/\ /\ /\/\ /\ \ / \ /\ / \ /\ / \ /\ / \/\ \/ \ / \/ \ / \ /\ / \/ \ /\ / \ / \ /\ / \/\ /\/ \ / \ / \ / \/ \/ \/\/ \/ \/ \ / \/ \/ \/ - start of part 2 of this faq - 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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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. || || || =================================================================================== ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ * continuation of the Terran Campaign Mode's Mission 9 Walkthrough: Comments: Start your game by lifting off the Command Center to a place very near the mineral area. Now build your SCVs and use the ones you have to build a Refinery as well as to gather some more minerals. When the minerals start pouring in, build your Machine Shop and start researching the Siege Tech while building their corresponding units. Build your Supply Depots next to the ramps that lead to the Zerg, then build your Bunkers and station your Siege-moded Siege Tanks behind them so as to prevent accidentally finishing off a Zerg building. Once your defense has been accounted for, time to look for additional income. Establish a second base to your lower left, then use your extra resources to start a Battlecruiser-Siege Tank army---about six of each will do. But before you reach your qouta, a band of Mutalisks will attack your second base. Transmission: Marine - Alright! Let's wax these critters! Mengsk - Stay cool, commander. Remember the plan: the Zerg are to remain unharmed. Comments: Hey, it's only the buildings which you can't harm, right? So go ahead and "Wax those critters"! Now for the Protoss assault. First, we take out the north-east base. As I've said, six Battlecruisers and six Siege Tanks are more than enough, so attack with those and take that base with ease. Oh and, for even more ease, try dropping those tanks from the rightmost part of the base (where there are no Dragoons awaiting your fleet, then work your way towards the center. When all is quiet, leave half your army where the Nexus once was to prevent further Protoss activity in the area. The rest of your army will go back to your first base and get themselves repaired. By now you should have more than three additional Battlecruisers and Siege Tanks to fight with, so now you must take on the base of the south, which, unlike the previous one, should be attacked from the left. There is only one bridge from that base to the center of the battlefield, but the base itself is in a lowland while the bridge is otherwise. Three ramps connect the main base area from the piece of highland that contains the bridge, and like I said you will attack from the leftmost. Gather your Siege Tanks and have them engage in Siege Mode a little before that leftmost ramp, meaning these tanks will be on higher ground. Of course, your Battlecruisers will be there to back them up. Finish off all that dare come out from the base, then attack the base itself. After every single Protoss building has been destroyed, the Zerg will unleash their full swarm towards your relatively weak main base. Transmission: Advisor - Receiving incoming transmission: Kerrigan - This is Kerrigan. We've neutralized the Protoss, but there's a wave of Zerg advancing on this position. We need immediate evac. Mengsk - Belay that order. We're moving out. Raynor - What? You're not just gonna leave them? Mengsk - All ships prepare to move away from Tarsonis on my mark. Kerrigan - Uh, boys? How about that evac? Raynor - Damn you, Arcturus! Don't do this. Mengsk - It's done. Helmsman, signal the fleet, and take us out of orbit. Now! Kerrigan - Commander? Jim? What the hell's going on up there... ___________ | | | VICTORY | |___________| %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% % % % MISSION 10: "THE HAMMER FALLS" % % % % Command Ship Hyperion % % Holding perimeter orbit over % % Confederate Capitol World Tarsonis % % % %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% Objectives: Destroy the Ion Cannon. Raynor must survive. Briefing: Advisor- (with no one else) _____________________________________ | | | The fleet has lost contact with the | | ground forces at New Gettysberg. | | General Mengsk has ordered the | | immediate disengagement of the | | Korhal fleet from the Tarsonian | | system. Protoss and Zerg forces | | continue to battle across the core | | continent of Tarsonis. Receiving | | incoming tranmission: | | | |_____________________________________| Raynor- (with Advisor) _____________________________________ | | | I can't believe he actually left her| | down there! I'm gone, and you'd | | better come with me. There's no | | tellin' who Arcturus'll screw over | | next. | | | |_____________________________________| Advisor- (with Raynor) _____________________________________ | | | Receiving incoming transmission: | | | |_____________________________________| Mengsk- (with Raynor and Advisor) _____________________________________ | | | Gentlemen, you're done very well, | | but remember that we've still got a | | job to do. The seeds of a new | | Empire have been sewn, and if we | | hope to reap... | | | |_____________________________________| Raynor- (with Mengsk and Advisor) _____________________________________ | | | Aw, to hell with you! | | | |_____________________________________| Mengsk- (with Raynor and Advisor) _____________________________________ | | | You're making a terrible mistake. | | Don't even think to cross me. I've | | sacrificed too much to let this fall| | apart. | | | |_____________________________________| Raynor- (with Mengsk and Advisor) _____________________________________ | | | You mean like you sacrificed | | Kerrigan? | | | |_____________________________________| Mengsk- (with Raynor and Advisor) _____________________________________ | | | You'll regret that. You don't seem | | to realize my situation here. I will| | not be stopped. Not by you, or the | | Confederates, or the Protoss or | | anyone! I will rule this sector or | | see it burnt to ashes around me. If | | you try to get in my... | | | |_____________________________________| Advisor- (with Mengsk and Raynor) _____________________________________ | | | The fleet is prepped and ready, | | Commander. Awaiting orders. | | | |_____________________________________| Raynor- (with Mengsk and Advisor) _____________________________________ | | | The hell with him. We're gone. | | | |_____________________________________| Advisor- (with Raynor and Advisor; Mengsk out) _____________________________________ | | | It appears that General Duke has | | successfully activated Tarsonis' | | primary defense weapon, the Ion | | Cannon. The Cannon must be shut | | down if any escape attempt is to be | | made. | | | |_____________________________________| message- _____________________________________ | | | | | End of Briefing. | | | |_____________________________________| Comments: And again a sudden twist of fate. If you decide to go with Raynor, you'll be a homeless Commander once again, and this time you'll have even lesser allies. What to do? Actually you don't have