_________ __ _____ __ / _____/_/ |_ _____ _______ ____ _______ _____ _/ ____\_/ |_ \_____ \ \ __\\__ \ \_ __ \_/ ___\ \_ __ \\__ \ \ __\ \ __\ / \ | | / __ \_ | | \/\ \___ | | \/ / __ \_ | | | | /_______ / |__| (____ / |__| \___ > |__| (____ / |__| |__| \/ \/ \/ \/ by Joseph Christopher version 2.3 July 8, 2000 this faq is copyright 2000-2001 Joseph Christopher I didn't believe there will come a time when I'll have to write something like this just to remind some people of what they all should be knowing by heart :( Anyway, here goes... By gaining access to this faq you agree to the following terms: ___________________________________________________________________________________ =================================================================================== || || || 1) I, Joseph Christopher, the author of this faq, is not in any way || || liable for any harm that anybody thinks came from reading this faq. || || Examples of this harm include physical ones, such as getting mauled || || by someone who lost to you via a technique found in this faq, and || || emotional ones, such as experiencing humiliation upon the use or || || most likely misuse of yet another technique found in this faq. || || || || 2) If this faq was accessed from a source other than gamefaqs.com, nine || || out of ten chances are it is not in its latest update. You must || || therefore read the latest version of this faq first at the said web || || site before sending in any comments, suggestions, and/or corrections. || || As for webmasters, web page contibutors, and all similar personnel, || || posting this faq on any other website requires every last sentence, || || phrase, word, and character contained within this file included and || || unaltered. Keeping this faq as updated as it is on gamefaqs.com is || || preferable, though not required. || || || || 3) This faq is not to be profited from---directly, indirectly, or in || || whatever other way possible. By directly I mean earning less than, || || equal to, or greater than a cent's worth in cash, items, or services || || in exchange for part of or all the contents of this faq. On the || || other hand, by indirectly I mean using a part of or all the contents || || of this faq as a convincing factor for the purchase of another product || || thus directly or again indirectly yielding profit. || || || || 4) You will not use even a single phrase, sentence, or concept found || || anywhere in this faq on your own work, even if you expressed it in || || your own words, without at the very least giving me, Joseph Christopher, || || the author of this faq, full credit for it. If you in any way || || incorporated even a very minute part of the strategies found in this || || faq with your own in your work, then you must at the very least give || || me partial credit for it. || || || || 5) Ignorance of the law excuses no one, therefore if ever anything || || unlawful is done to this faq and/or to me, its author, the appropriate || || legal actions will be taken. If at any point you disagree to this || || or any of the above statements, delete this faq immediately and discard || || any help it has done for you. || || || =================================================================================== ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ * This society does not care if you're the dumbest vegetable on earth, if you do something wrong, someone will make you pay the price! ;) * Starcraft has been out for a long time now. But since all that's out are expansions to this great game and since almost everybody already knows how to play against human opponents, I've decided to write this faq which, quite uncommonly, would also be dealing with the game's campaign mode. Of course, I'd still be including all sorts of unit stats and some multiplayer strategies for those who are interested, but I really hope all you beginners out there and especially those who find the game's mission schemes and the stories that come with them highly entertaining would find this faq quite informative. Why read this guide: I. Commands \ II. Basic Concept | III. The Buildings | IV. The Units | V. The Tech Tree > all in part 1 of 4 VI. Terran Campaign Mode | 1. Mission 1-8 | 2. Mission 9 | a. Overview / b. Walkthrough \ 3. Mission 10 | VII. Zerg Campaign Mode | VIII. Protoss Campaign Mode | IX. Epilogue \ all in part X. Additional Campaigns / 2 of 4 XI. Multiplayer Strategies | XII. Rushes | XIII. Combos | 1. Terran / 2. Zerg and Protoss \ XIV. Teamwork > all in part 3 of 4 1. Terran and Zerg / 2. Protoss \ XV. Suggestions | XVI. Misc. FAQ | XVII. Credits | XVIII. Revision History | XIX. Final Words > all in part 4 of 4 XX. Game Alterations | XXI. Stellar Forces | XXII. Insurrection | XXIII. Retribution | XXIV. Gundam Century / %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% ____ ___ _____ __ __ __ __ __ _ _ ____ ___ (_ _) / __)( _ )( \/ )( \/ ) /__\ ( \( )( _ \ / __) _)(_ ( (__ )(_)( ) ( ) ( /(__)\ ) ( )(_) )\__ \ (____)() \___)(_____)(_/\/\_)(_/\/\_)(__)(__)(_)\_)(____/ (___/ Simply put, Starcraft is a point-and-click game. Click on units and you'd be calling their attention. After which you can right-click on any spot or fellow unit to issue an automatic command or you may choose from the commands menu in the lower right hand corner of the screen. Seeing a highlighted letter in a command name simply means you may press that letter instead of clicking its icon to quickly issue the corresponding command. Seeing your pointer change its shape means you can click on that very spot and some info or command would be presented to you. You can also click anywhere on the screen and drag to any other point to creat a square all the selectable units within which would be automatically selected as a group when you let go. This feature is extremely useful for issuing a group command like attacking the same base, harvesting from the same patch of minerals, etc. For unit selection, hitting ctrl+left click on any unit would enable you to automatically select all the units of that type on the screen. This is quite useful to save you the bother of locating each unit of a certain type in a crowded area. Be reminded, though, that you only have a maximum of twelve units to select at a time, so you'll only get twelve even if there are a hundred of the same type on your screen. If, however, you've selected less than twelve, you can hold the shift key and click on other units to select them as well. For unit grouping, hitting ctrl+number while a number of units are selected will enable you to access the same group of units even if you forgot where they are by hitting the number you used. This is extremely useful for grouping your men into armies and launching a full scale attack. On the other hand, holding down the shift key while a group of units is selected readies them for multiple tasks. Just right click on every place you'd like them to go to or on every opponent you'd like them to attack and they'll perform each task in the order you clicked. As for the hot keys, here's a list: * For the basic structures, these hot keys apply to their respective workers after hitting b * For the advanced structures, these hot keys apply to their respective workers after hitting v * For the units, these hot keys apply to their respective buildings * For all the other commands, these hot keys apply to their respective units and buildings * All info on which unit/building does what will be discussed later on Terran - basic : C - Command Center S - Supply Depot R - Refinery B - Barracks E - Engineering Bay T - Missile Turret A - Academy U - Bunker - advanced : F - Factory S - Starport I - Science Facility A - Armory - addons : C - ComSat Station N - Nuclear Silo C - Machine Shop C - Covert Ops P - Physics Lab - upgrades : W - Infantry Weapons A - Infantry Armor U - U-238 Shells T - Stim Packs W - Vehicle Weapons P - Vehicle Plating S - Ship Weapons H - Ship Plating C - Cloaking Field A - Apollo Reactor I - Ion Thrusters M - Spider Mines S - Siege Tech E - EMP Shockwave I - Irradiate T - Titan Reactor L - Lockdown O - Ocular Implants M - Moebius Reactor C - Personel Cloaking Y - Yamato Gun C - Colossus Reactor - units : S - SCV M - Marine F - Firebat G - Ghost V - Vulture T - Siege Tank G - Goliath W - Wraith D - Dropship V - Science Vessel B - Battlecruiser - specials : R - Repair L - Liftoff S - Scanner Sweep T - Stim Pack Y - Yamato Gun L - Lockdown C - Cloaking D - Defensive Matrix I - Irradiate E - EMP Shockwave L - Load U - Unload O - Siege/Tank Mode I - Spider Mines N - Nuclear Strike N - Arm Nuclear Silo Zerg - basic : H - Hatchery C - Creep Colony E - Extractor S - Spawning Pool V - Evolution Chamber D - Hydralisk Den - advanced : S - Spire Q - Queen's Nest N - Nydus Canal U - Ultralisk Cavern D - Defiler Mound - upgrades : H - Hive B - Burrow V - Ventral Sacs A - Antennae P - Pneumatized Carapace M - Metabolic Boost A - Adrenal Glands M - Muscular Augments G - Grooved Spines A - Flyer Attacks C - Flyer Carapace G - Greater Spire B - Spawned Broodling E - Ensnare G - Gemete Meiosis G - Plague C - Consume M - Metasynaptic Node - units : D - Drone Z - Zergling O - Overlord H - Hydralisk M - Mutalisk S - Scourge Q - Queen U - Ultralisk F - Defiler - specials : S - Select Larva R - Parasite B - Spawn Broodling E - Ensnare I - Infest Command Center W - Dark Swarm G - Plague C - Consume L - Load U - Unload G - Guardian Aspect Protoss - basic : N - Nexus P - Pylon A - Assimilator G - Gateway F - Forge C - Photon Cannon Y - Cybernetics Core B - Shield Battery - advanced : R - Robotics Facility S - Stargate C - Citadel of Adun B - Robotics Support Bay F - Fleet Beacon T - Templar Archives O - Observatory A - Arbiter Tribunal - upgrades : W - Ground Weapons A - Ground Armor S - Plasma Shields W - Air Weapons A - Air Armor S - Singularity Charge L - Leg Enchancements S - Scarab Damage C - Reaver Capacity G - Gravitic Drive P - Psionic Storm H - Hallucination K - Khaydarin Amulet A - Apial Sensors G - Gravitic Thrusters C - Carrier Capacity G - Gravitic Booster S - Sensor Array R - Recall S - Stasis Field K - Khaydarin Core - units : P - Probe Z - Zealot D - Dragoon T - High Templar S - Shuttle V - Reaver O - Observer S - Scout C - Carrier A - Arbiter - specials : T - Psionic Storm L - Hallucination R - Recall T - Stasis Field L - Load U - Unload R - Recharge Shields I - Interceptors R - Scarabs %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% ____ ____ ____ __ ___ ____ ___ (_ _)(_ _) ( _ \ /__\ / __)(_ _) / __) _)(_ _)(_ ) _ < /(__)\ \__ \ _)(_ ( (__ (____)(____)() (____/(__)(__)(___/(____) \___) ___ _____ _ _ ___ ____ ____ ____ / __)( _ )( \( ) / __)( ___)( _ \(_ _) ( (__ )(_)( ) ( ( (__ )__) )___/ )( \___)(_____)(_)\_) \___)(____)(__) (__) The first thing you have to do is gather resources. This is possible via your gathering units (SCV for the Terrans, Drone for the Zerg, and Probe for the Protoss). Once you have enough minerals and vespene gas (obtained by contructing the corresponding builing on a vespene geyser and ordering your harvesters to gather from that building), you can construct more buildings, summon more units, upgrade, etc. to suit the needs of what you may think is the best way to deal with the present situation. Each race's units also "eat up a certain number of supplies" depending on how massive that unit is. In turn, each race also has a "supply provider" that is required whenever you'd like to summon more units. However, in the campaign mode's case, you'll sometimes be situated in missions wherein you lack the ability to acquire a certain unit, upgrade a certain spell, etc. You may also very well be situated in missions that don't even allow construction of buildings or gathering of resources to complete. Adjust your actions according to these missions' objectives and you're on your way to the next. As you'd probably know by now, there are three different races in Starcraft to choose from: The Terrans, the Zerg, and the Protoss. The Terrans are most likely what the beginners will choose, as they seem to be the star of the show, not to mention having easy to remember unit and building names. They are not to be underestimated, however, since they are just as lethal as the other two races in the hands of an expert. As predicted, these Terrans will make use of marines, tanks, jet fighters, and of course, the James Bond types. The Zerg, on the other hand, are your typical "Aliens"---gross, slimy, acidic, purely biological, mindless, savage, and of course, totally unharmed by your everyday bullets. The Zerg knows of no technology whatsoever, nor does it need any. Its buildings are actually alive, and they incorporate the surrounding ground with an organic purple substance called Creep. Each member of a Zerg army is practically unaware of its own existence, as consciousness is only granted upon the Cerebrates (what YOU are supposed to be when you control them) and the almighty Overmind (you'll find out what that is in the campaign mode). Lastly, as the Zerg may be compared to the alien species introduced by the movie, "Aliens", the Protoss, in my honest opinion, can be compared to "The Predator". They are what the Zerg are not. Their bodies are thin, weak, and fragile, but their minds are strong and capable of Psionic eminations. Their cool psychic powers, coupled with a technology far more advanced than ours today, provide all that they need to be at par with the other two races. The Protoss rely heavily on teleportation technology in the wars they fight, partly because they may use this technology strategically in warfare, but mainly because, in an attempt to save much needed time, they opt to have their war machines readily constructed on Aiur, their homeland so all they have to do to is to teleport them on the battlefield when needed. This makes their worker, the Probe, the best worker in the game in terms of construction since it can summon multiple buildings all at once, not like in the Terrans' case, wherein your SCV would be fully occupied by the task at hand, or worse in the Zerg's case, where your Drone would BECOME the building therefore making you one Drone short. Other little details on this game include: 1) Fog of War - You start out on a map knowing only the parts of it covered by the combined yet overlapping sight ranges of all your units. As you move your units towards unexplored areas, they (these areas) become visible on your map. However, if you leave these areas uninhabited by your own units, you can now only view a dimmed version of them. You will not see any of the opponents' units anymore nor will you be able to detect any activity. If there were buildings at the time you explored these areas with your units, you will still see them as they were AT THAT TIME, meaning you still cannot be certain if new buildings were constructed with them or if they no longer exist. 2) 200 Supply Limit - besides being limited to the number of "supply providers" under your control, this rule states that you cannot build over 200 supply's worth of any unit or combination of units. This was probably implemented by the games programmers to ensure no slowdown during gameplay due to overcrowding of units, especially for the Zerg, where units generally consume less supplies. 3) Critters - they are the native animals of whatever planet you are waging war on. They are neutral units, meaning they would not attack anyone at all. They do, however, block your path at times thus you must be merciless and kill them all. And since they are neutral units, you can't just right click on them and expect your men to attack, rather you must left click on the attack button and lastly left click on the critters to select them as a target. 4) Robotic/Mechanical misuse or terms - whoops, I really messed up on the definition of these terms in previous versions of the faq. Anyway, besides the spells that affect both, either, or neither, you can determine the true nature of a unit by its portrait. If the portrait is most likely of the thing istelf, it is either biological or robotic, and if it is of the pilot, the unit is mechanical. 5) Rally Points - rally points are only available on unit-producing buildings, and they are defined to be the area at which any unit further produced should go after completion. For example, you click on a building's rally point icon then click again on the opponent's base. What happens is whenever you produce a unit from that building he/she will automatically proceed to the opponent's base. %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% ____ ____ ____ ____ _ _ ____ (_ _)(_ _)(_ _) (_ _)( )_( )( ___) _)(_ _)(_ _)(_ )( ) _ ( )__) (____)(____)(____)() (__) (_) (_)(____) ____ __ __ ____ __ ____ ____ _ _ ___ ___ ( _ \( )( )(_ _)( ) ( _ \ (_ _)( \( ) / __)/ __) ) _ < )(__)( _)(_ )(__ )(_) ) _)(_ ) ( ( (_-.\__ \ (____/(______)(____)(____)(____/ (____)(_)\_) \___/(___/ The charts below feature the different stats (cost, hit points, etc.) of each building in the game. These charts are only for quick reference, as I plan to add a full description of what each building does afterwards. Another side note: All buildings are under the category of "large" (type 3) unit size. (of course, what else....) * All Zerg buildings except the Hatchery and its upgraded states(discussed later) must be built upon an organic purple substance called creep the area of which is increased via Creep Colonies. Protoss buildings, on the other hand, must be built within the energy fields produced by a Pylon. If at any time all the Pylons near any building is destroyed, that building will halt everything it is doing until a replacement is built. Terran buildings do not have any similar requirements though their buildings cannot be built upon Creep. Also, if Terran buildings are on low life, they'll burst into flames and, if not repaired by their workers in time, will blow up by themselves. * Min obviously means Minerals, and Time is in seconds. _________________________________________________________________________ Race____|_Name________|_Min_|_Gas_|_Time_|_Hit Points_|_Armor_|_Shields_| Terran | Command | 400 | 0 | 120 | 1500 | 1 | 0 | | Center | | | | | | | | | | | | | | | | Supply | 100 | 0 | 40 | 500 | 1 | 0 | | Depot | | | | | | | | | | | | | | | | Refinery | 100 | 0 | 40 | 750 | 1 | 0 | | | | | | | | | | Barracks | 150 | 0 | 80 | 1000 | 1 | 0 | | | | | | | | | | Academy | 200 | 0 | 80 | 600 | 1 | 0 | | | | | | | | | | Factory | 200 | 100 | 80 | 1250 | 1 | 0 | | | | | | | | | | Starport | 150 | 100 | 70 | 1300 | 1 | 0 | | | | | | | | | | Science | 150 | 200 | 80 | 850 | 1 | 0 | | Facility | | | | | | | | | | | | | | | | Engineering | 125 | 0 | 60 | 850 | 1 | 0 | | Bay | | | | | | | | | | | | | | | | Armory | 100 | 50 | 80 | 750 | 1 | 0 | | | | | | | | | | Missile | 100 | 0 | 30 | 200 | 0 | 0 | | Turret | | | | | | | | | | | | | | | | Bunker | 100 | 0 | 30 | 350 | 1 | 0 | | | | | | | | | | Comsat | 50 | 50 | 40 | 500 | 1 | 0 | | Station | | | | | | | | | | | | | | | | Nuclear | 100 | 100 | 80 | 600 | 1 | 0 | | Silo | | | | | | | | | | | | | | | | Control | 50 | 50 | 40 | 500 | 1 | 0 | | Tower | | | | | | | | | | | | | | | | Covert Ops | 50 | 50 | 40 | 750 | 1 | 0 | | | | | | | | | | Physics Lab | 50 | 50 | 40 | 600 | 1 | 0 | | | | | | | | | | Machine | 50 | 50 | 40 | 750 | 1 | 0 | | Shop | | | | | | | | | | | | | | | | | | | | | | | _________________________________________________________________________ Race____|_Name________|_Min_|_Gas_|_Time_|_Hit Points_|_Armor_|_Shields_| Zerg | Hatchery | 300 | 0 | 120 | 1250 | 1 | 0 | | | | | | | | | | Lair | 150 | 100 | 100 | 1800 | 1 | 0 | | | | | | | | | | Hive | 200 | 150 | 120 | 2500 | 1 | 0 | | | | | | | | | | Extractor | 50 | 0 | 40 | 750 | 1 | 0 | | | | | | | | | | Spawning | 150 | 0 | 80 | 750 | 1 | 0 | | Pool | | | | | | | | | | | | | | | | Hydralisk | 100 | 50 | 40 | 850 | 1 | 0 | | Den | | | | | | | | | | | | | | | | Spire | 200 | 150 | 120 | 600 | 1 | 0 | | | | | | | | | | Greater | 100 | 150 | 120 | 1000 | 1 | 0 | | Spire | | | | | | | | | | | | | | | | Queen's | 150 | 100 | 60 | 850 | 1 | 0 | | Nest | | | | | | | | | | | | | | | | Defiler | 100 | 100 | 60 | 850 | 1 | 0 | | Mound | | | | | | | | | | | | | | | | Ultralisk | 150 | 200 | 80 | 600 | 1 | 0 | | Cavern | | | | | | | | | | | | | | | | Evolution | 75 | 0 | 40 | 750 | 1 | 0 | | Chamber | | | | | | | | | | | | | | | | Creep | 75 | 0 | 25 | 400 | 0 | 0 | | Colony | | | | | | | | | | | | | | | | Sunken | 50 | 0 | 20 | 400 | 0 | 0 | | Colony | | | | | | | | | | | | | | | | Spore | 50 | 0 | 20 | 400 | 0 | 0 | | Colony | | | | | | | | | | | | | | | | Nydus Canal | 150 | 0 | 40 | 250 | 1 | 0 | | | | | | | | | | Infested | 0 | 0 | 5 | 1500 | 1 | 0 | | Command | | | | | | | | Center | | | | | | | | | | | | | | | | | | | | | | | _________________________________________________________________________ Race____|_Name________|_Min_|_Gas_|_Time_|_Hit Points_|_Armor_|_Shields_| Protoss | Nexus | 400 | 0 | 120 | 750 | 1 | 750 | | | | | | | | | | Pylon | 100 | 0 | 30 | 300 | 0 | 300 | | | | | | | | | | Assimilator | 100 | 0 | 40 | 450 | 1 | 450 | | | | | | | | | | Gateway | 150 | 0 | 60 | 500 | 1 | 500 | | | | | | | | | | Cybernetics | 200 | 0 | 60 | 500 | 1 | 500 | | Core | | | | | | | | | | | | | | | | Robotics | 200 | 200 | 80 | 500 | 1 | 500 | | Facility | | | | | | | | | | | | | | | | Stargate | 150 | 150 | 70 | 600 | 1 | 600 | | | | | | | | | | Citadel of | 150 | 100 | 60 | 450 | 1 | 450 | | Adun | | | | | | | | | | | | | | | | Observatory | 50 | 100 | 30 | 250 | 1 | 250 | | | | | | | | | | Templar | 150 | 200 | 60 | 500 | 1 | 500 | | Archives | | | | | | | | | | | | | | | | Robotics | 150 | 100 | 30 | 450 | 1 | 450 | | Support Bay | | | | | | | | | | | | | | | | Forge | 150 | 0 | 40 | 550 | 1 | 550 | | | | | | | | | | Fleet | 300 | 200 | 60 | 500 | 1 | 500 | | Beacon | | | | | | | | | | | | | | | | Arbiter | 200 | 150 | 60 | 500 | 1 | 500 | | Tribunal | | | | | | | | | | | | | | | | Photon | 150 | 0 | 50 | 100 | 0 | 100 | | Cannon | | | | | | | | | | | | | | | | Shield | 100 | 0 | 30 | 200 | 1 | 200 | | Battery | | | | | | | | | | | | | | | | | | | | | | | ------------------------------------------------------------------------- BUILDING DESCRIPTIONS Command Center -------------- Minerals - 400 Vespene Gas - 0 Build Time - 120 Hit Points - 1500 Armor - 1 Shields - 0 Prerequisites - none Abilities - provides 10 supplies - build SCV - build Comsat Station - build Nuclear Silo - liftoff Misc. Data - Command Centers are your basic money makers. You start out (in games other than those in campaign mode) with only one of them near a resource area and without any other buildings nearby. This is so because the Command Center is the prereq of all Terran prereqs and should generally be always built near resource-filled areas, where they could build SCVs and use them to gather more resources. Supply Depot ------------ Minerals - 100 Vespene Gas - 0 Build Time - 40 Hit Points - 500 Armor - 1 Shields - 0 Prerequisites - none Abilities - provides 8 supplies Misc. Data - As the name suggests, the only thing a Supply Depot can generally do is provide you with...supplies!! And if you're a genuine newbie to this game, you might be wondering, "Why build this if Command Centers provide more supplies and have lots of other abilities as well?" And my answer comes in the form of a question: "Would you rather spend double the space, triple the time, and quadruple the minerals for a 25% increase in supplies provided?" Refinery -------- Minerals - 100 Vespene Gas - 0 Build Time - 40 Hit Points - 750 Armor - 1 Shields - 0 Prerequisites - none Abilities - readies Vespene Geysers for gathering Misc. Data - Vespene Geysers are nothing but a useless piece of land without something built upon it for the sole reason of processing its raw energy (called Vespene Gas) into a compound a lot more useful for the construction of other units and buildings. The Refinery is that something. Barracks -------- Minerals - 150 Vespene Gas - 0 Build Time - 80 Hit Points - 1000 Armor - 1 Shields - 0 Prerequisites - Command Center Abilities - train Marine - train Firebat - train Ghost - liftoff Misc. Data - As the Command Center is the basic money maker of the Terrans, the Barracks is their basic army trainer. In this building you will train your most basic attackers (the marine and the firebat) as well as an advanced spell caster (the ghost). Build these (or this) early in the game for a lot of your other buildings depend on it. It is also your doorway to the advanced buildings section' of your SCV menu. Academy ------- Minerals - 200 Vespene Gas - 0 Build Time - 80 Hit Points - 600 Armor - 1 Shields - 0 Prerequisites - Barracks Abilities - research U-238 shells (increase marine attack range) - research Stim Pack tech (Marine and Firebat ability) Misc. Data - Academies, on the other hand, are your basic researchers. While they may seem useless at first, besides the fact that they are required for a number of the Terrans' most useful assets, constant playing of the game will tell you that the abilities they research can prove vital(or fatal) during the game depending on how you use it. Factory ------- Minerals - 200 Vespene Gas - 100 Build Time - 80 Hit Points - 600 Armor - 1 Shields - 0 Prerequisites - Barracks Abilities - build Vulture - build Siege Tank - build Goliath - build Machine Shop - liftoff Misc. Data - At last, a taste of the advanced. The Factory is the first advanced building you can get your hands on in the Terran tech tree, and I'm pretty sure you'll grab the opportunity. The units you can build from this installation are robotic in nature, thus cannot die as easily as those who come out of the Barracks. Of course, the units here cost a lot more than the basic ones, so depending on your strategy they may or may not be worth the price. Starport -------- Minerals - 150 Vespene Gas - 100 Build Time - 70 Hit Points - 1300 Armor - 1 Shields - 0 Prerequisites - Factory Abilities - build Wraith - build Dropship - build Science Vessel - build Battlecruiser - build Control Tower - liftoff Misc. Data - Being another advanced building, the Starport was constructed for the sole purpose of building up an airborne army. No ground units can come out of this baby, and no sea units either (since there are NO sea units in Starcraft!) And since most Starcraft matches that last more than 30 minutes end with a lethal airstrike (at least in my experience), this building is a definite must for newbies and experts alike. Science Facility ---------------- Minerals - 150 Vespene Gas - 200 Build Time - 80 Hit Points - 850 Armor - 1 Shields - 0 Prerequisites - Starport Abilities - research EMP Shockwave (Science Vessel ability) - research Irradiate (Science Vessel ability) - research Titan Reactor (+50 Science Vessel energy) - build Covert Ops - build Physics Lab - liftoff Misc. Data - The Science Facility is the summit of the Terran tech tree, thus is a building reserved only for games that won't end shortly and easily (unless you're really fast and are feeling lucky). Its main function is to do some advanced researching for the advanced spell casters, but the addons you can annex to it are there for...more researching! And if you're thinking brute force and trying to build-up an army of non-spell casters, you'll still need this building since it's a prereq for upgrading even the most basic unit weapons and armor to level 2 or higher. Engineering Bay --------------- Minerals - 125 Vespene Gas - 0 Build Time - 60 Hit Points - 850 Armor - 1 Shields - 0 Prerequisites - Command Center Abilities - upgrade infantry weapons - upgrade infantry armor - liftoff Misc. Data - Going back to the basics, the Engineering Bay is your basic unit upgrader. Though also a prereq for the only attacking building in your race, its main abilities include providing marines with bigger guns, firebats with larger fuel tanks, and both with a thicker, sturdier armor (or at least that's how I interpret it, you really won't notice any graphical change in them, only the fact that their enemies die faster and they die slower) Armory ------ Minerals - 100 Vespene Gas - 50 Build Time - 80 Hit Points - 750 Armor - 1 Shields - 0 Prerequisites - Factory Abilities - upgrade vehicle weapons - upgrade vehicle plating - upgrade ship weapons - upgrade ship plating Misc. Data - As the Engineering Bay is your basic unit upgrader, the Armory is its advanced counterpart. With it you can upgrade all the weapons and all the armor of all the advanced units you can ever dream of. It's a prereq for only one unit, one advanced unit, the goliath, and since this Armory can't liftoff, consider it one of your few "disposables" That is, IF (I said IF) you DON'T plan to use a single goliath in the game (or have enough to end it) and only built the Armory for the upgrades. Missile Turret -------------- Minerals - 100 Vespene Gas - 0 Build Time - 30 Hit Points - 200 Armor - 0 Shields - 0 Prerequisites - Engineering Bay Abilities - detector - air attack Misc. Data - The Missile Turrent is the only attacking building the Terran race has to offer, and has definitely proven itself to be invaluable in countless situations. Besides automatically attacking every single enemy air unit in sight, it is a detector, meaning cloaked wraiths have no chance of entering an opponent's Missile Turret filled base unharmed. Beware though, since these building attackers will only prove useful until the opponent decides to build higher level units like the battlecruiser, the carrier, and especially the guardian. These units can whack tons of Missile Turrets without suffering a scratch, so the only way to effectively defend against them is providing air-to-air encounters. Bunker ------ Minerals - 100 Vespene Gas - 0 Build Time - 30 Hit Points - 350 Armor - 1 Shields - 0 Prerequisites - Barracks Abilities - load and unload Misc. Data - This building, in my honest opinion, is what truly distinguishes the Terran race from the other two. It is the only one without a Zerg or Protoss counterpart, and is another extremely useful tool for keeping your own base alive despite the odds. And as with the Missile Turret, Bunkers live out their usefulness as soon as the first batch of higher level air units---the battlecruiser, the carrier, and especially the guardian---arrive. Oh and, I forgot to tell you what it does: well for starters, it can load up to four of your biological ground units (SCVs, marines, firebats, and ghosts) and give them much needed shelter. While loaded, these ground units will not take any damage at all since only the Bunker itself can be the target of all enemy attacks. They can, however, deal damage since the Bunker has windows through which only loaded weapons can pass. Comsat Station -------------- Minerals - 50 Vespene Gas - 50 Build Time - 40 Hit Points - 500 Armor - 1 Shields - 0 Prerequisites - Command Center - Academy Abilities - Scanner Sweep (detector) Misc. Data - Military intelligence wins you half the war, and that's just what the Comsat Station (an addon to the Command Center) gives you. The Scanner Sweep, its only ability, is a much needed tool for finding out where the opponent is early in the game, checking out his defenses later on, and finally re-checking to see what his armies would be mainly composed of. The Scanner Sweep is also the