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StarCraft: Remastered Game Guide by gamepressure.com

StarCraft: Remastered Game Guide

Table of Contents
Starcraft: Remastered - Rozdzial 3 - Misja 6 - Into the Darkness
Starcraft: Remastered - Rozdzial 3 - Misja 6 - Into the Darkness
It's the first location in which you'll encounter the Zerg. To reduce your casualties, you can use the illusions of your soldiers created by Tassadar. Remember to send the phantom in front you main force, as it will deal no damage,
Every Terran you encounter in this mission will join your forces. You'll encounter your first group of Marines here.
Before you get to the room with trapped Marines, you'll have to defeat some Zerglings and Hydralisks.
In addition to standard Zerg units, you'll also find an Infected Terran inside. Take him out first and from a distance, as he likes to explode. Use Psionic Storm or create an illusion of your main character and send it towards the Terran to bait him.
Take out this group before you proceed. The easiest way is to send one of the Marines to lure the enemy and have Tassadar cast a Psionic Storm on his position as soon as the Zerglings swarm him.
Sending any unit to this marker will activate the teleport, granting you a few units worth of Protoss reinforcements.
This group of Marines will be engaged in a battle with a horde of Zerg. Approach the group with Tassadar and use Psionic Storm right in front of Terran positions. Then, immediately retreat towards the crossroads and leave all your Marines here before you proceed through the corridor.
You'll have to approach this marker to open up the door leading to the next section of the base. You'll encounter an Infected Terran on the way. Use only your Protoss to push through to the switch. In this section of the base, the Terran units will draw unwanted attention from enemies from outside the map.
There are as much as three Infected Terrains in this locations. Use the Marines to take them out, saving Tassadar's energy. You can also send in a Dragoon, as either way he'll be unable to climb the narrows stairs at the end of the corridor.
The room blocked by a large group of Zerg, including one suicide unit. Inside, however, you'll find not only Marines but also Firebats and a Ghost. You'll use on the last stage of this mission.
Place your units in this corner. Once you pass the corner, a large swarm of Zerg will attack your forces. Initially only Zerglings, they will be followed by more powerful units. Simply continue casting Psionic Storms in front of your forces to efficiently weaken the enemy.
You'll have to activate this marker to open up the door leading to a group of trapped Protoss. Once you enter this room, the security system will go online, activating hidden turrets around the base.
Once you open the door, just approach the marker with any of your units.
Enlarge this map

Mission 6 - Into the Darkness | Protoss | Campaign Walkthrough StarCraft: Remastered Guide

Last update: 27 September 2017

A Group of Zerglings � It's the first location in which you'll encounter the Zerg. To reduce your casualties, you can use the illusions of your soldiers created by Tassadar. Remember to send the phantom in front you main force, as it will deal no damage,

Marines #1 � Every Terran you encounter in this mission will join your forces. You'll encounter your first group of Marines here.

Marines #2 � Before you get to the room with trapped Marines, you'll have to defeat some Zerglings and Hydralisks.

Room with Zerg � In addition to standard Zerg units, you'll also find an Infected Terran inside. Take him out first and from a distance, as he likes to explode. Use Psionic Storm or create an illusion of your main character and send it towards the Terran to bait him.

Buried Zerglings � Take out this group before you proceed. The easiest way is to send one of the Marines to lure the enemy and have Tassadar cast a Psionic Storm on his position as soon as the Zerglings swarm him.

Teleport � Sending any unit to this marker will activate the teleport, granting you a few units worth of Protoss reinforcements.

Marines #3 � This group of Marines will be engaged in a battle with a horde of Zerg. Approach the group with Tassadar and use Psionic Storm right in front of Terran positions. Then, immediately retreat towards the crossroads and leave all your Marines here before you proceed through the corridor.

Switch � You'll have to approach this marker to open up the door leading to the next section of the base. You'll encounter an Infected Terran on the way. Use only your Protoss to push through to the switch. In this section of the base, the Terran units will draw unwanted attention from enemies from outside the map.

Long Corridor � There are as much as three Infected Terrains in this locations. Use the Marines to take them out, saving Tassadar's energy. You can also send in a Dragoon, as either way he'll be unable to climb the narrows stairs at the end of the corridor.

Marines #4 � The room blocked by a large group of Zerg, including one suicide unit. Inside, however, you'll find not only Marines but also Firebats and a Ghost. You'll use on the last stage of this mission.