any choice. After all, as Raynor said, YOU might be next person Mengsk is willing to sacrifice for his goals. Starting line-up: 1 Command Center 3 Supply Depots 4 SCVs 16 Marines 2 Firebats 1 Vulture 2 Siege Tanks 1 Raynor (Vulture) Comments: You will be immediately notified of the Ion Cannon's location. But beware, what is shown to you is just the Ion Cannon itself not the many units and buildings that surround it. Introduction: Raynor - Well, Commander, it looks like we're on our own. It's funny... It seems like yesterday Arcturus was the idealistic rebel crusader. Now he's the law, and we're the criminals. It kills me to know that we helped him achieve his goals of conquest. - Damnit! I shouldn't have let her go alone. Comments: You'll be dealing with two Terran armies, or should I say just a considerable part of each. What I mean is, you'll take out the area where the Ion Cannon sits, and that area is guarded by the combined forces of both Terran armies. These armies also have their own bases to protect, but we won't have to deal with those anymore. Confused? Take a look at the battlefield from afar: _____________________________________________________________________ |***********\_ \$T$\_ \NNNNNNNNNNNNNNNN/ | |*T***********\_ \$$T$\_ \NNNNNNNNNNNN/ | |\***-ION **\_ \$$T$\_ \NNNNNNNN/ -TERRAN BASE- | | \T CANNON-**T*\ T_\$$$$\ _\NNNN/__ 2 | | \********>>> T_/$$$$$/ _/NNNNNNNNN\_ | |\_T \T***T/ _/$$$$$/ _/NNNNNNNNNNNNN\_ MIN GAS | |$$\_ \*/ >>>$$$$/ _/NNN/ \NNNNNNNNNNN\_ | |$$$$\_ T_/$$$$$/ _/NNN/ \NNNNNNNNNNN\_ | |\$$$$<<< T_/$$$$$/ _/NNN/ \NNNNNNNNNN/ | | \$$$$$\_/$$$$$/ _/NNN/ __ \NNNNNN/ | | \$$$$$$$$$/ _/NNN/ _/$$\_ \NN/_ | |\_ \$$$$$/ _/NNN/ _/$$$$$<<< \N/ __ __ | |NN\_ \$/ _/NNN/ >>>$$$$$$$$$\_ /NN/ _/NN\_ | |NNNN\_ _/NNN/ _/$$$$$-GAS-$$$<<< /NNNNNN\_ | |NNNNNN\_ _/NNN/ _/$$$$$$$$$$$$$$$$$/ \NNNNNN\_ | |NNNNNNNN\_/NNN/ _/$$$$$$ $$$$$$$/ \NNNNNN\_ | |NNNNNNNNNNNN/ _/$$$$$$$$-><-$$$$$/ _ \NNNNNN\_ | |NNNNNNNNNN/ /$$-MIN-$$$ $$$/_ _/*\_ \NNNNNN\_ | |NNNNNNNN/ _ \$$$$$$$$$$$$$$$$$\_ /-MIN-\_ \NNNNNN\| |NNNNNN/ _/N\_ \$$$$$$$$$$$$$$$$<<< \*****\_ \NNNNN| |NNNN/ AC /NNNNN\_ \$$-MIN-$$$$$$$$$$\_ \*****\_ \NNN| |NN/ B __ \NNNNN\_ \$$$$$$$$$$$$$$$$$/ \*****\_ \N| |/ _/**\_ \NNNNN\_ \$$$$$$$$$$$$$/ <<<****\_ | | \*SP*T\_ \NNNNN\_ \$$-MIN-$$/ \*****\_ | | \*****\_ \NNNNN\_ \$$$$$/ _ \*****\_| | 6SD <<<***T\_ \NNNNN\_ \$/ _/N\_ \-GAS-| | \*****\_ \NNNNN\_ /NNNNN\_ \***| | AR \*EB*T\_ \NNNNN\_ \NNNNN\_ \*| | SF \*****\_ \NNNNN\ \NNNNN\_ | | \****T\_ \N/ \NNNNN\_| | -TERRAN BASE- <<<****\_ _/\_ EXTRA \NNNNN| | 1 \SP*T*/ /NNNN\_ ENEMY \NNN| | MIN GAS \*/ _ \NNNN\_ TROOPS \N| | __/*\_ \NNNN\_ | | F /******\_ \NNNN\_ | | 10SD <<<*****\_ \NNNN\_ | | \******\_ \NNNN\_ | | \******\_ \NNNN\_ | | _/********\_ \NNNN\_ | | _/************\_ \NNNN\_ | | EXTRA ENEMY _/*******/ \******\_ \NNNN\ | | TROOPS _/*******/ \******\_ \/ _ | | _/*******/ <<<*****\_ _/N\_ | | _/******>>> \*****/ \NNNN\_ | | _/*******/ _/**/ _ \NNNN\_ | | _/*******/ _/**/ _/$\_ \NNNN\| | _/*******/ _/**/ >>>$$$$\_ \NNN| | _/*******/ _/**/ _/$$$$$$$$$\_ \N| | _/*******/ _/**/ _/$$$$$$$$$$$$$\_ | |\_ _/*******/_ /**/ >>>$$$$$$$$$-GAS-$$\ | |NN\_ /***********\_ _/$$$$$$$$$$$$$$$$$$$/ | |NNNN\_ \*************\_ _/$$ $-MIN-/ _/| |NNNNNN\_ \*************\ _/$$$$-YOUR BASE-$$$$/ _/NN| |NNNNNNNN\_ \*********/ _/$$$$$$ $$/ _/NNNN| |NNNNNNNNNN\_ \*****/ _/$$$$$$$$$$$$$$$$$$$/ _/NNNNNN| |NNNNNNNNNNNN\_ \*/ _/$$$$$$$$$$$$$$-MIN-/ _/NNNNNNNN| |NNNNNNNNNNNNNN\__________________/$$$$$$$$$$$$$$$$$$$/____/NNNNNNNNNN| MIN - minerals GAS - vespene gas $ - lowlands * - highlands N - outer space < / > - ramp -><- - checkpoint SD - Supply Depot St - Starport T - Missile Turret B - Barracks EB - Engineering Bay Ac - Academy Ar - Armory F - Factory SF - Science Facility Comments: One thing about this mission is that its main obstacles are Ghosts! Yes, there are tons of Ghosts in this battle, and they all are fully charged, just waiting for a chance to cast their Lockdown spells. They'll also cloak a lot and Nuke your base occasionally, so I advice detectors galore. And while the Science Vessel's EMP Shockwave can prove to be a big help here, the Science Vessel itself is prone to the dreaded Lockdown. The solution? Your most basic attacker, the Marines! Here's a step by step guide to setting up your base and preparing to attack: 1) There are two routes towards your base, and coincedentally you also have to groups of men waiting for some action. Station each group to their nearest ramp to guard any early attacks. 2) Quickly instruct your Command Center to build more SCVs while two of those at your disposal gather some more minerals. You'll have two SCVs left. Use the first one to build a Refinery while the second one to build a Barracks. 3) Build more SCVs, some for gathering, some for building up your tech tree, and others for building Bunkers for your defending men. And whenever you think you'll need more Supply Depots, remember to build them IN FRONT of your Bunkers for defensive purposes. 4) Research and upgrade everything about Marines, Siege Tanks, and Battlecruisers since it's them that you'll need to win this match. And get yourself a Comsat Station and some Missile Turrets in the process. 5) For the attack itself, you'll need 6 Battlecruisers, 2 Science Vessels, 3 Dropships, 2 Siege Tanks, 14 Marines, and 2 SCVs. Sounds like a lot, but it really is not that hard to accumulate. Just keep yourself prepared for a couple of Nukes and a Siege Tank-Goliath assault and you'll be fine. 6) Position your attacking men between the ramps leading to your base so as to back your defending units up in times of powerful assaults. 7) When all's set (all ground-unit attackers loaded into the Dropships & at least one Battlecruiser is fully charged), Move your attackers towards the outer space area just above you. This way you won't have to deal with the enemy's extra soldiers. 8) Enemy Ghosts will start walking their way towards your fleet at this very moment, so better choose a good battleground. Any ideas? That's right, the big lowlands northwest (where the "-><-" mark is)! Go there now with all your Battlecruisers, most your Dropships, and none of your Science Vessels. The Dropships you should leave behind are those carrying the Siege Tanks and the SCVs. 9) Unload the rest of your men on the lowlands and get ready for one hell of a Ghost assault! 