only "undetectable detector" in the game since it is a spell and not a unit. It can also be cast anywhere from anywhere meaning if you and an opponent's cloaked army is duking it out, you can readily use the Scanner Sweep to turn the tables in your favor. Nuclear Silo ------------ Minerals - 100 Vespene Gas - 100 Build Time - 80 Hit Points - 600 Armor - 1 Shields - 0 Prerequisites - Command Center - Science Facility w/ Covert Ops Abilities - arm nuclear silo Misc. Data - Another addon to the Command Center, The Nuclear Silo would probably be the sole reason, especially for maps with abundant resources, a Terran player would build at least four Command Centers. Like the Comsat Station, this addon also has only one ability---to arm nukes, yes, NUCLEAR BOMBS! What I don't understand is why these bombs don't take out entire maps, but I'll get to that later. As of now, I can give one tip: if you're planning a nuclear strike against an average player, one is not enough; you have to have at least three nukers simultaneously doing the job to get through, and that means creating four Command Centers (including the one with the Comsat Station, since no game lasting more than 30 mins is easily won without it) Against an above average to expert opponent, however, forget about nuking. It requires a ghost to be near the nuking sight (usually the opponent's base) and no above average to expert player would even allow that to happen. Control Tower ------------- Minerals - 50 Vespene Gas - 50 Build Time - 40 Hit Points - 500 Armor - 1 Shields - 0 Prerequisites - Starport Abilities - research Cloaking Field (Wraith ability) - research Apollo Reactor (+50 Wraith energy) Misc. Data - This time the building discussed is an addon to the Starport, namely, the Control Tower. While being a prereq for all the Terran's air units besides the Wraith itself, its main functions are for the said unit---Cloaking Field, which of course gives the Wraith the ability to go unseen by enemy eyes unless he has a detector, and the Apollo Reactor, which increases the maximum amount of time your Wraith can remain cloaked. Covert Ops ---------- Minerals - 50 Vespene Gas - 50 Build Time - 40 Hit Points - 750 Armor - 1 Shields - 0 Prerequisites - Science Facility Abilities - research Lockdown (Ghost ability) - research personnel Cloaking (Ghost ability) - research Ocular Implants (increase Ghost sight range) - research Moebius Reactor (+50 Ghost energy) Misc. Data - As the Starport's Control Tower concentrates on upgrading the Terran wraith, this Science Facility addon concentrates on a upgrading a ground unit, a biological ground unit--- the ghost. And again like the Control Tower, the Covert Ops' Personnel Cloaking research enables the ghost to go unseen by enemy eyes unless he has a detector, while the Moebius Reactor increases the maximum amount of time your ghost can remain cloaked. The Lockdown spell will be discussed later on, and the Ocular Implants, though seemingly obvious, brings one particularly useful effect: Normally if you leave your ghost unattended after using him to launch a nuke, he'd be too close to the nuking site he'd die on impact. However with the Ocular Implants researched, he can launch nukes from afar and thus of course be safe from its harmful effects. Physics Lab ----------- Minerals - 50 Vespene Gas - 50 Build Time - 40 Hit Points - 600 Armor - 1 Shields - 0 Prerequisites - Science Facility Abilities - research Yamato Gun (Battlecruiser ability) - research Colossus Reactor (+50 Battlecruiser energy) Misc. Data - Another Science Facility addon and again similar to the Control Tower, the Physics Lab in turn concentrates on upgarding the most advanced Terran air unit, the battlecruiser. The Yamato Gun research obviously gives the battlecruiser the ability to use its Yamato Gun, but the Colossus Reactor has a less obvious effect---it decreases the minimum amount of time a battlecruiser needs to charge up for its next Yamato blast. Machine Shop ------------ Minerals - 50 Vespene Gas - 50 Build Time - 40 Hit Points - 750 Armor - 1 Shields - 0 Prerequisites - Factory Abilities - research Ion Thrusters (faster Vulture movement) - research Spider Mines (Vulture ability) - research Siege tech (Siege Tank ability) Misc. Data - Going back to the Factory, the Machine Shop is the only addon that you can build from it, and boy does it do a lot. First of all, as mentioned above, it can increase the speed with which vultures move (if they ain't already fast enough). Second, it gives the vultures the ability to plant Spider Mines, things that make opponents think twice before walking through bridges that lead to your base or even out of his. Last and in my opinion very far from being the least, it can also give your siege tanks their well-know ability to go in Siege Mode and beat the crap of any other ground unit from a mile away. Hatchery -------- Minerals - 300 Vespene Gas - 0 Build Time - 120 Hit Points - 1250 Armor - 1 Shields - 0 Prerequisites - none Abilities - create and increase Creep - evolve Burrow (ground unit ability) - create larva - mutate into Lair - provides 1 control (supply) Misc. Data - Hatcheries are your basic money makers. You start out (in games other than those in campaign mode) with only one of them near a resource area and without any other buildings nearby. This is so because the Hatchery is the prereq of all Zerg prereqs and should generally be always built near resource-filled areas, where they could select larvas which in turn could morph into your everyday resource gatherers for the Zerg, the drone. The Zerg system of construction (morphing, actually) is quite different from the other two. First of all, its Hatchery---and its upgraded versions discussed next---is its only unit producing building, therefore is also equipped with the ability to build (or morph) all the other Zerg units in the game (that is, from the larva it creates) The other Zerg buildings in the game (most of them) therefore only serve as prerequisities as well as upgraders (or evolvers) for these units. Lair ---- Minerals - 150 Vespene Gas - 100 Build Time - 100 Hit Points - 1800 Armor - 1 Shields - 0 Prerequisites - Hatchery - Spawning Pool Abilities - create and increase Creep - evolve Burrow (ground unit ability) - evolve Ventral Sacs (transporting for Overlord) - evolve Antennae (increase Overlord sight range) - evolve Pneumatized Carapace (faster Overlord movement) - create larva - mutate into Hive - provides 1 control (supply) Misc. Data - The Lair is simply an upgraded version of the Hatchery, and besides the numerous upgrades in can provide an overlord with, and again besides having more HP than its previous form, it generally has the same purpose as the Hatchery, namely, your basic money---and unit---makers. Be reminded though, that the Lair (or the Hatchery) do not produce Zerg units by themselves, rather they only create the ultra versatile larva which in turn could be morphed into the other, more useful Zerg units of the game. Hive ---- Minerals - 200 Vespene Gas - 150 Build Time - 120 Hit Points - 2500 Armor - 1 Shields - 0 Prerequisites - Lair - Queen's Nest Abilities - create and increase Creep - evolve Burrow (ground unit ability) - evolve Ventral Sacs (transporting for Overlord) - evolve Antennae (increase Overlord sight range) - evolve Pneumatized Carapace (faster Overlord movement) - create larva - provides 1 control (supply) Misc. Data - And as the Lair is an upgrade to the Hatchery, the Hive is the upgrade for the Lair! It can still upgrade your overlords if you haven't done that yet, but again besides having even more HP than the Lair itself, this version of the Hatchery does just the same thing: create larvas that morph into drones that in turn gather your much needed resources. And don't forget about all the other Zerg units a larva can morph into, ok? Extractor --------- Minerals - 50 Vespene Gas - 0 Build Time - 40 Hit Points - 750 Armor - 1 Shields - 0 Prerequisites - none Abilities - readies Vespene Geysers for gathering Misc. Data - Vespene Geysers are nothing but a useless piece of land without something built upon it for the sole reason of processing its raw energy (called Vespene Gas) into a compound a lot more useful for the construction of other units and buildings. The Extractor is that something. Spawning Pool ------------- Minerals - 150 Vespene Gas - 0 Build Time - 80 Hit Points - 750 Armor - 1 Shields - 0 Prerequisites - Hatchery/Lair/Hive Abilities - evolve Metabolic Boost (faster Zergling movement) - evolve Adrenal Glands (faster Zergling attack) Misc. Data - As mentioned above, most Zerg buildings serve only as prerequisites for units produced only through the larva coming out of Hatcheries, Lairs, and Hives. The Spawning Pool is no different. It's your basic prereq, and thus needed for the morphing of your most basic attackers, the zerglings. Notice that most Zerg buildings are also upgraders (or evolvers) and again the Spawning Pool is no different. It obviously does something for the specific unit it is a prereq for, but what? And the answer or rather answers are providing faster movement and reducing cooldown time. Hydralisk Den ------------- Minerals - 100 Vespene Gas - 50 Build Time - 40 Hit Points - 850 Armor - 1 Shields - 0 Prerequisites - Spawning Pool Abilities - evolve Muscular Augments (faster Hydralisk movement) - evolve Grooved Spines (increase Hydralisk attack range) Misc. Data - It should be obvious what unit is focused upon by the fan-shaped Zerg building called the Hydralisk Den...What!? You don't know!? THE HYDRALISK, DAMMIT!!! (whoops, just had my stim packs, sorry) And again as with most Zerg buildings, this one's not only a prereq for the said unit, but also has two upgrades for that unit as well. Spire ----- Minerals - 200 Vespene Gas - 150 Build Time - 120 Hit Points - 600 Armor - 1 Shields - 0 Prerequisites - Lair/Hive Abilities - upgrade flyer attacks - evolve flyer carapace - mutate into Greater Spire Misc. Data - Simply put, the Spire enables your larva to morph into mutalisks. It can also increase the damage they bring as well as that which they could sustain. Pretty neat building and a definite must if ya ask me. Greater Spire ------------- Minerals - 100 Vespene Gas - 150 Build Time - 120 Hit Points - 1000 Armor - 1 Shields - 0 Prerequisites - Spire - Hive Abilities - upgrade flyer attacks - evolve flyer carapace Misc. Data - If you thought only Hatcheries and Lairs could be further upgraded, think again. The Spire also has an upgrade of its own, and it was named...the Greater Spire! (so clever...) Anyway, not only does this building continue on upgrading your air units if you haven't done so already, but it's also a prereq for one of your best bets against building attackers---the guardian. Queen's Nest ------------ Minerals - 150 Vespene Gas - 100 Build Time - 60 Hit Points - 850 Armor - 1 Shields - 0 Prerequisites - Lair/Hive Abilities - evolve Spawn Broodling (Queen ability) - evolve Ensnare (Queen ability) - evolve Gamete Meiosis (+50 Queen energy) Misc. Data - One of the less gross buildings of the Zerg (looks like a macaroon in my honest opinion), the Queen's Nest is both a prereq and an upgrader...for the queen! It gives her the ability to cast two very useful spells (the Spawn Broodling and the Ensnare) as well as reduces the minimum amount of time needed to charge up her next spell after casting one via the Gamete Meiosis. Defiler Mound ------------- Minerals - 100 Vespene Gas - 100 Build Time - 60 Hit Points - 850 Armor - 1 Shields - 0 Prerequisites - Hive Abilities - evolve Plague (Defiler ability) - evolve Consume (Defiler ability) - evolve Metasynaptic Node (+50 Defiler energy) Misc. Data - A more advanced spell caster in the game comes in the form of a defiler, and this unit in turn relies on the existence of its own mound, the Defiler Mound. And like the Queen's Nest with its queen, the Defiler Mound gives its defilers the ability to cast two very useful spells (the Plague and the Consume) as well as reduces the minimum amount of time needed to charge up her next spell after casting one via the Metasynaptic Node. Ultralisk Cavern ---------------- Minerals - 150 Vespene Gas - 200 Build Time - 80 Hit Points - 600 Armor - 1 Shields - 0 Prerequisites - Hive Abilities - none (it's a prereq for the ultralisk so you'll still need this even if it has no abilities) Misc. Data - Well, what else to say bout this big green breathing thing but..."it's a prereq for the ultralisk so you'll still need this even if it has no abilities." Evolution Chamber ----------------- Minerals - 75 Vespene Gas - 0 Build Time - 40 Hit Points - 750 Armor - 1 Shields - 0 Prerequisites - Hatchery/Lair/Hive Abilities - upgrade melee attacks - upgrade missile attacks - evolve carapace Misc. Data - Going back to the basics, the Evolution Chamber is your basic unit upgrader. Though also a prereq for one of the two attacking buildings in your race, its main abilities include providing zerglings with bigger claws, hydralisks with larger jaws, and both with a thicker, sturdier armor (or at least that's how I interpret it, you really won't notice any graphical change in them, only the fact that their enemies die faster and they die slower) Creep Colony ------------ Minerals - 75 Vespene Gas - 0 Build Time - 40 Hit Points - 750 Armor - 0 Shields - 0 Prerequisites - none Abilities - increase Creep - mutate into Sunken Colony - mutate into Spore Colony Misc. Data - Zerg buildings should be built on Creep, and since the main Creep producer, the Hatchery (or Lair, or Hive), costs too much for such a minor reason, you may use Creep Colonies to increase the area of your Creep instead. Note that only the Zerg's main building has the ability to create Creep and these Creep Colonies are only here to extend what the Hatchery, Lair, or Hive has created. One more thing, this building may very well be morphed into two others, the Sunken Colony and the Spore Colony both of which, while retaining the Creep increasing abilities of their their previous form, are also the only two attacking buildings at the Zerg's disposal. Sunken Colony ------------- Minerals - 50 Vespene Gas - 0 Build Time - 20 Hit Points - 400 Armor - 0 Shields - 0 Prerequisites - Creep Colony - Spawning Pool Abilities - ground attack Misc. Data - This is one of the two building attackers I was talking about, and it sure is a handy thing to have especially whenever your opponents plan to attack early in the game. Most likely he'll use a pure ground assault, and since this building, the Sunken Colony, attacks from below, your guaranteed a tough defense, at least until air or ultra long-range ground units arrive. Spore Colony ------------ Minerals - 50 Vespene Gas - 0 Build Time - 20 Hit Points - 400 Armor - 0 Shields - 0 Prerequisites - Creep Colony - Evolution Chamber Abilities - detector - air attack Misc. Data - The Spore Colony is the second attacking building the Zerg race has to offer, and has definitely proven itself to be invaluable in countless situations. Besides automatically attacking every single enemy air unit in sight, it is a detector, meaning cloaked wraiths have no chance of entering an opponent's Spore Colony filled base unharmed. Beware though, since these building attackers will only prove useful until the opponent decides to build higher level units like the battlecruiser, the carrier, and especially the guardian. These units can whack tons of Spore Colonies without suffering a scratch, so the only way to effectively defend against them is providing air-to-air encounters. Nydus Canal ----------- Minerals - 150 Vespene Gas - 0 Build Time - 40 Hit Points - 250 Armor - 1 Shields - 0 Prerequisites - Hive Abilities - place Nydus Canal Exit Misc. Data - This building, in my honest opinion, is what truly distinguishes the Zerg race from the other two. It is the only one without a Terran or Protoss counterpart, and is another extremely useful tool both defensively and offensively in deceiving the enemy into thinking that you don't or have very few attacking units in a certain area whereas you can readily send an entire army of reinforcements when the need arises. Any ideas what this building does? Well, it provides underground transport for your ground units and lead them to wherever you have placed the Nydus Canal exit. Just right click your units on one Nydus Canal and voila! They're somewhere else! Infested Command Center ----------------------- Minerals - 0 Vespene Gas - 0 Build Time - 5 Hit Points - 1500 Armor - 1 Shields - 0 Prerequisites - Command Center (duh!) Abilities - train Infested Terran - liftoff Misc. Data - Oh don't jump for joy the first time you see its stats cause it's not what you think. It may not cost anything at all, but it does have its requirements: First of all, you need a queen since infesting Command Centers is her inate ability. Second, you must have a Command Center to infest. It's rather tough to pull this trick off since few good Starcraft players leave their Command Centers unguarded. (You CAN do this with your allies though, IF they allow it to happen) Lastly, the said Command Center should be at least down to half its life (750HP) before the spell could be cast. On the bright side, besides the all powerful infested terran you can train from this building, the building itself is void of all Terran and Zerg building weaknesses---unlike Terran buildings, it doesn't explode by itself when it catches fire on low HP, and it may be landed on Creep. And unlike Zerg buildings, it doesn't NEED to be on Creep for it to be functional. Nexus ----- Minerals - 400 Vespene Gas - 0 Build Time - 120 Hit Points - 750 Armor - 1 Shields - 750 Prerequisites - none Abilities - provides 9 Psi (supply) - build Probe Misc. Data - The Nexus is your basic money maker. You start out (in games other than those in campaign mode) with only one Nexus near a resource area and without any other buildings near it. This is so because the Nexus is the prereq of all Protoss prereqs and should generally be always built near resource-filled areas, where they could build Probes and use them to gather more resources. Pylon ----- Minerals - 100 Vespene Gas - 0 Build Time - 30 Hit Points - 300 Armor - 0 Shields - 300 Prerequisites - none Abilities - provides 8 Psi (supplies) - creates 1 energy field Misc. Data - The Protoss Pylon has two uses, and one of them is to provide the Protoss race with "Psi" or supplies. If you're a genuine newbie to this game, you might be wondering, "Why build this if a Nexus could provide more supplies and have other advantages as well?" And my answer comes in the form of a question: "Would you rather spend double the space, triple the time, and quadruple the minerals for a 12.5% increase in supplies provided?" The second purpose for building a Pylon is to provide an energy field only upon which most Protoss buildings may be constructed (like the Creep with the Zerg). But the bad news is losing the energy field provided by a Pylon renders a Protoss building practically useless until you are able to build another Pylon near it. The technique here is to build multiple Pylons near multiple buildings so as to prevent a simple Pylon assault from crippling your base. Assimilator ----------- Minerals - 100 Vespene Gas - 0 Build Time - 40 Hit Points - 450 Armor - 1 Shields - 450 Prerequisites - none Abilities - readies Vespene Geysers for gathering Misc. Data - Vespene Geysers are nothing but a useless piece of land without something built upon it for the sole reason of processing its raw energy (called Vespene Gas) into a compound a lot more useful for the construction of other units and buildings. The Assimilator is that something. Gateway ------- Minerals - 150 Vespene Gas - 0 Build Time - 40 Hit Points - 450 Armor - 1 Shields - 500 Prerequisites - Nexus Abilities - warp in Zealot - warp in Dragoon - warp in High Templar Misc. Data - As the Nexus is the basic money maker of the Protoss, the Gateway is their basic army trainer. In this building you will train your most basic attackers (the zealot and the dragoon) as well as an advanced spell caster (the high templar). It's a definite must to have at the very least one Gateway very early in the game for a lot of your other buildings depend on it. Cybernetics Core ---------------- Minerals - 200 Vespene Gas - 0 Build Time - 60 Hit Points - 500 Armor - 1 Shields - 500 Prerequisites - Gateway Abilities - upgrade air weapons - upgrade air armor - develop Singularity Charge (increase Dragoon attack range) Misc. Data - The Cybernetics Core is your main air unit upgrader. With it you can upgrade all the weapons and all the armor of all the air units you can ever dream of. And besides having a special upgrade just for the dragoons, it also is your doorway to the advanced buildings section of your probe menu. Robotics Facility ----------------- Minerals - 200 Vespene Gas - 200 Build Time - 80 Hit Points - 500 Armor - 1 Shields - 500 Prerequisites - Cybernetics Core Abilities - build Shuttle - build Reaver - build Observer Misc. Data - As the name suggests, what you can build from this building are highly or rather purely robotic in nature. Nothing much more I can say about the Robotics Facility, except for the three units mentioned above that it can produce, and the fact that it's also a prereq for the other more advanced Protoss buildings in the game. Stargate -------- Minerals - 150 Vespene Gas - 150 Build Time - 70 Hit Points - 600 Armor - 1 Shields - 600 Prerequisites - Cybernetics Core Abilities - warp in Scout - warp in Carrier - warp in Arbiter Misc. Data - Being another advanced building, the Stargate was constructed for the sole purpose of building up an airborne army. No ground units can come out of this baby, and no sea units either (since there are NO sea units in Starcraft!) And since most Starcraft matches that last more than 30 minutes end with a lethal airstrike (at least in my experience), this building is a definite must for newbies and experts alike. Citadel of Adun --------------- Minerals - 150 Vespene Gas - 100 Build Time - 60 Hit Points - 450 Armor - 1 Shields - 250 Prerequisites - Cybernetics Core Abilities - develop Leg Enhancements (faster Zealot movement) Misc. Data - The Citadel of Adun can only do two things: One is to develop a zealot's walking speed (something very, very useful in most games) and Two is to pave the way for the construction of the Templar Archives, which in turn you most likely will need only one of. So after upgrading your zealots and warping in your first and only Templar Archives, consider the Citadel of Adun as one of your few "disposables". Observatory ----------- Minerals - 50 Vespene Gas - 100 Build Time - 30 Hit Points - 250 Armor - 1 Shields - 250 Prerequisites - Robotics Facility Abilities - develop Gravitic Booster (faster Observer movement) - develop Sensor Array (increase Observer sight range) Misc. Data - One of the less massive buildings of the Protoss (looks like fish bones in my honest opinion), the Observatory is both a prereq and an upgrader...for the observer! It gives the said unit the ability to reach a certain point in a shorter amount of time as well as the ability to spy on a larger area than before. Templar Archives ---------------- Minerals - 150 Vespene Gas - 200 Build Time - 60 Hit Points - 500 Armor - 1 Shields - 500 Prerequisites - Citadel of Adun Abilities - develop Psionic Storm (Templar ability) - develop Hallucination (Templar ability) - develop Khaydarin Amulet (+50 Templar energy) Misc. Data - As the Observatory concentrates on upgrading the Protoss observer, this one-shot building concentrates on a upgrading a ground unit, a biological ground unit---the High Templar. It gives him the ability to cast two very useful spells (the Psionic Storm and the Hallucination) as well as reduces the minimum amount of time needed to charge up his next spell after casting one via the Khaydarin Amulet. And even if you're thinking brute force and trying to build up an army of non-spell casters, you'll still need this building since it's a prereq for upgrading even the most basic unit weapons and armor to level 2 or higher. Robotics Support Bay -------------------- Minerals - 150 Vespene Gas - 100 Build Time - 30 Hit Points - 450 Armor - 1 Shields - 450 Prerequisites - Robotics Facility Abilities - upgrade Scarab damage - increase Reaver capacity (+5 max Scarabs) - develop Gravitic Drive (faster Shuttle movement) Misc. Data - And again as the name suggests, the Robotics Support Bay provides much needed "support" for two of the Protoss units found in the Robotics Facility, namely, the shuttle and the reaver. It also is a prereq for the reaver, by the way, so IF (I said IF) you DON'T plan to use a single reaver in the game (or have enough to end it) and only built the Robotics Support Bay for the upgrades, then as soon as they're done, consider this building a "disposable" as well. Forge ----- Minerals - 150 Vespene Gas - 0 Build Time - 40 Hit Points - 550 Armor - 1 Shields - 550 Prerequisites - Nexus Abilities - upgrade ground weapons - upgrade ground armor - upgrade plasma shields Misc. Data - Going back to the basics, the Forge is your basic unit upgrader. Though also a prereq for the only attacking building in your race, its main abilities include providing zealots with sharper blades, dragoons with larger blasters and both with a thicker, sturdier armor as well as an increase in shield layers (or at least that's how I interpret it, you really won't notice any graphical change in them, only the fact that their enemies die faster and they die slower) Fleet Beacon ------------ Minerals - 300 Vespene Gas - 200 Build Time - 60 Hit Points - 500 Armor - 1 Shields - 500 Prerequisites - Stargate Abilities - develop Apial Sensors (increase Scout sight range) - develop Gravitic Thrusters (faster Scout movement) - increase Carrier capacity (+4 max Interceptors) Misc. Data - While being a prereq for all the attacking Protoss air units in the game besides the first one (the scout), its main functions include those for the said unit---increase in sight range as well as increase in speed. It also has a special upgrade just for the carriers, and is another definite must if you're planning to use that giant. Arbiter Tribunal ---------------- Minerals - 200 Vespene Gas - 150 Build Time - 60 Hit Points - 500 Armor - 1 Shields - 500 Prerequisites - Stargate - Templar Archives Abilities - develop Recall (Arbiter ability) - develop Stasis Field (Arbiter ability) - develop Khaydarin Core (+50 Arbiter energy) Misc. Data - The Arbiter Tribunal is the summit of the Protoss tech tree, thus is a building reserved only for games that won't end shortly and easily (unless you're really fast and are feeling lucky). Its main function is to do some advanced researching for the most advanced spell caster, the arbiter itself. It gives the said unit the ability to cast two very useful spells (the Recall and the Stasis Field) as well as reduces the minimum amount of time needed to charge up its next spell after casting one via the Khaydarin Core. Photon Cannon ------------- Minerals - 150 Vespene Gas - 0 Build Time - 50 Hit Points - 100 Armor - 0 Shields - 100 Prerequisites - Forge Abilities - detector - ground attack - air attack Misc. Data - The Photon Cannon is the only attacking building the Protoss race has to offer, and has definitely proven itself to be invaluable in countless situations. Besides automatically attacking every single enemy unit (ground AND air) in sight, it is a detector, meaning cloaked wraiths have no chance of entering an opponent's Photon Cannon filled base unharmed. Beware though, since these building attackers will only prove useful until the opponent decides to build higher level units like the battlecruiser, the carrier, and especially the guardian. These units can whack tons of Photon Cannons without suffering a scratch, so the only way to effectively defend against them is providing air-to-air encounters. Shield Battery -------------- Minerals - 100 Vespene Gas - 0 Build Time - 30 Hit Points - 200 Armor - 1 Shields - 200 Prerequisites - Gateway Abilities - recharge shields Misc. Data - This building, in my honest opinion, is what truly distinguishes the Protoss race from the other two. It is the only one without a Terran or Zerg counterpart, and is another extremely useful tool for keeping your own base alive despite the odds. What it does is recharge the shields of any unit near it when you choose to do so. With this building and more preferably a few others beside a seemingly out-numbered army of yours, you may still have a chance. * * * * * * * * * * * * * * S P E C I A L B U I L D I N G S * * * * * * * * * * * * * * These are the only buildings you CAN'T build, since they're already there! (that is, IF the corresponding campaign says so). You will only see these buildings in the single player story mode, and you will either have to protect or destroy them. Either way, these buildings usually are a valuable part of the mission or of the storyline. Now why do they still have mineral and vespene gas cost if you can't build them anyway? Well, for the Terrans, I can explain: You see, that build cost determines how much its repair cost would be. Get it? And that's why the Zerg's Special Buildings don't have any build costs! But the Protoss? Hmmm...that I do not know. Anyway, here they are: Norad II (Crashed Battlecruiser) -------------------------------- Minerals - 800 Vespene Gas - 600 Build Time - 320 Hit Points - 700 Armor - 1 Shields - 0 Prerequisites - none Abilities - none Misc. Data - What once was a unit, when crashed, is now considered a building! Funny how Blizzard puts it, but I guess very few people actually notice anyway. Ion Cannon ---------- Minerals - 200 Vespene Gas - 0 Build Time - 60 Hit Points - 2000 Armor - 1 Shields - 0 Prerequisites - none Abilities - none Misc. Data - If only you could really use this building as a cannon, then no one dare oppose the mighty Terrans! But, alas, this building is only for display, and in the single player story mode you'll even have to destroy it. What a waste... Overmind (with shell) --------------------- Minerals - 1 Vespene Gas - 1 Build Time - 0 Hit Points - 5000 Armor - 1 Shields - 0 Prerequisites - none Abilities - Detector Misc. Data - With something as tough as this sitting at the center of your base, you won't HAVE to worry bout a cloaked Wraith strike finishing you off helplessly! Pretty cool! Whoops, you won't be aquiring any these in the mission mode either =( It's just there to be destroyed. Overmind -------- Minerals - 1 Vespene Gas - 1 Build Time - 0 Hit Points - 2500 Armor - 1 Shields - 0 Prerequisites - none Abilities - Detector Misc. Data - It's HP is cut down to half, but as I've said with the previous building, "With something as tough as this sitting at the center of your base, you won't HAVE to worry bout a cloaked Wraith strike finishing you off helplessly! Pretty cool! Whoops, you won't be aquiring any these in the mission mode either =( It's just there to be destroyed." Mature Chrysalis ---------------- Minerals - 0 Vespene Gas - 0 Build Time - 0 Hit Points - 250 Armor - 1 Shields - 0 Prerequisites - none Abilities - none Misc. Data - Ok, this is sheer weakness. Wonder what it has to do with the story? Maybe something powerful will