Welcome to StarCraft, the legendary real-time strategy game from Mass Media! You'll command the Zerg, Terran, and Protoss factions across PC, macOS, and Nintendo 64, managing base defenses, expanding your territory, and researching crucial unit upgrades. Whether you're a seasoned commander or just starting your galactic conquest, mastering the intricate strategies of each race is key to victory.
This guide dives deep into the game's core mechanics and campaign walkthroughs. We'll cover everything from initial base building and expansion to achieving mission triumphs and dominating the galaxy. Get ready to learn the ins and outs of Zerg, Terran, and Protoss strategies to conquer every challenge the game throws at you.
-+- 4.1. Chapter I: Rebel Yell -+- [4100]
Complete StarCraft Rebel Yell walkthrough, including Boot Camp, Wasteland, and Backwater Station missions. Learn how to find Raynor and train Marines.
- 1Boot Camp Tutorial: Build 3 Supply Depots. Start with Marines and a base. Build SCVs to gather minerals. Purchase two more Supply Depots. Explore the map with Marines; your base will not be attacked. Kill Zerglings if desired. Build a Refinery on a Vespene Gas geyser. Gather 100 Vespene Gas by having SCVs gather from the Refinery.
- 2Mission One: Wasteland: Find Raynor. Start with five Marines and five SCVs. Move southeast across the bridge, then south to find Raynor. Dispatch Zerglings with Raynor's help. Build a Barracks. Have SCVs gather minerals. Construct more SCVs if needed. Build a Barracks. Zerglings in the area are apathetic and only attack if approached. Train 10 Marines. Train enough Marines to reach a total of 10, using gathered minerals.
- 3Mission Two: Backwater Station: Eradicate the alien infestation. Start in the southwest corner. Build more SCVs and gather minerals. Build 1-2 more Supply Depots. Train 2-3 Marines to add to your starting units (Marines and Raynor). Move north, climb the left plateau, and eliminate Zerglings. Destroy the Creep Colony. Move north to find a Terran installation, take control of it, and use it as your main base. Build more SCVs to gather minerals. Mine minerals from the lightly defended resource at the southeast corner if needed. Research Stim Packs and U-238 Shells at the Academy. Train approximately 6 Marines and 6 Firebats. Assault the Zerg base in the northeast corner, defended by Zerglings and Hydralisks. Destroy the defenders and Creep Colonies. Destroy the Infested Command Center in the very northeast corner to finish the mission.
- 4Mission Three: Desperate Alliance: Survive for 30 minutes. Focus on defense. Repair the damaged Bunker with an SCV and place Marines inside. Build more SCVs.
- In Boot Camp, your base is safe from attack while you gather funds for Supply Depots.
- In Wasteland, focus on building your Barracks and training Marines once you find Raynor.
- In Backwater Station, capturing the Terran installation provides a new base of operations.
- Researching upgrades at the Academy in Backwater Station significantly boosts unit effectiveness.
- Mission Three emphasizes defense; prioritize building a strong defensive line.
-+- 4.2. Chapter II: Overmind -+- [4200]
StarCraft walkthrough for Chapter II: Overmind, covering missions Among the Ruins and Egression. Learn Zerg strategy and unit creation.
- 1Mission One: Among the Ruins
- 2Create a Spawning Pool by having at least five Drones on minerals before construction.
- 3Create Zerglings and Overlords for control. Note that a Drone is lost when morphing into a structure.
- 4Morph a Drone into an Extractor and assign Drones to Vespene Gas.
- 5Build a Hydralisk Den when sufficient resources are gathered.
- 6Assault the Terran base to the northeast with Zerglings and Hydralisks.
- 7Morph a Creep Colony near the Chrysalis into a Sunken Colony for defense.
- 8Consider building an Evolution Chamber to upgrade Zerg attacks.
- 9Build a force of approximately 24 Zerglings with Hydralisk support.
- 10Destroy the Terran Barracks, Missile Turrets, and infantry, prioritizing infantry and Goliaths.
- 11Reinforce your forces and move north to the main Terran base.
- 12Destroy defending units, then the rest of the base, including the Starport to the west.
- 13Mission Two: Egression
- 14Send a unit to control the six Hunter Killers near the Chrysalis; they cannot be recreated if lost.
- 15Establish your base by morphing the starting Creep Colony into a Sunken Colony and producing Drones.
- 16Build an Extractor on the northern Vespene Gas geyser.