10) Once your Battlecruisers eat up the Ghosts' Lockdown spells, move in your Science Vessels and have them reveal even more Ghosts (cloaked) for your Marines to shoot down. 11) A few Battlecruisers may come to back the Ghosts up, but by that time your own air strike should be free to move. Deal with them accordingly then have your Battlecruisers repaired by the now unloaded SCVs. 12) Destroy any Dropships that come your way and continue northwest. re-unload your remaining men into the Ion Cannon platform's lowland area and have them attack what they can reach. Engage your tanks in Siege Mode. 13) Continue moving inward as their forces grow less. You don't have to finish them all off (though that is more convenient) since once half of them are gone, you can concentrate on the Ion Cannon and have all your Battlecruisers YGun it down and it'll explode in a jiffy. ___________ | | | VICTORY | |___________| CINEMATIC: "THE INAUGURATION" %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% _ _ ____ ____ ____ ____ ____ ___ ( \/ )(_ _)(_ _) (_ )( ___)( _ \ / __) \ / _)(_ _)(_ / /_ )__) ) /( (_-. \/ (____)(____)() (____)(____)(_)\_) \___/ ___ __ __ __ ____ __ ____ ___ _ _ / __) /__\ ( \/ )( _ \ /__\ (_ _) / __)( \( ) ( (__ /(__)\ ) ( )___/ /(__)\ _)(_ ( (_-. ) ( \___)(__)(__)(_/\/\_)(__) (__)(__)(____) \___/(_)\_) __ __ _____ ____ ____ ( \/ )( _ )( _ \ ( ___) ) ( )(_)( )(_) ) )__) (_/\/\_)(_____)(____/ (____) * warning: DO NOT read this, the previous, and the next two 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: "ZERG CAMPAIGN: OVERMIND" % % % %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% The Swarms have crushed the meager human resistance and laid waste to nine of the thirteen Terran worlds. Shortly after the fall of the Terran capitol world of Tarsonis, the main Protoss fleet abandoned the Terran Sector. Now, efforts continue on Tarsonis to weed out the remaining Protoss forces. %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% % % % MISSION 1: "AMONG THE RUINS" % % % % Confederate Capitol World Tarsonis % % % %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% Objectives: Create a Spawning Pool. Create a Hydralisk Den. Protect the Chrysalis. Briefing: Overmind- (with no one else) _____________________________________ | | | Awaken my child, and embrace the | | glory that is your birthright. Know | | that I am the Overmind; the eternal | | will of the Swarm, and that you | | have been created to serve me. | | | |_____________________________________| _____________________________________ | | | Behold that I shall set you amongst | | the greatest of my Cerebrates, | | that you might benefit from their | | wisdom and experience. Yet your | | purpose is unique. While they carry | | forth my will to the innumerable | | Broods, you have but one charge | | entrusted to your care. | | | |_____________________________________| _____________________________________ | | | For I have found a creature that | | may yet become the greatest of | | my agents. Even now it resides | | within a protective Chrysalis, | | awaiting its rebirth into the Swarm.| | | |_____________________________________| _____________________________________ | | | You must watch over the Chrysalis, | | and ensure that no harm comes to | | the creature within it. Go now and | | keep safe my prize. | | | |_____________________________________| message- _____________________________________ | | | | | End of Briefing. | | | |_____________________________________| Comments: I'm sure you're at the very least curious of what the Zerg race has to offer. Well, here's your chance to find out... Starting line-up: 1 Hatchery 1 Creep Colony 1 Overlord 2 Drones 12 Zerglings 1 Young Chrysalis Comments: "WTF do I do now!?" you might ask, well... Introduction: Daggoth - The Hatchery is the heart of any Zerg colony. It spontaneously generates larva, which in turn are used to spawn your various warriors and minions. - Now, create a Drone and start gathering resources. - Using the Select Larva button on the Hatchery can make it easier to select the larvae. Comments: Just do it, ok? Transmission: Daggoth - Overlords provide control for your minions. As your forces grow in number, you must hatch more Overlords to control them. Comments: And once you accumulate a hundred bucks... Transmission: Daggoth - You have enough minerals. Select a larva and mutate it into an Overlord. Comments: And again just continue following your orders... Transmission: Daggoth - To create new warrior strains, you must generate the various hive structures. - The Drones themselves mutate into these structures. Yet be careful: Never use your last Drone to make a building. Comments: And again once you reach the desired amount (150), ... Transmission: Daggoth - Now, order your Drone to become a Spawning Pool. - You'll notice that structures can only implant themselves upon the creep. - You can make Creep Colonies to extend the creep, but only a Hatchery can be built upon open ground. Comments: Follow his orders, build an Extractor, and morph in some more Drones to gather from it. Now morph your Creep Colony into a Sunken Colony and wait. Transmission: Zasz - Greetings, I am Zasz. I too am a Cerebrate of the Overmind. I have located a small band of terrans who could threaten the chrysalis and the hive cluster. You must not allow them to leave here alive. - New Mission Objective: Destroy the Terran encampment. Comments: Hooyah! It's your first Zerg mission and you already get to battle a Terran opponent! Leave no one alive, and continue to impress your boss. How? Through your Hydralisks! One good reason why all Zerg campaigns recommend their users to go through the Terran campaigns first is that the game's basics are thought at a much faster rate this time around and won't easily be understood by the ultra-newbie. Anyway, just continue gathering resources and producing more Hydralisks until you got ten or more. And since you'll need to destroy EVERY enemy building in the battlefield to win, you'll need a map: _____________________________________________________________________ |************************** | ****** -W-***/ MIN 4SD | |********************** G -St- */ F 2G | |**********************-3M- A -G- *>>> 2SD | |********************** S ***/ W F _____________ GAS | |************************** | ***/ 2G | | | |************/ \**************/ | TERRAN BASE | | |********>>> MIN\*********\__ 2SD |_____________| | |******/ M \*********\__ | |***/ _F__3M__\***********\_ B | |/ \****************/~~~~\ G G | | \**********/~~~~~~~/_ 2W | | _/~~~~~~~~~~/_ | | _/~~~~~~~~~~~~~~\ G G G | | _/~~~~~~~~~~~~~~~~/ 2M 2M | | _/~~~~~~~~~~~~~~~~/ _ | | /~~~~~~~~~~~~~~~/ __/*\_ | | \~~~~~~~~~~~~~/ _/******\_ | | Z Z \~~~~~~~~~~~/ /****/ \**/ | | Ch Cc O \~~~~~~~~~/ /***/_ G | | Z Z \~~~~~~~~\ \***/ M | | ________ \~~~~~~~~\_ \*\ T | | | | \~~~~~~~/ | | | YOUR | 8Z \~~/ 2M B 2M | | | BASE | | | |________| | | GAS ______ T | | MIN \~~~~~\__ | | \~~~~~~\_ | |_________________________________\~~~~~/_____________________________| MIN - minerals GAS - vespene gas Z - Zergling CrC - Creep Colony Ch - Chrysalis M - Marine F - Firebat G - Goliath W - Wraith CC - Command Center SD - Supply Depot B - Barracks T - Missile Turret St - Starport * - highlands ~ - lake area < / > - ramp Comments: First take out the lone Marine guarding the ramp to your north. If you're good enough, you can actually avoid the four more men nearby, but really there is no need to. Get it over with and proceed to the highlands, where you'll take out their welcoming gun-wielders as well as some pesky flying objects. Here come reinforcements. The reason why I chose this path instead of the attack-from-below strategy is that with you on the highlands, the opponent won't be able to send all his forces at once, since the ramp leading to where you are can only accomodate a few at a time, thus your enemies will be quite literally "lined for execution". Once they're all dealt with, proceed with the base's annihilation, starting from the SCVs, to the Commande Center, the Supply Depots, and finally the Barracks. Notice that you'll still have some sort of outpost to your south, and you must annihilate that as well in order to accomplish this mission. Go now and do that. ___________ | | | VICTORY | |___________| %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% % % % MISSION 2: "EGRESSION" % % % % Confederate Capitol World Tarsonis % % % %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% Objectives: Bring the Chrysalis to the beacon. Briefing: Overmind- (with no one else) _____________________________________ | | | I am well pleased young Cerebrate, | | and so long as my prize remains | | intact, I shall remain pleased. | | Thus, its life and yours shall be | | made as one. As it prospers, so | | shall you. For you are a part of the| | Swarm. If ever your flesh should | | fail, that flesh shall be made anew.