Terran Mission Page

Click on the mission you would like to goto

1. Wasteland
2. Backwater Station
3. Desperate Alliance
4. The Jacobs Installition
5. Revolution

1: Wasteland

Starting Structures:
1 Command Center
1 Supply Depot

Starting Units:
5 Marines
5 SCVs

Starting Resources:
40 Minerals

Objectives:
Find Raynor (Vulture)
Build 1 Barracks
Train 10 Marines

This mission will introduce you to producing military units and finding passive friendly units (ones which are neutral on the map until you find them - at which point they become yours). A good number of single player maps require that you escort or protect a key unit from enemy attack - you cannot pass the mission if that unit dies. Jim Raynor's Vulture must survive in order to successfully complete this mission. But don't worry, the Zerg won't attack you unless you attack them, and with a modest marine escort you can easily clear the map of enemy units without problems.

You start with 5 marines and 5 SCVs in the top-left corner of the map. Your town is in the lower right, and is practically useless until you move your SCVs to it and start harvesting minerals. Select your marines and assign them to group 1 (ctrl-1). Assign your SCVs to group 2 (ctrl-2).

Move your marines in a straight line towards the center of the map. Here you'll find Jim Raynor, in a Vulture hover cycle. You'll be informed that a new mission objective is to keep Raynor alive. As a "hero" character, Raynor has more health than a normal Vulture unit, and you should have any trouble keeping him alive as long as you group him with a marine escort. Do this now by selecting your marine group, and shift-click Raynor. He should be now added to the selected units. Hit ctrl-1 to redefine group 1 (now with Raynor in it). Move your SCVs (group 2) to group 1's position. You'll run into light opposition on your way to town (around 4 zerglings). Have Raynor and your marines take them out.

You're then free to advance to your base. Immediately have your SCVs harvest minerals. Like the prior mission, the Zerg opposition is passive (they won't attack you unless you happen across them) and light, so you can either take your forces and scour the map, or stay put and remain safe.

Build several more SCVs, and then begin production of a supply depot. When this is done, build a barracks (select an SCV and type b b). Once the barracks is done, have your SCV harvest minerals again and start producing marines. If you have 250 or more minerals, you can queue up to 5 marines, by clicking on the barracks and pressing m (for marine) 5 times, or clicking on the marine icon 5 times. Notice that the marine counter includes your original surviving marines, so if you haven't lost any units so far, you only need to produce 5 more marines. The mission will end when you have 10 marines on the map.

back to mission index

2: Backwater Station

Starting Structures:
1 Command Center
1 Barracks
2 Supply Depots

Starting Units:
Raynor (Vulture)
4 Marines
2 SCVs

Starting Resources:
200 Minerals
200 Gas

Objectives:
Eradicate alien infestation
Raynor must survive

This is the first mission in which you are actively called out to attack established enemy forces. The main objective of the mission is actually to find the Infested Terran Command Center (which will not produce infested terrans in this mission) at the top right of the map and destroy it. You do not actually need to destroy all of the enemy bases or units. Again, the enemy won't attack you until you search them out.

Your forces start in the bottom left of the map. With only four marines, you don't have enough military forces to venture into unknown territory, so first put both of your SCVs on minerals. Make 4 more at the command center, and put those on minerals as well. When your third SCV comes out, you should have enough minerals to start making marines. Select your barracks and start a marine. Keep making more as the money rolls in. Once you have six SCVs and four more marines (eight total), group them with Raynor and start heading north of your base. Take out the three zerglings next to the two ramps and head up the leftmost ramp. There you will encounter your first Zerg base - composed of the purple creep on the ground and accompanying creep colony (this particular variety is benign). There will be five zergling nearby protecting this colony, which you should have no problem disposing. After you take out the defenses and the creep colony, continue north and you'll encounter a terran town.