- 17Group your Hunter Killers and scout the surrounding area, eliminating scattered Protoss forces like Dragoons, Scouts, and Photon Cannons.
- 18Consider building more Sunken Colonies for defense against Protoss attacks.
- 19Build two Evolution Chambers to upgrade unit weapons and carapaces.
- 20Transform a Hatchery into a Lair to access the Spire building.
- 21Build a Hydralisk Den and research Muscular Augments and Grooved Spines.
- 22Research Metabolic Boost at the Spawning Pool.
- 23Clear out Protoss forces across the map, prioritizing Photon Cannons, before attacking the main Protoss base in the southwest.
- 24Use Hunter Killers, supported by Hydralisks and 25+ Zerglings, to destroy Protoss fortifications.
- 25Target Photon Cannons first, then Gateways to prevent reinforcements.
- 26Have Hydralisks target air units and Zerglings swarm ground units.
- 27Once the area is clear, have a Drone transport the Chrysalis to the beacon.
- Zerg units are typically produced in large numbers; Zerglings are created in groups of two.
- Hunter Killers are powerful Hydralisk variants that deal heavy damage but cannot be recreated.
- Common sense dictates retreating units to base for healing if overwhelmed.
- Prioritize destroying Photon Cannons as they are a significant threat to ground and air units.
-+- 4.3. Chapter III: The Fall -+- [4300]
Complete walkthrough for StarCraft's Chapter III: The Fall, covering missions 'First Strike' and 'Into the Flames'. Learn how to defeat Zerg bases and protect Protoss forces.
The Zerg Overmind has successfully invaded the Protoss Homeworld of Aiur. As Zerg forces spread chaos, the Protoss defenders prepare for the onslaught.
- 1MISSION ONE: FIRST STRIKE
Meet Fenix at Antioch. Start with Zealots and Dragoons. Head north from your starting position, then west to Antioch. Follow the river north, defeating Zerglings. Cross the landbridge, defeat Zerglings and Hydralisks, then cross the stone bridge northwest. Return southwest to Antioch, defeating any Zerg. Fenix will greet you. Take control of Protoss structures.
Destroy the Zerg base. Build Probes to gather minerals. Construct a Pylon near your Gateway to power it and produce more Zealots. Research weapon, armor, and shield upgrades at the Forge. Build a Cybernetics Core to produce Dragoons. The Zerg base is in the northwest corner, with an entrance north of your base. Use a force of 10+ Zealots and a few Dragoons, with Fenix, to attack. Destroy the three Sunken Colonies defending the base. Defeat Zerglings, Hydralisks, and any Mutalisks (use Dragoons for anti-air). Once all Zerg units are killed, the mission is complete.
- 2MISSION TWO: INTO THE FLAMES
Distract the Zerg while Fenix gets into position. A fifteen-minute timer starts, indicating when Fenix will arrive with a strike force to eliminate the Zerg Cerebrate. Build up your forces and defend against Zerg attacks. Scout your plateau for burrowed Zerg. Two ramps lead to your base: one north, one lower-right. Most Zerg attacks come up the southern ramp; focus defenses there. Consider Photon Cannons for defense and anti-air support against Mutalisks.
Establish your base. Gather resources with Probes. Move up the tech tree. Spread Pylons for building space. Build a Gateway and produce Zealots. Upgrade shields, weapons, and armor at the Forge (in that order). Construct a Cybernetics Core for Dragoons. Shield Batteries are not recommended for this mission.
Optionally, send Probes escorted by Zealots south to establish a secondary base on a mineral-rich plateau. As the timer nears its end, build a force of Zealots and Dragoons. Build more Gateways to speed up production.
Kill the Zerg Cerebrate. Fenix will arrive at the northeast corner with Zealots, Dragoons, and Scarabs. His position is above a ramp leading into the Zerg base. Move your units down the ramp and harass Zerg forces to the south. Use Reavers with Scarabs to attack.
-+- 5.1. Terran -+- [5100]
Learn about StarCraft Terran units like the SCV, Marine, Firebat, and Ghost, including their costs, build times, and abilities.
SCV
The SCV is essential for any Terran base in StarCraft. It costs 50 Minerals and is built at the Command Center, which is also its prerequisite. SCVs have 60 Hit Points and can construct buildings, gather minerals, and repair mechanical units. Only one SCV can build at a time, and only SCVs can gather minerals. Having multiple SCVs is ideal for base maintenance and repairing damaged vehicles.
