Norad II | StarCraft: Remastered (Terran Campaign #7)
Adjutant: It appears that the Confederates are in a state of panic about the Antigan revolt. I’m picking up a high number of Confederate transmissions going back and forth between their outposts and their headquarters on Tarsonis. Most of the transmissions are heavily coded, but wait, here’s something:
Duke: This is General Duke calling from Alpha Squadron flagship Norad II! We’ve crash-landed and are being hit hard by the Zerg! Request immediate backup from anyone receiving this signal! Repeat, this is a priority one distress call–
Raynor: Zerg? Here? Serves’ em right. ‘Bout time they got a taste of what it’s like to be in there mixin’ it up.
Mengsk: Jim, I want you to move in and save that base.
Raynor: I’m positive I didn’t hear that right.
Kerrigan: Arcturus, have you lost your mind?
Mengsk: Listen, I know Duke’s a cold hearted bastard but an entire colony shouldn’t have to suffer for that. Besides, a Confederate general could prove to be a powerful ally. This is an opportunity we cannot miss.
Kerrigan: I don’t like this at all.
Mengsk: I’m not asking you to like it. I’m asking you to do it.
Kerrigan: Yes, sir.
Raynor: Great. Let’s get this over with.
Cinematic: The Downing of Norad II
Confederate Command Ship Norad II
High Orbit: Antiga Prime
EDITOR: Watch the video above. Norad II is assaulted by Zerg scourge units, and crash lands on Antiga Prime.
Secret Stating Area
Antiga Prime Colony
- Protect Battlecruiser Norad II.
- Bring Raynor and 2 dropships to Norad II.
Terran Dropships ferry units quickly between areas. Load Dropships by selecting one or more units, then right-clicking on the Dropship. Dropships are built at the Starport.
You start with Jim Raynor as a Vulture, 4 marines, 1 firebat, and 2 SCVs.
You start at the bottom center of the mini-map. As soon as you move to the left, several Zerg units unburrow to attack you: 2 zerglings, and 2 Hydras.
Move your units to the northwest and approach each building of the base to claim it as your base. You will listen to a sound clip, and each building becomes highlighted with a green circle.
Message onscreen says:
NOTE: A Terran building with hit points “in the red” will burn down unless it is repaired.
EDITOR: In addition, you gain control to the Norad II units. There you can control:
- 3 Goliaths
- 6 Marines
- 2 SCVs
- 2 Bunkers
Command the SCVs to repair the 2 bunkers, and the Norad II. Then put the 6 Marines inside the Bunkers.
At your base, command the two SCVs to mine Minerals. Put the marines in the existing bunkers. Click the Command Center and training 6 new SCVs.
You start with 25/58 units.
Around 00:45, Hydras and zerglings unburrow to attack the Norad II.
Raynor: If we’re doin’ this, we’d better hurry. That ship won’t last long against those Zerg.
Once you are 31/58 (or after you train 6 new SCVs) , command an SCV to build a Refinery by pressing B (for Build Structure submenu ), then press R to build a Refinery for 100 on a crater.
Train 2 additional SCVs, and send 2 current SCVs to the Refinery.
Now that you have some Vespene Gas, repair the Goliaths at the Norad II site, then the Norad II battlecruiser.
Command Raynor to lay spider mines northeast of the northern-most bunker.
If Zerg attack an area that has no bunkers, you can use Raynor to aggro, and lure them to the bunker.
Continue training new SCVs. Once you reach 40/58 units, build a Factory (Press V , then press F to build a Factory).
Build a Starport by pressing V then S to build a Starport.
Build a bunker and a turret north of your vespene refinery. Mutalisks usually attack from that direction to attack your SCVs. Train new marines and fill the bunker.
Around 43/58, click the Engineering Bay and press W to research Upgrade Infantry Weapons .
Continue to train more Marines while the Starport is constructed.
Build a Terran Academy.
