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StarCraft II

StarCraft II

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StarCraft II is the definitive real-time strategy experience from Blizzard Entertainment, dropping you into a sci-fi universe where you command one of three unique factions. You’ll build bases, manage resources, and lead armies in epic battles across multiple campaigns, including the Protoss, Omegalisk, Spear of Adun, and Legacy of the Void.

This guide dives deep into the game's campaigns, offering expert tips and unit counters to help you conquer challenges like Amon's Fall and the missions on Aiur. We'll cover everything from initial setup and basic controls to advanced strategies, ensuring you can master every faction and achieve those coveted Gold Medals.

Part 1

Complete walkthrough for Part 1 of StarCraft II: Wings of Liberty campaign. Includes primary and bonus objectives, unit unlocks, and strategies for missions like Liberation Day and The Outlaws.

This guide covers the Wings of Liberty campaign for StarCraft II, focusing on the Terran campaign. It aims to provide all necessary information to complete each mission, including primary and secondary objectives, credit bonuses, and research bonuses for completing side objectives.

The walkthrough will detail missions in the order they become available, covering both the Terran vs. Zerg and Terran vs. Mengsk storylines. While presented as one path, the information provided will be sufficient for alternative strategies.

Prologue - Mission 0.1 - Liberation Day

Primary Mission Objective: Destroy the Dominion Outpost
Unit Unlocked: Marine

In Mission Objectives:
- Destroy the Logistics Headquarters
- Raynor Must Survive

Bonus Objectives:
- Destroy Dominion Holoboards [6]

Jim Raynor begins in the southwest with five marines. Follow the road east, encountering and defeating two dominion marines. Continue north, where you'll find the first holoboard to the right of the road. Follow the road as it turns northwest and ends in a paved area. This is the first auto-save point.

In the paved area, defeat eight Dominion marines and destroy the second holoboard. Nine more marines will join your forces. The third holoboard is southeast of the second, and the fourth is on the southwest side of the plaza. Follow the new road north.

After a cutscene, engage four dominion marines and their transport. Destroy the fifth holoboard. Continue northeast, where the sixth and final holoboard is located on the east side of the road. Destroying all holoboards completes the bonus objective. Civilians will then charge into the Outpost. Destroy the outpost building to finish the mission, facing resistance from five marines and two vikings.

Prologue - Mission 0.2 - The Outlaws

Primary Mission Objective: Seize the Xel'Naga Artifact
Credit Reward: 45,000
Unit Unlocked: Medic

In Mission Objectives:
- Destroy the Dominion Base

Bonus Objectives:
- Res

Part 2

Complete walkthrough for StarCraft II Part 2, including mission objectives, rebel rescue, and dominion base assault. Learn resource management and unit composition.

Walkthrough
  1. 1
    Begin with a Command Center, Barracks, Supply Depot, 8 SCVs, and 6 Marines (14/19 supplies). Send all SCVs to mine minerals.
  2. 2
    Continuously build SCVs until you have 14. Ensure 10 mine minerals, the 11th builds a Refinery for Vespene Gas, and the next two also gather gas. The 14th SCV is for building Supply Depots.
  3. 3
    Send your initial Marines scouting north. Collect the Vespene Gas and mineral pallet just over the first road.
  4. 4
    Build a Tech Lab on your Barracks. Immediately build 2 Medics and 2-3 Supply Depots.
  5. 5
    Build up your force to 4 Medics and 12 Marines.
  6. 6
    Send your scouting Marines further north past the road to find 3 more mineral pallets.
  7. 7
    Once you have at least 6 Marines and 2 Medics, send them down the road. Veer northwest, then head off-road southwest to find a rebel base under attack by 8 Dominion Marines.
  8. 8
    Defeat the Dominion Marines to rescue the Rebels (Bonus Objective). Collect the mineral and gas pallets on the platform with the beacon.
  9. 9
    With your full force and the rescued rebel troops, proceed northwest past the rebel base towards the Dominion base.
  10. 10
    Two Hellions will attack as you approach the archeological dig site. Destroy the bunker on the west side of the dig site and the 4 Marines inside.
  11. 11
    Inside the Dominion base, defeat the remaining 4-5 Marines and another Hellion.
  12. 12
    Destroy the Barracks, then the Factory on the east side of the base.
  13. 13
    Clean up any remaining SCVs, Supply Depots, and the Command Center to complete the mission.
Tips
  • Prioritize SCV production early on to maximize resource gathering.
  • Use Medics to keep your Marines alive, especially during engagements.
  • Scouting early can reveal valuable resource caches.
  • The bonus objective of rescuing the rebels significantly boosts your forces for the final assault.
  • Credit Reward: 55,000
  • Structure Unlocked: Bunker