- Cost: 50 Minerals
- Built At: Command Center
- Prerequisite: Command Center
- Hit Points: 60
- Supply: 1
- Armor: 0 (+3 upgradeable)
- Build Time: 20
- Ground Attack: 5
- Range: 1
- Sight: 7
SCV Upgrades:
- Infantry Armor (Engineering Bay): Level 1 costs 100 Minerals/100 V.Gas (Armor +1), Level 2 costs 175 Minerals/175 V.Gas (Armor +2), Level 3 costs 250 Minerals/250 V.Gas (Armor +3).
Marine
The Marine is the basic Terran unit in StarCraft, costing 50 Minerals and built at the Barracks, which is its prerequisite. Marines are versatile, capable of attacking both ground and air targets. Upgraded Marines with U-238 Shells and Stim Packs are formidable.
- Cost: 50 Minerals
- Built At: Barracks
- Prerequisite: Barracks
- Hit Points: 40
- Supply: 1
- Armor: 0 (+3 upgradeable)
- Build Time: 24
- Ground Attack: 6 (+3 upgradeable)
- Air Attack: 6 (+3 upgradeable)
- Range: 4 (+1 upgradeable)
- Sight: 7
Marine Upgrades:
- Infantry Weapons (Engineering Bay): Level 1 costs 100 Minerals/100 V.Gas (Attack +1), Level 2 costs 175 Minerals/175 V.Gas (Attack +2), Level 3 costs 250 Minerals/250 V.Gas (Attack +3).
- Infantry Armor (Engineering Bay): Level 1 costs 100 Minerals/100 V...Gas (Armor +3).
- U-238 Shells (Academy): Costs 150 Minerals/150 V.Gas (Sight +1).
- Stim Packs (Academy): Costs 100 Minerals/100 V.Gas (Uses 10 HP to temporarily increase speed and rate of fire).
Firebat
Firebats, costing 50 Minerals and 25 V.Gas, are built at the Barracks and require an Academy. They excel at close-range, area-of-effect damage with their flamethrowers, making them effective against grouped enemies, especially Zerg rushes. They lack anti-air capabilities, so pairing them with Marines is recommended. Stim Packs significantly boost their rate of fire.
- Cost: 50 Minerals/25 V.Gas
- Built At: Barracks
- Prerequisites: Barracks, Academy
- Hit Points: 50
- Supply: 1
- Armor: 1 (+3 upgradeable)
- Build Time: 24
- Ground Attack: 16 (+6 upgradeable)
- Range: 2
- Sight: 7
Firebat Upgrades:
- Infantry Weapons (Engineering Bay): Level 1 costs 100 Minerals/100 V.Gas (Attack +2), Level 2 costs 175 Minerals/175 V.Gas (Attack +4), Level 3 costs 250 Minerals/250 V.Gas (Attack +6).
- Infantry Armor (Engineering Bay): Level 1 costs 100 Minerals/100 V...Gas (Armor +3).
- Stim Packs (Academy): Costs 100 Minerals/100 V.Gas (Uses 10 HP to temporarily increase speed and rate of fire).
Ghost
Ghosts are built at the Barracks and require a Barracks, Academy, and a Science Facility with Covert Ops. They cost 25 Minerals and 75 V.Gas. Ghosts are useful for stealth operations, personal cloaking, and painting targets for nuclear missiles. Their Lockdown ability is effective against large mechanical units, capable of instantly stopping Battlecruisers or Carriers. However, their direct attack power and rate of fire are less impressive.
- Cost: 25 Minerals/75 V.Gas
- Built At: Barracks
- Prerequisites: Barracks, Academy, Science Facility w/ Covert Ops
- Hit Points: 45
- Energy: 200 (+50 upgradeable)
- Supply: 1
- Armor: 0 (+3 upgradeable)
- Build Time: 50
- Ground Attack: 10 (+3 upgradeable)
- Air Attack: 10 (+3 upgradeable)
- Range: 7
- Sight: 9 (+2 upgradeable)
Ghost Upgrades:
- Infantry Weapons (Engineering Bay): Level 1 costs 100 Minerals/100 V.Gas (Attack +1), Level 2 costs 175 Minerals/175 V.Gas (Attack +2), Level 3 costs 250 Minerals/250 V.Gas (Attack +3).
- Infantry Armor (Engineering Bay): Level 1 costs 100 Minerals/100 V..Gas (Armor +2).
Similar guides you might like
100% Human-Written. AI Fact-Checked. Community Verified. Learn how AntMag verifies content