Mission 5 - The Amerigo | Zerg | Campaign Walkthrough
StarCraft: Remastered Guide
Mission 6 - The Dark Templar
Mission 4 - Agent of the Swarm
A group of Marines – The first group of Marines can be eliminated with Kerrigan and her active skill Cloak. In this mission, only hidden turrets and defensive systems can detect her.
The Long Corridor – Having destroyed the solitary soldiers, let cloaked Kerrigan go through the door at the end of the corridor. The rest of your forces should wait before the door until the next room is cleared. Keep your units in the upper side of the corridor, as there are enemy units on the upper level.
Room with Goliaths – There are several Goliaths, heavy Terran units, in this room. You can easily take them out with cloaked Kerrigan. Only then lead the rest of your Zergs inside. Otherwise, there will be heavy losses.
Ghost's position. – There is a Ghost just above the stairs, which can shoot at your units unpunished for a long time while they are busy battling the Marines. Send in Kerrigan first to take it out, then have the rest of your soldiers deal with the Marines.
Corridor with hidden turrets – There are several turrets here, that will activate on timer. Usually when a units finds itself in the middle of the corridor. The turrets themselves have low HP and attack, but they make up for it with numbers. Kerrigan will be detected either way, so you can use this skirmish to replenish her Energy reserves.
Trapped Zerglings – Once you approach this locations, the Marines will start shooting at a group of Zerglings trapped below their position. If you're fast, you can save most of them. You'll gave to reach the nearby Marker to open the door leading to the room.
A group of turrets and defenders – There's a group of Marines and three turrets just around the corner. You'll have to attack with everything you got, as Kerrigan will be detected. You can try to lure some of the enemies by using a Hydralisk as a bait. You cannot bypass this spot, nor deal with it any other way.
Two groups of Firebats – Attacking the Firebats with your main forces will end with either a defeat of staggering losses. Just send cloaked Kerrigan to deal with them.
Room - Terran ambush – A moment after you enter the room with the open door and several Marines inside you'll be ambushed. Enter with all your forces, not just Kerrigan. There will be Marines, a Ghost, and a turret on the hill. Once you deal with the, activate both Markers.
Teleport - entrance – This teleport will transfer you to a new location. First, though, you'll have to deal with a turret and three Firebats just above the stairs. Bring in the Hydralisks to take out the turret, and when the enemy is dealt with, send Kerrigan through the Teleport.
Teleport - exit – Send Kerrigan first and clear the hill of enemies. Only then you can bring the rest of the Zerg.
Mission objective – The most difficult battle of this mission. If you haven't saved most of your Zerg forces that you got at the beginning of the mission, you may have a problem with taking out the last group of enemies. There will be a hidden turret and several Ghosts. First, send your forces to take out the turret. Sometimes enemy troops may block the stairs, but the position of the turret will be revealed. Hydralisks should always focus on attacking the turret.
Bring Kerrigan to the supercomputer; Kerrigan must survive.
Kerrigan is very grateful to you for taking care of her on Char. Now, she wants to empower her psionic abilities. To do so, she infiltrates a terran Science Vessel. Your task is to help her in her search.
Kerrigan can take care of the majority of encountered enemies. Use cloaking to eliminate hostiles without taking casualties. You'll need the zerg forces intact in the further part of the mission.
It is another mission within a facility, similar to the terran one. You are given control over Kerrigan and a small group of Zerglings and Elite Hydralisks. Assign each kind of unit to a separate hotkey.
Most of the time, you will be attacking enemies only using Kerrigan. Although she is a zerg now, she can still use the Cloak ability. In this way, you can get rid of almost all enemies. However, you have to watch out for hidden Turrets and defense systems that can detect you. The units you command are essential in the final battle. The last line of defense consists of Turrets and a small group of Ghosts. Without the support of other zerg, it's incredibly difficult to break through it. But let's start from the beginning.
Kerrigan destroys Goliaths with no problem if she has a large energy supply. It is essential to keep the Cloak ability working.
Move through the first door using cloaked Kerrigan and kill all Marines
(1). Move through the rest of the doors, and once you're before the way to the lower level (2), select Kerrigan only and stick to the northern wall until you reach a door. There are 6 Goliaths in the next room, and you have to destroy them using the invisible Kerrigan (3). Now, bring the rest of your forces, also sticking to the northern wall. Later, you will encounter a small group of soldiers and a sniper on an elevation (4). Kill them with Kerrigan. Now, gather everyone at the stairs. When you're going through the narrow corridor, a defense system will activate several Turrets hidden in the floor (5). Issue the Attack Move order, thanks to which you'll deal with this threat quickly.
Once you run into a Marine blockade, have your Hydralisks eliminate the Turrets or lure the soldiers towards them. If you manage to do it, attack with all your forces.
Now, you'll arrive at a prison hall where several Zerglings are being attacked by Marines. If you hurry, you can save most of them (6). Approach the nearby beacon to open the gate for your friends. Right behind the corner, a group of Marines and three Turrets are lying in wait for you (7). This time around, Kerrigan can't handle the task alone. You have to attack with the entire group because the Turrets have the Detect ability. You can also close in with the Hydralisks until the Turret starts to reveal itself, fire a few shots, and then withdraw. Sometimes, some Marines will attack you. In this way, you can get rid of most of them quickly.
Send cloaked Kerrigan first and eliminate the Firebats. Nearby, there is a terran ambush. Take all your forces and walk into the room with 3 Marines inside.
Gather your army at the gate and send Kerrigan first. You'll pass a closed door and encounter several terrans.
There are two groups of Firebats in this place. It's safer for your troops if you eliminate the threat with cloaked Kerrigan (8). In the north, there is a room with three Marines inside and three open doors (9). It's an ambush that you have to walk into. Gather all your forces at the door and enter the room as quickly as possible and then go to the upper ledge. In total, there are over a dozen terrans here. Activate both beacons. Go back to the previously closed door. Now, select Hydralisks and approach the stairs (10). Wait until Firebats go down to you and eliminate them one by one. Then, destroy the Turret and use the teleport.
Your final destination is guarded by a group of Ghosts. Start your attack with Hydralisks and then send Zerglings and Kerrigan into battle. If most of the zerg you command have survived up to this point, you shouldn't have any problem with clearing this place out.
In the new location, start from clearing out the elevation with Kerrigan (11). Do the same on the lower level but don't get close to the stairs that lead to the supercomputer just yet (12). Gather your forces and save the game. Now, send Zerglings in first and then Hydralisks and Kerrigan right after them. Destroy the Turret first. Thanks to this, dealing with Ghosts will be easier. What if you have only Kerrigan at your disposal? You can approach the stairs and lure individual footmen out. Once Kerrigan has few hit points, withdraw from the stairs and let her regenerate (speed up the gameplay). You can also try to destroy the Turret and activate Cloak. However, hostile units will often block the stairs for you. In the end, move to the beacon and end the mission.
Mission 6 - The Dark Templar
Mission 4 - Agent of the Swarm