Defensive position against the Zerg � Place your units in this corner. Once you pass the corner, a large swarm of Zerg will attack your forces. Initially only Zerglings, they will be followed by more powerful units. Simply continue casting Psionic Storms in front of your forces to efficiently weaken the enemy.

Switch #2 � You'll have to activate this marker to open up the door leading to a group of trapped Protoss. Once you enter this room, the security system will go online, activating hidden turrets around the base.

Mission Objective � Once you open the door, just approach the marker with any of your units.

Mission objectives:

  1. Save Zeratul
  2. Tassadar has to survive

Tassadar and Zelots entered the Terran facility, which is overrun by the Zerg. The party has to find Zeratul and his Dark Templars. You will help Tassadar breakthrough the dangerous labyrinth.

The easiest way to get rid of Infected Terrans is to use the illusion of your troops. - Mission 6 - Into the Darkness | Protoss | Campaign Walkthrough - Protoss - StarCraft: Remastered Game Guide
The easiest way to get rid of Infected Terrans is to use the illusion of your troops.

The main enemy here will be Infected Terrans, who can blow up your whole squad. The best way to counteract this is to use illusion on your soldier and to send a solitary copy against the mutated people. The use of Psionic Storm will be useful for many Zergling groups, especially in the last part of the mission. Sometimes it is worth to spend a moment on regenerating Tassadar's shields and Energy and speed up the game time only in order to do so. Tassadar himself has a very large number of shields with a decent distance attack power. Keep it close to your soldiers.

When Marines will start to say loudly Have you heard it, this is a warning signal against the unexpected attack of the Zerg. - Mission 6 - Into the Darkness | Protoss | Campaign Walkthrough - Protoss - StarCraft: Remastered Game Guide
When Marines will start to say loudly "Have you heard it", this is a warning signal against the unexpected attack of the Zerg.

Assemble all three and go along the hallway (1). You will encounter small groups of Zerglings. Enter the first door. A team of Marines will join your team (2). You can get another team if you turn into the closed room west from here (3). Now, assemble everyone in front of the next door. There are Zerg and an Infected Terran inside (4). Either focus the Marines' fire on him, send one Marine on a suicide mission, or create an illusion that will approach him. The way will fork after this room. Go through the double door and go to the left. A group of dug-in Zerglings will be there (5). The Psionic Storm should take care of the problem. Then go to the bridge and destroy the Hydralisk there. Send one unit to the west of the stairs and approach the marker (6). You will get reinforcements (Protoss). Enter the double door and proceed further.

Use Tassadaars Psionic Storm on groups of Zerg. - Mission 6 - Into the Darkness | Protoss | Campaign Walkthrough - Protoss - StarCraft: Remastered Game Guide
Use Tassadaar's Psionic Storm on groups of Zerg.

Once you reach the intersection, you have two choices. You can help a group of Marines by going east (7). Keep Tassadar at the front when the Zergling attack, use Psionic Storm on the biggest cluster of the Zerg. Then take all Marines position them at the intersection. Then, get to the marker that will open the door in the next part of the hallway (8). Take only the Protoss go to the northwest. You'll meet another Infected Terran. Create an illusion of your soldier to easily defeat him, and then get to the marker defended by the Hydralisk. Now go back to the intersection and combine your forces. In front of you are turrets and 3 Infected Terrans (9). You can either sacrifice one marine or wait and use illusion again. After reaching the stairs, you will encounter open door. There are more Zergs inside, and another Infected Terran. Use the Psionic Storm and the Marines to eliminate him first. Behind the door, will be more reinforcements, including a Ghost (10). Save your game now!

Set the units fighting for short range at the front, and Tassadar, Ghost and the Marines at the back. Use the Psionic Storm when your enemies reach your troops. - Mission 6 - Into the Darkness | Protoss | Campaign Walkthrough - Protoss - StarCraft: Remastered Game Guide
Set the units fighting for short range at the front, and Tassadar, Ghost and the Marines at the back. Use the Psionic Storm when your enemies reach your troops.

Behind the corner waits a superior group of Zerg and at least one Infected Terran (11). If even a single soldier approaches this force, they will all start to attack. Set your troops in front of the door. Zelots and Firebats at the front, and Marines with Tassadar behind them. Send in a cloaked Ghost to the front and start targeting the Infected Terran. Then engage at will. This is the toughest fight. Now just approach the marker at the end of the hallway(12). Be careful, for six turrets defend it. Go back to the room with the closed door and approach another marker (13).

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