All of the town's resources will become yours as you approach them. This will be your first experience with managing expansion towns. You'll get another command center, 3 bunkers, 2 barracks, and an academy, along with 5 Firebats (Terran close-range infantry). Click on the academy and start researching the U-238 shells for 30% greater marine firing range. Your original town should now have 8 or so SCVs harvesting minerals. Take one of hem and build a refinery on the geyser directly north of your command center. Build 3 more SCVs to help mine gas when that completes (notice that your expansion town has no source of gas).

Return to your expansion town and grab 3-4 Firebats to add to your military group. Proceed east and take out the 10 zergling protecting the next creep colony. You may suffer a few casualties in this fight, so remember to keep making marines to make up for your losses. Head down the ramp and take out your first Zerg hydralisk. Then head directly up the ramp to the right and take out the hydralisk and zergling defenders. Since you will greatly outnumber your opponents, use patrol and click among the enemy forces. Head directly north of the ramp and you'll encounter the infested Terran Command Center. This is you actual objective. Destroy this unguarded structure, and General Duke will appear and place you under arrest. The mission will then end.

back to mission index

3: Desperate Alliance

Starting Structures:
1 Command Center
3 Supply Depots
1 Barracks
1 Academy
2 Bunkers
3 Missile Turrets

Starting Units:
14 Marines
3 Vultures
3 SCVs

Objectives:
Survive for 30 minutes

Once you see your mission objectives, you immediately have an idea that this will be an intense, defensive mission. In fact, you don't need to do anything except protect your town from attack. This will be the first mission in which the enemy will actively seek you - don't be surprised, because this will be the rule rather than the exception. At certain times in the mission, the enemy will attack in force. If you have your defenses up, you shouldn't have any problems. If not, they'll completely overrun your town , so you might want to start saving your games at regular intervals - it can save you from having to exercise the dreaded "restart mission" option.

You start with a town at the bottom of the map with two entrances, one on the left, and one on the right. The easiest way to pass this mission is concentrate on fortifying these entrances and ignoring everything else - you never even have to explore - the enemy will come for you. There will be two big rushes by the Zerg - one at 12 minutes remaining, and one at 2 minutes remaining (the last one is huge ). You can keep track of time remaining by the counter at the top center of the screen.

Start by buildings SCVs and harvest minerals. Populate your existing bunkers with marines. Station your extra marines and Vultures behind and beside your bunkers. By the time you have 7-8 SCVs, start building bunkers by your existing ones. Build equally to the right and left entrances - the enemy could (and does) attack randomly. Remember to keep building SCVs. In this mission, you want to start harvesting gas sooner, so you can take advantage of your marine upgrades. On your 10th SCV, build a Refinery. You'll notice that you're now coming very close to the unit limit per number of depots. It's time to build more supply depots, but now we'll introduce a twist. Build your supply depots out on the front line, directly in front your bunkers. Why would you want to expose these vulnerable structures to the enemy? First and foremost, they create a wall to protect your bunkers against enemy attacks. Zerglings have to try to squeeze between your supply depots in single file to get to your bunkers - and they'll get cut to ribbons before even getting close. An added bonus is that the computer isn't smart enough to realize this. It won't attack benign buildings as long as others (your bunkers) are presenting an immediate threat, so they'll keep trying to bypass your supply depots to attack your bunkers.

With 20 minutes remaining, you should have 3 fully populated bunkers, walled in by two supply depots. This should be complemented by at least 3 rocket turrets at each entrance. Keep an SCV besides the bunker sets at each entrance - since the Zerg will be attacking your bunkers directly, you'll need something close by at all times to repair them as they take damage. You should also start researching the U-238 shells at the academy and Infantry Weapons at the Engineering bay. Don't bother with the Stimpak upgrade for this mission - your marines will be bunkered and you won't be able to activate it. Since you probably aren't losing many units to enemy attack, safeguard your mineral SCVs by building a couple of turrets near each side of the mineral patch - this will effectively shut down a potential Mutalisk air attack.