come out from it? Hmmm...I don't know... ;) Cerebrate --------- Minerals - 0 Vespene Gas - 0 Build Time - 0 Hit Points - 1500 Armor - 1 Shields - 0 Prerequisites - none Abilities - Detector Misc. Data - Not as tough as the Overmind and its "with shell" version, but still quite a building. It also is a detector, so you won't have to worry bout something cloaked to get the best of you. Just make sure reinforcements arrive quickly, ok? Good. Cerebrate (Daggoth) ------------------- Minerals - 0 Vespene Gas - 0 Build Time - 0 Hit Points - 1500 Armor - 1 Shields - 0 Prerequisites - none Abilities - Detector Misc. Data - Perhaps the only reason Blizzard created another special building with the exact same characteristics as another one is to give it a different name, which in my honest opinion is quite unnecessary. But there's nothing I can do about it, right? Stasis Cell/Prison ------------------ Minerals - 150 Vespene Gas - 0 Build Time - 0 Hit Points - 2000 Armor - 1 Shields - 0 Prerequisites - none Abilities - none Misc. Data - This is what science fiction is all about. A fine proof that Protoss technology is way beyond ours. Wait, what's that inside? It's a Protoss nonetheless. Funny when you destroy these things (in the mission mode), a perfectly dry, well clothed Protoss comes out ;) Khaydarin Crsytal Formation --------------------------- Minerals - 250 Vespene Gas - 0 Build Time - 0 Hit Points - 10000 Armor - 1 Shields - 0 Prerequisites - none Abilities - none Misc. Data - TEN THOUSAND HP ?!? This is nuts! How can the Protoss lose with something like this on their side?? And that's not all, in the mission mode, this thing is actually rendered INVINSIBLE!! Ok, to be serious, it's nothing like that. This building is supposed to be some sort of alternative resource area, and that's why it can't be shot at. And you thought your favorite Protoss were the best, didn't you?? Protoss Temple -------------- Minerals - 250 Vespene Gas - 0 Build Time - 0 Hit Points - 1500 Armor - 1 Shields - 0 Prerequisites - none Abilities - none Misc. Data - And this is what proves the fact that the Protoss still have an ancient aspect to them, despite their technology being far more advanced than ours. %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% ____ _ _ ____ _ _ ____ __ __ _ _ ____ ____ ___ (_ _)( \/ ) (_ _)( )_( )( ___) ( )( )( \( )(_ _)(_ _)/ __) _)(_ \ / )( ) _ ( )__) )(__)( ) ( _)(_ )( \__ \ (____) \/ () (__) (_) (_)(____) (______)(_)\_)(____) (__) (___/ The charts below feature the different stats (damage, armor, etc.) of each unit in the game. These charts are only for quick reference, as I plan to add a full description of what each unit does afterwards. Legend: NA - not applicable (duh!) type column: A - air G - ground R - robotic M - mechanical 1 - small 2 - medium 3 - large weapons column: G - ground A - air N - normal C - concussive E - explosive S - splash ! - suicidal upgrades column: Gw - ground weapon Aw - air weapon Gr - ground weapon range Ar - air weapon range St - sight Sp - speed Cd - cooldown Hr - hangar (ammo) a little note: Concussive weapons will do 50% damage on medium defense and 25% damage on large defense while explosive weapons will do 75% damage on medium defense and 50% damage on small defense. Normal weapons will deal the same damage no matter what type of defense its receipient has. One last thing, Protoss shields receive full damage no matter what type of ammo is used on them. * you may see certain names that have already been included in the buildings section. Well, they really are buildings, but they deal damage as well and so fit in this chart too. They won't have any more supplementary descriptions, as such info is already posted in the buildings section. * Cool is the cooldown rate of each unit's weapon. It obviously is in units of time, though I'm not really sure what unit. Maybe a tenth of a second? St is the unit's sight range in a standard measure of length which, once again, I am not aware of. Lastly, upgs is upgrades or the number of pluses/minuses/doubles a specific stat gains per upgrade. Armor and shield upgrades are no longer included, since they usually are just composed of plus ones to their respective units. _________________________________________________________________________________ Race____|_Name__________|_Type_|_Weapons__|_Cool_|_Range_|_St_|_Upgs_|_Specials_| Terran | SCV | GB=1 | G=5N | 15 | 1 | 7 | none | Gather | | | | | | | | | Repair | | | | | | | | | Build | | | | | | | | | | | Marine | GB=1 | G=6N | 15 | 4 | 7 | Gw+1 | Stim | | | | A=6N | 15 | 4 | | Aw+1 | Pack | | | | | | | | Gr+1 | | | | | | | | | Ar+1 | | | | | | | | | | | | Firebat | GB=1 | G=16CS | 22 | 1 | 7 | Gw+2 | Stim | | | | | | | | | Pack | | | | | | | | | | | Ghost | GB=1 | G=10C | 22 | 7 | 9 | Gw+1 | Spells | | | | A=10C | 22 | 7 | | Aw+1 | Nuke | | | | | | | | St+2 | Cloaking | | | | | | | | | | | Vulture | GM=2 | G=20C | 30 | 5 | 8 | Gw+2 | Spider | | | | | | | | Spx2 | Mine | | | | | | | | | | | Siege Tank | GM=3 | G=30E | 37 | 7 | 10 | Gw+3 | Siege | | (Tank Mode) | | | | | | | Mode | | | | | | | | | | | Siege Tank | GM=3 | G=70ES | 75 | 12 | 10 | Gw+5 | Tank | | (Siege Mode) | | | | | | | Mode | | | | | | | | | | | Goliath | GM=3 | G=12N | 22 | 5 | 8 | Gw+1 | none | | | | A=20E | 22 | 5 | | Aw+4 | | | | | | | | | | | | Wraith | AM=3 | G=8N | 30 | 5 | 7 | Gw+1 | Cloaking | | | | A=20E | 22 | 5 | | Aw+2 | | | | | | | | | | | | Dropship | AM=3 | none | NA | NA | 8 | none | Load and | | | | | | | | | Unload | | | | | | | | | | | Science | AM=3 | none | NA | NA | 10 | none | Spells | | Vessel | | | | | | | Detector | | | | | | | | | | | Battlecruiser | AM=3 | G=25N | 30 | 6 | 11 | Gw+3 | Yamato | | | | A=25N | 30 | 6 | | Aw+3 | Gun | | | | | | | | | | | Spider Mine | G=1 | G=125ES! | NA | 4 | 7 | none | Burrow | | | | | | | | | | | Nuclear | A=1 | G=500NS! | NA | NA | NA | none | High | | Missile | | A=500NS! | NA | NA | | | Level | | | | | | | | | Splash | | | | | | | | | | | Missile | G=3 | A=20E | 15 | 7 | 11 | none | Detector | | Turret | | | | | | | | | | | | | | | | | | | | | | | | | | _________________________________________________________________________________ Race____|_Name__________|_Type_|_Weapons__|_Cool_|_Range_|_St_|_Upgs_|_Specials_| Zerg | Drone | GB=1 | G=5N | 22 | 1 | 7 | none | Gather | | | | | | | | | Burrow | | | | | | | | | Morph | | | | | | | | | | | Zergling | GB=1 | G=5N | 8 | 1 | 5 | Gw+1 | Burrow | | | | | | | | Cd-2 | | | | | | | | | Spx2 | | | | | | | | | | | | Hydralisk | GB=2 | G=10E | 15 | 4 | 6 | Gw+1 | Burrow | | | | A=10E | 15 | 4 | | Aw+1 | | | | | | | | | Spx2 | | | | | | | | | Gr+1 | | | | | | | | | Ar+1 | | | | | | | | | | | | Ultralisk | GB=3 | G=20N | 15 | 1 | 7 | Gw+3 | none | | | | | | | | | | | Defiler | GB=2 | none | NA | NA | 10 | none | Spells | | | | | | | | | Burrow | | | | | | | | | | | Broodling | GB=1 | G=4N | 15 | 1 | 5 | none | none | | | | | | | | | | | Infested | GB=1 | G=500ES! | NA | 1 | 5 | none | Burrow | | Terran | | | | | | | | | | | | | | | | | | Overlord | AB=3 | none | NA | NA | 9 | St+2 | Detector | | | | | | | | | Load and | | | | | | | | | Unload | | | | | | | | | | | Mutalisk | AB=1 | G=9NS | 30 | 3 | 7 | Gw+1 | Guardian | | | | A=9NS | 30 | 3 | | Aw+1 | | | | | | | | | | | | Guardian | AB=3 | G=20N | 30 | 8 | 11 | Gw+2 | none | | | | | | | | | | | Queen | AB=2 | none | NA | NA | 10 | none | Spells | | | | | | | | | | | Scourge | AB=1 | A=110N! | NA | 1 | 5 | none | none | | | | | | | | | | | Sunken Colony | G=3 | G=40E | 32 | 7 | 10 | none | none | | | | | | | | | | | Spore Colony | G=3 | A=15N | 15 | 7 | 10 | none | Detector | | | | | | | | | | | Larva | GB=1 | none | NA | NA | 4 | none | Morph | | | | | | | | | | | Egg | GB=3 | none | NA | NA | 4 | none | none | | | | | | | | | | | | | | | | | | | _________________________________________________________________________________ Race____|_Name__________|_Type_|_Weapons__|_Cool_|_Range_|_St_|_Upgs_|_Specials_| Protoss | Probe | GR=1 | G=5N | 22 | 1 | 8 | none | Warp | | | | | | | | | | | Zealot | GB=1 | G=16N | 22 | 1 | 7 | Gw+2 | none | | | | | | | | Spx2 | | | | | | | | | | | | Dragoon | GM=3 | G=20E | 30 | 4 | 8 | Gw+2 | none | | | | A=20E | 30 | 4 | | Aw+2 | | | | | | | | | Gr+2 | | | | | | | | | Ar+2 | | | | | | | | | | | | High Templar | GB=1 | none | NA | NA | 7 | none | Spells | | | | | | | | | Archon | | | | | | | | | | | Archon | G=3 | G=30NS | 20 | 2 | 8 | Gw+3 | none | | | | A=30NS | 20 | 2 | | Aw+3 | | | | | | | | | | | | Reaver | GR=3 | Scarab | 60 | 8 | 10 | Hr+5 | Scarab | | | | | | | | | | | Scarab | G=2 | G=100ES! | NA | NA | NA | Gw | none | | | | | | | | +25 | | | | | | | | | | | | Shuttle | AR=3 | none | NA | NA | 8 | Spx2 | Load and | | | | | | | | | Unload | | | | | | | | | | | Observer | AR=1 | none | NA | NA | 9 | St+2 | Detector | | | | | | | | Spx2 | Perma- | | | | | | | | | nent | | | | | | | | | Cloaking | | | | | | | | | | | Scout | AM=3 | G=8N | 30 | 4 | 8 | Gw+1 | none | | | | A=28E | 22 | 4 | | Aw+2 | | | | | | | | | St+2 | | | | | | | | | Spx2 | | | | | | | | | | | | Carrier | AM=3 | Inter- | 0 | 8 | 11 | Hr+4 | Inter- | | | | ceptor | | | | | ceptors | | | | Inter- | 0 | 8 | | | | | | | ceptor | | | | | | | | | | | | | | | | | | | | | | | | | Interceptor | AM=1 | G=5N | NA | NA | NA | Gw+1 | none | | | | A=5N | NA | NA | | Aw+1 | | | | | | | | | | | | Arbiter | AM=3 | G=10E | 45 | 5 | 9 | Gw+1 | Spells | | | | A=10E | 45 | 5 | | Aw+1 | Cloaking | | | | | | | | | Nearby | | | | | | | | | Subordi- | | | | | | | | | nates | | | | | | | | | | | Photon Cannon | G=3 | G=20N | 22 | 7 | 11 | none | Detector | | | | A=20N | 22 | 7 | | | | | | | | | | | | | | | | | | | | | | ____________________________________________________________________________________ Race____|_Name__________|_Min_|_Gas_|_Time_|_Supply_|_Hit Points_|_Armor_|_Shields_| Terran | SCV | 50 | 0 | 20 | 1 | 60 | 0 | 0 | | | | | | | | | | | Marine | 50 | 0 | 24 | 1 | 40 | 0 | 0 | | | | | | | | | | | Firebat | 50 | 25 | 24 | 1 | 50 | 1 | 0 | | | | | | | | | | | Ghost | 25 | 75 | 50 | 1 | 45 | 0 | 0 | | | | | | | | | | | Vulture | 75 | 0 | 30 | 2 | 80 | 0 | 0 | | | | | | | | | | | Siege Tank | 150 | 100 | 50 | 2 | 150 | 1 | 0 | | (Tank Mode) | | | | | | | | | | | | | | | | | | Siege Tank | NA | NA | NA | NA | 150 | 1 | 0 | | (Siege Mode) | | | | | | | | | | | | | | | | | | Goliath | 100 | 50 | 40 | 2 | 125 | 1 | 0 | | | | | | | | | | | Wraith | 150 | 100 | 60 | 2 | 120 | 0 | 0 | | | | | | | | | | | Dropship | 100 | 100 | 50 | 2 | 150 | 1 | 0 | | | | | | | | | | | Science | 100 | 225 | 80 | 2 | 200 | 1 | 0 | | Vessel | | | | | | | | | | | | | | | | | | Battlecruiser | 400 | 300 | 160 | 8 | 500 | 3 | 0 | | | | | | | | | | | Spider Mine | NA | NA | NA | NA | 20 | 0 | 0 | | | | | | | | | | | Nuclear | 200 | 200 | 100 | 8 | NA | NA | NA | | Missile | | | | | | | | | | | | | | | | | | Missile | 100 | 0 | 30 | 0 | 200 | 0 | 0 | | Turret | | | | | | | | | | | | | | | | | | | | | | | | | | ____________________________________________________________________________________ Race____|_Name__________|_Min_|_Gas_|_Time_|_Supply_|_Hit Points_|_Armor_|_Shields_| Zerg | Drone | 50 | 0 | 20 | 1 | 40 | 0 | 0 | | | | | | | | | | | Zergling | 25 | 0 | 28 | 0.5 | 35 | 0 | 0 | | | | | | | | | | | Hydralisk | 75 | 25 | 28 | 1 | 80 | 0 | 0 | | | | | | | | | | | Ultralisk | 200 | 200 | 60 | 6 | 400 | 1 | 0 | | | | | | | | | | | Defiler | 50 | 150 | 50 | 2 | 80 | 1 | 0 | | | | | | | | | | | Broodling | NA | NA | NA | NA | 30 | 0 | 0 | | | | | | | | | | | Infested | 100 | 50 | 40 | 1 | 60 | 0 | 0 | | Terran | | | | | | | | | | | | | | | | | | Overlord | 100 | 0 | 40 | 0 | 200 | 0 | 0 | | | | | | | | | | | Mutalisk | 100 | 100 | 40 | 2 | 120 | 0 | 0 | | | | | | | | | | | Guardian | 150 | 200 | 40 | 2 | 150 | 0 | 0 | | | | | | | | | | | Queen | 100 | 150 | 50 | 2 | 120 | 0 | 0 | | | | | | | | | | | Scourge | 12 | 38 | 30 | 0.5 | 25 | 0 | 0 | | | | | | | | | | | Sunken Colony | 75 | 0 | 20 | 0 | 400 | 0 | 0 | | | | | | | | | | | Spore Colony | 75 | 0 | 20 | 0 | 400 | 0 | 0 | | | | | | | | | | | Larva | NA | NA | NA | NA | 25 | 10 | 0 | | | | | | | | | | | Egg | NA | NA | NA | NA | 200 | 10 | 0 | | | | | | | | | | | | | | | | | | | ____________________________________________________________________________________ Race____|_Name__________|_Min_|_Gas_|_Time_|_Supply_|_Hit Points_|_Armor_|_Shields_| Protoss | Probe | 50 | 0 | 20 | 1 | 20 | 0 | 20 | | | | | | | | | | | Zealot | 100 | 0 | 40 | 2 | 80 | 1 | 80 | | | | | | | | | | | Dragoon | 125 | 50 | 40 | 2 | 100 | 1 | 80 | | | | | | | | | | | High Templar | 50 | 150 | 50 | 2 | 40 | 0 | 40 | | | | | | | | | | | Archon | NA | NA | 20 | NA | 10 | 0 | 350 | | | | | | | | | | | Reaver | 200 | 100 | 70 | 4 | 100 | 0 | 80 | | | | | | | | | | | Scarab | 15 | 0 | 7 | 0 | NA | NA | NA | | | | | | | | | | | Shuttle | 200 | 0 | 60 | 2 | 80 | 1 | 60 | | | | | | | | | | | Observer | 25 | 75 | 40 | 1 | 40 | 0 | 20 | | | | | | | | | | | Scout | 300 | 150 | 80 | 3 | 150 | 0 | 100 | | | | | | | | | | | Carrier | 350 | 250 | 140 | 8 | 300 | 4 | 150 | | | | | | | | | | | Interceptor | 25 | 0 | 20 | 0 | 40 | 0 | 40 | | | | | | | | | | | Arbiter | 100 | 350 | 160 | 4 | 200 | 1 | 150 | | | | | | | | | | | Photon Cannon | 150 | 0 | 50 | 0 | 100 | 0 | 100 | | | | | | | | | | | | | | | | | | | ------------------------------------------------------------------------------------ UNIT DESCRIPTIONS SCV --- Minerals - 50 Vespene Gas - 0 Build Time - 20 Supplies - 1 Hit Points - 60 Armor - 0 Shields - 0 Type - ground; biological; small Ground - weapon : Fusion Cutter - damage : 5 normal - cooldown : 15 - range : 1 Air - weapon : none - damage : n/a - cooldown : n/a - range : n/a Sight - 7 Upgrades - none Prerequisites - Command Center Abilities - ground attack - build - gather - repair Quotes - ready : "SCV, good to go, sir." - selected : "Yes, sir?" : "Orders, Captain?" : "I read you." : "Reportin for duty." - annoyed : "Come again, Captain?" : "I'm not readin you clearly." : "You ain't from around here, are you?" : "I can't believe they put me in one o these things!" : "I told 'em I was claustrophobic, I gotta get outta here!" : "I'm stuck in here tighter than a frog butt in a Watermelon C-5" -------------- | | -----> This is just a wild guess on what he's really sayin since it's too fast and I just can't get it right. =p - ordered : "Affirmative." : "Roger that." : "Right away, sir." : "Orders received." - error : "I can't build there, somethin's in the way." : "I can't build there!" - built : "Job's finished." Misc. Data - Terrans scream of versatility, and the SCV is one of the many manifestations of this. First of all, it has 60 HP which is a lot compared to the 40 HP of the Zerg drone and the 20 HP / 20 Shield attribute of the Protoss probe. Second, not only can it gather resources and construct buildings like the other two workers in the game, it can also REPAIR every single damaged mechanical unit! With this ability, battered armies may very well live to fight (and win) another day without having to train and build tons of reinforcements. Lastly, the SCV is also the only biological unit that is ALSO REPAIRABLE, meaning they could replenish each other's HP while some of them work on the larger mechanical units in the game. Marine ------ Minerals - 50 Vespene Gas - 0 Build Time - 24 Supplies - 1 Hit Points - 40 Armor - 0 Shields - 0 Type - ground; biological; small Ground - weapon : Gauss Rifle - damage : 6 normal - cooldown : 15 - range : 4 Air - weapon : Gauss Rifle - damage : 6 normal - cooldown : 15 - range : 4 Sight - 7 Upgrades - ground weapon : damage + 1 : range + 1 - air weapon : damage + 1 : range + 1 - spells : Stim Pack Prerequisites - Barracks Abilities - ground attack - air attack - Stim Pack Quotes - ready : "You wanna piece o me, boy?" - selected : "Commander?" : "Standin by..." : "Checked up and good to go." : "Give me somethin to shoot." - annoyed : "We gotta move." : "Are you gonna give me orders?" : "Oh my God, he's whacked!" : "I'd vote we frag this commander!" : "How do I get outta this chicken shi(BEEP)tty outfit?" : "You wanna piece o me, boy?" : "If it weren't for these damned neural implants you'd be a smokin crater by now..." - ordered : "Go, go, go!" : "Let's move." : "Outstanding." : "Rock 'n roll!" Misc. Data - The marine is yet another manifestation of the versatility of the Terran race, for this is the only basic unit in the game that can target and attack air units. While not a very good match for the two other basic units in the game, marines can prove to be very useful a little later on, when Bunkers are built or Stim Packs are researched. This ability reduces a marine's life by 10, but increases both his movement and attack speed dramatically. Firebat ------- Minerals - 50 Vespene Gas - 25 Build Time - 24 Supplies - 1 Hit Points - 50 Armor - 1 Shields - 0 Type - ground; biological; small Ground - weapon : Flame Thrower - damage : 16 concussive splash - cooldown : 22 - range : 1 Air - weapon : none - damage : n/a - cooldown : n/a - range : n/a Sight - 7 Upgrades - ground weapon : damage + 2 - spells : Stim Pack Prerequisites - Barracks - Academy Abilities - ground attack - Stim Pack Quotes - ready : "Need a light?" - selected : "Yes?" : "You got my attention." : "Fire it out!" - annoyed : "Ahahhh, that's what I thought." : "I love the smell of napalhhhm." : "Nuthin like a goood smoke..." : "Are you tryin to get invited to my next barbeque?" : "Got any questions about propane?" : "Or, propane accessories?" - ordered : "Naturally" : "Slammin'" : "You got it!" : "Let's burn!" Misc. Data - Marines are not likely to succeed in battling their mineral's worth of the other two races' basic units, but alongside firebats, even if the opponent also has his next level units, they have a chance. The marines' versatility has decreased his effectivity in both land and air encounters, thus in the early stages of the match he needs the help of a unit made solely for ground wars, and the firebat is the only one early-to-come-out enough to help him out. Firebats eat the other two races' basic units like crap, but it's they who do crap damage on buildings which are supposed to be the marines' job. The two really complement each other, so learn to use them well as a team and you'll win a game in less than 10 minutes. Ghost ----- Minerals - 25 Vespene Gas - 75 Build Time - 50 Supplies - 1 Hit Points - 45 Armor - 0 Shields - 0 Type - ground; biological; small Ground - weapon : C-10 Canister Rifle - damage : 10 concussive - cooldown : 22 - range : 7 Air - weapon : C-10 Canister Rifle - damage : 10 concussive - cooldown : 22 - range : 7 Sight - 9 Upgrades - ground weapon : damage + 1 - air weapon : damage + 1 - sight : range + 2 - spells : Cloak : Lockdown : energy + 50 Prerequisites - Barracks - Academy - Science Facility w/ Covert Ops Abilities - ground attack - air attack - Cloak - Lockdown - Nuclear Strike Quotes - ready : "Somebody called for an exterminator?" - selected : "Ghost reportin..." : "I'm here..." : "Finally..." : "Call the shots." - annoyed : "You callin down the thunder?" : "Now reap the whirlwind!" : "Keep it up! I DARE ya..." : "I'm about to overload my aggression inhibitors." - ordered : "I hear that." : "I'm gone." : "Never knowww what hit 'em" : "I'm all over it." Misc. Data - Ghosts are your basic spell casters, and should normally not come out early in the game. They require a Science Facility with an attached Covert Ops, which is quite at the top of the Terran tech tree. The only way you can have them early in the game is to NOT build a single attacking unit until the Covert Ops is built, which is VERY risky. The rewards are handsome though, especially if you've also already armed your Nuclear Silo (get what I mean?) If you really went straight for the nuke, chances are (if you ain't dead yet) the opponent hasn't prepared for that kind of assault. Now go ahead and NUKE him!! Defensively however, they can still play a big role in saving your own hide through their Lockdown spell. This spell prevents an enemy unit from making any action at all, and while he is in this state, can be attacked with impunity by any of your units. The sad part is this spell would only work on non-biological units, thus is useless on the Zerg, where ALL units are biological. Wait, did I forget to say ghost deal damage like babies? Well, they do, so don't even think of investing on an army of ghost cause they won't do much on the battlefield, especially if your opponent is a Zerg. Vulture ------- Minerals - 75 Vespene Gas - 0 Build Time - 30 Supplies - 2 Hit Points - 80 Armor - 0 Shields - 0 Type - ground; mechanical; medium Ground - weapon : Fragmentation Grenade - damage : 20 concussive - cooldown : 30 - range : 5 Air - weapon : none - damage : n/a - cooldown : n/a - range : n/a Sight - 8 Upgrades - ground weapon : damage + 2 - movement : speed x 2 - Spider Mines Prerequisites - Factory Abilities - ground attack - Spider Mines Quotes - ready : "Awright, bring it on!" - selected : "Whadda you want!?" : "Yeah?" : "I read ya, SIR! (sarcastic)" : "Somethin on your mind?" - annoyed : "Somethin you wanted?" : "I don have time to f(BEEP)ck around!!!" : "You keep pushin me, BOY!!..." : "And I'll scrap YOU along with the aliens!!" - ordered : "Yeah I'm goin..." : "I dig!" : "No problem!" : "Oh, is that it!?" Misc. Data - At 75 minerals, this vehicle can very well be a good replacement for the seemingly all-purpose marine. Though they cannot attack airborne opponents, they deal kick-@$$ damage on the ground. Furthermore, if coupled with a speed upgrade and more importantly the ability to plant spider mines, an army of these vultures can be a royal pain in the hide in the early stages of the game. The spider mines, by the way, are little spider-shaped robots that plant themselves in the ground immediately after being deployed by their respective vultures. They then become ultra sensitive and automatically unburrow themselves at the sight of an enemy ground unit. They then "run" for the said unit and explode on impact, dealing insane splash damage. Oh and, you can only have three of these per vulture, and they're non-replenishable. Siege Tank ---------- Minerals - 150 Vespene Gas - 100 Build Time - 50 Supplies - 2 Hit Points - 150 Armor - 1 Shields - 0 Type - ground; mechanical; large Ground - weapon : Arclite Cannon - damage : 30 explosive - cooldown : 37 - range : 7 Air - weapon : none - damage : n/a - cooldown : n/a - range : n/a Siege Mode - weapon : Arclite Shock Cannon - damage : 70 explosive splash - cooldown : 75 - range : 12 Sight - 10 Upgrades - ground weapon : damage + 3 - siege weapon : damage + 5 - abilities : Siege Mode Prerequisites - Factory w/ Machine Shop Abilities - ground attack - siege attack - Siege Mode/Tank Mode Quotes - ready : "Ready to roll out!" - selected : "Yes, sir!" : "Destination..." : "Identify target..." : "Orders, sir!" - annoyed : "Dat,dararaw,daw,DAT,DARARAW,DAW" ------------------------------- | | -----> to the tune of "Ride of the Valkyries". : "I'm about to drop the hammer..." : "And dispense some indiscriminate justice!" : "What is you major malfunction!?" - ordered : "Move it!" : "Proceeding..." : "Delighted to, sir!" : "Absolutely..." Misc. Data - Being the longest attack ranging unit in the game, the siege tank's range of attack is the only one that even exceeds its own sight range! It still won't be able to attack units it can't see, but if other allies are there to see those units for it, then it can very well wreck ground-breaking havoc! And not only that, the siege tank is also the most damaging non-suicidal unit in the game, dealing a whooping 70 damage whereas the next highest is a distant 40. Of course, the above comments refer to the siege tank in siege mode, otherwise it is pointless to attack. In my honest opinion, the siege tank's tank mode exists only to give the said unit its mobility, since a siege moded siege tank cannot move. Goliath ------- Minerals - 100 Vespene Gas - 50 Build Time - 40 Supplies - 2 Hit Points - 125 Armor - 1 Shields - 0 Type - ground; mechanical; large Ground - weapon : Twin Autocannons - damage : 12 normal - cooldown : 22 - range : 5 Air - weapon : Hellfire Missile Pack - damage : 20 explosive - cooldown : 22 - range : 5 Sight - 8 Upgrades - ground weapon : damage + 1 - air weapon : damage + 4 Prerequisites - Factory - Armory Abilities - ground attack - air attack Quotes - ready : "Goliath online." - selected : "Go ahead, tac-com." ------- | | -----> again, another one of my wild guesses : "Comlink online." : "Channel open." : "Systems functional." - annoyed : "MilSpec ED209 online." ----- | | -----> from Robocop : "Checklist protocol, initiating..." : "Primary level one, diagnostic." : "USDA selected." : "FDIC approved." : "Checklist completed, SOB..." - ordered : "Acknowledged, HQ." : "Nav-com locked." : "Confirmed." : "Target designated." (with observer SFX) Misc. Data - One of the cooler-looking units in the game, the goliath resembles those robots found in the game "Mechwarrior"--- headless androids with guns for arms, piloted by human beings situated in their upper bodies. Their ability to attack both ground and air units makes them qualified to replace your marines, but since they cost a lot more, walk slower, and take up more space, that may not be a very good idea. What you CAN do with them is situate them near Missile Turrets, since the two work mighty well together in repelling the opponent's basic air units. Missile Turrets detect the cloaked attackers, while the goliath finishes them all off, dealing double the Missile Turret's damage on air units. Wraith ------ Minerals - 150 Vespene Gas - 100 Build Time - 50 Supplies - 2 Hit Points - 150 Armor - 1 Shields - 0 Type - air; mechanical; large Ground - weapon : Burst Lasers - damage : 8 normal - cooldown : 30 - range : 5 Air - weapon : Gemini Missiles - damage : 20 explosive - cooldown : 22 - range : 5 Sight - 7 Upgrades - ground weapon : damage + 1 - air weapon : damage + 2 - spells : Cloaking : energy + 50 Prerequisites - Starport Abilities - ground attack - air attack - flight - Cloaking Quotes - ready : "Wraith aaawaiting launch orders." - selected : "Go ahead, commander." : "Transmit coordinates." : "Standing by..." : "Reporting in..." - annoyed : "Last transmission breaking up, come back." : "I'm just curious, why am I so good?" : "I gotta get me one o these..." : "You know who the best darn fighter in the fleet is?" : "Yours truly." : "Everybody's gotta die sometime, Red..." : "I am the invincible, that's right!" - ordered : "Coordinates received." : "Attack formation." : "Roger." : "Sector locked in." Misc. Data - At last, an airborne threat to the enemy's safety. The Terran wraith once again proves its race's versatile nature since, like the marine, though would not be at par with their mineral and gas' worth of the other two races' basic air units, come with a feature not present in the opposition---the Cloaking Field. With this ability, Terran wraiths, coupled with the clever manuevering abilities of its human player, can always be the first ones to open fire, thus gaining an instant advantage over the opposition. Be warned though, that every race has its detectors, and a smart opponent won't easily reveal where these detectors are. Each race's building attacker ('cept for the Zerg's Sunken Colony) is also a detector soooo.....watch out!! Dropship -------- Minerals - 100 Vespene Gas - 100 Build Time - 50 Supplies - 2 Hit Points - 150 Armor - 1 Shields - 0 Type - air; mechanical; large Ground - weapon : none - damage : n/a - cooldown : n/a - range : n/a Air - weapon : none - damage : n/a - cooldown : n/a - range : n/a Sight - 8 Upgrades - none Prerequisites - Starport w/ Control Tower Abilities - load and unload - flight Quotes - ready : "Can I take your order?" - selected : "Go ahead, HQ." : "I'm listening." : "Destination?" : "Input coordinates..." - annoyed : "When removing your overhead luggage, please" be careful." : "In case of a water landing, you may be used as a floatation device." : "To curl chunks, please use the vomit bag in front of you." : "Keep your arms and legs inside, until this ride, come to a full and complete stop." - ordered : "In the pipe, five by five." : "Hang on, we're in for some chops..." : "In transit, HQ." : "Buckle up." : "Strap yourselves in, boys." : "I copy that." Misc. Data - There are cases when only a ground unit can do the job but there are just too many blocking factors in thr terrain (eg. bodies of water) that no ground unit could pass through. And this is where the dropship butts in. Its ability to load and unload different ground units in the game can prove very useful in countless situations, situations like having to go around a tough frontal defense, needing to expand on an island, etc, etc, etc. Each dropship has eight small slots with which to hold its units, but not all units occupy only one slot. The vulture, for example, occupies two slots while the siege tank occupies four. Science Vessel -------------- Minerals - 100 Vespene Gas - 225 Build Time - 80 Supplies - 2 Hit Points - 200 Armor - 1 Shields - 0 Type - air; mechanical; large Ground - weapon : none - damage : n/a - cooldown : n/a - range : n/a Air - weapon : none - damage : n/a - cooldown : n/a - range : n/a Sight - 10 Upgrades - spells : Irradiate : EMP Shockwave : energy + 50 Prerequisites - Starport - Science Facility Abilities - flight - detector - Defensive Matrix - Irradiate - EMP Shockwave Quotes - ready : "Explorer reporting." - selected : "Ah, greetings, command." : "Transmit orders." : "Receiving, headquarters." : "We have you on visual." - annoyed : "I like the cut of your jib!" : "E=MC...doh, let me get my notepad..." : "Ah, fusion, eh? I'll have to remember that." : "Eck, who sent all these lab monkeys free?" : "I think we may have a gas leak." (w/ tiny voice) : "Do any of you fools know who to shut off this infernal contraption?" : "Ahh, the ship, out of danger." (panting) - ordered : "Let's roll." : "Eeexcellent!" : "Commencing..." : "Affirmative, sir!" Misc. Data - The science vessel is your advanced spell caster. Besides being a detector (able to see cloaked units), this vessel also has the inate ability to cast Defensive Matrix on any unit in the game. What this spell does is provide its beneficiary with an extra 250 HP, usually enough (especially for macho units) for the said beneficiary to break through an opponent's perimeter defenses or maybe just to even the odds in situations when you are outnumbered. The science vessel's other two spells (researched at the Science Facility) are the Irradiate and the EMP Shockwave. The former is a spell cast on biological units, and acts like an insecticide---envelop the unfortunate victim in a large green sphere of gas which reduces his HP by the second until he dies (or gets REALLY low on life). As a side effect, this unit will occasionally go berserk and try to come in contact with his allies, therefore reducing their HP as well. If one of your units gets infected, better send him somewhere far from your armies (if possible to the opponent's armies so as to infect them too) or you'll regret it. Now for the EMP Schockwave. This spell may only be cast on units with energy fields, since its main effect is to reduce all that can be charged up into ZERO. And as