborn into the Zerg Swarm [shudder].
      Anyway, now that the whole Chrysalis deal is over, the Zerg
      storyline finally is beginning to pick up.  Kerrigan decides to
      get on the Terran research vessel: the Amerigo.  She wants to
      learn more about her psychic side to aid her in the upcoming
      battles.
HELP:  Now you come to the Zerg installation mission.  You start off with
      Kerrigan, two Hunter Killers.  Also, south of you are six
      zerglings.  They are yours to use, so don't ignore them.  The
      majority of units in this map are SCVs and civilians.  You may kill
      them if you wish.  You are trying to find your way to the
      supercomputer on the southwest corner of the map.  This map really
      is pretty straightforward.  One key to remember is that given time,
      your units WILL recharge.  Head down the corridor.  In the first
      room are two wall traps and a Ghost; kill them.  Go up the stairs
      and into the next room.  Kill the Marines, and you'll find two
      doors on the southwest side of the room.  Go in the north most door
      and kill the civilians if you want.  Head down the stairs and kill
      the Vulture.  Head along this long corridor, and along the ledges
      will be units firing on you.  Just run down the corridor and
      weather it; you'll lose more by trying to fight.  Kill the six
      Goliaths in the next room and the SCV if you want.  GO into the
      next room, and you'll e faced with a choice.  Southwest is an
      empty room, northeast is a room full of civilians.  Go southeast
      down the next corridor.  Proceed along around the corner, up the
      stairs, and down the next corridor.  Down this corridor is an
      ambush, but you should be able to handle it.  You'll see prison
      tanks here, go around them and hit the white beacon to get some
      reinforcements.  Around the next corner, however, is yet another
      ambush.  Kill all the Marines.  You should be fine, but you can
      cloak Kerrigan if you really want to be safe.  The next door you
      come to is your goal, but it's locked.  Doh!  So, you have to
      proceed up the corridor.  Kill all the Firebats.  A good way to
      prevent damage is to have Kerrigan ensnare the Firebats, then have
      your Hunter Killers kill them from afar.  At the end, go northeast
      into... a trap!  Unfortunetly, you have to walk into it because
      that's where you unlock the doors.  You might want to cloak
      Kerrigan here, because there are lots of guys.  Kill the missle
      traps ASAP, because they will detect Kerrigan.  There are two
      beacons here, one will reveal a transporter and the other will
      unlock all doors in the facility.  Head back to the locked door,
      and go in the transporter.  From here, it's easy.  Kill the guys,
      go down the stairs and through the corridor.  Step onto the white
      beacon and you're done!

**Cinematic: Battle on the Amerigo**
STORY: This is argueably the best movie in StarCraft.  It's actually the
      first that features true blue fighting.  The Zerg ambush a team of
      saboteurs, they have a gun fight, then blow up the ship.
      You'll have to watch it a few times to get the story and the
      disguised humor.  I'm not even sure if I get it yet.  Still,
      though, it's a very entertaining movie, and perhaps the best in SC.

Mission VI: The Dark Templar
----------------------------
STORY: Yes, the Zerg storyline has picked up a bit, but it still rather
      boring compared to the "intensity" of the Terran plot ;)
      Anyway, Kerrigan discovers that Tassadar and his crew have been
      hiding on Char, and she wants to flush them out.
HELP:  Well, there is not one really good strategy for this mission, and
      any attack you make will either require a major investment or you
      will fail.  That doesn't make it a hard mission, though.  I suggest
      using a combo of Guardians, Mutalisks, and Scrouge to attack.  Use
      the Mutalisks to defend against renegade Scouts, and Guardians to
      decimate the base.  Whatever you do, stay away from Hydralisks or
      any other ground unit.  Reavers will murder your entire crew.  If
      you go that way, losses will be far too great to compensate the
      victories.
      You should win fairly easily that way.  If you happen to run out of
      minerals, there is a nice expansion on the middle left edge of the
      map.  It is guarded by only a few guys, and it is well away from
      the Protoss base.  Now as for defense, keep it tight.  You will be
      attacked by Reavers, which will be a problem.  Keep some air guys
      handy to take them out.  If an emergency arises, SAVE, cloak
      Kerrigan, and take them out one by one.
      After you've destroyed almost every Protoss unit, Tassadar will
      challenge Kerrigan.  You don't need to control the battle or
      anything like that, so just relax.  Bring Kerrigan to the remote
      island, move your Overlord out, and the computer will take over.
      The battle is really uneventful.  Oh well.

Mission VII: The Culling
------------------------
STORY: Time for the Zerg Twist.  That's right, here comes the twist in the
      Zerg plot.  Zasz has been killed by Dark Templar, and of course
      Kerrigan is still steaming from her "battle" with Tassadar.  Zasz's
      Brood, the Garm Brood, has now gone rampaging and so you have to
      destroy them.
HELP:  This is actually an easier mission compared to the last one.  You
      have destroy every last building of the Garm Brood.  Guardians will
      do the trick, though you might be well fought off by Scrouges.  My
      suggestion, this time, is to use Hydralisks.  There aren't any
      Zerg ground units that will kill off mass Hydras, so go with those.
      Let's start from the beginning, though.  You don't start off with a
      base, instead, you have to capture your base.  Directly north of
      your starting point is your target.  It's an easy kill; if you do
      it right your 12 attackers shouldn't even come close to getting
      killed.  Once the base is yours, startintg building.  Build a
      Hatchery first, and start a couple guys mining.  One thing to
      remember: with Zerg, NEVER use your last Drone to build.  Instead,
      build new ones.  Get your economy going, then build up your troops.
      Your first target should be to the west, which is an orange
      expansion.  Bring a lot of guys.  Orange WILL send reinforcements,
      everything up to and including Ultralisks.  So, bring at least two
      dozen Hydralisks.  You might not need this many to destroy the base
      but you need at least that many to destroy the base AND hold the
      area.  Once the base is fairly well secured, send a Drone up and
      start building.  If you need Gas, there's some north of you, but it
      will be rather hard to secure.  Fill up a couple Overlords of
      Hydralisks, and fly them to the northern most tip of the island.
      Land them, and destroy.  West of that, on the opposite side of the
      map, is another expansion, which you can destroy next if you wish.
      You have to destroy all of them eventually, so it doesn't really
      matter.  After that, you have no choice but ot invade their main
      base.  Take a moment to notice the setup.  The main defense line
      it set up on a piece of land seperated to their main island by a
      river of magma.  It's connected by bridges.  You can either storm
      the front door, or it's possible to land on the main island itself.
      On the very west end of the island, there's a gap that you can
      sneak through.  Land there, and if you want a guaranteed win, use
      mutalisks and guardian support as well as mass Hydralisks.  Bingo.