| | That is my covenant with all | | Cerebrates. | | | |_____________________________________| _____________________________________ | | | Now you have grown strong enough | | to bear the rigors of warp travel | | with the Swarm. Thus we shall | | make our exit from this blasted | | world and secure the Chrysalis | | within the Hive cluster, upon the | | planet Char. | | | |_____________________________________| Zasz- (with Overmind) _____________________________________ | | | Remnants of the Protoss fleet still | | linger within this planet's orbit. | | They will attempt to block our | | exodus at every turn. | | | |_____________________________________| Daggoth- (with Overmind and Zasz) _____________________________________ | | | My Brood shall aid you, Cerebrate, | | should you require assistance. | | | |_____________________________________| message- _____________________________________ | | | | | End of Briefing. | | | |_____________________________________| Starting line-up: 2 Hatcheries 1 Creep Colony 1 Spawning Pool 3 Overlords 2 Drones 3 Hydralisks 2 Mutalisks Comments: Hey, ya gots rescuable units up north! Go there now and gain half a dozen Hydra...no...Hunter Killers---your first Zerg heroes! Transmission: Daggoth - Do with my minions as you will Cerebrate. They will serve you unquestioningly. Go and bring swift wrath to all who would oppose the Swarm. Comments: Oh yeah, with these babies you can complete the mission with ease, and I do mean with EASE! This mission has become so easy you don't even have to produce new units to accomplish it! But first, select a Drone and right-click on the Chrysalis in order to have your Drone pick it up. Now right-click on a certain Hunter Killer to have your Drone follow it wherever it goes. Just remember to keep that particular Hunter Killer behind your army so as to prevent it from dying first, else the Drone will stop dead on its tracks since it's got no one to follow anymore. And if a Chrysalis-carrying Drone happens to die in the line of duty, Transmission: Daggoth - The Chrysalis is in danger! Recover it before all is lost! Comments: And you'll have two minutes to do that---by sending in another Drone to pick it up. Knowing all that, start your journey southeast with 6 Hunter Killers, 3 Hydralisks (positioned in front) and a Chrysalis-carrying Drone. Your first obstacle would be a Zealot-Photon Cannon combo. Lure the Zealot into your base and kill him without suffering scratch. Now take out the lone Photon Cannon and the two Pylons beside it. But don't move just yet. A Dragoon will come your way, but will die instantly since you were waiting for it all along. Move on in the same direction and duke it out this time with a double Zealot-Scout combo. Piece o' cake. Notice that there are more waiting for you so lure them out with a single Hydralisk and deal with them without having to worry bout getting free hits from their Photon Cannon. Destroy the said building attacker once you're done, and again stop and wait for a few reinforcements to annihilate. Continue southwest this time and deal with the outpost there. Remember, Zealots first, Scouts last. That way you quickly eliminate those with the highest ground weapon damage. Turn southwest and dispose of the Zealot-Photon Cannon combo there. Now go up the ramp. You're almost there. Show no mercy to the welcoming Zealot, and for your final challenge...three Dragoons! Piece o' cake! Transmission: Zasz - Prepare yourself, Cerebrate. Your first jump through warp space could be...unsettling. ___________ | | | VICTORY | |___________| - With the Protoss forces beaten and scattered, the Overmind has withdrawn the Swarms to the remote ash world of Char. %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% % % % MISSION 3: "THE NEW DOMINION" % % % % Primary Hive Cluster % % Planet Char % % % %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% Objectives: Protect the Chrysalis. Eliminate the Terran presence. Briefing: Overmind- (with no one else) _____________________________________ | | | Behold the power of that which is | | yet unborn! For the swirling images | | that flow forth from the Chrysalis | | are only a shadow of the sleeper's | | true power. | | | |_____________________________________| Zasz- (with Overmind) _____________________________________ | | | The Psionic eminations of the | | Chrysalis have reached out into the | | depths of space and lured our | | enemies to us! Even now, we are | | aware of their plans: | | | |_____________________________________| Duke- (via intercepted transmission) _____________________________________ | | | All right. All squadrons close | | formation and scan for hostiles. | | Emperor Arcturus believes that | | there's Zerg out here, so it's our | | job to flush 'em out! I don't want | | any slip-ups this time! We'll show | | these critters that they can't run | | from the Terran Dominion! | | | |_____________________________________| Daggoth- (with Overmind and Zasz) _____________________________________ | | | Engage the Terran forces with | | care. Your priority is to protect | | the Chrysalis at all costs. | | | |_____________________________________| message- _____________________________________ | | | | | End of Briefing. | | | |_____________________________________| Starting line-up: 1 Hatchery 1 Spawning Pool 1 Hydralisk Den 3 Spore Colonies 3 Overlords 2 Drones 4 Hydralisks 4 Mutalisks Comments: Produce as many Drones as you can til all the mineral clusters are simultaneously worked on. Now use your next Drone to create an Extractor and your Hatchery for four more Drones. Of course, you'll have to morph in your Overlords along the way. You will naturally have more minerals than vespene gas, so when your mineral count reaches 300 and after you start evolving your Hatchery into a Lair, attack the Terran outpost to your north and set your second base up there. Create two Spires after your Lair is done and start upgrading your Mutalisks as you produce more of them. As I've said, you'll naturally acquire a lot more minerals than vespene gas