a plus, Protoss shields are also affected by this spell, thus are generally cut down to half their lives on impact. Battlecruiser ------------- Minerals - 400 Vespene Gas - 300 Build Time - 160 Supplies - 8 Hit Points - 500 Armor - 3 Shields - 0 Type - air; mechanical; large Ground - weapon : ATS Laser Battery - damage : 25 normal - cooldown : 30 - range : 6 Air - weapon : ATA Laser Battery - damage : 25 normal - cooldown : 30 - range : 6 Sight - 11 Upgrades - ground weapon : damage + 3 - air weapon : damage + 3 - spells : Yamato Gun : energy + 50 Prerequisites - Starport - Science Facility w/ Physics Lab Abilities - ground attack - air attack - flight - Yamato Gun Quotes - ready : "Battlecruiser operational." - selected : "Old cruiser, reporting." : "Receiving transmission." : "Good day, commander." : "Hailing frequencies open." - annoyed : "Identify yourself." : "Shields up, weapons online." : "Not equipped with shields...well then buckle up!!" : "I reeealy have to go, number one. - ordered : "Make it happen." : "Set a course." : "Take it slow." : "Engage." Misc. Data - The grandaddy of all air units, the battlecruiser not only has high HP, high armor, and high damage weapons, it is HUGE! (quite intimidating, huh?) And besides that no other large air unit can put up a one-on-one match with this gargantuan since it has a spell that is destined to give it the upperhand anytime, anywhere---the Yamato Gun!!! This baby does 250 damage on absolutely ANYTHING at all, instant death for most units, certain death for the rest. Battlecruisers may be slow, and they may also be quite useless if left alone, but let me assure you that twelve of these, especially if fully charged and upgraded, can carve a HUUUUUGE hole in the opponent's main base, well-fortified or not. Spider Mine ----------- Minerals - n/a Vespene Gas - n/a Build Time - n/a Supplies - n/a Hit Points - 20 Armor - 0 Shields - 0 Type - ground; small Ground - weapon : itself - damage : 125 suicidal explosive splash - cooldown : n/a - range : 4 Air - weapon : none - damage : n/a - cooldown : n/a - range : n/a Sight - 7 Upgrades - none Prerequisites - Vulture Abilities - massive damage - burrow Quotes - ready : \ - selected : \ none - annoyed : / of course - ordered : / Misc. Data - As mentioned above, the spider mines are little spider-shaped robots that plant themselves in the ground immediately after being deployed by their respective vultures. They then become ultra sensitive and automatically unburrow themselves at the sight of an enemy ground unit. They then "run" for the said unit and explode on impact, dealing insane splash damage. Oh and, you can only have three of these per vulture, and they're non-replenishable. Nuclear Missile --------------- Minerals - 200 Vespene Gas - 200 Build Time - 100 Supplies - 8 Hit Points - n/a Armor - n/a Shields - n/a Type - air; small Ground - weapon : itself - damage : 500 suicidal normal splash - cooldown : n/a - range : n/a Air - weapon : itself - damage : 500 suicidal normal splash - cooldown : n/a - range : n/a Sight - n/a Upgrades - n/a Prerequisites - Command Center w/ Nuclear Silo - Ghost Abilities - massive damage Quotes - ready : \ - selected : \ none - annoyed : / of course - ordered : / Misc. Data - If only these nukes didn't need the help of a Terran ghost to be launched, they'd make the Terran race the ultimate race in Starcraft. They do 500 damage (SPLASH!!) on their targets, and cannot be blasted off the sky or deflected like in the movies. There are, however, two counters: one is to destroy the Nuclear Silo from which that nuke came, which is quite tough to pull of, and two, the easier way, is to kill the ghost who helped launch it. You may cloak the ghost to give him a hard time, but a red blinking dot appears on the nuke's target area and is easily visible for a keen eye. And if those downfalls aren't enough, every player in the game gets a "Nuclear Launch Detected" message everytime you launch a nuke to make them more aware of the situation. But really it's the blinking red spot which I found to be most frustrating since it's what most people see first when they try look for my dreaded ghost, so I thought of a plan. (Try this, it actually works, but with practice) What I do is, use two ghost to launch two nukes ALMOST simultaneously. The timing here is tricky, but if you get it right, it would seem as if the red spot ain't blinkin no more, and that's cause whenever the red spot of the first nuke blinks, the other appears and vice versa. Missile Turret -------------- Minerals - 100 Vespene Gas - 0 Build Time - 30 Supplies - 0 Hit Points - 200 Armor - 0 Shields - 0 Type - ground; large Ground - weapon : none - damage : n/a - cooldown : n/a - range : n/a Air - weapon : Longbolt Missile - damage : 20 explosive - cooldown : 15 - range : 7 Sight - 11 Upgrades - none Prerequisites - Engineering Bay Abilities - air attack - detector Quotes - ready : \ - selected : \ none - annoyed : / of course - ordered : / Misc. Data - The Missile Turrent is the only attacking building the Terran race has to offer, and has definitely proven itself to be invaluable in countless situations. Besides automatically attacking every single enemy air unit in sight, it is a detector, meaning cloaked wraiths have no chance of entering an opponent's Missile Turret filled base unharmed. Beware though, since these building attackers will only prove useful until the opponent decides to build higher level units like the battlecruiser, the carrier, and especially the guardian. These units can whack tons of Missile Turrets without suffering a scratch, so the only way to effectively defend against them is providing air-to-air encounters. Drone ----- Minerals - 50 Vespene Gas - 0 Build Time - 20 Supplies - 1 Hit Points - 40 Armor - 0 Shields - 0 Type - ground; biological; small Ground - weapon : Spines - damage : 5 normal - cooldown : 8 - range : 1 Air - weapon : none - damage : n/a - cooldown : n/a - range : n/a Sight - 7 Upgrades - none Prerequisites - Larva Abilities - ground attack - burrow - build (morph) - gather Quotes - ready : \ - selected : \ just a whole - annoyed : / lotta yucky growls - ordered : / Misc. Data - Drones are the worst workers in the game. Not only are they the worst in terms of attacking, since they have a cooldown rate slower than the SCV's while at the same time a sight range shorter than the probe's, they are especially pathetic in building construction, since besides requiring Creep---which is only possible upon the presence of a Hatchery/Lair/Hive coz Creep Colonies only EXTEND, not create Creep---these drones BECOME the building they are supposed to construct therefore making you one worker short. You think Zerg buildings are so cheap? That's cause you have to add 50 minerals (for the drone that will morph into them) to get their REAL price. Oh and I almost forgot, there is one researchable ability the drone, like all the other zerg ground units 'cept the ultralisk, has besides its main functions, the Burrow. With it, a Zerg ground unit can dig a whole in the ground and bury itself there, safe from enemy sight. It's almost the same as cloaking, but the unit won't be able to do anything til it decides to unburrow itself. Zergling -------- Minerals - 25 Vespene Gas - 0 Build Time - 28 Supplies - 0.5 Hit Points - 35 Armor - 0 Shields - 0 Type - ground; biological; small Ground - weapon : Claws - damage : 5 normal - cooldown : 8 - range : 1 Air - weapon : none - damage : n/a - cooldown : n/a - range : n/a Sight - 5 Upgrades - ground weapon : damage + 1 : cooldown - 2 - movement : speed x 2 Prerequisites - Larva - Spawning Pool Abilities - ground attack - burrow Quotes - ready : \ - selected : \ just a whole - annoyed : / lotta yucky growls - ordered : / Misc. Data - "Quantity over quality", not the other way around, is the main idea or motto of a good Zerg player, thus his units will always be weaker than the other two races', but rest assured their numbers will compensate for that weakness, and the Zerg's basic attacking unit, the Zergling, is one of the best examples of this concept. Despite its relative weakness compared to the Terran marine and the Protoss zealot, they are on a "buy one, take one" basis, meaning 50 minerals and 1 supply (same price for the Terran marine) will yield TWO zerglings under your command! They have a combined HP of 70 as well as a combined attack damage of 10, compared to the marine's 40HP-6N offer. This also works for the Protoss zealot, since they come in the mineral and supply's worth of FOUR zerglings! Hydralisk --------- Minerals - 75 Vespene Gas - 25 Build Time - 28 Supplies - 1 Hit Points - 80 Armor - 0 Shields - 0 Type - ground; biological; medium Ground - weapon : Needle Spines - damage : 10 explosive - cooldown : 15 - range : 4 Air - weapon : Needle Spines - damage : 10 explosive - cooldown : 15 - range : 4 Sight - 6 Upgrades - ground weapon : damage + 1 : range + 1 - air weapon : damage + 1 : range + 1 - movement : speed x 2 Prerequisites - Larva - Hydralisk Den Abilities - ground attack - air attack - burrow Quotes - ready : \ - selected : \ just a whole - annoyed : / lotta yucky growls - ordered : / Misc. Data - Zerglings may be the star of the early two minute show, but once Bunkers are built or zealots increase in number, they suddenly become useless critters. And this is where the hydralisk---one of the best units in the game---butts in. It provides your zerglings good cover, and can be used to keep your opponent's units occupied while your zerglings take on his workers. This strategy is suicidal for players of equal skill, but you get to finish off at the very least half his workers. This will hamper his production a bit so by the time all your units are disposed of, a new, more powerful batch should be raring to go. This is one of the easiest ways to win and should be second nature to all good Zerg players out there. Another use for these all-purpose creatures is defense support. What you can always do with them is situate them (burrowed) near Spore Colonies, since the two work mighty well together in repelling the opponent's basic air units. Spore Colonies detect the cloaked attackers, while the burrowed hydralisk gives them the element of surprise by unburrowing and finishing them all off, saving you the time and space needed to construct an equal amount of Spore Colonies. Ultralisk --------- Minerals - 200 Vespene Gas - 200 Build Time - 60 Supplies - 6 Hit Points - 400 Armor - 1 Shields - 0 Type - ground; biological; large Ground - weapon : Kaiser Blades - damage : 20 normal - cooldown : 15 - range : 1 Air - weapon : none - damage : n/a - cooldown : n/a - range : n/a Sight - 7 Upgrades - ground weapon : damage + 3 Prerequisites - Larva - Ultralisk Cavern Abilities - ground attack Quotes - ready : \ - selected : \ just a whole - annoyed : / lotta yucky growls - ordered : / Misc. Data - Wouldn't it just be prime to have an ultralisk for a pet? I mean, at least one of these overgrown rhino-dogs is enough to scare off even the thoughest of men! But anyway, that's just what an ultralisk is---the biggest, most ferocious ground unit in the game. Size (at least for a ground unit) has its disadvantages though, since the bigger a ground unit is, the more smaller ground units with range 3 or less attacks can surround that larger unit at a given time. Nonetheless, ultralisks are great units especially when coupled with a few other Zerg tricks which I would definitely love to discuss, but later on, in another section of the faq. Defiler ------- Minerals - 50 Vespene Gas - 150 Build Time - 50 Supplies - 2 Hit Points - 80 Armor - 1 Shields - 0 Type - ground; biological; medium Ground - weapon : none - damage : n/a - cooldown : n/a - range : n/a Air - weapon : none - damage : n/a - cooldown : n/a - range : n/a Sight - 10 Upgrades - spells : Plague : Consume : energy + 50 Prerequisites - Larva - Defiler Mound Abilities - burrow - Dark Swarm - Plague - Consume Quotes - ready : \ - selected : \ just a whole - annoyed : / lotta yucky growls - ordered : / Misc. Data - Unlike the other two races, the Zerg's ground unit spell caster, the defiler, is a unit that can cast a spell with no charge at all, as well as replenish its own energy meter by means other than waiting like hell. The spell being refered to by BOTH these descriptions is called the Consume spell, during which the defiler "eats" a fellow Zerg ground unit, of course killing it in the process. This "sacrifice" adds 50 energy to the defiler, therefore enabling it to again cast its more offensive spells like Plague, which reduces an enemy building or unit HP by as low as one but doesn't kill it, or the Dark Swarm, which covers an area with a thick orange fog that disables any long range attacks targeting a unit within the area. Broodling --------- Minerals - n/a Vespene Gas - n/a Build Time - n/a Supplies - n/a Hit Points - 30 Armor - 0 Shields - 0 Type - ground; biological; small Ground - weapon : Toxic Spores - damage : 4 normal - cooldown : 15 - range : 1 Air - weapon : none - damage : n/a - cooldown : n/a - range : n/a Sight - 5 Upgrades - none Prerequisites - Queen Abilities - ground attack Quotes - ready : \ - selected : \ just a whole - annoyed : / lotta yucky growls - ordered : / Misc. Data - Broodlings are what becomes of enemy units killed by the queen's Spawn Broodling spell (hence the name). They also are in a "buy one, take one" basis like the zerglings, but unlike these critters, the broodlings deal laughable damage and can sustain only a small amount of such. And if that ain't bad enough, broodlings have a fixed life span---105 seconds to be exact---and will die even if they still have 100%HP left. Infested Terran --------------- Minerals - 100 Vespene Gas - 50 Build Time - 40 Supplies - 1 Hit Points - 60 Armor - 0 Shields - 0 Type - ground; biological; small Ground - weapon : itself - damage : 500 explosive splash suicidal - cooldown : n/a - range : 1 Air - weapon : none - damage : n/a - cooldown : n/a - range : n/a Sight - 5 Upgrades - none Prerequisites - Infested Command Center Abilities - ground attack - burrow Quotes - ready : "Live for the swarm." - selected : "Ready to kill." : "Prepare to die." : "Ready to serve." : "Sacrifice me." - annoyed : "I am wretched." : "But I am strong!" : "I am the future." : "I am Zerg!" - ordered : "Yes." : "Immediately." : "Gladly." : "For the Overmind." Misc. Data - The Zerg is the only race with units created for the sole purpose of being sacrificed to deal huge amounts of damage. Sure, I've listed a few Terran and Protoss units under the "suicidal" category but all of them are simply products of other non-suicidal units. (eg. spider mines from vultures and scarabs from reavers) In the Zerg's case, units like the Infested Terran are created to die, but not before dealing 500 explosive splash damage on enemy units. Keep in mind thought that if they are KILLED and not sacrificed, they will not deal any damage at all, and this gives a great minus on their overall effectivity in the game. Not only that, these cute bombs require an Infested Command Center, which is quite hard to aquire unless you got a Terran ally who's willing to give up 400 minerals just for you. Overlord -------- Minerals - 100 Vespene Gas - 0 Build Time - 40 Supplies - 0 Hit Points - 200 Armor - 0 Shields - 0 Type - air; biological; large Ground - weapon : none - damage : n/a - cooldown : n/a - range : n/a Air - weapon : none - damage : n/a - cooldown : n/a - range : n/a Sight - 9 Upgrades - sight : range + 2 - movement : speed x 2 - ability : load and unload Prerequisites - Larva Abilities - provides 8 control (supplies) - detector - load and unload - flight Quotes - ready : \ - selected : \ just a whole - annoyed : / lotta yucky growls - ordered : / Misc. Data - One of the very few manifestations of Zerg versatility, the overlord not only is a detector and can do some serious transporting for your ground units, it also is---or rather its main function is---a supply provider! The Zerg Hatchery/ Lair/Hive is the worst supply-providing building in the game since it only gives you 1(!) supply, but to compensate the Zerg has under its control a supply-providing unit! Like the Terran and Protoss' main supply-providers, the overlord gives its allies a good 8 supply; but unfortunately unlike Terran and Protoss transports, overlords move as slow as hell, even after upgrading their movement speed. Still, their detector (and flight, I almost forgot) ability compensates for all that and makes them one of the most versatile units in the game. Mutalisk -------- Minerals - 100 Vespene Gas - 100 Build Time - 40 Supplies - 2 Hit Points - 120 Armor - 0 Shields - 0 Type - air; biological; small Ground - weapon : Glave Wurm - damage : 9 normal splash - cooldown : 30 - range : 3 Air - weapon : Glave Wurm - damage : 9 normal splash - cooldown : 30 - range : 3 Sight - 7 Upgrades - ground weapon : damage + 1 - air weapon : damage + 1 - ability : Guardian Aspect Prerequisites - Larva - Spire Abilities - ground attack - air attack - flight - Guardian Aspect Quotes - ready : \ - selected : \ just a whole - annoyed : / lotta yucky growls - ordered : / Misc. Data - The mutalisk is yet another good sign of the Zerg being a "quantity over quality" race. They cost a lot lower and are fully developed in a relatively shorter time compared to the other two races' basic air units, namely the Terran wraith and the Protoss scout. Even their mode of attack can serve as a big proof that the Zerg really do believe that large numbers are better than individual strength. Normally, splash damage would cause harm to your own allies since the damage is dealt no matter what. With mutalisks however, splash damage is redefined. The good news is mutalisk splash damage will only affect enemy units; the bad news is it can only affect 3 enemy units at a time, but it really ain't that bad, trust me, you'll appreciate this kind of splash, which deals 9 damage to the first target, 2 damage to the second, and 1 damage to the third, than the normal type of splash which deals the designated damage to ALL the units in the area, ally or not. Guardian -------- Minerals - 150 Vespene Gas - 200 Build Time - 40 Supplies - 2 Hit Points - 150 Armor - 0 Shields - 0 Type - air; biological; large Ground - weapon : Acid Spore - damage : 20 normal - cooldown : 30 - range : 8 Air - weapon : none - damage : n/a - cooldown : n/a - range : n/a Sight - 11 Upgrades - ground weapon : damage + 2 Prerequisites - Larva - Greater Spire Abilities - ground attack - flight Quotes - ready : \ - selected : \ just a whole - annoyed : / lotta yucky growls - ordered : / Misc. Data - "Ain't no mountain high enough, ain't no valley low enough, ain't no river wide enough, to keep me from you!" This old yet famous song quote pretty much describes the usefulness of the Zerg guardian in terms of getting through whatever ground-based defense (building attackers in particular) the opponent has set up just for you. The guardian has an outstanding reach, rivaled only by a siege tank in siege mode, but since it has the inate ability to fly, siege tanks can't touch it, thus it is virtually unstoppable by any ground defense an opponent can think of, especially since most of these defenses are static, and if ever some are mobile, will still go through a tough struggle before finally eradicating your forces. The solution here is to use air units, and that's why guardians should always be accompanied by at least double their number of mutalisks. Queen ----- Minerals - 100 Vespene Gas - 150 Build Time - 50 Supplies - 2 Hit Points - 120 Armor - 0 Shields - 0 Type - air; biological; medium Ground - weapon : none - damage : n/a - cooldown : n/a - range : n/a Air - weapon : none - damage : n/a - cooldown : n/a - range : n/a Sight - 10 Upgrades - spells : Spawn Broodling : Ensnare : energy + 50 Prerequisites - Larva - Queen's Nest Abilities - flight - Parasite - Spawn Broodling - Ensnare - Infest Command Center Quotes - ready : \ - selected : \ just a whole - annoyed : / lotta yucky growls - ordered : / Misc. Data - The queen is your advanced spell caster (even though they come earlier than the defiler). Besides having the fastest movement speed among the spell casters, this air unit also has the inate ability to cast Parasite on any unit in the game. What this spell does is provide info on everything that its host sees, meaning if you cast parasite on a retreating enemy unit, then you'll see where he's headed and if you're luckier than you thought, even get to view his entire base---through his own unit's eyes! The queen's other two spells (researched at the Queen's Nest) are the Ensnare and the Spawn Broodling. The former is a spell that may be cast on any unit or group of units in the game, and its main effect is to decrease both the said unit's movement and attack speed. Now for the Spawn Broodling. This spell may only be cast on ground units, and the effect is the worst you could do to an opponent--- kill him. As a plus, two units, called broodlings, are spawned from the enemy unit's slain body, and though pretty useless, are extra units under your command nonetheless. Scourge ------- Minerals - 12 Vespene Gas - 38 Build Time - 30 Supplies - 0.5 Hit Points - 25 Armor - 0 Shields - 0 Type - air; biological; small Ground - weapon : none - damage : n/a - cooldown : n/a - range : n/a Air - weapon : itself - damage : 110 normal suicidal - cooldown : n/a - range : 1 Sight - 5 Upgrades - none Prerequisites - Larva - Spire Abilities - air attack - flight Quotes - ready : \ - selected : \ just a whole - annoyed : / lotta yucky growls - ordered : / Misc. Data - As the infested terran aims to sacrifice itself in order to deal great damage on ground opponents, the scourge is its airborne counterpart. Scourges are definitely a lot cheaper than infested terrans, and do not require a terran player in the game in order to come out. They also are, even at their cheap price, on a "buy one, take one" basis thus are easy to flood your base with. They do have their advantages however, since first of all they are airborne and cannot attack ground units, especially buildings, unless they're lifted off. Secondly, they do not do as much damage as the infested terran, and worse their damage is no splash. Lastly, they have an even shorter HP count and can easily be killed by air units doing nothing at the moment. Still, their cheap price makes them a good stand-by just in case the opponent pulls off a massive battlecruiser/guardian/carrier assault. Sunken Colony ------------- Minerals - 75 Vespene Gas - 0 Build Time - 20 Supplies - 0 Hit Points - 400 Armor - 0 Shields - 0 Type - ground; large Ground - weapon : Subterranean Tentacles - damage : 40 explosive - cooldown : n/a - range : 1 Air - weapon : none - damage : n/a - cooldown : n/a - range : n/a Sight - 10 Upgrades - none Prerequisites - Creep Colony - Spawning Pool Abilities - ground attack Quotes - ready : \ - selected : \ none - annoyed : / of course - ordered : / Misc. Data - This is one of the two building attackers I was talking about, and it sure is a handy thing to have especially whenever your opponents plan to attack early in the game. Most likely he'll use a pure ground assault, and since this building, the Sunken Colony, attacks from below, your guaranteed a tough defense, at least until air or ultra long-range ground units arrive. Spore Colony ------------ Minerals - 75 Vespene Gas - 0 Build Time - 20 Supplies - 0 Hit Points - 400 Armor - 0 Shields - 0 Type - ground; large Ground - weapon : none - damage : n/a - cooldown : n/a - range : n/a Air - weapon : Seeker Spores - damage : 15 normal - cooldown : 15 - range : 7 Sight - 10 Upgrades - none Prerequisites - Creep Colony - Evolution Chamber Abilities - detector - air attack Quotes - ready : \ - selected : \ none - annoyed : / of course - ordered : / Misc. Data - The Spore Colony is the second attacking building the Zerg race has to offer, and has definitely proven itself to be invaluable in countless situations. Besides automatically attacking every single enemy air unit in sight, it is a detector, meaning cloaked wraiths have no chance of entering an opponent's Spore Colony filled base unharmed. Beware though, since these building attackers will only prove useful until the opponent decides to build higher level units like the battlecruiser, the carrier, and especially the guardian. These units can whack tons of Spore Colonies without suffering a scratch, so the only way to effectively defend against them is providing air-to-air encounters. Larva ----- Minerals - n/a Vespene Gas - n/a Build Time - n/a Supplies - n/a Hit Points - 25 Armor - 10 Shields - 0 Type - ground; biological; small Ground - weapon : none - damage : n/a - cooldown : n/a - range : n/a Air - weapon : none - damage : n/a - cooldown : n/a - range : n/a Sight - 4 Upgrades - none Prerequisites - Hatchery Abilities - morph Quotes - ready : \ - selected : \ just a whole - annoyed : / lotta yucky sounds - ordered : / Misc. Data - The larva is the single most versatile unit in the game!!! (well, in a way, well, sort of, well...awwww maybe not!) Seriously though, what the larva can do is to morph itself into any other more useful unit in the game, thus its versatility. By itself it really is nothing more than a road hump, but with a handful of minerals, a bucket of processed vespene gas, and the right Zerg buildings, it could be ANYTHING the Zerg could dream of. Egg --- Minerals - n/a Vespene Gas - n/a Build Time - n/a Supplies - n/a Hit Points - 200 Armor - 10 Shields - 0 Type - ground; biological; large Ground - weapon : none - damage : n/a - cooldown : n/a - range : n/a Air - weapon : none - damage : n/a - cooldown : n/a - range : n/a Sight - 4 Upgrades - none Prerequisites - Larva Abilities - cancel morph Quotes - ready : \ - selected : \ just a whole - annoyed : / lotta yucky sounds - ordered : / Misc. Data - Ok, I only included this for the sake of showing you its stats, but really you'll have nothing to do with these units, since you'll only see them everytime you morph a larva into a more useful unit, and the morphing ain't done yet. Of course, the only ability it has, or rather the only button you can click in its menu is the "Cancel Morph" button which would kill the egg along with the unit growing within it and the larva from which it came. The trick is to be careful when choosing the units to morph, since stopping an egg from morphing into another unit will kill the egg, thus leaving you with the task of waiting for another larva to come out of the Hatchery/ Lair/Hive, and believe me, this wait can be downright tiresome. Probe ----- Minerals - 50 Vespene Gas - 0 Build Time - 20 Supplies - 1 Hit Points - 20 Armor - 0 Shields - 20 Type - ground; robotic; small Ground - weapon : Particle Beam - damage : 5 normal - cooldown : 22 - range : 1 Air - weapon : none - damage : n/a - cooldown : n/a - range : n/a Sight - 8 Upgrades - none Prerequisites - Nexus Abilities - ground attack - build (warp) - gather Quotes - ready : \ - selected : \ purely robotic sounds (though there is - annoyed : / one which seems Protoss in language) - ordered : / Misc. Data - Overall the SCV is the most versatile worker in the game, but if building construction and ONLY building construction is taken under consideration, then it would be a unanimous decision that the Protoss probe is the best worker in the game. Why? Consider this: Terran SCVs use their own arms and legs to construct the buildings they are assigned to, therefore would not be able to do anything else unless they leave the unfinished building unattented or they finish the construction altogether. Zerg drones are worse; they BECOME the building they're supposed to construct, therefore canceling all the previous uses they had as a worker. The Protoss probe, however, simply open portals when instructed to construct Protoss buildings. These portals send in the desired buildings by themselves, thus can be left alone by the probe, which in turn could either open more portals that send in more buildings or just do some serious gathering. Zealot ------ Minerals - 100 Vespene Gas - 0 Build Time - 40 Supplies - 2 Hit Points - 80 Armor - 1 Shields - 80 Type - ground; biological; small Ground - weapon : Psi Blades - damage : 16 normal - cooldown : 22 - range : 1 Air - weapon : none - damage : n/a - cooldown : n/a - range : n/a Sight - 7 Upgrades - ground weapon : damage + 2 - movement : speed x 2 Prerequisites - Gateway Abilities - ground attack Quotes - ready : "My life for Aiur!" - selected : "What now calls?" : "(may be of Protoss language)" : "I long for combat." : "(may be of Protoss language)" - annoyed : "En Taro Adun." : "All for the empire." : "Doom to all who threten homeworld." - ordered : "Thou corrupt." ------------- | | -----> makes no sense so is probably really of Protoss language and I just heard wrong. : "Thus I serve." : "Honor guide me." : "For Adun." Misc. Data - In my opinion one of the best units in the game, the zealots are the only basic attackers in the game which you could still use quite effectively in terms of offense way after 30 mins has passed. They cost the most and take the longest to train among the three basic attackers, but one could easily see how worthy a zealot is of its high price. And while one of them wouldn't stand a chance against his mineral's worth of zerglings, the more members a group of tightly packed zealots have, the less their mineral's worth of zerglings stand a chance. This is so because the tendency of a Zerg player battling his zerglings with your zealots is to leave some zerglings out, usually those who no longer have any gap to attack from. To illustrate, imagine a single zealot battling its mineral's worth of zerglings (four, to be exact)---not much of a chance, huh? Now imagine a group of six zealots tightly packed. It would take a little less than twenty zerglings to completely surround them, and that would no longer be a one on four situation, thus more chances of winning for the Protoss zealot. Also don't forget that official Starcraft rules state that a player is eliminated when he/she does not have a single building left, and it's the Protoss zealot that can fully take advantage of this rule. I mean, you can just swarm your zealots in his base, and though they are helpless against air units, there won't be enough to finish all your zealots off before THEY finish all HIS BUILDINGS off! Dragoon ------- Minerals - 125 Vespene Gas - 50 Build Time - 40 Supplies - 2 Hit Points - 100 Armor - 1 Shields - 80 Type - ground; mechanical; large Ground - weapon : Phase Disruptor - damage : 20 explosive - cooldown : 30 - range : 4 Air - weapon : Phase Disruptor - damage : 20 explosive - cooldown : 30 - range : 4 Sight - 8 Upgrades - ground weapon : damage + 2 : range + 2 - air weapon : damage + 2 : range + 2 Prerequisites - Gateway - Cybernetics Core Abilities - ground attack - air attack Quotes - ready : "I have returned." - selected : "Receiving..." : "Awaiting instructions..." : "Transmit." : "Input command." : "(may be of Protoss language)" : "(may be of Protoss language)" : "Make use of me." : "I am needed." - annoyed : "Unauthorized transmission." : "Incorrect protocol." : "(error tone) Drop your weapon, you have 15 to comply..." : "5....4...3..2.1(attack