Mission 6 - Norad II | Terran | Campaign Walkthrough
StarCraft: Remastered Guide
Mission 7 - The Trump Card
Mission 5 - Revolution
Starting Base – Focus on the strengthening of the northern part of the base. A line of bunkers and turrets should withstand most Zerg attacks.
Fortified position – The road to the right is more difficult. There are many towers and dug-in enemies here.
Road to Zerg Base #1 – There are only a few enemies on this ramp. Stick to the left edge of the map and head north.
Road to Zerg Base #1 – Destroy the two turrets and watch out for a small group of Mutalisks.
Blue Zerg Base – You will come to the unprotected part of the base. Focus on destroying the workers and enemy Hatchery.
Orange Zerg Base – To this base is not easier to enter. You have to collect a large army and watch out for numerous Mutalisks.
Road to the crashsite – This ramp is relatively safe to cross. However, you have to watch out for buried units and turrets near you.
Turrets – You must destroy all of the Zerg's turrets and survivors to allow a safe corridor for Raynor and transporters.
Place to land troops – If you opt for a direct assault on the plateau, this extended headland is virtually undefended by anti-aircraft turrets. This allows a large group of Terrans to can clear the hill.
Zerg Turrets – After a successful landing, the Marines should deal with several Sunken Colony. Then, destroy the rest of the anti-aircraft turrets and bring the transporters with Raynor.
Enemies over the ramp – An alternative strategy is to lure enemies from the ramp and destroy them near the cruiser wreckage. Then gather all the troops from this place and start destroying the turrets on the right.
Turrets, spot for another base – After destroying the turrets, build the factory buildings and build an army to clear the rest of the plateau. Now it's enough to destroy the rest of the turrets and bring back Raynor. Later you will build an additional bunker and a turret here.
Swift attack #1 – The group of transporters will gather at this point and will fly to the lower right corner of the map. You will pass two turrets along the way that will shoot you, but they won't destroy a large group of ships.
Swift attack #2 – Once you leave the danger zone, you can make a short rest for repairs. Then head to the crash site.
Swift attack #3 – Pick up the transporters and fly them over the Sunken Colony Turrets straight to the marker. You will only come across only a handful Zerg units.
Protect the crashed battlecruiser Norad II; Bring Raynor and 2 dropships to Norad II.
Battlecruiser Norad II, commanded by Edmund Duke, crashed on the surface of Antiga. Its wreckage is now surrounded by zerg hordes. Mengsk wants to carry out a rescue mission. You start out with Raynor and a small group of soldiers. Go to the Confederate base on the left side and it will join you. On your way, you will come across a small zerg unit.
After a while, you'll see the crash site. You are given command of the survivors. Repair the Bunkers and Goliaths. Also, build two Turrets and send the Marines and SCVs to the Bunkers. The zerg put numerous antiaircraft Turrets and deployed their air force around this place. Also, there are several antipersonnel Turrets - Sunken Colony.
Fortify the crash site with Turrets and repair damaged Bunkers and mechs.
Focus on expanding the base. Start from increasing the number of SCVs. Then, build Bunkers and Turrets around your base. Fortify the northern part of the base especially. Erect additional production buildings with extensions and don't forget about building a new kind of building, which is the Armory. There, you can strengthen your army with extra technologies for mechanical units and aircrafts.
Strengthen your defenses before you launch any offensive maneuvers.
In this mission, there are two zerg armies. The orange enemy is in the top part of the map and will attack the crash site or the base at different intervals. The blue one is in the middle of the map and focuses on attacking the base. It will always attack from the weakest side and targets your Command Center. Every now and then, both hordes send increasingly numerous zerg groups to your position. Sometimes it will be a land assault, sometimes a landing from their mother-creatures, Overlords. These have the detect ability and are a sort of mobile zerg warehouses. The opponent possess a large number of detectors in this mission so building Wraiths and planting mines won't be effective. The best idea is to rely on large amounts of land units. First, create numerous Marine squads, and then move on to Goliaths. The latter are mechanical units so they can be repaired. They also have better land attack, powerful antiaircraft rockets and three times more hit points than Marines. After each fight, withdraw the damaged units and repair them. In this way, they'll serve you longer.
There are several ways to complete this mission.
The first way is easy but takes time. A mass land assault and destroying both enemy bases. Create a full squad of Marines and Goliaths. Two ways lead to the blue zerg base. The one on the right, between hills, is full of turrets and buried units. The other one, to the left, leads to a hill which circulates the base and allows you to go in from the rear. In this way, you can destroy the zerg Command Center which is their production building at the same time. You can get to the orange zerg base the same way. They have less Turrets but more aircraft. Having destroyed both bases, you can access the hill around the crash site. Destroy the Turrets until the area becomes safe for Raynor and transporters. This method is simple but takes more time to be c.
A part of the right edge of the plateau near your base isn't guarded by antiaircraft Turrets. Launch a landing and destroy the few enemies that can endanger your troops.
The second way is slightly more difficult but saves a lot of time. You will focus on making an air way for transporters and Raynor. You won't be dealing with the enemy bases in the north. First, expand your base and create a solid economic infrastructure. Now, you have several options.
You can fill your transporters with Marines and Goliaths. On the left edge of the plateau around the crashed Battlecruiser, there are two spots out of the antiaircraft range or in range of just one. Deploy your troops on these two protruding promontories and concentrate on destroying the Sunken Colony Turrets and Mutalisks. Then, start destroying the remaining Turrets and take Raynor by air from your base to Duke.
After the zerg counterattack in the right side, leave the small base and start training troops.
You can also take Goliaths from the crash site and approach the ramp. The burrowed zerg will attack your soldiers. If you fail and lose most of your troops, restart the mission. The crash site won't hold on for long. Having destroyed the zerg, withdraw to the Bunkers and repair the damaged vehicles.
Now, take all soldiers and destroy the Turret on the plateau and then the next one which is located slightly down the map. Move your troops back to the Bunkers around the Battlecruiser wreckage. Take one SCV and order it to build a Barracks, Factory, and Starport. Also, build a Bunker and a Turret by the ramp, out of the hostile Turrets' range. Take 12 soldiers and start clearing the plateau to the right side, below the crash site. Now you just have to create two transporters and bring Raynor to the beacon.
A large group of transporters can sneak between the zerg defense line and reach the designated place. Stick to the bottom of the map and don't forget to bring Raynor with you!
The third way is pretty reckless but also the fastest. Build several transporters and place Raynor as well as one SCV per vessel on board. Have the group fly by the bottom edge of the map to the bottom right corner. Make a quick stop for repairs. Load everyone to the ships and fly to the crash site. The zerg don't have antiaircraft Turrets there, only several burrowed Hydralisks.
Mission 7 - The Trump Card
Mission 5 - Revolution