so, to balance things out and maximize your resources, morph in your Zerglings whenever there's a surplus of minerals. These Zerglings will also protect your base from occasional Marine-Firebat-Vulture enemy assaults. Continue simultaneously upgrading and producing more Mutalisks til you can't upgrade them anymore. By that time I'm sure you'll have enough to complete the mission, that is, IF you follow my strategies to the letter. They're pretty easy though. First thing you gotta remember is that you'll attack from the LEFTMOST part of the map, where 2 Missile Turrets and a Siege Tank stand guard. Take out the Missile Turret on the left and try not to attract attention from the other one by sticking to the wall of the screen. Go up a little and hold your position above the Supply Depots. Don't let your Mutalisks follow any of the units there. Rest assured THEY'LL come to you! Finish them all off then proceed to whacking the main base area, where the SCVs and the Command Center are. And once you're sure he won't be expanding no more, shut those Missile Turrets up with your Glave Wurms and continue annihilating everything in sight. Transmission: Duke - All right your sorry bastards! Fall Back! Fall Back! Daggoth - Hold, Cerebrate. Do not pursue them. Zasz - Cerebrate you must stay and relocate the Chrysalis to a more secure location. Daggoth shall deal with the remaining Terran Forces. ___________ | | | VICTORY | |___________| CINEMATIC: "THE DREAM" %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% % % % MISSION 4: "AGENT OF THE SWARM" % % % % Primary Hive Cluster % % Planet Char % % % %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% Objectives: Protect the Chrysalis until it is ready to hatch. Briefing: Zasz- (with no one else) _____________________________________ | | | Cerebrate, be warned. While | | Daggoth is occupied with the forces | | of the Dominion, the emanations of | | the Chrysalis have called even more | | of our enemies to Char! | | | |_____________________________________| Overmind- (with Zasz) _____________________________________ | | | These too shall be eradicated by | | your hand, Cerebrate, for you grow | | more cunning with each passing | | battle. Indeed, you are a testament | | to my will and the fury of the | | Swarm. | | | |_____________________________________| _____________________________________ | | | Yet first must you stay your wrath, | | and watch over the Chrysalis a | | while longer. For the very hour of | | the sleeper's rebirth is at hand, | | and soon my greatest creation shall | | be loosed. | | | |_____________________________________| message- _____________________________________ | | | | | End of Briefing. | | | |_____________________________________| Comments: Damn Chrysalis' gettin to my nerves! WhyTF do I have to guard this piece 'o trash all day!? This'd better be worth it, or else..... Starting line-up: 1 Hatchery 1 Extractor 1 Creep Colony 2 Sunken Colonies 4 Spore Colonies 2 Overlords 3 Drones 6 Zerglings 4 Hydralisks 2 Queens 1 Chrysalis Comments: Start morphing in those Drones! And of course, start gathering your resources... Transmission: Raynor - All right. All crews, stay frosty, and keep your eyes peeled for our target. Remember, not only are we up against the Zerg here, but our old pal General Duke may be creepin' around too. Let's hope this trip wasn't a big mistake... Comments: Now you see where the Terran base is. A Dropship filled with infantry men will attack you from below. They're nothing more than a nuissance, but you can sure take advantage of it. Parasite the Dropship with your nearby Queen and see that there is a second Terran base south of yours. That Dropship will be your loyal spy from now on. Continue scouting for Dropships and casting Parasites on them so as to keep you prepared for any attacks the enemy might have in mind. Nothing more to do but wait, so might as well be productive and start amassing a great Hydralisk army. And since you're in an island map, try evolving the Overlords transporting abilities just in case. After 9 minutes and 30 seconds: Transmission: Zasz - Cerebrate! The Chrysalis is opening! Do not allow any Terrans near it! Comments: Continue with your work til time's up... Transmission: Overmind - Arise, my daughter. Arise... Kerrigan. Kerrigan - By your will, father, I live to serve... Let all who oppose the Overmind feel the wrath of the Swarm. Overmind - Well done, Cerebrate! What I have wrought this day shall be the undoing of my enemies! Let not a Terran survive... Raynor - Mother of God... Kerrigan what have they done to you? - New Mission Objectives: Infest or destroy Raynor's Command Center. Kerrigan must survive. Comments: You'll surely have more than a dozen Hydralisks by now, and that's just what you'll need to accomplish the mission. Load 'em up in your Overlords and head east. If you were the least bit interested in Parasiting lonely Dropships, then by now you should realize the fact that there will be five Missile Turrets waiting for your arrival from the west. The third one, the one in the middle, seems to be a little farther from the rest so that's exactly where you'll drop your Hydralisks. They'll instantly take out the poor Missile Turret, and all nearby back-ups. In a few seconds, tons of Marines and a handful of Goliaths will come your way. Just relax; your Hydralsisk can and will do their job. Finish off the Command Center when all settles down. Transmission: Raynor - Sarah... Is that really you? Kerrigan - To an extent... I'm far more than I once was, Jim. You shouldn't have come here. Raynor - But the dreams... I dreamed you were still alive...that somehow...you were calling to me. Kerrigan - I was. While I was in the Chrysalis, I instinctively reached out to you and Arcturus telepathically. Apparently, Arcturus sent Duke hear to reclaim me. But that was then, Jim. I'm one of the Zerg, now. And I like what I am. You can't imagine how this feels... Raynor - So what? Are you goin' to kill me now, darlin'? Kerrigan - It is certainly within my power. But you're not a threat to me, Jim. Be smart. Leave here now, and never seek to confront the Zerg again. Raynor - Doesn't look like I have much choice. ___________ | | | VICTORY | |___________| - Kerrigan, the newest and most powerful agent of the Overmind, has arisen from her embryonic Chrysalis, but her formidable powers are still not fully functional. Kerrigan must now seek to unravel the Ghost conditioning that keeps her powers in check. Once done, she will lead the Overmind's minions to complete domination over the unsuspecting Protoss. %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% % % % MISSION 5: "THE AMERIGO" % % % % Primary Hive Cluster % % Planet Char % % % %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% Objectives: Bring Kerrigan to the Supercomputer. Kerrigan must survive. Briefing: Kerrigan- (with no one else) _____________________________________ | | | Cerebrate, you watched over me | | during my incubation, and I am | | grateful to you. It is my wish that | | you continue your vigil, so that I | | might strengthen my