sound)" - ordered : "Confirmed." : "Initiating..." : "(may be of Protoss language)" : "(may be of Protoss language)" : "Commencing..." : "(may be of Protoss language)" : "For vengeance." Misc. Data - But there will always be situations where an army of zealots just aren't enough finish the opponent off before his air units eradicate them all, especially in the Terran's case, where buildings could be lifted off. Thus you may need a little help from units that can attack airborne enemies, and the dragoon is the cheapest way to get that help. These dragoons can keep your opponent's air force busy while your zealots go for their buildings and/or workers, though in rare cases, especially again in the Terran's case where buildings can be airborne, it may be the other way around. I really do not recommend attacking only with dragoons though, since they deal explosive damage thus are at a disadvantage against certain units. What you can always do with them is situate them near Photon Cannons, since the two work mighty well together in repelling the opponent's basic air units. Photon Cannons detect the cloaked attackers, while the dragoons finish them all off, saving you the time and space needed to construct an equal amount of Photon Cannons. High Templar ------------ Minerals - 50 Vespene Gas - 150 Build Time - 50 Supplies - 2 Hit Points - 40 Armor - 0 Shields - 40 Type - ground; biological; small Ground - weapon : none - damage : n/a - cooldown : n/a - range : n/a Air - weapon : none - damage : n/a - cooldown : n/a - range : n/a Sight - 7 Upgrades - spells : Psionic Storm : Hallucination : energy + 50 Prerequisites - Gateway - Templar Archives Abilities - Psionic Storm - Hallucination - Archon Meld Quotes - ready : "(may be of Protoss language)" - selected : "Your thoughts?" : "(may be of Protoss language)" : "I heed thy call." : "State thy being." - annoyed : "Your thoughts betray you." : "I see you have an apetite for destruction." : "And you learned to use your illusion." : "But I find your lack of control disturbing." - ordered : "You think as I do." : "It shall be done." : "My path is set." : "(may be of Protoss language)" Misc. Data - High templars are your basic spell casters, and yet again serve as proof that the Protoss really do believe in its "Quality over quantity" slogan. These "priests" have in their arsenal every kind of trick to drive swarms or legions of enemy forces away, all by themselves! Their first trick: the Psionic Storm. When cast, this spell enables the high templar sends forth a wave of psionic eminations that crack like lightning and thunder in the brains or even circuitries of whatever unit is within the storm (no buildings though), and will continue to wear this unit or group of units out till they die or become really low on HP. Theese units can, however, move away from the affected area to stop themselves from sustaining any more damage. But since a single fully charged high templar can cast up to three of them spells, he's bound to take out at least one batch of attackers! Second trick: the Hallucination. With this spell high templars create an exact duplicate of the unit on which the spell was cast (well, two copies actually). These duplicates, in the enemy's eyes, are as real as can be, only they can't deal any damage and would immediately vanish upon being the target of another spell. Still, they are a very good way of scaring your enemies off till you find the time to replace those copies with the real deal. Third and last trick is the Archon Meld. This spell/ability will of course give the Protoss player an archon under his control, but he must know that the price for such a unit is the same TWO high templars used to cast it, since they have joined to become the archon and will forever be inseparable. Mind your that archons are also good swarm handlers since they deal a nice 30 damage on both air and ground units, with range 3, (not 1), and most importantly, of the type NORMAL SPLASH. Archon ------ Minerals - n/a Vespene Gas - n/a Build Time - 20 Supplies - n/a Hit Points - 10 Armor - 0 Shields - 350 Type - ground; large Ground - weapon : Psionic Shockwave - damage : 30 normal splash - cooldown : 20 - range : 2 Air - weapon : Psionic Shockwave - damage : 30 normal splash - cooldown : 20 - range : 2 Sight - 8 Upgrades - ground weapon : damage + 3 - air weapon : damage + 3 Prerequisites - High Templar Abilities - ground attack - air attack Quotes - ready : "The merging is complete." - selected : "We burn." : "We need focus." : "(of Protoss language)" : "Power overwhelming!" ------------------- | | -----> Starcraft invinsibility cheat (for single player mode) - annoyed : "It all looks so different on this side." : "Break on through!" : "It's beautiful..." : "They should have sent a poet." - ordered : "Destroy." : "Annihilate." : "Obliterate." : "Eradicate." Misc. Data - Hooyaah!! Archons are the best! They rule! I could win most matches with one batch o them, and 2-3 batches for more than one opponent! Heh, well, that is, IF there are no Terrans with their dreaded EMP Shockwaves around. You see, EMP shockwaves reduce all that can be charged up---including shields---to zero. And since archons are 97% shields, they won't have much to defend themselves with after a taste of the shockwave. But even after being shockwaved, archons can still wreck havoc, that is, (once again) IF there are no siege-moded siege tanks to finish them off. If there are, then you're screwed. Head back to your base and start warping in some air units. Reaver ------ Minerals - 200 Vespene Gas - 100 Build Time - 70 Supplies - 4 Hit Points - 100 Armor - 0 Shields - 80 Type - ground; robotic; large Ground - weapon : Scarab - damage : n/a - cooldown : n/a - range : n/a Air - weapon : none - damage : n/a - cooldown : n/a - range : n/a Sight - 10 Upgrades - Scarab : capacity + 5 Prerequisites - Robotic Facility - Robotics Support Bay Abilities - ground attack - build Scarab Quotes - ready : \ - selected : \ purely - annoyed : / robotic sounds - ordered : / Misc. Data - The Protoss is the only race with units created for the sole purpose of storing even more units inside their bodies, and these stored units, once released, would blindlessly attack the desired enemy units in sight. And the reaver is one of those units. Its sole purpose is to hold scarabs in its hangar, and to release these "bombs" towards enemy property. One of the main disadvantages of a reaver is its speed, since it looks like a caterpillar, and moves just about as slow as one. The faster ground units can take it out before it could take anything out, and if air units find their way to it, it's sure as dead. Scarab ------ Minerals - 15 Vespene Gas - 0 Build Time - 7 Supplies - 0 Hit Points - n/a Armor - n/a Shields - n/a Type - ground; medium Ground - weapon : itself - damage : 100 suicidal explosive splash - cooldown : n/a - range : n/a Air - weapon : none - damage : n/a - cooldown : n/a - range : n/a Sight - n/a Upgrades - ground weapon : damage + 25 Prerequisites - Reaver Abilities - ground attack Quotes - ready : \ - selected : \ none since it - annoyed : / can't be clicked - ordered : / Misc. Data - The scarabs, as mentioned, are but ammunition for the mighty reaver. Their advantages include, of course, their damage---100 and upgradable to 125!---which makes them similar to the Terran spider mine, only they can't be killed and they can very well be replenished at the low, low price of 15 bucks. Scarabs are also heat-seeking, and will stay alive until it finds a new target in cases where its former target is currently unreachable (eg. cloaked, on stasis, or already dead) Shuttle ------- Minerals - 200 Vespene Gas - 0 Build Time - 60 Supplies - 2 Hit Points - 80 Armor - 1 Shields - 60 Type - air; robotic; large Ground - weapon : none - damage : n/a - cooldown : n/a - range : n/a Air - weapon : none - damage : n/a - cooldown : n/a - range : n/a Sight - 8 Upgrades - movement : speed x 2 Prerequisites - Robotic Facility Abilities - flight - load and unload Quotes - ready : \ - selected : \ purely - annoyed : / robotic sounds - ordered : / Misc. Data - There are cases when only a ground unit can do the job but there are just too many blocking factors in thr terrain (eg. bodies of water) that no ground unit could pass through. And this is where the shuttle butts in. Its ability to load and unload different ground units in the game can prove very useful in countless situations, situations like having to go around a tough frontal defense, needing to expand on an island, etc, etc, etc. Each shuttle has eight small slots with which to hold its units, but not all units occupy only one slot. The high templar, for example, occupies two slots while the reaver occupies four. Observer -------- Minerals - 25 Vespene Gas - 75 Build Time - 40 Supplies - 1 Hit Points - 40 Armor - 0 Shields - 20 Type - air; robotic; small Ground - weapon : none - damage : n/a - cooldown : n/a - range : n/a Air - weapon : none - damage : n/a - cooldown : n/a - range : n/a Sight - 9 Upgrades - sight : range + 2 - movement : speed x 2 Prerequisites - Robotics Facility - Observatory Abilities - detector - flight - permanent cloaking Quotes - ready : \ purely - selected : / robotic sounds - annoyed : "I sense a soul in search of answers." ------------------------------------ | | -----> sounds like this observer's been spying on Adria, the witch from the game "Diablo". : "It sounds like...a huge, gargantuan, swollen, --------------------------------------------- bloated mushroom!" | ----------------- | | | | | -------------------> and again another Diablo quote. This time it's from Griswold, the game's blacksmith : "One small step for man, one giant...(static) --------------------------------- ...Stop Poking Meeee!" | ----------------- | | -----> ain't it | obvious | where this | came from? | -----> Warcraft's pissed Orc quote : \ will someone help me out with these remaining : / quotes? They're say something about Warcraft. - ordered : > purely robotic sounds Misc. Data - Observers have two highly invaluable uses: One, because they are relatively small, can fly, and are permanently cloaked, you may very well use them to scout for enemy units, defensively or offensively. By defensively I mean distributing a good number of observers way outside your base to warn you of any incoming attacks the opponent may be having just for you. On the other hand, by offensively I mean situating an observer somewhere in the opponent's base unreachable by all his detector's sight ranges put together. This way you can see his development as well as what type of units he'll use against you. This spot is often non-existent for good players, especially for the Zerg, but it won't hurt to try, after all it's just a measly 25 in minerals and 75 in gas. Number two, observers are detectors, thus will render all cloaking and burrowing skills of the enemy useless. Again, you may use this feature defensively and offensively, since you can use it to help detect all kinds of cloaked attackers as well as help take out burrowed units before swarming the opponent's base. All in all, the observer is a must for any semi-long term games or even longer. Scout ----- Minerals - 300 Vespene Gas - 150 Build Time - 80 Supplies - 3 Hit Points - 150 Armor - 0 Shields - 100 Type - air; mechanical; large Ground - weapon : Dual Photon Blasters - damage : 8 normal - cooldown : 30 - range : 4 Air - weapon : Anti-matter Missiles - damage : 28 explosive - cooldown : 22 - range : 4 Sight - 8 Upgrades - ground weapon : damage + 1 - air weapon : damage + 2 - sight : range + 2 - movement : speed x 2 Prerequisites - Stargate Abilities - ground attack - air attack - flight Quotes - ready : "Teleport successful." - selected : "Awaiting command." : "Standing by..." : "Contact." : "Cho'Gall?" --------- | | -----> from Warcraft 2 - annoyed : "Single unstable (echoing)" : "(sound waves) Psionic link, dissipating." : "Adjusting your transmission..." : "Adun...(voice tightening and hard to understand)" : "(not sure but..)Solarized Shot Hearers reengaged." - ordered : "Due yours." : "(may be of Protoss language)" : "Look who's acknowledged." ---------- | | -----> Nah, judging by the scout pilot's noble personality, this shouldn't be true. : "It will be done." Misc. Data - The scout, in my opinion, is the best air unit around. It'd be a cold day in hell before a mutalisk could take it out two-on-one, and even if there were three mutalisks against one scout, the two would get killed and the last one would have half its HP left. For the wraiths, two of them against one scout would result in one getting killed and the other one escaping with half his life---cool! On the ground, however, there are a number of units that can put a scout's life in danger, since its ground weapon is just as weak as the Terran wraith's. Examples of these ground units are the goliath, the hydralisk(a bunch of them), and the archon itself. Still, it is one of my favorite units in the game and is the cause of many of my most basic wins. Carrier ------- Minerals - 350 Vespene Gas - 250 Build Time - 140 Supplies - 8 Hit Points - 300 Armor - 4 Shields - 150 Type - air; mechanical; large Ground - weapon : Interceptor - damage : 0 - cooldown : 0 - range : 8 Air - weapon : Interceptor - damage : 0 - cooldown : 0 - range : 8 Sight - 11 Upgrades - Interceptor : capacity + 4 Prerequisites - Stargate - Fleet Beacon Abilities - ground attack - air attack - flight - build Interceptor Quotes - ready : "Carrier has arrived." - selected : "Instructions?" : "Your command?" : "(may be of Protoss language)" : "(may be of Protoss language)" - annoyed : "Our enemies our legions." : "And still you procrastinate." : "Command, or you will be relieved..." : "This is not an idle threat!" - ordered : "Commencing..." : "(may be of Protoss language)" : "(may be of Protoss language)" : "Affirmative." Misc. Data - Carriers take a real while to reach their full potential, but when they do, they'll ROCK!! (not always, but at least sometimes) The thing is, carriers can't survive alone, especially when it still doesn't have its hangar upgrade, which is the only upgrade that can make it somewhat stand a chance against the battlecruiser, the only other mothership in the game. Even so, a fully charged battclecruiser can just Yamato blast his way through half your carrier's life, thus is still the dominant ship. And that's why I really do not recommend using this air unit, which by the way is the second Protoss unit ever made for the sole purpose of storing even more units within its body. These units are called interceptors, and though can play a good role in confusing enemy units, will all explode along with the carrier from which they came if that carrier gets whacked. Interceptor ----------- Minerals - 25 Vespene Gas - 0 Build Time - 20 Supplies - 0 Hit Points - 40 Armor - 0 Shields - 40 Type - air; mechanical; small Ground - weapon : Pulse Cannon - damage : 5 normal - cooldown : 0 - range : n/a Air - weapon : Pulse Cannon - damage : 5 normal - cooldown : 0 - range : n/a Sight - n/a Upgrades - ground weapon : damage + 1 - air weapon : damage + 1 Prerequisites - Carrier Abilities - ground attack - air attack - flight Quotes - ready : \ - selected : \ purely - annoyed : / robotic sounds - ordered : / Misc. Data - The interceptors, as mentioned, are but ammunition for the "mighty" carrier. They are the smallest air units in the game, (even smaller than the scourge in my opinion) and consequently use the weakest of air weapons. They do, however, come in fours (or eights when upgraded) thus are still able to wreck havoc if not properly dealt with. Their mode of attack is one of the coolest I've seen, and winning through a whole lotta interceptors really make a player look flashy. In the said attack mode, the interceptor flies in a certain loop or orbit, and at one point of this "loop", (usually that which is nearest the target) it shoots out two small beams from its Pulse Cannon and hits the enemy while on the way back to the carrier from which it came---cool, huh? Arbiter ------- Minerals - 100 Vespene Gas - 350 Build Time - 160 Supplies - 4 Hit Points - 200 Armor - 1 Shields - 150 Type - air; mechanical; large Ground - weapon : Phase Disruptor Cannon - damage : 10 explosive - cooldown : 45 - range : 5 Air - weapon : Phase Disruptor Cannon - damage : 10 explosive - cooldown : 45 - range : 5 Sight - 9 Upgrades - ground attack : damage + 1 - air attack : damage + 1 - spells : Stasis Field : Recall : energy + 50 Prerequisites - Stargate - Arbiter Tribunal Abilities - ground attack - air attack - flight - Stasis Field - Recall - cloaking nearby subordinates Quotes - ready : "Warp field stabilized." - selected : "We feel your presence." : "(may be of Protoss language)" : "(may be of Protoss language)" : "We are vigilant." - annoyed : "We sense a soul in search of answers." ------------------------------------- | | -----> Hey, this is what the witch Adria says in another Blizzard game called "Diablo"! Either Blizzard wants fans of both Starcraft and Diablo to appreciate their work or they're just running out of quotes ;) : "Do you seek knowledge of time travel?" ------------------------------------- | | -----> Another supposed parallelism between these two great games. =P : "We take that as a yes." : "And now for your first lesson, (sinister laugh)" : "(rewinding sound) Do you seek knowledge of time travel?" - ordered : "In Khast's name..." ------- | | -----> not sure, not sure. : "(may be of Protoss language)" : "(may be of Protoss language)" Misc. Data - The sole unit on the top of the Protoss tech tree, the arbiter is the said race's advanced spell caster---and its spells really are ADVANCED. Spell number one is the Stasis Field. It encases all units in the target area within a blue crystal of some sort, making these units invulnerable as well as immobile for a whole minute, which could decide the outcome of the match. They are, in a way, "taken out" of the game since they cannot attack nor can they be attacked; they also cannot cast spells nor be the target of any, and any abilities they may have had (like detector and cloaking abilities) will be temporarily disabled. Everything else will go on as if the affected units weren't there at all. Spell number two is called Recall. This is one of the few spells that may target any area in the map, and its purpose is to teleport all your units present in the target area to where the arbiter currently is. And since the arbiter has a third ability, the ability to cloak ALL nearby units (your units) in the game, casting Recall on an army of yours somewhere else into where your arbiter is (hopefully in the middle of an opponent's base) will result in you instantly having a cloaked army under your control! Photon Cannon ------------- Minerals - 150 Vespene Gas - 0 Build Time - 50 Supplies - 0 Hit Points - 100 Armor - 0 Shields - 100 Type - ground; large Ground - weapon : STS Photon Cannon - damage : 20 normal - cooldown : 22 - range : 7 Air - weapon : STA Photon Cannon - damage : 20 normal - cooldown : 22 - range : 7 Sight - 11 Upgrades - none Prerequisites - Forge Abilities - ground attack - air attack - detector Quotes - ready : \ - selected : \ none - annoyed : / of course - ordered : / Misc. Data - The Photon Cannon is the only attacking building the Protoss race has to offer, and has definitely proven itself to be invaluable in countless situations. Besides automatically attacking every single enemy unit (ground AND air) in sight, it is a detector, meaning cloaked wraiths have no chance of entering an opponent's Photon Cannon filled base unharmed. Beware though, since these building attackers will only prove useful until the opponent decides to build higher level units like the battlecruiser, the carrier, and especially the guardian. These units can whack tons of Photon Cannons without suffering a scratch, so the only way to effectively defend against them is providing air-to-air encounters. * * * * * * * * * * * * * * * * * * S P E C I A L U N I T S / C R I T T E R S * * * * * * * * * * * * * * * * * * These are examples of units that you CANNOT train, morph, or warp in, since they're already there! They serve no other purpose than to grace the terrain they are in and make you feel like you really are waging war in an unknown world. Oh and they can also block your path. Shoot them down!!! Rhynadon -------- Minerals - 1 Vespene Gas - 1 Build Time - 0 Supplies - n/a Hit Points - 60 Armor - 0 Shields - 0 Type - ground; biological; small Ground - weapon : none - damage : n/a - cooldown : n/a - range : n/a Air - weapon : none - damage : n/a - cooldown : n/a - range : n/a Sight - n/a Upgrades - none Prerequisites - none Abilities - none Quotes - ready : \ - selected : \ just a whole - annoyed : / lotta growls - ordered : / Misc. Data - This critter is supposedly only found in the Badlands terrain. It looks like a rhinoceros. Bengalaas --------- Minerals - 1 Vespene Gas - 1 Build Time - 0 Supplies - n/a Hit Points - 60 Armor - 0 Shields - 0 Type - ground; biological; small Ground - weapon : none - damage : n/a - cooldown : n/a - range : n/a Air - weapon : none - damage : n/a - cooldown : n/a - range : n/a Sight - n/a Upgrades - none Prerequisites - none Abilities - none Quotes - ready : \ - selected : \ just a whole - annoyed : / lotta growls - ordered : / Misc. Data - This critter is supposedly only found in the Jungle terrain. It looks like a panther. Ragnasaur --------- Minerals - 1 Vespene Gas - 1 Build Time - 0 Supplies - n/a Hit Points - 60 Armor - 0 Shields - 0 Type - ground; biological; small Ground - weapon : none - damage : n/a - cooldown : n/a - range : n/a Air - weapon : none - damage : n/a - cooldown : n/a - range : n/a Sight - n/a Upgrades - none Prerequisites - none Abilities - none Quotes - ready : \ - selected : \ just a whole - annoyed : / lotta growls - ordered : / Misc. Data - This critter is supposedly only found in the Ash World terrain. It looks like something I've never seen before. * * * * * * * * * * * * * * * * U N I Q U E U N I T S / H E R O E S * * * * * * * * * * * * * * * * These are examples of units that you CANNOT train, morph, or warp in, since they're already there! (that is, IF the corresponding campaign says so). You will only see these units in the single player story mode, and boy do they help a lot! These units are beefed up versions of the other normal units in the game, and even some of them don't have a normal version! Truly unique! Now why do they still have mineral and vespene gas cost if you can't build them anyway? Well, for the Terrans, I can explain: You see, that build cost determines how much its repair cost would be. But the Zerg and the Protoss? Hmmm...that I do not know. Anyway, here's a chart, followed by a unit descriptions section: _________________________________________________________________________________ Race____|_Name__________|_Type_|_Weapons__|_Cool_|_Range_|_St_|_Upgs_|_Specials_| Terran | Civilian | GB=1 | none | NA | NA | 7 | none | none | | | | | | | | | | | Jim Raynor | GB=1 | G=18N | 15 | 5 | 7 | Gw+1 | Stim | | (Marine) | | A=18N | 15 | 5 | | Aw+1 | Pack | | | | | | | | | | | Jim Raynor | GM=2 | G=30C | 30 | 5 | 8 | Gw+2 | Spider | | (Vulture) | | | | | | | Mine | | | | | | | | | | | Gui Montag | GB=1 | G=32CS | 22 | 1 | 7 | Gw+2 | Stim | | (Firebat) | | | | | | | Pack | | | | | | | | | | | Sarah | GB=1 | G=30C | 22 | 7 | 11 | Gw+1 | Spells | | Kerrigan | | A=30C | 22 | 7 | | Aw+1 | Cloaking | | (Ghost) | | | | | | | | | | | | | | | | | | Edmund Duke | GM=3 | G=70E | 37 | 7 | 10 | Gw+3 | Siege | | (Siege Tank; | | | | | | | Mode | | Tank Mode) | | | | | | | | | | | | | | | | | | Edmund Duke | GM=3 | G=150ES | 75 | 12 | 10 | Gw+5 | Tank | | (Siege Tank; | | | | | | | Mode | | Siege Mode) | | | | | | | | | | | | | | | | | | Alan Schezar | GM=3 | G=20N | 22 | 5 | 8 | Gw+1 | none | | (Goliath) | | A=40E | 22 | 5 | | Aw+4 | | | | | | | | | | | | Tom Kazansky | AM=3 | G=16N | 30 | 5 | 7 | Gw+1 | Cloaking | | (Wraith) | | A=30E | 22 | 5 | | Aw+2 | | | | | | | | | | | | Magellan | AM=3 | none | NA | NA | 10 | none | Spells | | (Science | | | | | | | Detector | | Vessel) | | | | | | | | | | | | | | | | | | Hyperion | AM=3 | G=30N | 30 | 6 | 11 | Gw+3 | Yamato | | (Battle- | | A=30N | 30 | 6 | | Aw+3 | Gun | | cruiser) | | | | | | | | | | | | | | | | | | Norad II | AM=3 | G=50N | 30 | 6 | 11 | Gw+3 | Yamato | | (Battle- | | A=50N | 30 | 6 | | Aw+3 | Gun | | cruiser) | | | | | | | | | | | | | | | | | | | | | | | | | | _________________________________________________________________________________ Race____|_Name__________|_Type_|_Weapons__|_Cool_|_Range_|_St_|_Upgs_|_Specials_| Zerg | Devouring One | GB=1 | G=10N | 6 | 1 | 5 | Gw+1 | Burrow | | (Zergling) | | | | | | | | | | | | | | | | | | | | | | | | | | | Hunter Killer | GB=2 | G=20E | 15 | 5 | 6 | Gw+1 | Burrow | | (Hydralisk) | | A=20E | 15 | 5 | | Aw+1 | | | | | | | | | | | | Torrasque | GB=3 | G=50N | 15 | 1 | 7 | Gw+3 | none | | (Ultralisk) | | | | | | | | | | | | | | | | | | Unclean One | GB=2 | none | NA | NA | 10 | none | Spells | | (Defiler) | | | | | | | Burrow | | | | | | | | | | | Infested | GB=1 | G=50N | 30 | 1 | 5 | Gw+1 | Spells | | Kerrigan | | | | | | | | | (Infested | | | | | | | | | Terran) | | | | | | | | | | | | | | | | | | Yggdrasill | AB=3 | none | NA | NA | 11 | none | Detector | | (Overlord) | | | | | | | Load and | | | | | | | | | Unload | | | | | | | | | | | Kukulza | AB=1 | G=18NS | 30 | 3 | 7 | Gw+1 | Guardian | | (Mutalisk) | | A=18NS | 30 | 3 | | Aw+1 | | | | | | | | | | | | Kukulza | AB=3 | G=40N | 30 | 8 | 11 | Gw+2 | none | | (Guardian) | | | | | | | | | | | | | | | | | | Matriarch | AB=2 | none | NA | NA | 10 | none | Spells | | (Queen) | | | | | | | | | | | | | | | | | | | | | | | | | | _________________________________________________________________________________ Race____|_Name__________|_Type_|_Weapons__|_Cool_|_Range_|_St_|_Upgs_|_Specials_| Protoss | Dark Templar | GB=1 | G=45N | 30 | 1 | 7 | Gw+1 | Perma- | | | | | | | | | nent | | | | | | | | | Cloaking | | | | | | | | | | | Zeratul | GB=1 | G=100N | 30 | 1 | 7 | Gw+1 | Perma- | | (Dark | | | | | | | nent | | Templar) | | | | | | | Cloaking | | | | | | | | | | | Fenix | GB=1 | G=40N | 22 | 1 | 7 | Gw+2 | none | | (Zealot) | | | | | | | | | | | | | | | | | | Fenix | GM=3 | G=45E | 30 | 6 | 8 | Gw+2 | none | | (Dragoon) | | A=45E | 30 | 6 | | Aw+2 | | | | | | | | | | | | Tassadar | GB=1 | G=20N | 30 | 5 | 7 | Gw+1 | none | | (High | | | | | | | | | Templar) | | | | | | | | | | | | | | | | | | Tassadar/ | G=3 | G=60NS | 20 | 2 | 8 | Gw+3 | none | | Zeratul | | A=60NS | 20 | 2 | | Aw+3 | | | (Archon) | | | | | | | | | | | | | | | | | | Warbringer | GR=3 | Scarab | 60 | 8 | 10 | none | Scarab | | (Reaver) | | | | | | | | | | | | | | | | | | Warbringer's | G=2 | G=100ES! | NA | NA | NA | Gw | none | | Scarab | | | | | | +25 | | | | | | | | | | | | Mojo | AM=3 | G=20N | 30 | 4 | 10 | Gw+1 | none | | (Scout) | | A=48E | 22 | 4 | | Aw+2 | | | | | | | | | | | | Gantrithor | AM=3 | Inter- | 0 | 8 | 11 | none | Inter- | | (Carrier) | | ceptor | | | | | ceptors | | | | Inter- | 0 | 8 | | | | | | | ceptor | | | | | | | | | | | | | | | | Gantrithor's | AM=1 | G=5N | NA | NA | NA | Gw+1 | none | | Interceptor | | A=5N | NA | NA | | Aw+1 | | | | | | | | | | | | Danimoth | AM=3 | G=20E | 45 | 5 | 9 | Gw+1 | Spells | | (Arbiter) | | A=20E | 45 | 5 | | Aw+1 | Cloaking | | | | | | | | | Nearby | | | | | | | | | Subordi- | | | | | | | | | nates | | | | | | | | | | | | | | | | | | | ____________________________________________________________________________________ Race____|_Name__________|_Min_|_Gas_|_Time_|_Supply_|_Hit Points_|_Armor_|_Shields_| Terran | Civilian | 0 | 0 | 0 | 1 | 40 | 0 | 0 | | | | | | | | | | | Jim Raynor | 50 | 0 | 0 | 1 | 200 | 3 | 0 | | (Marine) | | | | | | | | | | | | | | | | | | Jim Raynor | 150 | 0 | 60 | 2 | 300 | 3 | 0 | | (Vulture) | | | | | | | | | | | | | | | | | | Gui Montag | 100 | 50 | 48 | 1 | 160 | 3 | 0 | | (Firebat) | | | | | | | | | | | | | | | | | | Sarah | 50 | 150 | 100 | 1 | 250 | 3 | 0 | | Kerrigan | | | | | | | | | (Ghost) | | | | | | | | | | | | | | | | | | Edmund Duke | 300 | 200 | 100 | 2 | 400 | 3 | 0 | | (Siege Tank; | | | | | | | | | Tank Mode) | | | | | | | | | | | | | | | | | | Edmund Duke | NA | NA | NA | NA | 400 | 3 | 0 | | (Siege Tank; | | | | | | | | | Siege Mode) | | | | | | | | | | | | | | | | | | Alan Schezar | 200 | 100 | 80 | 2 | 300 | 3 | 0 | | (Goliath) | | | | | | | | | | | | | | | | | | Tom Kazansky | 400 | 200 | 120 | 2 | 500 | 4 | 0 | | (Wraith) | | | | | | | | | | | | | | | | | | Magellan | 50 | 600 | 160 | 2 | 800 | 4 | 0 | | (Science | | | | | | | | | Vessel) | | | | | | | | | | | | | | | | | | Hyperion | 800 | 600 | 160 | 8 | 850 | 4 | 0 | | (Battle- | | | | | | | | | cruiser) | | | | | | | | | | | | | | | | | | Norad II | 800 | 600 | 320 | 8 | 700 | 4 | 0 | | (Battle- | | | | | | | | | cruiser) | | | | | | | | | | | | | | | | | | | | | | | | | | ____________________________________________________________________________________ Race____|_Name__________|_Min_|_Gas_|_Time_|_Supply_|_Hit Points_|_Armor_|_Shields_| Zerg | Devouring One | 100 | 0 | 56 | 0.5 | 120 | 3 | 0 | | (Zergling) | | | | | | | | | | | | | | | | | | Hunter Killer | 150 | 50 | 52 | 1 | 160 | 2 | 0 | | (Hydralisk) | | | | | | | | | | | | | | | | | | Torrasque | 400 | 400 | 120 | 6 | 800 | 4 | 0 | | (Ultralisk) | | | | | | | | | | | | | | | | | | Unclean One | 50 | 200 | 100 | 2 | 250 | 3 | 0 | | (Defiler) | | | | | | | | | | | | | | | | | | Infested | 200 | 300 | 100 | 1 | 400 | 2 | 0 | | Kerrigan | | | | | | | | | (Infested | | | | | | | | | Terran) | | | | | | | | | | | | | | | | | | Yggdrasill | 200 | 0 | 80 | 0 | 1000 | 4 | 0 | | (Overlord) | | | | | | | | | | | | | | | | | | Kukulza | 200 | 200 | 80 | 2 | 300 | 3 | 0 | | (Mutalisk) | | | | | | | | | | | | | | | | | | Kukulza | 100 | 200 | 80 | 2 | 400 | 4 | 0 | | (Guardian) | | | | | | | | | | | | | | | | | | Matriarch | 200 | 300 | 100 | 2 | 300 | 3 | 0 | | (Queen) | | | | | | | | | | | | | | | | | | | | | | | | | | ____________________________________________________________________________________ Race____|_Name__________|_Min_|_Gas_|_Time_|_Supply_|_Hit Points_|_Armor_|_Shields_| Protoss | Dark Templar | 100 | 300 | 100 | 2 | 40 | 0 | 80 | | | | | | | | | | | Zeratul | 100 | 300 | 100 | 2 | 60 | 0 | 400 | | (Dark | | | | | | | | | Templar) | | | | | | | | | | | | | | | | | | Fenix | 200 | 0 | 80 | 2 | 240 | 2 | 240 | | (Zealot) | | | | | | | | | | | | | | | | | | Fenix | 300 | 100 | 100 | 2 | 240 | 3 | 240 | | (Dragoon) | | | | | | | | | | | | | | | | | | Tassadar | 100 | 300 | 100 | 2 | 80 | 2 | 300 | | (High | | | | | | | | | Templar) | | | | | | | | | | | | | | | | | | Tassadar/ | 0 | 0 | 40 | 4 | 100 | 3 | 800 | | Zeratul | | | | | | | | | (Archon) | | | | | | | | | | | | | | | | | | Warbringer | 400 | 200 | 120 | 4 | 200 | 3 | 400 | | (Reaver) | | | | | | | | | | | | | | | | | | Warbringer's | 15 | 0 | 7 | 0 | 20 | 0 | 10 | | Scarab | | | | | | | | | | | | | | | | | | Mojo | 600 | 300 | 160 | 3 | 400 | 3 | 400 | | (Scout) | | | | | | | | | | | | | | | | | | Gantrithor | 700 | 600 | 280 | 8 | 800 | 3 | 500 | | (Carrier) | | | | | | | | | | | | | | | | | | Gantrithor's | 30 | 0 | 20 | 