Part 3

Detailed walkthrough for Part 3 of StarCraft II: Wings of Liberty, covering mission objectives, bonus objectives, unit unlocks, and strategic tips for success.

Walkthrough
  1. 1
    Part 3 - Mission 1.2: Smash and Grab
    • Primary Mission Objective: Seize the Xel'Naga Artifact
  2. 2
    Credit Reward: 110,000
  3. 3
    Research Opportunities: +4 Protoss Research
  4. 4
    Unit Unlocked: Marauder
  5. 5
    Mercenaries Unlocked: Hammer Securities
  6. 6
    Base Setup: Start with a Command Center, Merc Compound, Barracks with Tech Lab, refinery, and two supply depots. You also begin with 1 Medic, 3 marines, and 5 SCVs. Immediately assign SCVs to gather minerals and gas. Build 2 more medics and queue up 4-5 more marauders.
  7. 7
    First Protoss Relic: Head north of your base to grab the first relic, revealing the bonus objective.
  8. 8
    Protoss Base Assault: Move east, destroying pylons to disable photon cannons. Be ready for Zerg attacks from the west. Acquire the second Protoss relic west of your base. Use hit-and-run tactics and fall back to heal.
  9. 9
    Second Protoss Area: Pick up reinforcements and head east. Build a bunker near your base entrance and garrison it with 4 marines. Continue east into the next Protoss area. Destroy pylons to disable cannons, or take out cannons directly if pylons are unreachable.
  10. 10
    Third and Fourth Relics: The third relic is southwest of your eastern path. The fourth and final relic is directly east of the Protoss base.
  11. 11
    Final Push: After clearing the Protoss base, head east for the final relic, then north to the Artifact rally point.
  12. 12
    Artifact Defense: Upon reaching the rally point, stone zealots will attack. Defeat them with your marauders and medics.
  13. 13
    Mengsk - Mission 2.1: Outbreak
    • Primary Mission Objective: Investigate the Meinhoff Infestation [150]
  14. 14
    Bonus Objectives: Kill the Infestors
  15. 15
    Base Setup: Start with a Command center, refinery, 2 barracks, a merc compound, 4 supply depots, and a Sensor tower. You begin with 4 firebats, 6 marines, 4 medics, and 6 SCVs. Queue up 5 SCVs and add 2 more marines for a total of 8.
  16. 16
    Base Defenses: Build bunkers at your base's northeast and northwest entrances and fill them with marines. Ensure SCVs are assigned to mining minerals and gathering vespene gas.
  17. 17
    First Zerg Wave: As night falls, the first wave of Zerg will attack.

Tips:

  • Always use attack-move when advancing.
  • Use SCVs to repair bunkers and structures.
  • Prioritize researching upgrades like the Shrike turret for enhanced base defense.
  • For the

Part 4

StarCraft II Part 4 walkthrough: Defend your base, attack Zerg nests, and unlock Hellions. Includes mission objectives and rewards.