When the Starport is finished, command the SCV that finished it to build an Armory by pressing V , then press A .
Click the Starport and press C to build a Control Tower .
Train more SCVs and another Supply Depot.
Build a second Factory .
Build a Comsat Station at the Command Center.
Upgrade Vehicle Plating at the Armory.
Build a third Factory .
Build a Goliath, and train more SCVs to start pumping out Goliaths.
By 8:30 you probably have 62/74, 6 Goliaths, and you should build an additional Supply Depot. Continue to build more Goliaths from the three factories.
When you have 11 functional Goliaths, group them up and start heading northeast. Use the Comsat Station to reveal the center of the map. There is a narrow canyon, and a two Zerg Sunken Colony. Bring an SCV along to repair damaged Goliaths.
2 Zerglings and a Hydra might be burrowed near the Sunken Colony. As you advance through the canyon, there is another Sunken Colony, and more zerg unburrowing.
Continue to build more Goliaths and Supply Depots while you are clearing the zerg area. If you lose too many Goliaths, don’t hesitate retreating to repair them, and to rally new Goliaths into your group keybinds.
Click the Armory and research Upgrade Vehicle Weapons .
Build more Supply Depots, and build Goliaths and 4 Vultures. Research Vulture movement speed at the Factory’s Machine shop.
You should be 82/82 or more by now 12 minutes in. Once you have 12 or more Goliaths and 4 Vultures, head out again to destroy the zerg base.
Bright the Goliaths and Vultures plus 2 SCVs to the mouth of the canyon. Click the Engineering Bay, and press Lift Off . Move the Engineering Bay to the mouth of the canyon. This will reveal the high ground. Use the Goliaths to destroy the Zerg Spore Colony.
Lay Spider Mines and line up the Goliaths. Use the Vultures to lure out all the zerg into the Spider Mines and the Goliaths to be able to clear their base.
Build additional Vultures, Goliaths, and Supply Depots beyond 108/114. Destroy the Zerg base to claim those minerals.
Click the Starport and build a couple of Dropships.
Once the zerg base is destroyed, head north and go up the ramp. Destroy the spore colony and sunken colony — north of the ramp.
Next, head northeast for the second zerg base.
Continue to build Goliaths as resources allow. As soon as the zerg creep from the destroyed zerg base is cleared, build a Command Center there.
After the second Zerg base is destroyed, head southeast where you will find another ramp.
Command all units to go up the ramp, but careful not to get to close to the Sunken Colony. Once all your units are in the high ground, start sweeping the 2 sunken colonies.
South of those two sunken colonies, there are more to deal with.
Nearing the Norad II, there is another Sunken Colony.
Destroy all the Spore Colonies along the cliff. Or you can just skip that and fly the dropships all around the path you used to get to Norad II — which is faster, I would say.
With the Norad II path cleared, now bring Raynor and 2 Dropships through and drop them at the Norad II beacon to complete the mission.
Duke: You’re about the last folks I expected to show up. What’s your angle here, Mengsk?
Raynor: Our angle? I’ll give you an angle, you slimy Confederate piece of–
Mengsk: Jim, enough! I’ll handle this. The Confederacy is falling apart, Duke. Its colonies are in open revolt. The Zerg are rampaging unchecked. What would have happened here today if we hadn’t shown up?
Duke: Your point?
Mengsk: I’m giving you a choice. You can return to the Confederacy and lose, or you can join us and help save our entire race from being overrun by the Zerg. I don’t think it’s a difficult decision.
Duke: Join forces? With you? I’m a general, for God’s sake!
Mengsk: A general without an army. I’m offering you a position in my cabinet, not just some backwater post. Don’t test my patience, Edmund.
Duke: All right, Mengsk. You’ve got a deal.
Mengsk: You’ve made the right choice, General Duke.
Raynor: I can’t believe you’re really going to trust this snake!
Mengsk: Don’t worry, Jim. He’s our snake now.
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