0 | 20 | 0 | 30 | | Interceptor | | | | | | | | | | | | | | | | | | Danimoth | 50 | 1K | 320 | 4 | 600 | 3 | 500 | | (Arbiter) | | | | | | | | | | | | | | | | | | | | | | | | | | ------------------------------------------------------------------------------------ UNIT DESCRIPTIONS Civilian -------- Minerals - 0 Vespene Gas - 0 Build Time - 0 Supplies - 1 Hit Points - 40 Armor - 0 Shields - 0 Type - ground; biological; small Ground - weapon : none - damage : n/a - cooldown : n/a - range : n/a Air - weapon : none - damage : n/a - cooldown : n/a - range : n/a Sight - 7 Upgrades - none Prerequisites - none Abilities - none (!) Quotes - ready : "Hey, how'd I get here!?" - selected : "Hey, there." : "How ya all doin?" : "What's up?" : "Howdy" - annoyed : "I wanna be all I can be." : "I tell you what, I think I'll join up." : "I'm a little claustrophobic, though." : "I hope they don't put me in any tight places." : "Ah, what the hell, I need that college money." - ordered : "I'm goin." : "No sweat." : "Yyyep!" : "Awright!" : "Sure thing." Misc. Data - Of all the heroes / unique units in the game, this is an exception. It does NOT have any use at all, not even as a decoy since it dies sooo easily. Well I guess ya can't expect any more from a civilian, can you? Jim Raynor (Marine) ------------------- Minerals - 50 Vespene Gas - 0 Build Time - 0 Supplies - 1 Hit Points - 200 Armor - 3 Shields - 0 Type - ground; biological; small Ground - weapon : Gauss Rifle - damage : 18 normal - cooldown : 15 - range : 5 Air - weapon : Gauss Rifle - damage : 18 normal - cooldown : 15 - range : 5 Sight - 7 Upgrades - ground weapon : damage + 1 - air weapon : damage + 1 Prerequisites - none Abilities - ground attack - air attack - Stim Pack Quotes - selected : "Raynor here." : "This is Jimmy." : "Anytime you're ready." : "Go ahead, commander." - annoyed : "Hey, quit it!" : "What's your problem, man?" : "Look, Commander, do you mind?" : "I knew I should've stayed in bed this morning." - ordered : "Sounds fun." : "Right on." : "This should be good." : "Oh, yeah!" Misc. Data - He is one cool dude. Best for find/assassinate type missions, but unfortunately will not fare well in a real war. Jim Raynor (Vulture) -------------------- Minerals - 150 Vespene Gas - 0 Build Time - 60 Supplies - 2 Hit Points - 300 Armor - 3 Shields - 0 Type - ground; mechanical; medium Ground - weapon : Fragmentation Grenade - damage : 30 concussive - cooldown : 30 - range : 5 Air - weapon : none - damage : n/a - cooldown : n/a - range : n/a Sight - 8 Upgrades - ground weapon : damage + 2 Prerequisites - none Abilities - ground attack - Spider Mines Quotes - selected : "Raynor here." : "This is Jimmy." : "Anytime you're ready." : "Go ahead, commander." - annoyed : "Hey, quit it!" : "What's your problem, man?" : "Look, Commander, do you mind?" : "I knew I should've stayed in bed this morning." - ordered : "Sounds fun." : "Right on." : "This should be good." : "Oh, yeah!" Misc. Data - And now he's in a Vulture bike!! Really cool, man. Mostly for hit and run. This time can take on tougher units, but still only for hit and run. Vultures aren't really made for tough battles, anyway. Gui Montag (Firebat) -------------------- Minerals - 100 Vespene Gas - 50 Build Time - 48 Supplies - 1 Hit Points - 160 Armor - 3 Shields - 0 Type - ground; biological; small Ground - weapon : Flame Thrower - damage : 32 concussive splash - cooldown : 22 - range : 1 Air - weapon : none - damage : n/a - cooldown : n/a - range : n/a Sight - 7 Upgrades - ground weapon : damage + 2 Prerequisites - none Abilities - ground attack - Stim Pack Quotes - ready : "Need a light?" - selected : "Yes?" : "You got my attention." : "Fire it out!" - annoyed : "Ahahhh, that's what I thought." : "I love the smell of napalhhhm." : "Nuthin like a goood smoke..." : "Are you tryin to get invited to my next barbeque?" : "Got any questions about propane?" : "Or, propane accessories?" - ordered : "Naturally" : "Slammin'" : "You got it!" : "Let's burn!" Misc. Data - just another highly enhanced unit, nothing more, but fortunately nothing less. Sarah Kerrigan (Ghost) ---------------------- Minerals - 50 Vespene Gas - 150 Build Time - 100 Supplies - 1 Hit Points - 250 Armor - 3 Shields - 0 Type - ground; biological; small Ground - weapon : C-10 Canister Rifle - damage : 30 concussive - cooldown : 22 - range : 7 Air - weapon : C-10 Canister Rifle - damage : 30 concussive - cooldown : 22 - range : 7 Sight - 11 Upgrades - ground weapon : damage + 1 - air weapon : damage + 1 Prerequisites - none Abilities - ground attack - air attack - Cloak - Lockdown Quotes - selected : "Lt. Kerrigan reporting." : "What now?" : "I'm waiting on you!" : "I'm ready." - annoyed : "Easily amused, huh?" : "Doesn't take a telepath to know what you're thinkin." : "You get off on annoying people, don't you?" : "But I've got a job to do." - ordered : "I gotcha." : "Thinkin the same thing." : "It'd be a pleasure." : "I read ya, heh." Misc. Data - High on damage, but the concussive nature of her weapons will prove to be a big drawback whenever she is used to take out enemy buildings. Plus she DOESN'T have the ability to land a hard-hitting Nuke, so basically she's just useful against mechanical units, meaning those that are affected by her Lockdown spell. Edmund Duke (Siege Tank) ------------------------ Minerals - 300 Vespene Gas - 200 Build Time - 100 Supplies - 2 Hit Points - 400 Armor - 3 Shields - 0 Type - ground; mechanical; large Ground - weapon : Arclite Cannon - damage : 70 explosive - cooldown : 37 - range : 7 Air - weapon : none - damage : n/a - cooldown : n/a - range : n/a Siege Mode - weapon : Arclite Shock Cannon - damage : 150 explosive splash - cooldown : 75 - range : 12 Sight - 10 Upgrades - ground weapon : damage + 3 - siege weapon : damage + 5 Prerequisites - none Abilities - ground attack - siege attack - Siege Mode/Tank Mode Quotes - selected : "What!?" : "Well?" : "I haven't got all day." : "Make up your mind." - annoyed : "Been a general for fifteen years." : "Now I'm takin orders from a pup!" : "This Korhal outfit's a mess." : "Ya all need some good old-fashioned discipline!" - ordered : "'Bout time." : "Decisive action!" : "Should work..." : "Alright, then." Misc. Data - It's the General himself, and he's under your command! A very useful unit indeed, dealing more damage than what Protoss Reavers can only dream of! With a little back-up, this hero unit can take out an entire base when in Siege Mode! Alan Schezar (Goliath) ---------------------- Minerals - 200 Vespene Gas - 100 Build Time - 80 Supplies - 2 Hit Points - 300 Armor - 3 Shields - 0 Type - ground; mechanical; large Ground - weapon : Twin Autocannons - damage : 20 normal - cooldown : 22 - range : 5 Air - weapon : Hellfire Missile Pack - damage : 40 explosive - cooldown : 22 - range : 5 Sight - 8 Upgrades - ground weapon : damage + 1 - air weapon : damage + 4 Prerequisites - none Abilities - ground attack - air attack Quotes - ready : "Goliath online." - selected : "Go ahead, tac-com." ------- | | -----> again, another one of my wild guesses : "Comlink online." : "Channel open." : "Systems functional." - annoyed : "MilSpec ED209 online." ----- | | -----> from Robocop : "Checklist protocol, initiating..." : "Primary level one, diagnostic." : "USDA selected." : "FDIC approved." : "Checklist completed, SOB..." - ordered : "Acknowledged, HQ." : "Nav-com locked." : "Confirmed." : "Target designated." (with observer SFX) Misc. Data - just another highly enhanced unit, nothing more, but fortunately nothing less. Tom Kazansky (Wraith) --------------------- Minerals - 400 Vespene Gas - 200 Build Time - 120 Supplies - 2 Hit Points - 500 Armor - 4 Shields - 0 Type - air; mechanical; large Ground - weapon : Burst Lasers - damage : 16 normal - cooldown : 30 - range : 5 Air - weapon : Gemini Missiles - damage : 30 explosive - cooldown : 22 - range : 5 Sight - 7 Upgrades - ground weapon : damage + 1 - air weapon : damage + 2 Prerequisites - none Abilities - ground attack - air attack - flight - Cloaking Quotes - ready : "Wraith aaawaiting launch orders." - selected : "Go ahead, commander." : "Transmit coordinates." : "Standing by..." : "Reporting in..." - annoyed : "Last transmission breaking up, come back." : "I'm just curious, why am I so good?" : "I gotta get me one o these..." : "You know who the best darn fighter in the fleet is?" : "Yours truly." : "Everybody's gotta die sometime, Red..." : "I am the invincible, that's right!" - ordered : "Coordinates received." : "Attack formation." : "Roger." : "Sector locked in." Misc. Data - just another highly enhanced unit, nothing more, but fortunately nothing less. Magellan (Science Vessel) ------------------------- Minerals - 50 Vespene Gas - 600 Build Time - 160 Supplies - 2 Hit Points - 800 Armor - 4 Shields - 0 Type - air; mechanical; large Ground - weapon : none - damage : n/a - cooldown : n/a - range : n/a Air - weapon : none - damage : n/a - cooldown : n/a - range : n/a Sight - 10 Upgrades - none Prerequisites - none Abilities - flight - detector - Defensive Matrix - Irradiate - EMP Shockwave Quotes - ready : "Explorer reporting." - selected : "Ah, greetings, command." : "Transmit orders." : "Receiving, headquarters." : "We have you on visual." - annoyed : "I like the cut of your jib!" : "E=MC...doh, let me get my notepad..." : "Ah, fusion, eh? I'll have to remember that." : "Eck, who sent all these lab monkeys free?" : "I think we may have a gas leak." (w/ tiny voice) : "Do any of you fools know who to shut off this infernal contraption?" : "Ahh, the ship, out of danger." (panting) - ordered : "Let's roll." : "Eeexcellent!" : "Commencing..." : "Affirmative, sir!" Misc. Data - just another highly enhanced unit, nothing more, but fortunately nothing less. Hyperion (Battlecruiser) ------------------------ Minerals - 800 Vespene Gas - 600 Build Time - 160 Supplies - 8 Hit Points - 850 Armor - 4 Shields - 0 Type - air; mechanical; large Ground - weapon : ATS Laser Battery - damage : 30 normal - cooldown : 30 - range : 6 Air - weapon : ATA Laser Battery - damage : 30 normal - cooldown : 30 - range : 6 Sight - 11 Upgrades - ground weapon : damage + 3 - air weapon : damage + 3 Prerequisites - none Abilities - ground attack - air attack - flight - Yamato Gun Quotes - selected : "Raynor here." : "This is Jimmy." : "Anytime you're ready." : "Go ahead, commander." - annoyed : "Hey, quit it!" : "What's your problem, man?" : "Look, Commander, do you mind?" : "I knew I should've stayed in bed this morning." - ordered : "Sounds fun." : "Right on." : "This should be good." : "Oh, yeah!" Misc. Data - Yep! Jimmy's got himself a Battlecruiser now! Goes to show how much you can earn being a military official ;) This is one tough mama, and can really make matters unbalanced to your favor. Good for ANY type of mission, offensive, passive, or even defensive. And don't forget that Yamato Gun... Norad II (Battlecruiser) ------------------------ Minerals - 800 Vespene Gas - 600 Build Time - 320 Supplies - 8 Hit Points - 700 Armor - 4 Shields - 0 Type - air; mechanical; large Ground - weapon : ATS Laser Battery - damage : 50 normal - cooldown : 30 - range : 6 Air - weapon : ATA Laser Battery - damage : 50 normal - cooldown : 30 - range : 6 Sight - 11 Upgrades - ground weapon : damage + 3 - air weapon : damage + 3 Prerequisites - none Abilities - ground attack - air attack - flight - Yamato Gun Quotes - selected : "What!?" : "Well?" : "I haven't got all day." : "Make up your mind." - annoyed : "Been a general for fifteen years." : "Now I'm takin orders from a pup!" : "This Korhal outfit's a mess." : "Ya all need some good old-fashioned discipline!" - ordered : "'Bout time." : "Decisive action!" : "Should work..." : "Alright, then." Misc. Data - But this Battlecruiser's piloted by a general! It may have less HP than the captain's, but it's weapons deal 60% more damage! This is the better Battlecruiser in my opinion, and that I can conclude simply because it can kill both Marines and Zerglings in ONE shot! Ain't that cool? Devouring One (Zergling) ------------------------ Minerals - 100 Vespene Gas - 0 Build Time - 56 Supplies - 0.5 Hit Points - 120 Armor - 3 Shields - 0 Type - ground; biological; small Ground - weapon : Claws - damage : 10 normal - cooldown : 6 - range : 1 Air - weapon : none - damage : n/a - cooldown : n/a - range : n/a Sight - 5 Upgrades - ground weapon : damage + 1 Prerequisites - none Abilities - ground attack - burrow Quotes - ready : \ - selected : \ just a whole - annoyed : / lotta yucky growls - ordered : / Misc. Data - just another highly enhanced unit, nothing more, but fortunately nothing less. Hunter Killer (Hydralisk) ------------------------- Minerals - 150 Vespene Gas - 50 Build Time - 52 Supplies - 1 Hit Points - 160 Armor - 2 Shields - 0 Type - ground; biological; medium Ground - weapon : Needle Spines - damage : 20 explosive - cooldown : 15 - range : 5 Air - weapon : Needle Spines - damage : 20 explosive - cooldown : 15 - range : 5 Sight - 6 Upgrades - ground weapon : damage + 1 - air weapon : damage + 1 Prerequisites - none Abilities - ground attack - air attack - burrow Quotes - ready : \ - selected : \ just a whole - annoyed : / lotta yucky growls - ordered : / Misc. Data - just another highly enhanced unit (but with a different portrait), nothing more, but fortunately nothing less. Torrasque (Ultralisk) --------------------- Minerals - 400 Vespene Gas - 400 Build Time - 120 Supplies - 6 Hit Points - 800 Armor - 4 Shields - 0 Type - ground; biological; large Ground - weapon : Kaiser Blades - damage : 50 normal - cooldown : 15 - range : 1 Air - weapon : none - damage : n/a - cooldown : n/a - range : n/a Sight - 7 Upgrades - ground weapon : damage + 3 Prerequisites - none Abilities - ground attack Quotes - ready : \ - selected : \ just a whole - annoyed : / lotta yucky growls - ordered : / Misc. Data - just another highly enhanced unit, nothing more, but fortunately nothing less. Unclean One (Defiler) --------------------- Minerals - 50 Vespene Gas - 200 Build Time - 100 Supplies - 1 Hit Points - 400 Armor - 2 Shields - 0 Type - ground; biological; medium Ground - weapon : none - damage : n/a - cooldown : n/a - range : n/a Air - weapon : none - damage : n/a - cooldown : n/a - range : n/a Sight - 10 Upgrades - none Prerequisites - none Abilities - burrow - Dark Swarm - Plague - Consume Quotes - ready : \ - selected : \ just a whole - annoyed : / lotta yucky growls - ordered : / Misc. Data - just another highly enhanced unit, nothing more, but fortunately nothing less. Infested Kerrigan (Infested Terran) ----------------------------------- Minerals - 200 Vespene Gas - 300 Build Time - 100 Supplies - 1 Hit Points - 400 Armor - 2 Shields - 0 Type - ground; biological; small Ground - weapon : Claws - damage : 50 normal - cooldown : 30 - range : 1 Air - weapon : none - damage : n/a - cooldown : n/a - range : n/a Sight - 5 Upgrades - none Prerequisites - none Abilities - ground attack - Cloaking - Ensnare - Psionic Storm - Consume Quotes - selected : "Yes, Cerebrate?" : "(angry growl)" : "What is it now?" : "I'm listening." - annoyed : "You're beginning to annoy me Cerebrate." : "But don't think that I need you." : "Should you become a nuissance..." : "I'll kill you myself." - ordered : "Hmmm..." : "A bold move." : "On my way!" : "Alright!" Misc. Data - Arguably the best hero in the game, Infested Kerrigan has the Terran's ability to Cloak, the Protoss' ability to cast Psionic Storms, and of course the Zerg's ability to Ensnare and to Consume. With these in her arsenal, and with a highly damaging set of claws, all she needs now are a few "snacks" (Zerglings, of course) and she can ruin any well-fortified base you might be thinking of! Yggdrasill (Overlord) --------------------- Minerals - 200 Vespene Gas - 0 Build Time - 80 Supplies - 0 Hit Points - 1000 Armor - 4 Shields - 0 Type - air; biological; large Ground - weapon : none - damage : n/a - cooldown : n/a - range : n/a Air - weapon : none - damage : n/a - cooldown : n/a - range : n/a Sight - 11 Upgrades - none Prerequisites - none Abilities - provides 30 control (supplies) - detector - load and unload - flight Misc. Data - With this unit by your side, you almost GUARANTEED a successful drop, EVERYTIME!! No amount of firepower can destroy a 1000HP unit without it first being able to unload 8 creatures, right? Cool!! Kukulza (Mutalisk) ------------------ Minerals - 200 Vespene Gas - 200 Build Time - 80 Supplies - 2 Hit Points - 300 Armor - 3 Shields - 0 Type - air; biological; small Ground - weapon : Glave Wurm - damage : 18 normal splash - cooldown : 30 - range : 3 Air - weapon : Glave Wurm - damage : 18 normal splash - cooldown : 30 - range : 3 Sight - 7 Upgrades - ground weapon : damage + 1 - air weapon : damage + 1 Prerequisites - none Abilities - ground attack - air attack - flight - Guardian Aspect Quotes - ready : \ - selected : \ just a whole - annoyed : / lotta yucky growls - ordered : / Misc. Data - just another highly enhanced unit, nothing more, but fortunately nothing less. Kukulza (Guardian) ------------------ Minerals - 100 Vespene Gas - 200 Build Time - 80 Supplies - 2 Hit Points - 400 Armor - 4 Shields - 0 Type - air; biological; large Ground - weapon : Acid Spore - damage : 20 normal - cooldown : 30 - range : 8 Air - weapon : none - damage : n/a - cooldown : n/a - range : n/a Sight - 11 Upgrades - ground weapon : damage + 2 Prerequisites - none Abilities - ground attack - flight Quotes - ready : \ - selected : \ just a whole - annoyed : / lotta yucky growls - ordered : / Misc. Data - Well of course you can morph the mutalisk Kukulza, can't you? Then this is the result: just another highly enhanced unit, nothing more, but fortunately nothing less. Matriarch (Queen) ----------------- Minerals - 200 Vespene Gas - 300 Build Time - 100 Supplies - 2 Hit Points - 300 Armor - 3 Shields - 0 Type - air; biological; medium Ground - weapon : none - damage : n/a - cooldown : n/a - range : n/a Air - weapon : none - damage : n/a - cooldown : n/a - range : n/a Sight - 10 Upgrades - none Prerequisites - none Abilities - flight - Parasite - Spawn Broodling - Ensnare - Infest Command Center Quotes - ready : \ - selected : \ just a whole - annoyed : / lotta yucky growls - ordered : / Misc. Data - just another highly enhanced unit, nothing more, but fortunately nothing less. Dark Templar ------------ Minerals - 100 Vespene Gas - 300 Build Time - 100 Supplies - 2 Hit Points - 40 Armor - 0 Shields - 80 Type - ground; biological; small Ground - weapon : Warp Blades - damage : 45 normal - cooldown : 30 - range : 1 Air - weapon : none - damage : n/a - cooldown : n/a - range : n/a Sight - 7 Upgrades - ground weapon : damage + 1 Prerequisites - none Abilities - ground attack - permanent cloaking Quotes - selected : "Yes?" : "(may be of Protoss language)" : "I'm waiting..." : "(may be of Protoss language)" - annoyed : "Your thoughts are ill-advised, Templar." : "Do not provoke me to violence." : "You can no more evade my wrath." : "And you fear your own shadow!" - ordered : "For Auir." : "(may be of Protoss language)" : "So be it." : "Very well." Misc. Data - Having no "normal" versions whatsoever, the Dark Templar is one of the more unique heroes in the game, if there is such a term. Alone, it cannot do much but find and assassinate important enemy units, but in groups, (notice it doesn't have a REAL name, meaning it CAN come in groups) it WILL wreck some serious havoc, and ensure victory once the detectors are taken out. Pretty cool unit. I'd love to have an entire army of these... Zeratul (Dark Templar) ---------------------- Minerals - 100 Vespene Gas - 300 Build Time - 100 Supplies - 2 Hit Points - 60 Armor - 0 Shields - 400 Type - ground; biological; small Ground - weapon : Warp Blades - damage : 100 normal - cooldown : 30 - range : 1 Air - weapon : none - damage : n/a - cooldown : n/a - range : n/a Sight - 7 Upgrades - ground weapon : damage + 1 Prerequisites - none Abilities - ground attack - permanent cloaking Quotes - selected : "Hmmm?" : "You address me?" : "Your orders, Templar?" : "(may be of Protoss language" - annoyed : "You have persecuted us for generations..." : "And now you beg us to aid you!?" : "We will do what we must..." : "But we do it for Aiur, not you!" - ordered : "I do this for Aiur." : "So be it." : "It will be done." : "En Taro Adun!" Misc. Data - Zeratul is the ONLY unique unit in the game whose "normal" version is also a hero!!! Now that's what I call truly unique!! I'm actually at a loss for words here. He also is one of the best units in the game, and unlike the Infested Kerrigan, will fare even better without back-up. First of all, Zeratul is the king of assassinations (and demolitions), since besides being permanently cloaked, he also deals the most normal damage any unit could. Let's put it this way: It takes him just about the same amount of time (even a little less) to inflict 300 damage than a Battlecruiser to cast Yamato Gun (which, by the way, only deals 250!). He is also one of the best units to include in an all-out war because of the very same reasons, plus the fact that HP/Shield wise, he is even better than an Archon! Fenix (Zealot) -------------- Minerals - 200 Vespene Gas - 0 Build Time - 80 Supplies - 2 Hit Points - 240 Armor - 2 Shields - 240 Type - ground; biological; small Ground - weapon : Psi Blades - damage : 40 normal - cooldown : 22 - range : 1 Air - weapon : none - damage : n/a - cooldown : n/a - range : n/a Sight - 7 Upgrades - ground weapon : damage + 2 Prerequisites - none Abilities - ground attack Quotes - selected : "Executor?" : "Your command?" : "What would you ask of me?" : "I hunger for battle!" - annoyed : "I fear no enemy!" : "For the Khala is my strength!" : "I fear not death..." : "For our strength is eternal." - ordered : "For Aiur!" : "Immediately." : "(may be of Protoss language)" : "As you will." Misc. Data - A warrior at heart, Fenix will always be a welcome addition to your attacking fleet, even if your attackers do not include other Zealots. Alone, he cannot fare well against large amounts of troops, but he can make sure enemy suicide missions become nothing more than, well, suicide. Fenix (Dragoon) --------------- Minerals - 300 Vespene Gas - 100 Build Time - 100 Supplies - 2 Hit Points - 240 Armor - 3 Shields - 240 Type - ground; mechanical; large Ground - weapon : Phase Disruptor - damage : 45 explosive - cooldown : 30 - range : 6 Air - weapon : Phase Disruptor - damage : 45 explosive - cooldown : 30 - range : 6 Sight - 8 Upgrades - ground weapon : damage + 2 - air weapon : damage + 2 Prerequisites - none Abilities - ground attack - air attack Quotes - selected : "Executor?" : "Your command?" : "What would you ask of me?" : "I hunger for battle!" - annoyed : "I fear no enemy!" : "For the Khala is my strength!" : "I fear not death..." : "For our strength is eternal." - ordered : "For Aiur!" : "Immediately." : "(may be of Protoss language)" : "As you will." Misc. Data - It's Mr. Fenix once again, and as I've said, he will always be a welcome addition, but this time to your defending fleet, even if your defenders do not include other Dragoons. Situating him near an Observer instead of warping in a Photon Cannon will definitely make matters even worse for your opponent. Tassadar (High Templar) ----------------------- Minerals - 100 Vespene Gas - 300 Build Time - 100 Supplies - 2 Hit Points - 80 Armor - 2 Shields - 300 Type - ground; biological; small Ground - weapon : Psi Assault - damage : 20 normal - cooldown : 30 - range : 5 Air - weapon : none - damage : n/a - cooldown : n/a - range : n/a Sight - 7 Upgrades - none Prerequisites - none Abilities - Psionic Storm - Hallucination Quotes - selected : "Yes, Executor?" : "I hear you." : "How may I help?" : "Your will?" - annoyed : "Speak quickly, Executor!" : "I don't have time for games." : "I was Executor long before you." : "So do not try my patience!" - ordered : "Of course." : "It shall be done." : "For Adun!" : "(may be of Protoss language)" Misc. Data - Just as the Terran's Sarah Kerrigan has the inability to launch Nukes, so does this hero spell caster with the Archon Meld. It's a pity you can't create a meaner, brighter Archon with Tassadar and another High Templar, but at least this basic spell caster's got the ability to attack! Nothing to brag about tough, but can still come in handy in tight situations. Tassadar/Zeratul (Archon) ------------------------- Minerals - 0 Vespene Gas - 0 Build Time - 40 Supplies - 4 Hit Points - 100 Armor - 3 Shields - 800 Type - ground; large Ground - weapon : Psionic Shockwave - damage : 60 normal splash - cooldown : 20 - range : 2 Air - weapon : Psionic Shockwave - damage : 60 normal splash - cooldown : 20 - range : 2 Sight - 8 Upgrades - ground weapon : damage + 3 - air weapon : damage + 3 Prerequisites - none Abilities - ground attack - air attack Quotes - selected : "We burn." : "We need focus." : "(of Protoss language)" : "Power overwhelming!" ------------------- | | -----> Starcraft invinsibility cheat (for single player mode) - annoyed : "It all looks so different on this side." : "Break on through!" : "It's beautiful..." : "They should have sent a poet." - ordered : "Destroy." : "Annihilate." : "Obliterate." : "Eradicate." Misc. Data - WOW!! This is the product of the powers of two of the best Protoss units in the game! Ahhh, bs, ya can't find anything new here. I honestly think they should've added something like the ability to cast spells, or to cloak or whatever. Don't get me wrong, I am impressed by its stats---they are HUUUGE!---but still I was expecting a little more, maybe even just a change of quotes! But, *sigh*, technically, it's just another highly enhanced unit, nothing more, but fortunately nothing less. Warbringer (Reaver) ------------------- Minerals - 400 Vespene Gas - 200 Build Time - 120 Supplies - 4 Hit Points - 200 Armor - 3 Shields - 400 Type - ground; robotic; large Ground - weapon : Scarab - damage : n/a - cooldown : n/a - range : n/a Air - weapon : none - damage : n/a - cooldown : n/a - range : n/a Sight - 10 Upgrades - none Prerequisites - none Abilities - ground attack - build Scarab Quotes - ready : \ - selected : \ purely - annoyed : / robotic sounds - ordered : / Misc. Data - just another highly enhanced unit, nothing more, but fortunately nothing less. Warbringer's Scarab ------------------- Minerals - 15 Vespene Gas - 0 Build Time - 7 Supplies - 0 Hit Points - n/a Armor - n/a Shields - n/a Type - ground; medium Ground - weapon : itself - damage : 100 suicidal explosive splash - cooldown : n/a - range : n/a Air - weapon : none - damage : n/a - cooldown : n/a - range : n/a Sight - n/a Upgrades - ground weapon : damage + 25 Prerequisites - Warbringer Abilities - ground attack Quotes - ready : \ - selected : \ none since it - annoyed : / can't be clicked - ordered : / Misc. Data - this is even identical to its normal version! Mojo (Scout) ------------ Minerals - 600 Vespene Gas - 300 Build Time - 160 Supplies - 3 Hit Points - 400 Armor - 3 Shields - 400 Type - air; mechanical; large Ground - weapon : Dual Photon Blasters - damage : 20 normal - cooldown : 30 - range : 4 Air - weapon : Anti-matter Missiles - damage : 48 explosive - cooldown : 22 - range : 4 Sight - 10 Upgrades - ground weapon : damage + 1 - air weapon : damage + 2 Prerequisites - none Abilities - ground attack - air attack - flight Quotes - ready : "Teleport successful." - selected : "Awaiting command." : "Standing by..." : "Contact." : "Cho'Gall?" --------- | | -----> from Warcraft 2 - annoyed : "Single unstable (echoing)" : "(sound waves) Psionic link, dissipating." : "Adjusting your transmission..." : "Adun...