With 12 minutes remaining, you should be firmly entrenched. A moderate-sized attack force should come for one entrance, but if you've built up correctly, you won't take a single casualty. Remember to instruct your SCVs to repair your barracks and turrets during or after each fight.

After that attack, you're probably sitting cozy in your base - you're researching infantry upgrades, and your Vespene geyser is slowly running out of gas (this isn't an issue, you won't need much gas for anything more). Keep cranking out marines and vultures, and place them on the rooftops near your bunkers. Any extra supply depots you require should now be built inside of your town, as building them too far from your bunkers will allow enemies to attack them while staying out of range of your cover fire.

With three minutes left your base shouldn't look too different - you now have a modest force of marines and Vultures by your bunkers, and you're preparing for the final attack. This happens shortly after two minutes remains. The Zerg will send around 50-60 zerglings and hydralisks to either the left of right entrance.

Even with this gargantuan force, you should have absolutely no problem holding them off. In fact, even after this attack, you will probably suffer no casualties (in the accompanying screenshot, only one rooftop marine at the lower right of the screen has died).

With less than one minute left, the enemy will have exhausted its hordes and all you have to do is sit tight and wait for the counter to drop to 0. The Sons of Korhal's Dropships will arrive at your town and the mission will end.

back to mission index

4: The Jacobs Installation

Starting Structures:
None

Starting Units:
Raynor (Marine)
7 Marines
4 Firebats

Starting Resources:
None

Objectives:
Retrieve data discs from Confed Network
Raynor must survive

This is a unique mission in the Terran campaign, and adds an interesting twist to the game. You can no longer afford to take many losses in combat, as you have no town, SCVs, or resources to replenish killed units. This is an exercise in precision control and combat. Luckily, it's not incredibly hard, and the Terrans you'll be fighting against are few and scattered, and won't actively seek you out. Run through the map, find the objective, and you're done.

Since this level is essentially a maze that you have to navigate, with areas not vital to solving the mission best avoided, we'll present the fastest way to solve the missions, with short blurbs on some of the other locations you can explore.

The first thing to note is that the long, narrow corridors in this mission will cause your troops to line up single-file as they walk. You want to avoid this as much as possible because your troops will walk into enemy fire one by one instead of as a group with combined firepower. Move your troops in short increments (no more than ¼ the length of your screen) when exploring new territory and force them to regroup occasionally. This is especially important when walking up or down stairs - only one unit can fit at a time, so don't let them walk too far before the rest of your force makes it (and make sure your lagging units don't wander off either).

Your troops will start off in the lower right corner of the map. Walk through the gates and take out the hidden wall turret near the first intersection. You can head Northeast and through the teleporter at the top of the stairs to activate the security cameras in Sector 5, or just bypass them and continue with the mission. At the intersection, ignore the double doors, as the main brunt of Confederate resistance is waiting here. You can easily bypass them by taking the passageway to the Southwest. Continue down the passageway and go through the door at the end.

You'll encounter civilians which you can shoot or walk past, and the occasional marine guard. Continue Northeast and head up the stairs. Walk along the corridor until you reach the next intersection. Go Northeast, and immediately you'll come across a set of doors to the East and an intersection heading Northeast and Northwest. Go through the door and take out the guards. You can step on the beacon to deactivate the automatic security systems. Exit the room.

You now have a choice of heading Northwest and discovering that the Confederates are holding Zerg warriors (non-vital), or you can bypass it and head directly Northeast. Follow the corridor, and down the stairs. Immediately to the Southwest will be two doors, guarded by a pair of Vultures and a wall turret. Take them out, ignore the doors, and head up the stairs to the West.