powers to | | better aid the Swarm. | | | |_____________________________________| _____________________________________ | | | I have been unable to access the | | totality of my latent powers, and as| | such, I would like to infiltrate a | | Terran science vessel and uncover | | the secrets of their abandoned | | Ghost projects. If I can learn more | | about their mental conditioning, I | | can undo the damage their tinkering | | scientists have done to my mind. | | | |_____________________________________| Zasz- (with Kerrigan) _____________________________________ | | | Though you be the favored servant | | of the Overmind, you would do well | | to remember that you are just a | | servant. You know of our grand | | mission, Kerrigan. Would you put | | your personal whims before the will | | of the Overmind? | | | |_____________________________________| Kerrigan- (with Zasz) _____________________________________ | | | Do not cross me, Zasz. I will do as | | I see fit, and not you or any other | | Cerebrate shall stand in my way. | | | |_____________________________________| Overmind- (with Zasz; Kerrigan out) _____________________________________ | | | Let her go, Zasz. The greatness of | | her spirit has been left to her; | | that the Swarms might benefit from | | her fierce example. Fear not her | | designs, for she is bound to me as | | intimately as any Cerebrate. Truly, | | no Zerg can stray from my will, for | | all that you are lies wholly within | | me. Kerrigan is free to do as she | | desires. | | | |_____________________________________| Zasz- (with Overmind) _____________________________________ | | | By your will, Overmind. Cerebrate, | | you must see that she comes to no | | harm. | | | |_____________________________________| message- _____________________________________ | | | | | End of Briefing. | | | |_____________________________________| Comments: Poor Zasz, I have a feeling his days are nuumbered =( .... Anyway, on with this mission, which resembles that of Mission 4 of the Terran Campaign. Starting line-up: 6 Zerglings 2 Hunter Killers (Hydralisks) 1 Kerrigan (Infested Terran) Introduction: Daggoth - Cerebrate, take these, the deadliest of my minions. They shall aid you in your search. Comments: As I've mentioned, 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: Gather your forces and head southwest to open the "door" there. Move in, Zerglings first, Kerrigan second, Hunter Killers last. Transmission: Advisor - Unauthorized entry detected. Comments: Unauthorize my @$$! Don't let that notice scare you, since it WON'T mean tons o' Terrans coming your way. Jusy continue southwest, up the stairs, and through the doorway. Transmission: Marine - We got company! Comments: Deal with those Marines and proceed northwest to uncover your first Beacon. Oops, don't step on it! Head southwest and through the upper door, through the Terran civilians, Transmission: Civilian - Call for help! Comments: ...and through yet another door. Proceed through the only direction possible to meet a Vulture backed-up by a Ghost. You'd probably lose a Zergling here if you attack with them first, but don't worry, you can very well accomplish this mission with Kerrigan alone. Why? Because she is Zerg! She regenerates her own HP, and can just buy some time in one corner after every battle to ensure victory from the next. But of course life is much easier with her minions around to do the dirty work. Proceed southeast, but beware: Always keep your men very near the wall else you'll be shot by Ghosts and Marines alike. Go through the door there, only to be welcomed by a band of Goliaths. Dispose of them and go through, yep, another door. Ignore the door southwest and proceed towards the obvious direction. Enable Kerrigan's cloaking and take the four Marines and the Ghost waiting for you there. Go up and proceed southwest. Ignore the small path that leads southeast and continue towards your chosen path. Take care of the lone civilian there and find out that he was just a lure to get your men in the middle of a six Turret combo. Fortunately for you these turrets are weak and can be taken out with minimal loses (Even none if you use only the Hunter Killers). Turn southweast, through the door, and continue till you find a band of Marines. Transmission: Marine - See, they ain't so tough. These critters bleed just like anybody else. Comments: Those Marines are whacking imprisoned Zerglings! Hurry and take them all out before your minions die helplessly. Step on the Beacon nearby. Transmission: - Prison doors opened. Comments: Yes! Another seven Zerglings by your side! Not necessary to complete the mission, but definitely makes it a lot less of a challenge. Guide your Zerglings towards Kerrigan and the Hunter Killers, smashing enemy turrets in the process. Proceed southeast, make a u-turn, and see why you have just been given reinforcements: Transmission: Marine - All right, let's wax these critters. Comments: A total of 11 Marines and 3 ground Missile Turrets will take part in this ambush, but again there's no need to worry. You can take them all out with ease. Move on, go down the stairs, and through the door, but wait... Transmission: - Door is locked! Comments: Ok, so I was wrong that time =p Anyways, Proceed northwest til you find two firebats then take them out. Continue til you find even more firebats then take THEM out. You'll see an SCV. Show no mercy and take THAT out too. Now, turn northeast and go through the opened doors. Transmission: Marine - You'll never make it out of here alive, bitch! Comments: And those doors close. It was a trap, and you fell for it! Actually you just didn't have much choice. Take out the ground turrets first, then have Kerrigan enable her cloaking abilities and assassinate every single Marine upstairs. Notice that there are two Beacons in front of you, one enables all security cameras (you don't want that) while the other (which you'll choose) gives this message: Transmission: - You have unlocked all doors! Comments: As mentioned, you have unlocked ALL the doors, including those that trapped you just a while ago, including that which was locked when you first saw it after dealing with the 11Marine- 3Turret combo. Go through the latter and up the nearby stairway, annihilating all the Firebats and the lone ground Missile Turret in the process. Now go through the nearby Beacon. Transmission: - Teleportation field activated. - You have teleported to sector 6. Comments: And the latter transmission will be repeated everytime someone passes through these Beacons. Once all your men are teleported, head west to discover a stairway and some resistance. Deal with both accordingly and proceed southeast. Upon turning, you'll realize there's even more resistance so enable Kerrigan's cloaking and use your Hunter Killers to take out the ground Missile Turrets guarding the final flight of stairs. With that accomplished Kerrigan will just be hammering away on unsuspecting enemy Ghosts, and finally gain access to the Supercomputer. Transmission: - Accessing Dominion Network>... - Downloading