Mission VIII: Eye for an Eye
----------------------------
STORY: According to the briefing, the Overmind has stolen from Zeratul the
      location of Aiur.  Hence the title "Eye for an Eye:" the Zerg will
      now avenge Zasz's death.  For now, you are going to kill the cursed
      Dark Templar.
HELP:  This mission is a bit tougher.  You need to keep the Dark Templar
      from escaping the map, and there are three locations on the map
      from which they can do so.  You are guarding all of them.  First
      thing: keep the Overlords where they are!  They are used to detect
      the Templars, so you need them.  Daggoth will "kindly" remind you
      of this if you move them.  Second, keep your defense tight at all
      bases!  I can't stress this enough!  The Nydus Canals are used for
      quick travel, so use them!  Let one base's defense line fall, and
      that slight slip could cost you the mission.  The Dark Templar are
      very strong, so you need lots of defenders (Hydralisks are
      defenders of choice here) at every base!  Remember that!  Also,
      save often.
      Now, on to the fun part.  You of course have to destroy the
      Protoss.  There are several bases neatly coded in two colors.
      Destroy Teal first, they shouldn't be that hard.  Use your skills
      that you've learned to do that.  The main blue base will be the
      toughy here, and that's what I'm going to concentrate on.  There's
      absolutely no good solution to defeating them.  Mass Guardians will
      be slaughtered by the Templar's (not Dark Templar) Psi Storm.
      Mass Hydralisks will be murdered by the Reavers they've got.
      Luckily, there's always a loophole to these things.  Use Guardians,
      attacking one at a time.  Keep making them, and have three or four
      ready.  Attack with one or two, and you should be able to do at
      least some damage before you are driven off.  Retreat if a guy
      comes, and while your Guardian is recharging, attack with a
      different one.  Easy, huh?  Oncy you've destroyed all the Templars
      and the Templar Archives, then you can mass your Guardians.  Same
      for the Hydralisks, Reavers, and Robotics Facility.

**Cinematic: The Warp**
STORY: This is a pretty cool movie showing the Zerg Swarm warping through
      space to reach the Protoss world of Aiur.

Mission IX: The Invasion of Aiur
--------------------------------
STORY: We arrive on Aiur and learn that the Overmind must obtain the
      Khaydarin Crystals to implant himself on their world.
HELP:  This mission is the hardest so far, I think.  Enjoy it, too,
      because, in my opinion, it's the hardest Zerg mission.
      Unfortunetly, the last Zerg mission is rather easy and has a poor
      diffuculty rating considering it's the very last Zerg mission.  Oh
      well.
      In this mission, you need to bring a Drone down to the Khaydarin
      Crystals, which is heavily defended by the Protoss.  Now, in this
      mission, keep your defense TIGHT and build guardians AND
      hydralisks.  The Protoss will attack with air units and Reavers,
      which as you probably already know, will tear through your hydra
      line.  Use Guardians to eliminate the Reavers and Hydralisks to
      get rid of air guys.  Conserve minerals as much as possible,</pre><pre id="faqspan-2">
      becuase that's all you get until you destroy green, which is no
      easy task.
      Now, for the attacking phase.  Guardians won't help you here -
      due to Templars.  You can't use tactics from the last mission
      either, because of the sheer number of troops they have available.
      Anyway you do it will result in massive casualties, but I think the
      best way to do it is with Hydralisks and Guardian combo.
      Ultralisks will help too, but that's at your discretion.  GO in the
      Protoss front door directly east of your base.  Take about 20-30
      hydralisks and a few Guardians.  Like your defense line, use the
      Guardians to take out Reavers and Hydralisks for pretty much
      anything else.  It might take you a couple of shots to get it, but
      destroy all of green.  Station your remaining troops to defend, and
      you can build a base at Green's minerals, and the minerals found
      by going along the path right north of the ledge dividing Yellow
      and Green.  With two new bases, you'll be bringing in lots of
      resources, which you should contribute to your troop fund.  Build
      up again, and use the same tricks as before to destroy ALL of
      Yellow.  Note that Yellow is divided into two areas, and you should
      probably destroy everything.  It's time to take the Crystals - move
      a large force (Hydralisks, Ultralisks, Guardians, pretty much
      anything in your arsenal) to guard.  Bring a Drone down, and he has
      to harvest the Crystal for a full ten minutes.  You will be
      attacked many times.  Keep building troops at ALL of your bases -
      and keep building more.  You can NEVER have enough defense.  A tip:
      you should never have leftover money in the bank.  If you have more
      than 1000 minerals, spend it on more guys.  When 10 minutes is up,
      escort your Drone back to your base.  Bet you were wondering what
      that get-in-the-way beacon was for, huh?  Well, now you know!