(voice tightening and hard to understand)" : "(not sure but..)Solarized Shot Hearers reengaged." - ordered : "Due yours." : "(may be of Protoss language)" : "Look who's acknowledged." ---------- | | -----> Nah, judging by the scout pilot's noble personality, this shouldn't be true. : "It will be done." Misc. Data - just another highly enhanced unit, nothing more, but fortunately nothing less. Gantrithor (Carrier) -------------------- Minerals - 700 Vespene Gas - 600 Build Time - 280 Supplies - 8 Hit Points - 800 Armor - 3 Shields - 500 Type - air; mechanical; large Ground - weapon : Interceptor - damage : 0 - cooldown : 0 - range : 8 Air - weapon : Interceptor - damage : 0 - cooldown : 0 - range : 8 Sight - 11 Upgrades - none Prerequisites - none Abilities - ground attack - air attack - flight - build Interceptor Quotes - selected : "Yes, Executor?" : "I hear you." : "How may I help?" : "Your will?" - annoyed : "Speak quickly, Executor!" : "I don't have time for games." : "I was Executor long before you." : "So do not try my patience!" - ordered : "Of course." : "It shall be done." : "For Adun!" : "(may be of Protoss language)" Misc. Data - Do these quotes sound familiar? Yep, it's Tassadar himself whose piloting this airborne behemoth, and he does seem suited for the task. But am I not satisfied? Simply because it's just another highly enhanced unit, nothing more, even though (fortunately) nothing less either. Gantrithor's Interceptor ------------------------ Minerals - 25 Vespene Gas - 0 Build Time - 20 Supplies - 0 Hit Points - 40 Armor - 0 Shields - 40 Type - air; mechanical; small Ground - weapon : Pulse Cannon - damage : 5 normal - cooldown : 0 - range : n/a Air - weapon : Pulse Cannon - damage : 5 normal - cooldown : 0 - range : n/a Sight - n/a Upgrades - ground weapon : damage + 1 - air weapon : damage + 1 Prerequisites - Carrier Abilities - ground attack - air attack - flight Quotes - ready : \ - selected : \ purely - annoyed : / robotic sounds - ordered : / Misc. Data - this is even identical to its normal version! Danimoth (Arbiter) ------------------ Minerals - 50 Vespene Gas - 1000 Build Time - 320 Supplies - 4 Hit Points - 600 Armor - 3 Shields - 500 Type - air; mechanical; large Ground - weapon : Phase Disruptor Cannon - damage : 20 explosive - cooldown : 45 - range : 5 Air - weapon : Phase Disruptor Cannon - damage : 20 explosive - cooldown : 45 - range : 5 Sight - 9 Upgrades - ground attack : damage + 1 - air attack : damage + 1 Prerequisites - none Abilities - ground attack - air attack - flight - Stasis Field - Recall - cloaking nearby subordinates Quotes - ready : "Warp field stabilized." - selected : "We feel your presence." : "(may be of Protoss language)" : "(may be of Protoss language)" : "We are vigilant." - annoyed : "We sense a soul in search of answers." ------------------------------------- | | -----> Hey, this is what the witch Adria says in another Blizzard game called "Diablo"! Either Blizzard wants fans of both Starcraft and Diablo to appreciate their work or they're just running out of quotes ;) : "Do you seek knowledge of time travel?" ------------------------------------- | | -----> Another supposed parallelism between these two great games. =P : "We take that as a yes." : "And now for your first lesson, (sinister laugh)" : "(rewinding sound) Do you seek knowledge of time travel?" - ordered : "In Khast's name..." ------- | | -----> not sure, not sure. : "(may be of Protoss language)" : "(may be of Protoss language)" Misc. Data - %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% _ _ ____ _ _ ____ ____ ____ ___ _ _ ____ ____ ____ ____ ( \/ ) (_ _)( )_( )( ___) (_ _)( ___) / __)( )_( ) (_ _)( _ \( ___)( ___) \ / )( ) _ ( )__) )( )__) ( (__ ) _ ( )( ) / )__) )__) \/ () (__) (_) (_)(____) (__) (____) \___)(_) (_) (__) (_)\_)(____)(____) Every unit, building, and upgrade has its own immediate requirements and/ or pre-requisites. This section aims to further explain that aspect of the game graphically so as to make it easier to comprehend. As of now, I can only do the buildings part of the tech tree. If anyone could suggest any way to include the units and upgrades in this illustration without increasing its overall width (length is just fine), please mail me bout it, ok? Here goes: TERRAN: ---------------- ¦ Nuclear Silo ¦ ---------------- | \ | \ | -------------- --------------- | ¦ Covert Ops ¦ ¦ Physics Lab ¦ | -------------- --------------- | \ / | -------------------- ----------------- | ¦ Science Facility ¦ ¦ Control Tower ¦ | -------------------- ----------------- | ------------------ \ / | ¦ Comsat Station ¦ ------------ ---------- | ------------------ ¦ Starport ¦ ¦ Armory ¦ | | \______ ------------ ---------- | | \ \ / | | ---------- ----------- ----------- ---------------- | | ¦ Bunker ¦ ¦ Academy ¦ _ ¦ Factory ¦ --- ¦ Machine Shop ¦ | | ---------- ----------- _/ ----------- ---------------- | | \ | / ----------- | |__________ ------------ ------------------- ¦ Missile ¦ | \ ¦ Barracks ¦ ¦ Engineering Bay ¦ --- ¦ Turret ¦ |______________ \ ------------ ------------------- ----------- \ \ \ / ---------------- \ \ ------------------ ------------ ¦ Supply Depot ¦ ------ ¦ Command Center ¦ ¦ Refinery ¦ ---------------- ------------------ ------------ ZERG: ----------- ------------- --------- ----------- ¦ Defiler ¦ ¦ Ultralisk ¦ ¦ Nydus ¦ ¦ Greater ¦ ¦ Mound ¦ ¦ Cavern ¦ ¦ Canal ¦ ¦ Spire ¦ ----------- ------------- --------- ----------- \ \ | / | \ -------- / | \--------------¦ Hive ¦--/ | -------- | | | ---------------- --------- ¦ Queen's Nest ¦ ¦ Spire ¦ ---------------- --------- \ | -------- ¦ Lair ¦ ---------------- ----------------- ----------------- -------- ¦ Spore Colony ¦ ¦ Sunken Colony ¦ ¦ Hydralisk Den ¦ / / ---------------- ----------------- ----------------- / / | \ / \ / / ____/ | ---------------- ----------------- / / | ¦ Creep Colony ¦ ¦ Spawning Pool ¦ ------/ / | ---------------- ----------------- / | --------------------- | _______/ ----- ¦ Evolution Chamber ¦ | / --------------------- | / \ | / ------------ ------------- ¦ Hatchery ¦ ¦ Extractor ¦ ------------ ------------- PROTOSS: --------------- -------------------- ¦ Observatory ¦ ¦ Arbiter Tribunal ¦ --------------- -------------------- \ ---------------- / | \ ¦ Fleet Beacon ¦ _____/ | \ ---------------- / | ------------------------ \ \ / -------------------- ¦ Robotics Support Bay ¦ \ ------------ ¦ Templar Archives ¦ ------------------------ | ¦ Stargate ¦ -------------------- | | ------------ | --------------------- | ------------------- ¦ Robotics Facility ¦ | ¦ Citadel of Adun ¦ --------------------- | ------------------- \ | / ------------------ -------------------- ¦ Shield Battery ¦ ¦ Cybernetics Core ¦ ------------------ -------------------- \ / ----------- --------- ----------------- ¦ Gateway ¦ ¦ Forge ¦ --- ¦ Photon Cannon ¦ ----------- --------- ----------------- \ / --------- --------- --------------- ¦ Pylon ¦ ¦ Nexus ¦ ¦ Assimilator ¦ --------- --------- --------------- %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% _ _ ____ ____ ____ ____ ____ __ _ _ ( \/ )(_ _) (_ _)( ___)( _ \( _ \ /__\ ( \( ) \ / _)(_ )( )__) ) / ) / /(__)\ ) ( \/ (____)() (__) (____)(_)\_)(_)\_)(__)(__)(_)\_) ___ __ __ __ ____ __ ____ ___ _ _ / __) /__\ ( \/ )( _ \ /__\ (_ _) / __)( \( ) ( (__ /(__)\ ) ( )___/ /(__)\ _)(_ ( (_-. ) ( \___)(__)(__)(_/\/\_)(__) (__)(__)(____) \___/(_)\_) __ __ _____ ____ ____ ( \/ )( _ )( _ \ ( ___) ) ( )(_)( )(_) ) )__) (_/\/\_)(_____)(____/ (____) * warning: DO NOT read this and the next three sections unless you are simultaneously playing the game with it or have already played the game before. This part of the faq contains EVERY transmission and dialogue directly related to the campaign mode's gameplay and can therefore be considered a spoiler. * note: text under the "comments" category are NOT found in the game, rather they are my own thoughts on the present situation. As for campaign strategies, I will, be using the most direct route towards each mission's goal thus will most of the time no longer cover things you will do only out of curiosity. %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% % % % PROLOGUE: "TERRAN CAMPAIGN: REBEL YELL" % % % %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% In the decade since the end of the Guild Wars, the oppressive Terran Confederacy has stood unchallenged in its supremacy over colonized space. All of that changed four days ago when a large alien fleet emerged from warp-space and laid waste to the unsuspecting Confederate colony of Chau Sara. The Confederacy, fearing that the alien fleet's next target will be the colony of Mar Sara, has sent you to intervene. Acting as Magistrate, you are to safeguard the colonists and keep their state of panic from escalating any further. %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% % % % TUTORIAL: "BOOT CAMP" % % % % Office of the Colonial Magistrate % % Mar Sara Colony % % 2:25 SCT, 12.12.2499 % % % %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% Objectives: Build 3 Supply Depots Build a Refinery Gather 100 Vespene Gas Briefing: Advisor- (with no one else) _____________________________________ | | | Welcome to Mar Sara, Magistrate. | | The equipment demostration you | | requested is prepared and may be | | initiated at your convenience. | | | |_____________________________________| _____________________________________ | | | Simply select "Start" to begin the | | demonstration. You may skip the | | demostration by selecting "Skip | | Tutorial." | | | |_____________________________________| _____________________________________ | | | Whenever you feel you are ready | | you may select "Start." | | | |_____________________________________| _____________________________________ | | | Anytime is fine. | | | |_____________________________________| _____________________________________ | | | You're okay to go. | | | |_____________________________________| _____________________________________ | | | Magistrate? Are you all right? | | | |_____________________________________| message- _____________________________________ | | | | | End of Briefing. | | | |_____________________________________| Comments: First, lets tackle what happens if you do things normally, and didn't click on the "Skip Tutorial" button. Starting line-up: 1 Command Center 1 Supply Depot 1 SCV 16 Marines Introduction: Advisor - The T-280 SCV is the cornerstone of our hostile-environment construction and resource gathering operations. SCV - Roger that! Advisor - In order to build a thriving colony, numerous SCVs are necessary. - You can build additional SCVs at a Command Center. - Select the Command Center. - Click on the Build SCV button. Comments: Well, you heard the lady, build an SCV! Transmission: Advisor - In order to equip additional personnel you must have enough supply depots to support them. - You can use SCVs to build additional supply depots. - Select an SCV. - Click on the Build Structure button. - Click on the Build Supply Depot button. Comments: This is a TUTORIAL in case you forgot, so just keep following instructions and you'll be fine. Go on and build a Supply Depot with one of your SCVs. Transmission: - After receiving a transmission, you can use the SPACE BAR to center on the source of the transmission Comments: Ok now just continue accomplishing the rest of your objectives and you'll be on your merry way. Transmission: Advisor - This concludes the equipment demonstration. There will now be a fully catered reception at Mar Sara Base ___________ | | | VICTORY | |___________| %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% % % % MISSION 1: "WASTELAND" % % % % Office of the Colonial Magistrate % % Mar Sara Colony % % % %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% Objectives: Find Raynor. Build a Barracks. Train 10 marines. Briefing: Advisor- (with no one else) _____________________________________ | | | Adjutant online. Good evening, | | Magistrate. I'll fill you in on | | what's been happening: Confederate | | traffic has increased substantially | | within the system due to the recent | | Protoss destruction of the Chau | | Sara colony. The Confederates have | | tightened security on all outlying | | systems, and it's likely that this | | colony will be locked-down as well. | | An encrypted Confederate | | transmission came for you while you | | were at dinner. Replaying | | transmission: | | | |_____________________________________| Gen. Duke- (with Advisor) _____________________________________ | | | Greetings, Magistrate. I'm General | | Edmund Duke of the Confederate | | Security Forces, Alpha Squadron. | | The Confederacy has quarantined | | this entire planet, and we'll | | proceed with the lock-down within | | 48 hours. | | | |_____________________________________| _____________________________________ | | | You're to relocate your core | | colonists to the outlying | | wastelands. Now I know there won't | | be any problems with these new | | arrangements. | | | |_____________________________________| Advisor- (with no one else; Gen. Duke out) _____________________________________ | | | Transmission ended. I have | | contacted the local Marshal, James | | Raynor. Raynor has agreed to meet | | your personnel en route and escort | | them to the new wasteland site. | | | |_____________________________________| message- _____________________________________ | | | | | End of Briefing. | | | |_____________________________________| Comments: Finally, your first mission. Good luck... Starting line-up: 1 Command Center 1 Supply Depot 5 SCVs 5 Marines Comments: In the campaign mode, you don't always start with all your units crowded in one place. "Mission 1: Wasteland" is a good example of that. Here your men in the upper-left corner of the map while your buildings are located somewhere below the center. Introduction: - You can select multiple units by clicking and dragging a box around them. - Alternatively, you can hold CTRL and click on a unit to select multiple units of that type. SCV - I can't believe we're being sent to the Wasteland. These Confederates think they can push anybody around. Comments: Proceed south-east. Marines first, SCVs second. Cross the bridge and meet your first hero. Transmission: Raynor - Howdy, boys. I'm Jim Raynor, the Marshal of these parts. - Raynor must survive. Comments: Proceed south. Two Zerglings will block your path, while a third one will be backing them up. Still, they're as easy as 1-2-3. Now that your units are with your buildings, time to complete the rest of the mission. Gather your minerals then build a Barracks when you got the cash. Try to kill the zerglings in the surrounding area for added amusement. When the Barracks is finally complete... Transmission: Advisor - Infantry units, such as Marines, can be trained at this facility. - Marine counter activated. Comment: Just amass 10 Marines (including the ones you have, and after that... ___________ | | | VICTORY | |___________| %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% % % % MISSION 2: "BACKWATER STATION" % % % % Office of the Colonial Magistrate % % Mar Sara Colony % % % %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% Objectives: Eradicate the alien infestation. Raynor must survive. Briefing: Advisor- (with no one else) _____________________________________ | | | Receiving incoming transmission. | | Com-link established: | | | |_____________________________________| Raynor- (with Advisor) _____________________________________ | | | Hey, what's up, man? Got yer | | refugees tucked in nice and tight. | | Provided you can sidestep anymore | | surprises from our Confederate | | friends, and we can keep them | | away from those critters, they | | should have an easy time. | | | |_____________________________________| Advisor- (with Raynor) _____________________________________ | | | Priority alert! Backwater station | | under attack by unknown alien | | organisms. Distress beacon activated| | at 0658. Alerting Confederate | | headquarters on Tarsonis... Stand by| | for incoming transmission. | | | |_____________________________________| Gen. Duke- (with Raynor and Advisor) _____________________________________ | | | We've already received the distress | | beacon from Backwater, and we'll | | take care of it. You just sit tight.| | You'll be notified if there's | | anything we think you need to know. | | | |_____________________________________| Raynor- (with Advisor; Gen. Duke out) _____________________________________ | | | Damn! Listen, if we wait for | | Confederate reinforcements, that | | station's dust. I'll head out there | | now, do what I can. You send in some| | militia, and we'll save those | | folks. Trust me. | | | |_____________________________________| message- _____________________________________ | | | | | End of Briefing. | | | |_____________________________________| Comments: Ahah! Conflict is starting to heat up... Starting line-up: 1 Command Center 1 Barracks 2 Supply Depots 2 SCVs 4 Marines 1 Raynor (Vulture) Comments: Raynor will do pretty damn well in the battlefield, but make sure you keep him alive, ok? Otherwise you'll instantly lose the game. Introduction: Raynor - Glad to see you, boys. Time to kick some serious butt. Comments: First off, train four Marines with your 200 bucks. And while doing that, use Raynor to give the Zerglings in front of your base some hit and run. Notice the ramp? Plant a Spider Mine there if you will. More Zerglings await you beyond that ramp, so when you get Raynor there... Transmission: Raynor - What the hell is that? Looks like the ground there is alive. Comments: Raynor just saw the Zerg's Creep for the first time. And along with it is it's expander, the Creep Colony. Zerglings await some hit and run. Finish them off to find more Terran buildings! Order any of your men to come close to these buildings and they're yours for the taking... Transmission: SCV - Thanks for the rescue. We've been holed up in these bunkers for days hiding from the Zerg! Comments: To take control of the entire Terran base waiting for you, just order any of your men to come close to their Command Center and voila! Yours is a second base! Transmission: Raynor - These things have been out here awhile. But they could be pretty useful. Comments: And after rescuing a Terran Firebat... Transmission: Firebat - Need a light? Comments: Now you have to finish the rest of the mission, and there are lots o' ways to do it. But first of all, you have to deal with the Zergling group just next to your new-found base. Upgrade your Marines' attack range, then load them in the Bunker closest to these Zerglings. Then use Raynor to lure the creatures in to the Bunkers while he himself whacks at them in a hit-and-run manner. With them taken out, level the Creep Colony in sight and proceed with looking for the other aliens to eradicate. Here's a map to help you out: _____________________________________________________________________ | _____________ | | | | / Inf.CC | | | Terran Base | /__ H | | |_____________| \ CrC 5Z | | \_____ 3Z | | / /######\____CrC | | | /#############\__ CrC H | | | >>>##############<<<__H__ | | / _/####-Z-################\_H____ | | | _/####-2H-########################\__| | | \####################################| | / \################-2Z-##############| | | \#############################/ | | ______|______ _____ \#####################/ | | \############\ /#####\___ |###-3Z-####-2Z-###/ MIN | | \############| |###-6Z-###\__/################/ | | |############/ \##############################\__ | | >>>#######/ \###############################/ | | _/########/ \########/ \#########/ | |______/#######<<< ________ | |-GAS-###########\_ \#######\_ 2H | |############| \###\_ \##-5Z-##\_ | |############| \#/ _/##########\_ | |#############\_ >>>#############\_ | |###############\__ 2Z _/#################<<< | |##################\_ /######################\_____ | |################### | \##########################\____GAS | |-MIN-##############/ /################################\ | |#################/_________/##################################/______| MIN - minerals GAS - vespene gas Z - zergling H - hydralisk CrC - Creep Colony InfCC - Infested Command Center # - lowlands < / > - ramp Comments: And once any of your men reach the Infested Command Center... Transmission: Marine/Firebat - What the hell did they do to that Command Center? Raynor - Whatever it is, it ain't natural. Burn it, boys. Comments: Actually, that's all you need to destroy to complete the mission. Transmission: Advisor - Receiving incoming transmission... Gen. Duke - Marshal Raynor, by destroying a vital Confederate installation, you and your men have violated standing colonial law. As of right now, you're all under arrest. I suggest you throw down your weapons and come peaceably. Raynor - Are you outta your mind? If we hadn't burned that damn factory, this entire colony could have been overrun! Maybe if you hadn't taken your sweet time in getting here - Gen. Duke - Now I asked you nice the first time boy. I didn't come here to talk with you. Now throw down them weapons! Raynor - Guess you wouldn't be a Confederate if you weren't a complete pain in the ass. ___________ | | | VICTORY | |___________| CINEMATIC: "WASTELAND PATROL" %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% % % % MISSION 3: "DESPERATE ALLIANCE" % % % % Office of the Colonial Magistrate % % Mar Sara Colony % % % %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% Objectives: Survive for 30 minutes Briefing: Advisor- (with no one else) _____________________________________ | | | Receiving incoming transmission. | | Com-link established: | | | |_____________________________________| Gen. Duke- (with Advisor) _____________________________________ | | | I got your message, Magistrate, and | | frankly I don't care what you have | | to say about Confederate | | regulations. You damn fridge world | | yokels are all alike, don't know | | where your loyalties lie. Y'all have| | a real good day now, y'hear? | | | |_____________________________________| Advisor- (with no one else; Gen. Duke out) _____________________________________ | | | Transmission ended. The report you | | requested is ready. Sixteen outland | | stations have reported sightings of | | the alien invaders identified as | | Zerg. The Confederates have arrested| | all standing militia forces and | | continue to avoid action against the| | Zerg. Three stations have fallen to | | the Zerg already. We've been unable | | to locate any source of military | | relief except... the extremist | | faction known as The Sons of Korhal.| | Their liaison is holding on line. | | | |_____________________________________| Mengsk- (with Advisor) _____________________________________ | | | Good day, Magistrate. My name is | | Arcturus Mengsk, and I represent | | The Sons of Korhal. You're familiar | | with the Confederate propaganda | | surrounding my group but your | | reputation suggests you'll see past | | it. It's never been our practice to | | operate in one place for long, | | but these Zerg don't look like | | they're going to wait. I'm going to | | make you an offer, Magistrate. I'd | | like to help you out by sending down| | a number of transports to your | | colony and evacuating any survivors.| | | |_____________________________________| _____________________________________ | | | You know, of course, that my | | organization operates outside the | | bounds of Confederate law. That's | | why they spread their lies and | | misinformation. If you decide to | | accept out help, you'll be branded | | as an outlaw too. But, it's a chance| | to save those people. Time to make a| | stand, Magistrate. | | | |_____________________________________| Advisor- (with no one else; Mengsk out) _____________________________________ | | | Ending transmission. Priority Alert!| | Evacuation Zone under attack by | | Zerg forces. Distress beacon | | activated at 1220. | | | |_____________________________________| message- _____________________________________ | | | | | End of Briefing. | | | |_____________________________________| Comments: Whoa! SURVIVE, for 30 minutes!? Looks like you'd won't have any chances of wiping out the opposition, eh? This mission will concentrate on defense rather than offense. Good luck... Starting line-up: 1 Command Center 3 Supply Depots 1 Barracks 1 Engineering Bay 1 Academy 2 Bunkers 3 Missile Turrets 3 SCVs 16 Marines 3 Vultures Comments: Well, at least you've got something nice to start with. Wonder what the Zerg has in store for you? Better not... Introduction: (focuses on Bunker) Vulture - Hey, this thing's on fire! You oughta send an SCV out here and repair it, and fix my bike up too while he's at it. Comments: Better do what he says before he lays the smack down on you! Transmission: Marine - We can take cover in these Bunkers if things get too dicey. Comments: Oh, don't wait for that. Load them up in your Bunkers now! After a few minutes your the zerg's first assault will commence. But don't worry, it's all too easy. And after a few more minutes, more Zerg will come knocking at your door. Not to worry, as long as you got Marine-filled Bunkers and SCVs to back these Bunkers up, you'll be fine. Stay in this state for more than twenty minutes, then, Transmission: Advisor - Ten minutes until Dropship arrival. Comments: It wasn't that hard, was it? Five more minutes then, Transmission: Advisor - Five minutes until Dropship arrival. Comments: Things'll start to get ugly from this point on, so just try to hang on...four more minutes then, Transmission: Advisor - One minute until Dropship arrival. Comments: Just keep one building standing and you'll be fine. Transmission: Advisor - Sons of Korhal Dropships approaching. Dropship - Strap yourselves in, boys. ___________ | | | VICTORY | |___________| %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% % % % MISSION 4: "THE JACOBS INSTALLATION" % % % % Office of the former Colonial Magistrate % % Mar Sara Colony % % Three hours after colonial evacuation % % % %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% Objectives: Retrieve data discs from the Confederate network. Raynor must survive. Briefing: Advisor- (with no one else) _____________________________________ | | | Your tenure as Colonial Magistrate | | is suspended, pending an official | | Investigation of your affiliation | | with the Sons of Korhal. Receiving | | incoming transmission... | | | |_____________________________________| Raynor- (with Advisor) _____________________________________ | | | Hey, man. Arcturus' boys sprung me | | from the prison ship. Apparently, | | they're as frustrated with the | | Confederates as we are! I know | | their reputation, but they seem to | | be on the level. I think Arcturus | | wanted to speak with you... | | | |_____________________________________| Mengsk- (with Raynor and Advisor) _____________________________________ | | | Commander, Mar Sara is almost | | completely overrun by the Zerg. | | The Confederates are abandoning | | the planet, and so are we. However, | | there is one thing I'd like to do | | be on the level. I think Arcturus | | before we leave. | | | |_____________________________________| _____________________________________ | | | I want you to raid this colony's | | Confederate outpost and retrieve | | whatever design or weapons' | | schematics that you can find in | | their networks. With the chaos of | | the Confederates' evacuation, you | | should'nt have any trouble getting | | or our of their installation. | | | |_____________________________________| Raynor- (with Mengsk and Advisor) _____________________________________ | | | I'm into it. | | | |_____________________________________| message- _____________________________________ | | | | | End of Briefing. | | | |_____________________________________| Comments: Oops, ya just lost a job, so I guess there's nothing else to lose. Better start fighting for what you believe in, and I honestly hope it ain't the Confederate's way of living. Starting line-up: 7 Marines 4 Firebats 1 Raynor (Marine) Comments: No buildings!? Yup, this is yet another type of mission you will encounter in campaign mode, one that concentrates solely on unit management and does not, in any way, involve resource usage and gathering. What you need to do here is find your way to the "exit" or the place where the mission is accomplished. The guys at Blizzard programmed this mission in such a way that you would more or less have to go through the entire map before finally reaching the unknown goal. And if you're wonderin how a handful of units are gonna take out an installation, don't. These types of missions will usually provide their players with useful reinforcements, and also usually when the need arises. Ok, on with the strategies: First of all, move north-west to witness a wall lowering itself for your men to pass. You'll see another one of those "doors" to your lower-left, but nothing useful can be found there so proceed on your current direction. Whoops! Missiles from nowhere! Well, actually they're wall turrets aimed to give your men more than just a headache. But it's pretty easy to dispatch and keep on movin. Now the road splits three ways. To your men's right is a Beacon that teleports you to a somewhat useless place in the map so cancel the thought. On the left is a very long path towards your goal, while on the right is a shortcut filled with resistance. And though your men can easily handle the resistance, it's up to you if ya want more opponents killed or less allies lost. Let's first assume you took the left path: - continue walking since it's pretty much a linear path at first - when the road finally splits up, it's a choice of turning right or going straight ahead. The right path leads to where you should have come from had you taken the shortcut, and you don't want that, do you? Go straight ahead... Now, assuming you took the shortcut, - wage war against the opponent's Marine-Goliath tandem and wipe the floor with their butts. Continue up the stairs and through the door. - when the road finally splits up, it's a choice of turning left or right. The left path leads to where you should have come from had you taken the long way, and you don't want that, do you? Turn right.. But either way, this is what happens afterwards: - and yet again, the road splits into three. Just go straight ahead and ignore the opponents waiting at either turn. - you'll be confronted by four ground turrets in a certain corner. Whack the upper-left and both lower turrets. The other one won't be able to attack if your men stick to the opposite wall while turning. - don't be afraid to whack the civilians, they won't bite. - when you reach the stairs part, you'll be given a choice of opening the doors or going up yet another flight of stairs. Go up... - at last, a Beacon, go through it, and... Transmission: - Teleportation field activated. - You have teleported to sector 1. Comments: Now your somewhere else. Head south and open the door there... Transmission: Advisor - Unauthorized entry detected. Marine - It's them! Blast them! Comments: Don't stay too long inside the room you teleported into, cause it's filled with ground turrets. Ok, from this point on, it's just a linear path to victory, and that path leads south-west. Go through the door there, battle a little, and send any of your men towards the Beacon to complete the mission. Transmission: - Accessing Confederate Network>... - Downloading files>... - ... - ... - ... - File transfer complete>... Raynor - Hey, we've found the plans, man... Have the transports waiting when we come out. ___________ | | | VICTORY | |___________| - In the wake of the chaos resulting from the Zerg invasion, The Sons of Korhal escaped with the stolen discs. Fleeing to the border colony of Antiga Prime, Arcturus' group now plans its next crucial moves against the Confederacy. Thirteen hours after the evaluation of Mar Sara, Protoss warships took up orbit around the colony and unleashed a massive planetary bombardment. All life upon the surface was extinguished. %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% % % % MISSION 5: "REVOLUTION" % % % % Secret Staging Area % % Second moon of Antiga Prime % % % %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% Objectives: Bring Kerrigan to the Antigan Command Center. Defend the Antigan rebels. Raynor and Kerrigan must survive. Briefing: Raynor- (with no one else) _____________________________________ | | | Hey man. Headquarters has begun | | analysis of the discs. They expect | | to have them decoded shortly. I | | hope whatever's on those discs is | | worth it. | | | |_____________________________________| Advisor- (with Raynor) _____________________________________ | | | Receiving incoming transmission | | from Arcturus Mengsk: | | | |_____________________________________| Mengsk- (with Raynor and Advisor) _____________________________________ | | | You and Captain Raynor have done | | well, Commander. I believe our | | efforts have weakened the | | Confederacy's grip on the fringe | | worlds, but our job out here isn't | | done yet. Lieutenant Kerrigan, my | | second in command, will elaborate. | | | |_____________________________________| Kerrigan- (with Raynor, Mengsk, and Advisor) _____________________________________ | | | I'll get straight to the point. Our | | sources tell us that Antiga Prime is| | ready to begin open revolt against | | the Confederacy. Unfortunately, the | | Confederates seem to be aware of | | this as well. They've stationed a | | large detachment of Alpha Squadron | | troops there, under the command | | of General Duke. | | | |_____________________________________| Mengsk- (with Raynor, Kerrigan, and Advisor) _____________________________________ | | | It will be your job, Commander, to | | free this colony and show our good | | intent to the Antigan people. | | Lieutenant Kerrigan will help you | | deal with Duke's officers. The rest | | of the Confederates are yours to | | deal with. | | | |_____________________________________| message- _____________________________________ | | | | | End of Briefing. | | | |_____________________________________| Starting line-up: 8 Marines 1 Raynor (Vulture) Comments: The path only leads south, so better head there to get this over with. You'll meet Kerrigan along the way. Transmission: Kerrigan - Captain Raynor, I've finished scout out the area, and---you pig! Raynor - What? I haven't even said anything to you yet! Kerrigan - Yeah, but you were thinking it. Raynor - Oh yeah, you're a telepath. Look, let's just get on with this, okay? Kerrigan - Right. Comments: The road lead to a bridge that, in turn, leads south-east. Head with Kerrigan there to have her spot some Missile Turrets. Transmission: Kerrigan - I hate these things. They can sense me even when I'm cloaked. We should take these out. Comments: Cross yet another bridge, take out the welcoming Vulture as