files>... - ... - ... - ... - File Transfer Complete>... Kerrigan - Cerebrate, I've located the records I sought. We have everything we need here. ___________ | | | VICTORY | |___________| CINEMATIC: "BATTLE ON THE AMERIGO" %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% % % % MISSION 6: "THE DARK TEMPLAR" % % % % Primary Hive Cluster % % Planet Char % % % %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% Objectives: Exterminate the Protoss intruders. Kerrigan must survive. Briefing: Kerrigan- (with no one else) _____________________________________ | | | Do you feel that, Cerebrate? The | | Protoss are here. On Char. They | | have been for some time... | | | | | | Hiding. | | | |_____________________________________| Kerrigan- (with Tassadar) _____________________________________ | | | Protoss commander, it was folly of | | you to come here. For I am | | Kerrigan, and I am Queen of the | | Zerg! | | | |_____________________________________| Tassadar- (with Kerrigan) _____________________________________ | | | I know of you well, O Queen of the | | Zerg, for we have met before. I am | | Tassadar, of the Templar. I | | remember your selfless exploits, | | defending humanity from the Zerg. | | Unfortunate it is, to see that one | | who was once so honorable and full | | of life woulf succumb to the twisted| | wiles of the Overmind. | | | |_____________________________________| Kerrigan- (with Tassadar) _____________________________________ | | | Do not presume to judge me, | | Templar. You'll find my powers to be| | more than a match for yours. In | | remember your selfless exploits, | | fact, I sense that your vaunted | | power has diminished since last we | | met. | | | |_____________________________________| Tassadar- (with Kerrigan) _____________________________________ | | | Mayhap, O Queen. Or is it only that | | I need not flaunt my power in such | | an infantile test of will? | | | |_____________________________________| Kerrigan- (with Tassadar) _____________________________________ | | | Foolish Templar. Prepare your | | defenses! I will come for you soon. | | | |_____________________________________| message- _____________________________________ | | | | | End of Briefing. | | | |_____________________________________| Comments: Yeah! As Zerg, this will be your first REAL (mission 2 ain't counted) encounter with the Protoss. Let's see how well you'll fare this time... Starting line-up: 1 Hatchery 1 Creep Colony 1 Sunken Colony 1 Spore Colony 1 Spawning Pool 1 Hydralisk Den 3 Overlords 4 Drones 4 Hydralisks 2 Mutalisks 2 Guardians 1 Kerrigan (Infested Terran) Comments: Not much, but at least your basic buildings are already there AND you got Kerrigan by your side. Believe me, she's such a GREAT deal of help, it almost is unfair already ;p Introduction: Zasz - Kerrigan, I sense something strange about this Templar. Perhaps you should reconsider your attack. Kerrigan - For the last time Zasz, you question my motives and authority at your own peril. Zasz - You dare threaten a Cerebrate? You will be the doom of us all! Comments: Hoohoo, poor Zasz! I'll bet he'd be dead by next mission. But first let's tackle the current one. As usual, morph in and start gathering with those Drones. Gather your air forces (there are four of them) and attack a small band of Protoss just south of your base. Continue morphing in lots o' Drones til your supplies run out, then use your most recent Drone to create an Extractor and continue morphing in about three more Drones (after the Overlord comes out of course) to gather from that resource. With enough vespene gas, create two Spires and evolve your Hatchery into a Lair. By this time the small Protoss army should have been eliminated, so send in a Drone to set up a new base in that area. Build your second Hatchery near the vespene geyser since you'll need a lot more gas in this mission. When the Lair and the Spires complete themselves, start evolving your Overlord's transporting ability (followed by the rest) as well as your Mutalisks' damage and armor. Oh and, start morphing in those Mutas! Upgrade everything first before your evolve that Spire into a Greater Spire, but when that time comes, assuming you've been simultaneously morphing in Mutalisks, you should now have more than three dozens of them! Get a third of your Mutalisk army and morph them into Guardians. Now you're ready. Attack with impunity!!! (By the way the opponent's main base is located southeast, while two outposts are located west and north of that base) Once the Protoss buildings grow a little too less in number... Transmission: Kerrigan - Where are you Tassadar? Do your underlings always do your fighting for you? (focuses on center of map) Tassadar - This shall be our battleground, O Queen. Face me here, and I will defeat you myself. - New Mission Objective: Bring Kerrigan to Tassadar's challenge, alone. Comments: Ok, one final task before you finally accomplish this mission. Transmission: (Kerrigan attacks Tassadar, who suddenly vanishes into thin air. Kerrigan - An illusion? Are you afraid to face me, Templar? Tassadar - So long as you continue to be so predictable, O Queen, I need not face you at all. You are your own worst enemy. ___________ | | | VICTORY | |___________| %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% % % % MISSION 7: "THE CULLING" % % % % Primary Hive Cluster % % Planet Char % % One hour later % % % %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% Objectives: Eradicate every last remnant of the Garm Brood. Briefing: Kerrigan- (with no one else) _____________________________________ | | | Insufferable Protoss coward! | | Tassadar cannot evade my wrath | | forever! I shall find him and... | | | |_____________________________________| Daggoth- (with Kerrigan) _____________________________________ | | | Kerrigan, Zasz is dead! | | | |_____________________________________| Kerrigan- (with Daggoth) _____________________________________ | | | Oh? It is a pity that Cerebrates | | cannot truly be killed. I expect | | that the Overmind will reincarnate | | him soon. | | | |_____________________________________| Daggoth- (with Kerrigan) _____________________________________ | | | No, he will not! The Protoss have | | devised some new attack. An attack | | powerful enough to nullify our | | reincarnation and give pause to the | | Overmind itself! | | | |_____________________________________| Kerrigan- (with Daggoth) _____________________________________ | | | So. Tassadar's plan was merely a | | diversion. I should not have | | underestimated him so. | | | |_____________________________________| Daggoth- (with Kerrigan) _____________________________________ | | | Without its master, Zasz's Brood | | has run amok and even now | | threatens the Hive cluster. | | Cerebrate, you must eradicate the | | rampaging Brood and stem any | | further damage it might cause. I | | shall deal with the Protoss myself. | | | |_____________________________________| message- _____________________________________ | | | | | End of Briefing. | | | |_____________________________________| Comments: What did I just