Walkthrough
  1. 1
    Set firebats and medics near bunkers but have them hold position. Build second bunkers when possible; researched turrets will allow empty bunkers to fight.
  2. 2
    Halfway through the first night, you will be reinforced with 4 Hellions and a factory. Set up the factory with a reactor. If your barracks are open, set one up with a tech lab and one with a reactor. Start building supply pads.
  3. 3
    When daylight hits, send all troops to the northeast entrance and head north to attack the Zerg nest. While troops engage, queue Hellions in your reactor-laden factory. By the end of the first day, you should have a dozen Hellions.
  4. 4
    At the 1:30 marker, return marines to their bunkers. You can burn a few more buildings to the west, but head home around 40 seconds to allow SCVs to repair Hellions and firebats to set up hold positions. Keep the factory producing.
  5. 5
    As soon as the armory is done, research vehicle weapons and armor upgrades. Plan to build a bunker to the south soon, as that entrance will not be safe after the third night. Your secondary objective will appear here.
  6. 6
    By now, you should have 16-20 Hellions. Leave all other troops at home for the second day except for 1 SCV. Send the Hellions and SCV to the northwest and clear the west side of the map down to your first Infestor beacon and the edge of the large Zerg nest at the southern border. Do not engage there yet. Head back home before nightfall, remembering this area for building bunkers on the third day.
  7. 7
    Start making a small Marauder squad (around 10). Sit back for the third night, keep bunkers repaired, and build more troops. Call in War Pigs from the Merc compound for use in southern bunkers near the Zerg base.
  8. 8
    On the third day, rush SCVs and War Pigs to the southern edge of the Zerg base. Send Hellions to the northeastern part of the map and have them work south along the eastern edge. Once bunkers are built to the far southwest, get War Pigs inside and build another sensor tower nearby. Set up bunkers on the far southeast entrance to the main Zerg base and pack them with War Pigs and Marines. Build another sensor tower.
  9. 9
    You should now have no trouble with your main base as all night troops must come from the southern Zerg base. Place all Marauders, Firebats, and Medics near the southwestern bunkers and all Hellions just west of the southeastern bunkers, at the third ramp to the Zerg base, for the fourth night invasion. Empty your bunkers to the north and send those Marines to the south/central ramp, building a bunker there as well.
  10. 10
    On the next day, send all forces south into the Zerg base. Destroy structures until you are notified that you are almost done and the last few structures appear on your minimap (the small map in the corner of your screen). Send half your ground forces to the far southwest and the other half to the east. The Infestors needed for your bonus objective only come out at night. Kill them, then either wait for day or send your forces to the final few Zerg structures. Destroy them to finish the mission.
  11. 11
    After the mission, if you have not yet done so, head to the Armory. Research Concussive Shells for Marauders, Stabilizing Medpacks for Medics, and Neosteel for bunkers. Also, hire Hammer Securities as mercenaries in the Cantina.

Artifact - Mission 2.2 - The Devil's Playground

Primary Mission Objective: Exploit resources on Redstone

Credit Reward: 110,000

Research Opportunities: +3 Zerg Research

Unit Unlocked: Reaper

In Mission Objectives: Gather 8000 Minerals

Bonus Objectives: Locate Tosh's Miners, Kill the Brutalisk

You begin this mission with a Command Center, Barracks, Merc Compound, and 3 supply depots. You also start with 2 Marines and 10 SCVs. The SCVs go to work mining minerals automatically. Shortly into the mission, you will be told that the lava is rising. Move all SCVs away from the minerals immediately. You will have to deal with these lava surges for the entire mission. Your goal is to gather 8000 UNUSED minerals.

After the first lava wave recedes, you will receive an airdrop of 4 Reapers. Start moving them out to scout for mineral and vespene gas supply pads. As usual, set up some SCVs in the production queue for your Command Center. Start building a Refinery and some Medics. Once you have a few Medics, you will get a warning about some missing friends. Go check it out with all your forces.

Tips:

  • Keep firebats and medics holding position near bunkers to prevent them from chasing Zerg units outside of defensive range.
  • Build extra bunkers even if you cannot fill them immediately; researched turrets will provide them with defensive capabilities.
  • Utilize Hellions as

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