well as the stray Wraith, head north, then finally head east to reach the Antigan base. Transmission: - Kerrigan can use her Cloaking ability to sneak by most enemy forces. - Only "detectors" such as Missile Turrets can be used to spot cloaked units. Comments: Ok now, take out the first enemy Missile Turret you see after crossing that bridge. Then cloak our Lady Lieutenant and have her enter the base (through the rightmost part) unharmed. Bring her to the Beaacon beside the rescuable Command Center. Transmission: - (Kerrigan kills the Confederate Officer) Kerrigan - I've taken care of business on this end, Commander. I think the Antigans are ready to back us up, too. Marine - That's right. We've tolerated these Confederate goons long enough! Comments: Yes!! Now you have an entire base under your control! Transmission: Advisor - Commander, I'm picking up a large Confederate strike force advancing on our position. Kerrigan - Well, they're not wasting any time. - New Mission Objective: Destroy the Confederate base. Comments: The Confederate base occupies most the lower part of the map, but taking them out is a pretty easy task. They won't be having any Comsat Stations to detect your Wraiths when they cloak, so I suggest you concentrate on building up an army of these flyers (6 will do). Still, he will have Missile Turrets to prevent you from a flawless victory, so you'll need a Dropship full of Marines to take these buildings out. Attack the lower right part of the map first with your cloaked Wriaths, then clean it up with the Marines. By this time you should have about four more wraiths waiting at your base so send them in along with the old ones and go straight for the opponent's Command Center. And take the SCVs out while your at it. Once your done, the opponent will be too crippled to do anything. Leave nothing alive. ___________ | | | VICTORY | |___________| CINEMATIC: "THE DOWNING OF NORAD II" %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% % % % MISSION 6: "NORAD II" % % % % Secret Staging Area % % Antiga Prime Colony % % % %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% Objectives: Protect Battlecruiser Norad II. Bring Raynor and 2 dropships to Norad II. Briefing: Advisor- (with Mengsk, Raynor, and Kerrigan) _____________________________________ | | | 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: | | | |_____________________________________| Gen. Duke- (with Mengsk, Raynor, and Kerrigan; Advisor out) _____________________________________ | | | 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- (with Mengsk, Kerrigan, and Advisor; Gen. Duke out) _____________________________________ | | | Zerg? Here? Serves 'em right. | | 'Bout time they got a taste of what | | it's like to be in there mixin' it | | up. | | | |_____________________________________| Mengsk- (with Raynor, Kerrigan, and Advisor) _____________________________________ | | | Jim, I want you to move in and save | | that base. | | | |_____________________________________| Raynor- (with Mengsk, Kerrigan, and Advisor) _____________________________________ | | | I'm positive I didn't hear that | | right. | | | |_____________________________________| Kerrigan- (with Mengsk, Raynor, and Advisor) _____________________________________ | | | Arcturus, have you lost your mind? | | | |_____________________________________| Mengsk- (with Raynor, Kerrigan, and Advisor) _____________________________________ | | | 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- (with Mengsk, Raynor, and Advisor) _____________________________________ | | | I don't like this at all. | | | |_____________________________________| Mengsk- (with Raynor, Kerrigan, and Advisor) _____________________________________ | | | I'm not asking you to like it. I'm | | asking you to do it. | | | |_____________________________________| Kerrigan- (with Mengsk, Raynor, and Advisor) _____________________________________ | | | Yes sir. | | | |_____________________________________| Raynor- (with Kerrigan and Advisor; Mengsk out) _____________________________________ | | | Great. Let's get this over with. | | | |_____________________________________| message- _____________________________________ | | | | | End of Briefing. | | | |_____________________________________| Comments: What a twist! Is Mengsk growing soft? Or is he really a Confederate spy!? Probably not, but let's get on with it, shall we? Starting line-up: 2 SCVs 4 Marines 2 Firebats 1 Raynor (Vulture) Comments: See that dimmed Command Center somewhere to your left? That's a rescuable area! Go there now and gain yourself an entire base. There will be some resistance, but pitiful ones compared to what you have in store for them. Transmission: - A Terran building with hit points "in the red" will burn down unless it is repaired. Comments: Well? Start repairing those buildings! Start with the Engineering Bay, as it is the most likely to burn down. Next, repair the Bunkers, in preparation of a Zerg rush. Then build a Refinery, gather some gas, and start working on the damaged Battlecruiser on your right. And by the way, the Beacon there marks the spot where you should bring Raynor and the Dropships. Transmission: Raynor - If we're doin' this, we'd better hurry. That ship won't last long against those Zerg. Comments: Right you are, Mr. Raynor. The Zerg will occasionally attack the crashed Battlecruier area so you don't have much time to get your units there before it becomes totally whacked. Ok now, here's the situation: Your base is quite close to the destination, but the narrow path in between is packed with Spore Colonies--- those things that could detect all sorts of cloaked units and bring down those that are airborne. The solution? A ground attack, what else!? Sure, there are also Sunken Colonies nearby, but they're not as many as the Spores, which by the way are also aided by tons o' Scourges to make sure no small air unit group gets through. Here's a sketch of the right half of the map: _____________________________________________________________________ |NNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNN| |NNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNN| |NNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNN| |NNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNN| |NNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNN| |NNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNN| |NNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNN| |NNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNN| |NNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNN| |NNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNN| |NNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNN| |NNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNN| |NNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNN| |NNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNN| |NNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNN| |NNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNN| |NNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNN| |NNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNN| |NNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNN| |NNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNN| |#######################/ __ \_| |#####################/ 3Sp __/##\_ | |#####################| __/######<<< | |#####################\ Sn /############\_ | |######################| 3Sc \####-CRASH ##\_ | |#####################/ \## SITE-####\_ | |###################/ 3Sp \##############\ | |###################\ _ Sp \#########/ | |###################| /#\_ Sn \####/ | |#################/ _/####\_ | |################/ _/########\ 2M 3Sc 3Sp ____| |##############/___/########/ __ Sp /####| |#########################/_ /##\_ Sp Sn 2Sc Sp _/#####| |###########################\_ _/#####\_ _/#######| |#############################\_/#########\ Sc /#########| |#########################################/ Sp Sp /##########| |# <----- Your Base ####################/ /###########| |######################################/ _/############| |##############################-><-###/ _/###########/ \| |###################################/________________/############/___| Sp - Spore Colony Sc - Scourge Sn - Sunken Colony M - Mutalisk # - lowlands < / > - ramp N - insignificant areas -><- - entry point Comments: All you need to accomplish the current mission is three Dropships, one of which is empty, another one with Raynor in it, and yet a third one full of Marines. Gather your forces at the "entry point" and have them stay there for awhile. Now unload your Marines. Chances are the lower-left most Spore Colony will spot you and fire away. No problem. You'll be able to unload all your Marines before the Dropship explodes. Now take that first Spore Colony out. The plan is to make a path through the right part of this piece of land, so move on towards the right and whack that Spore Colony and the onlooking Scourges. Now take out the Sunken Colony in front of you, as well as the four more Spore Colonies around it, and the extra Scourges floating by. The path is now clear. Fly your two other Dropships through this path and your done. Transmission: Gen. 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 is we hadn't shown up? Gen. 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 choice. Gen. 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. Gen. 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. ___________ | | | VICTORY | |___________| %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% % % % MISSION 7: "THE TRUMP CARD" % % % % Secret Staging Area % % Antiga Prime Colony % % % %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% Objectives: Bring the Psi Emitter to the enemy base. Kerrigan must survive. Briefing: Advisor- (with no one else) _____________________________________ | | | Commander, our position has been | | discovered. As of two hours ago, a | | large Confederate strike force | | arrive on Antiga Prime and | | established a base camp within our | | defensive perimeter. Arcturus | | Mengsk is calling a meeting. | | | |_____________________________________| Mengsk- (with Raynor, Kerrigan, and Advisor) _____________________________________ | | | Greetings. I know you're all | | concerned about the Confederate | | strike force, but first we have a | | grave matter to discuss. It seems | | our data discs didn't hold weapon | | designs after all. Lieutenant | | Kerrigan will explain. | | | |_____________________________________| Kerrigan- (with Mengsk, Raynor, and Advisor) _____________________________________ | | | You all know that the Confederates | | run a program for psychically gifted| | humans, training them to be Ghosts. | | Those running the program found | | that the Zerg are attuned to the | | psychic emanations of Ghosts. | | | |_____________________________________| Raynor- (with Mengsk, Kerrigan, and Advisor) _____________________________________ | | | So the Zerg are here for you, | | darlin'? This keeps gettin' better | | and better. | | | |_____________________________________| Kerrigan- (with Mengsk, Raynor, and Advisor) _____________________________________ | | | Shut up. There's been a lot of | | secret Confederate research | | surrounding Ghosts and the Zerg. | | What we stole was a small but | | critical piece of the puzzle: | | designs for a Transplanar Psionic | | Waveform Emitter. The emitters | | broadcast the neural imprint of a | | Ghost, but at a much greater | | magnitude. These things reach across| | worlds. | | | |_____________________________________| Mengsk- (with Raynor, Kerrigan, and Advisor) _____________________________________ | | | The Confederacy used these Psi | | Emitters to lure the Zerg into | | isolated containment areas. Your | | colony---Mar Sara---Commander, was | | one such location. | | | |_____________________________________| Raynor- (with Mengsk, Kerrigan, and Advisor) _____________________________________ | | | What are you saying? | | | |_____________________________________| Mengsk- (with Raynor, Kerrigan, and Advisor) _____________________________________ | | | I'm saying the Zerg are a secret | | weapon developed by the | | Confederacy. I'm saying you were all| | subjects of a Confederate weapons | | test. | | | |_____________________________________| _____________________________________ | | | Just as they destroyed Korhal with | | nuclear weapons to establish | | dominance a generation ago, they | | would use the Zerg to put an end to | | their other rivals. Only this time | | there'd be no outrage; who could | | suspect the aliens were their | | creation? No, they'd be lauded as | | heroes for coming in and destroying | | the Zerg. It's time the Confederacy | | paid for its crimes. | | | |_____________________________________| _____________________________________ | | | And I know just the way. Lieutenant | | Kerrigan is going to plant an | | emitter at the Confederate base | | camp. Commander, you will provide | | her with an escort. When th Zerg | | arrive, they'll break the blockade | | for us and we'll make our escape. | | Now get moving. | | | |_____________________________________| message- _____________________________________ | | | | | End of Briefing. | | | |_____________________________________| Comments: This is the first mission that'll deal with a special item--- a Psi Emitter that can only be carried by your workers. Starting line-up: 1 Command Center 1 Refinery 5 Supply Depots 2 Barracks 1 Engineering Bay 1 Factory 4 Missile Turrets 1 Starport w/ Control Tower 1 Science Facility 5 SCVs 11 Marines 2 Vultures 1 Science Vessel 1 Psi Emitter Introduction: Kerrigan - I'm having doubts about this, Arcturus. I just don't think anyone deserves to have the Zerg unleashed on them. Mengsk - I know you have personal feelings about this, but you can't let your past cloud your judgement. Carry out your orders, lieutenant. Kerrigan - Yes, sir. Comments: You'll be instantly attacked in two different areas simultaneously. First thing's first. Move Kerrigan and the Psi Emitter carried by your SCV in a safe place, specifically in the center of your base located south-west. Transmission: - Use the Liftoff command to move your buildings. Comments: That's right, since by now your buildings are starting to burst into flames due to opponent's attacks. Move them to safety as well by using the said command. The other buildings being attacked, namely the Supply Depots on the other end of your base, have low chances of survival so better just retreat your Marines and have them live to fight another time. Manage your resource-gathering as soon as all is settled and quickly build more Bunkers and Missile Turrets around your base. A few minutes later you'll be attacked by cloaked Wraiths. Transmission: - Science Vessels and Missile Turrets can be used to detect cloaked foes. - The Scanner Sweep on the ComSat Station can also be used for detection. Comments: You are given a fair idea of where the Beacon is, and that's more or less where you'll have to take Kerrigan and the Psi Emitter to accomplish the mission. And from the looks of your base, there are three ways to do it: Passing by the uppermost bridge, the middle bridge, and the rightmost one. My personal preference for the quickest results is the middle bridge. It leads to the least resistance thus is the easiest path towards accomplishing the current task. Amass six to eight Marines, six to eight Wraiths, and a Dropship. Of course, load your SCV (with the Psi Emitter) and Kerrigan on the Dropship, and back it up with the Science Vessel present since the start. Have them wait a little beyond your middle bridge's entrance and then attack with your cloaked Wraiths. Target first all the Siege Tanks in the highlands to prevent them from getting free hits on your Marines, followed by the Goliaths and finally the Marines. Now move in YOUR Marines and have them take out the lone Missile Turret guarding the nearest entrance towards the Beacon. Once the Missile Turret is toast and all your Marines dead, re-attack with your cloaked Wraiths and specifically target the opponent's Goliaths since it's these that can really ruin an airborne strategy. Next kill the Ghost so he won't have any chance of locking your Dropship down and getting free hits. Lastly, target the Battlecruiser. It's all alone and not much of a resistance at that. Most of your Wraiths are probably whacked by now since their cloaking already wore off, but that doesn't matter. Move in your Science Vessel followed by the Dropship. Cast Defensive Matrix on the Dropship just before it enters the opponent's base and unload on the Beacon. Transmission: Kerrigan - Psi-Emitter in place. Just promise me we'll never do anything like this again. Mengsk - We will do whatever it takes to save humanity. Our responsibility is too great to do any less. ___________ | | | VICTORY | |___________| - The Zerg, lured by the Psi Emitter's signal, descended upon the unsuspecting Confederate forces and annihilated them. Once again, the Protoss fleet, under the command of High Templar Tassadar, arrived and incinerated the planet. %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% % % % MISSION 8: "THE BIG PUSH" % % % % Command Ship Hyperion % % Holding perimeter orbit over % % Confederate Capitol World Tarsonis % % % %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% Objectives: Eliminate the Confederate forces. Duke must survive. Briefing: Advisor- (with no one else) _____________________________________ | | | Greetings, Commander. Receiving | | incoming transmission: | | | |_____________________________________| Mengsk- (with Raynor, Duke, and Advisor) _____________________________________ | | | The time of our final strike against| | the Confederacy is close at hand. | | Before we can strike at Tarsonis | | itself, however, we must break | | through the Confederacy's most | | potent defenses. General Duke will | | brief you. | | | |_____________________________________| Duke- (with Mengsk, Raynor, and Advisor) _____________________________________ | | | I've defended Tarsonis in over | | thirty major battles, so I know its | | defenses inside and out. There are | | three primary orbital platforms that| | serve as staging areas for the | | Confederate fleet. If we assault the| | central platform, we should cause | | enough of a ruckus to allow a small | | force to break through the | | planetary defenses. | | | |_____________________________________| Raynor- (with Mengsk, Duke, and Advisor) _____________________________________ | | | General, I'm impressed. I never | | figured you for the frontal assault | | type. | | | |_____________________________________| Duke- (with Mengsk, Raynor, and Advisor) _____________________________________ | | | Well, the Confederates have Omega | | and Delta Squadron troops | | defending the platform. They're | | nothing compared to my Alpha | | Squadron boys. | | | |_____________________________________| Raynor- (with Mengsk, Duke, and Advisor) _____________________________________ | | | Right. | | | |_____________________________________| message- _____________________________________ | | | | | End of Briefing. | | | |_____________________________________| Starting line-up: 2 Command Centers 1 Barracks 1 Factory 1 Starport 1 Science Facility 4 SCVs 4 Marines 2 Ghosts 3 Wraiths 2 Dropships 1 Duke (Battlecruiser) Comments: No fancy missions this time, since your orders are plain and simple: leave no one alive. You start off with a bunch o' floating buildings ready for relocation. Fly them northwest to find a suitable landing site. There will be lots of addons in the said site, so all you have to do is land their corresponding buildings and voila! They're yours for the taking! Transmission: Gen. Duke - I can't believe this! Alpha Squadron never would've left this equipment behind! That's what I call sloppy! - Use Ghosts to target Nuclear Missiles. Comments: You'll instantly have two Nuclear Silos under your control, thus the first thing you should do is arm your Nukes, so as to prevent having to wait for them when you need them. Build a Refinery, some Supply Depots, and lots of SCVs to keep up with the times. Notice that you must keep Gen. Duke alive, but that doesn't mean he's a helpless little scrub who needs to be protected. I myself believe that it is he whom you should use to lead your men in the battlecruiser, since as far as this mission is concenred, he is the most useful unit you have. Keep him in front of your base to stop any enemy suicide missions from ever being accomplished. Besides dealing a great amount of damage, our general has a high HP count thus is easy to battle with and repair afterwards. Now for the assualt, which I would prefer to tackle step by step: 1) Notice that since you can only build one Refinery, your mineral count will increase at a much much faster rate than your vespene count. 2) With this in mind, build as many marines as your Barracks allows at a time. 3) With your additional minerals and all your vespene gas, start building an army of Siege Tanks while researching their Siege Tech. 4) Research too the Marines' U-238 Shells. 5) Once you got the Siege Tech enabled, line your Siege Tanks up in front of your base and get ready to attack the opponents base north-west. 6) Position Gen. Duke in front of these tanks and have them engage in Siege Mode. 7) Your Siege-moded Siege Tanks will instantly attack the nearest enemy buildings and units, thus luring many of the opponent's men to come your way. Call an SCV out there to repair them while they duke it out. 8) When all the nearby buildings have been whacked, have half your Siege Tank army (after ordering them to go Tank Mode, of course) move in front of Gen. Duke and re-enable their Siege Tech. Then do the same with the second half. Finally, move Gen. Duke in front of them all. 9) Repeat this process until the entire base has been leveled to the ground. 10) Call out a pair of SCVs to build a Command Center and a Refinery at what once was the opponent's base. Make your new base flourish. 11) Have all your Siege Tanks surround the new found base and guard it against Marine-Goliath combos that's come your way throughout the game. 12) Be equally prepared for Wraith-Battlecruiser attacks on your old base by stationing your Wraiths as well as your Marines in the right most part of this base. 13) Build an Armory and lots and lots of Supply Depots to help you out in your next endeavor, which is to wipe out the opponents from the north-east, which, by the way, is the most heavily guarded area in the map. 14) Northeast of your new base is a little outpost which you should take out before anything else. Nuke it. 15) Use Gen. Duke to take out whatever is left of the Nuclear Strike. 16) Use a Dropship to unload two to four Siege Tanks in the area. 17) Order half your unloaded Tanks to go into Siege Mode and the other half to move southeast. 18) This "other half" will take out all the Missile Turrets lined-up in the said direction. 19) Once they're done, move in all your Siege Tanks and, along with Gen. Duke, engage the opponent's main base in battle. Trust me, with an SCV to repair them as they duke it out, none of them will die. 20) Continue sending in Siege Tanks as well as Wraiths when their corresponding buildings complete their production. 21) Once the whole base is taken out, use Gen. Duke and your Wraiths to take out all the additional enemy Missile Turrets southwest, and your Ghost (Nuke-armed, of course), to finish off the remaining outpost in the upperleft corner of the map. Transmission: Gen. Duke - This is Duke. The emitters are secured and on-line. Kerrigan - Who authorized the use of Psi-Emitters? Mengsk - I did, lieutenant. Kerrigan - What? The Confederates on Antiga were bad enough, but now you're going to use the Zerg against an entire planet? This is insane. Raynor - She's right, man. Think this through. Mengsk - I have thought it through. Believe me. You all have your orders. Carry them out. ___________ | | | VICTORY | |___________| CINEMATIC: "OPEN REBELLION" - Like a beacon, the combined power of the Psi Emitters reached out to the far corners of the Terran Sector, luring billions of Zerg to the capitol world of Tarsonis. The Zerg, overrunning the Confederacy's best defences, proceeded to lay waste to Tarsonis' major cities and industrial centers. %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% % % % MISSION 9: "NEW GETTYSBURG" % % % % Command Ship Hyperion % % Holding perimeter orbit over % % Confederate Capitol World Tarsonis % % % %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% Objectives: Destroy the Protoss force. All Zerg buildings must survive. Kerrigan must survive. Briefing: Advisor- (with no one else) _____________________________________ | | | I've picked up several dozen Protoss| | warships decending upon Tarsonis. | | They seem to be heading on a | | direct course to the primary Zerg | | Hive. | | | |_____________________________________| Mengsk- (with Advisor) _____________________________________ | | | If they engage the Zerg, the | | Confederates may escape. | | Commander, send Lieutenant | | Kerrigan with a strike force to | | engage the Protoss. Captain Raynor | | and General Duke will stay behind | | with the command ship. | | | |_____________________________________| Raynor- (with Mengsk and Advisor) _____________________________________ | | | First you sell out every person on | | this world to the Zerg, then you | | ask us to go up against the | | Protoss? And you're goin' to send | | Kerrigan down there with no | | backup? | | | |_____________________________________| Mengsk- (with Raynor and Advisor) _____________________________________ | | | I have absolute confidence in | | Kerrigan's ability to hold off the | | Protoss. | | | |_____________________________________| Raynor- (with Advisor; Mengsk out) _____________________________________ | | | This is bullshit. Kerrigan, are you | | reading this? | | | |_____________________________________| Kerrigan- (with Raynor and Advisor) _____________________________________ | | | I heard. I'm going down there. | | Arcturus knows what he's doing. I | | can't back out on him now. | | | |_____________________________________| Raynor- (with Kerrigan and Advisor) _____________________________________ | | | Funny. I never thought of you as | | anyone's martyr. | | | |_____________________________________| message- _____________________________________ | | | | | End of Briefing. | | | |_____________________________________| Comments: This will be your first encounter with the Protoss, so better make it an impressive one. What's worse? The Zerg are also out to get you, and you can't even lay a finger on them! Starting line-up: 1 Command Center 3 Supply Depots 1 Barracks 1 Factory 2 SCVs 6 Marines 2 Vultures 1 Dropship 1 Kerrigan (Ghost) Comments: Not much, but don't worry cause the opponent doesn't have much either. Introduction: Raynor - Why are you doing this, Kerrigan? Look, I know about your past. I mean, I've heard the rumors. I know you were a part of those experiments with the Zerg; that Mengsk came and saved you, but you don't owe him this! Hell, I've saved your butt plenty of times. Kerrigan - Jimmy, drop the knight-in-shining-armor routine. It suits you sometimes. Just not...not now. I don't need to be rescued. I know what I'm doing. The Protoss are coming to destroy the entire planet, not just the Zerg. I know that because... well I just know it. I am a Ghost, remember? Once we've dealt with the Protoss, we can do something about the Zerg. Arcturus will come around. I know he will. Raynor - I hope you're right, darlin'. Good huntin'! Comments: Surprise! The infamous Zerg has their base situated right next to yours! And you don't even have a barricade yet! But don't you worry, the Zerg are kinda passive in this mission, will only attack you once in a while, and usually with a very weak squad composed mostly of zerglings. But to give you a better feel of what you're up against, here's a pale representation of the battlefield: _____________________________________________________________________ |**********************************/ _/NNNNNNN/ _/***************| |* | ************/ \*************/ _/NNNNNNN/ _/** *| |* Z *********>>> \*********/ _/NNNNNNN/ _/****-PROTOSS BASE-*| |* E ********/ <<<****/ _/NNNNNNN/ _/****** 1 *| |* R *****>>> \*/ /NNNNNNN/_ /***********************| |* G ****/ \NNNNNNN\_ \*****/ \*************| |* **/_ GAS \NNNNNNN\_ \*/ <<<**********| |* B ** *\_ M \NNNNNNN\ \*********| |* A ******\_ -YOUR BASE- I _/NNNNN/ <<<******| |* S ********\_ N _/NNNNN/ _ /*****| |* E **********\ /NNNNN/ \\__/*******| |* | **********/ \N/ _ \**********| |************/ _/\_ _/*\_ _ \*******| |*********>>> _/NNNN\ _/*****\_ _/N\_ \*****| |********/ _/NNNNN/ /*********\_ _/NNNNN\_ \***| |******/ _/NNNNN/ <<<*******/ _/NNNNNNNNN\_ \*| |****/ /NNNNN/ _/****/ _/NNNNNNNNNNNNN\_ | |**/ _ \N/ _ _/****/ _/NNNNNNNNNNNNNNNNN\_ | |/ _/$\_ /*\_/****/ _/NNNNNNNNN/ \NNNNNNNNN\| | >>>$$$<<< _\***>>> /NNNNNNNNN/ \NNNNNNNN| |\_ _/$$$$$$$$$\_ _/N\_\*/_ \NNNNN/ _ \NNNNNN| |NN\_/$$$$$$$$$$$$<<< GAS _/NNNNN\_/N\_ \N/ _/$\_ \NNNN| |NNNN\$$$$$$$$$$$$$$$\ _/NNNNNNNNNNNNN\_ >>>$$$$\_ \NN| |NNNNNN\$$$$$$$$$$$/ _/NNNNNNNNNNNNNNNN/ >>>$$$$$$$$\_ \| |NNNNNNNN\$-MIN-$/ _/NNNNNNNNNNNNNNNN/ _/$$$$$$$$$$$$$\_ | |NNNNNNNNNN\$$$/ _/NNNNNNNNNNNNNNNN/ >>>$$$$$$$$$$$$$$$$\_| |NNNNNNNNNNNN\_ _/NNNNNNNNNNNNNNNN/_ MIN _/$$$$$$$$$$$$$$$$$$$$$| |NNNNNNNNNNNNNN\_ _/NNNNNNNNNNNNNNNNNNNN\_ \$$$$$$$ $| |NNNNNNNNNNNNNNNN\_/NNNNNNNNNNNNNNNNNNNNNNNN\_ \$$$$$-PROTOSS BASE-$| |NNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNN\_ \$$$ 2 $| |NNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNN\_ \$$$$$$$$$$$$$$$$| |NNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNN\_ \$$$$$$$$$$$$$$| |NNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNN\____\$$$$$$$$$$$$| MIN - minerals GAS - vespene gas $ - lowlands * - highlands N - outer space < / > - ramp By gaining access to this faq you agree to the following terms: ___________________________________________________________________________________ =================================================================================== || || || 1) I, Joseph Christopher, the author of this faq, is not in any way || || liable for any harm that anybody thinks came from reading this faq. || || Examples of this harm include physical ones, such as getting mauled || || by someone who lost to you via a technique found in this faq, and || || emotional ones, such as experiencing humiliation upon the use or || || most likely misuse of yet another technique found in this faq. || || || || 2) If this faq was accessed from a source other than gamefaqs.com, nine || || out of ten chances are it is not in its latest update. 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If at any point you disagree to this || || or any of the above statements, delete this faq immediately andd iscard || || any help it has done for you. || || || =================================================================================== ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - end of part 1 of this faq - /\ /\ /\/\ /\ \ / \ /\ / \ /\ / \ /\ / \/\ \/ \ / \/ \ / \ /\ / \/ \ /\ / \ / \ /\ / \/\ /\/ \ / \ / \ / \/ \/ \/\/ \/ \/ \ / \/ \/ \/