You'll eventually reach a room with a Teleporter beacon. Take this teleporter to Sector 1, and take out the two ground turrets by the exit to the room. Continuing down the corridor, you'll eventually come to the target room. Here you'll face your first enemy Ghost. Don't worry though. He's only armed with a concussion rifle and cannot cloak himself or lockdown any of your units. Annihilate him and the marine/Firebat escort in the room. Step on the beacon and the mission will end.

back to mission index

5: Revolution

Starting Structures:
None

Starting Units:
Raynor (Vulture)
8 Marines

Starting Resources:
300 Minerals
300 Gas

Objectives:
Bring Kerrigan to Antigan Command Center
Defend Antigan Rebels
Raynor and Kerrigan must survive

You start out the mission with only a few military units and meet up with Kerrigan. You will be able to cloak her and sneak into the Antigan base. Here you'll have all the resources you'll need to demolish the Confederate forces at the bottom of the map. This mission, played right, can be quick and decisive. The key is striking at the enemy's unprotected backdoor. You'll start with Raynor and a complement of marines at the top left corner of the map. Go down a bit and meet up with Kerrigan.

Then, continue to the East. You'll encounter a group of three missile turrets. Turrets are detectors - that is they detect clocked or burrowed units, including Ghosts. Take out the turrets, and continue North and across the bridge. Here you'll see an imposing set of 4 bunkers and a missile turret. The game will prompt you to cloak Kerrigan and sneak her into the base. Before you do this, you must kill off the detector. Take out the closest bunker, and then the turret. Select Kerrigan and cloak her (hit c). Units have a limited cloak time based on their available energy, but this should be plenty to walk her past the defenses and up the ramp into the Antigan base.

When you place her on the beacon, the entire base will become yours and they'll kill off the bunkers and defending forces for you. Now, safeguard Kerrigan and Raynor in your base - you won't need them anymore. Your town is well-defended as is, you don't need to spend any money on more bunkers, but a couple of missile towers along the ridge is a good idea.

Start building SCVs and harvesting minerals and gas. Remember to repair any damaged units and structures. Go to your newly acquired Starport at the West end of town - add a Control Tower and start researching Wraith Cloaking. Build another Starport, add the Control Tower, and research the Apollo Reactor (you may need to wait for your resource stockpiles to rise a bit before being able to do all of this).

Now, start building Wraiths, lots of them. Concurrently, instruct your two barracks to start cranking out marines. Build at least 20. When you have at least 8 Wraiths, build two Dropships. Bring your Wraiths down to the south shore of town, at the bottom right of the map, near your bunkers. Allow them to fully charge up their energy. Load 16 marines into the two Dropships, and have them wait by the shore as well. When your Wraiths are fully charged, cloak them (C) and send them South.

You'll immediately approach a peninsula with minerals and an enemy refinery. There will be several uncloaked Wraiths, Goliaths, and marines. Take out all of the defenses in peace. Make sure to keep your Wraiths in formation, don't let any one wander off. When their energy starts running low, run them back to your bunkers and allow them to recharge. You may need to do this in two or three trips, but aggressive players can clear most of the enemy units in just one. When the threat is nullified, bring your Wraiths and Dropships back, and drop all of you marines on the peninsula.

Cloak your Wraiths and advance them to the West. Take out any remaining enemy units, and instruct all of your units to attack the nearby Command Center. Tip - remember to keep making more marines for reinforcements and occasionally ferry them to your main contingent via Dropship.

The enemy's main base is directly West of this installation. If you've built an Academy and added a Comsat Station to your Command Center, scan the area directly to the West of the Command Center, and use your Wraiths to take out the hidden Spider Mines. Or, if you have a few troops to spare, take a couple of marines and walk to the left - this will flush out the mines as well. Take the rest of your ground forces and advance into the base. You'll have to kill a few Goliaths and ground troops. After that, ignore the buildings and start targeting missile turrets. Your Wraiths should also be present in enough numbers to help take out turrets. With the anti-air threat abated and the enemy out of units, all that's left is to mop up. The mission will end when all enemy buildings are destroyed.

back to mission index

on to missions 6-10

back to home