tell you! Zasz will die!! I was right! (not exactly what I expected, but still, I was right!) Starting line-up: 4 Overlords 4 Drones 8 Hydralisks 4 Mutalisks Comments: There may be no buildings for you at the start of the mission, but at least you gots four of them builders (the Drones) AND an enemy base (Zerg Base #5 in the map below) waiting to be overrun is just to your north. Go there now and attack with your Hydralisk-Mutalisk combo. Destroy everything in sight, EXCEPT the enemy's Creep Colony. As long as you don't kill it, it would provide us with all the Creep we'll need. Now set your base up and gather enough resources to get you started. Aim for an army of Hydralisks. Upgrade your Overlords so that they could load all your Hydralisks up. Why? Take a look at my map: _____________________________________________________________________ | /####/ GAS MIN /***-GAS-******-MIN-***| \####\ | |/###/ _______________ \***** ***| \###\| |\####\_ |ZERG BASE #1 | \****-ZERG BASE #2-***/ Sp _/####/| | \####\_ |-------------| \** */ _/####/ | | \####\_ Sp_ \*************/ CrC _ _/####/ | | \####\_/#\ \-Sp- -Sp-/ /#\_/####/ | | \######/ Sn_ \*****/ _ \######/ __/| | _/#\ Sp -><- /#\_ Sn _/###| |_ -><- \###\____ Sp ____/###/ /####/| |#\_ Sn \######\____ ____/######/ Sn |#/__/| |###\_ \#######\ /#######/ _ /***| |\####\_______ Sn \#/ \#/ __/#| M \*| | \##########\_ Sp Sp __/####|___ I |*| |\_ \##########\ _ __/#####/_/**/ N _/*| |**\_ \#######/ _/#\_ Sn Sn __/######/_/**/ /***| |****\__ |#####\_ /\_/#######/_/**/ GAS |***| |*-GAS-*\_ |#######\_ /########/__/**/ ______ \***| |*-Sn-****\_ |#########\ /####|\##\/***/ | | \*| |-Sp-**-Sp-*\ \#########| |##| |\__\ \_ | ZERG | /| |*****-Sn-**| \#######| |##| |** -><-\ | BASE | M| |****-Sp-***/ \#####| _|##\_\** | | #3 | I| |**/ \****/ _ _/####/ \#####\_\*****\ |______| N| |*/ \*/ /#\ _/####/ \#####\_\****\_ _\| | /###\_/####/ \#####\_\****\ _/**| | \######/ \#####| |**| _/****| | \##/ \###| |**| /******| |__ __ \#/ /**/ \****| |**\___ _/##\_ \**| |******\___ _/######\_ |**| |**********\___ /##########\ |**| |_ \***********\___ \##########/ _/**| |#\_ \*************\ \######/ ___ /****| |###\ |***********>>> _ \##/ /***\ |****| |\##/ /*********/ __/#\ _______ _\*\ |****| |\___/*******/ __/#####\__ ____/######/ /***/ |****| |************| /###########\____ ___/######/ ____/***/ \****| |************\/###/ \#########\_____/########/ _/*******/ \**| |*************\_ \#################/ _/******/ | |*-MIN-**-GAS-**\ \##########/ _/****/_ __ | |**************\__ \##/ _/*******/ \#\_| |*************** \__ __/*******/ _/###| |**** | ***** -><-\ /*******/ \###/| |**** ZERG ***** / \***/ \#/ | |**** BASE ********/ | |**** #4 ******/ GAS MIN | |**** | **-Sp-\_ ______________ __ | |******************\_ | | /**\_ __| |**************-Sn-**\ | ZERG BASE #5 | /*****\__ __/**| |*******-Sn-*********/ |______________| \******\____/*****| |*****************/ -><- _________ \*************/ | |***-CrC-*-Sn-*/ \********\ ____\*****/___/| |**************\ ________ \******/ _/####\_____/####| |**************/ __ | | _/***/ _/#################| |************/ _/**\ | YOUR | /**/ /###################| |********/ _ __/**/ | TROOPS | \**\___ \#############| |******/ _// \***/ |________| \****\___ \#######| |******\_______/##\___\**\______________________\****\__________\#####| MIN - minerals GAS - vespene gas CrC - Creep Colony Sn - Sunken Colony Sp - Spore Colony * - highlands # - lava area < / > - ramp -><- - entry point Comments: To your left is Zerg Base #4. And since the ramp that leads to this base cannot be easily accessed, your only option is a Hydralisk drop! Enter through my entry point (marked, "-><-") and finish the base off from there (again EXCEPT the Creep Colony). Use another Overlord to drop your Drones and have them set your second base up. At this point we shall shift from an all-Hydra to an all-Mutalisk strategy. Build two Spires and a Queen's Nest and evolve your Lair into a Hive. You may also assault the Zerg outpost north of Base4 if you want more vespene gas, but as far as I know it is not that necessary. Anyway, continue simultaneously upgrading and morphing in your Mutalisks til you can't upgrade them no more. Evolve your Spire into what else but a Greater Spire then morph a third of your Mutalisk army into Guardians. With these units by your side (and with knowledge of the entry points of each base), you can take the rest of the enemy Zerg bases out with relative ease. Go on now and just do it. ___________ | | | VICTORY | |___________| %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% % % % MISSION 8: "EYE FOR AN EYE" % % % % Primary Hive Cluster % % Planet Char % % One hour later % % % %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% Objectives: Destroy the Protoss bases. Let no Dark Templar escape. Kerrigan must survive. Briefing: Overmind- (with no one else) _____________________________________ | | | Behold, my long silence is now | | broken, and I am made whole once | | more. The cunning Protoss have | | dared strike down that which was | | immortal. For the Protoss who | | murdered Zasz are unlike anything | | we have faced before. These Dark | | Templar radiate energies that are | | much like my own, and it is by | | these energies that they have | | caused me harm. | | | |_____________________________________| _____________________________________ | | | Yet shall their overweering pride | | be their downfall. For when the | | assassin Zeratul murdered Zasz, his | | mind touched with mine, and all his | | secrets were made known to me. I | | have taken from his mind the | | secret location of Aiur, the Protoss| | Homeworld. | | | |_____________________________________| _____________________________________ | | | At long last, my children, our | | searching is done. Soon we shall | | assault Aiur directly. | | | |_____________________________________| Daggoth- (with Overmind) _____________________________________ | | | For now we must ensure that the | | Dark Templar can cause no more | | harm. Cerebrate, you shall set a | | trap for our foes. Kerrigan will | | lead them to you. | | | |_____________________________________| message- _____________________________________ | | | | | End of Briefing. | | | |_____________________________________| Comments: So WTF are Dark Templars!? You shall soon see, or should I say, find out... Starting line-up: 3 Hatcheries 1 Creep Colony 2 pairs of Nydus Canals 5 Overlords 2 Drones 9 Zerglings 6 Hydralisks 2 Ultralisks 1 Kerrigan (Infested Terran) Introduction: - You can move ground forces between colonies quickly by using the Nydus Canal. Comments: Hey, your forces are scattered! Should you use the Nydus Cana; in order to re-group? I don't think so. You see, if you ever move those Overlords away from your Beacons... Transmission: Daggoth - Re-position your Overlords, Cerebrate! They've fallen out of place. Comments: ...and when you bring them back... Transmission: Daggoth - Cerebrate, your Overlords are in place. Be certain that they remain there. - Keep your Overlords in position to detect the Dark Templar. Comments: Ohhh, so Dark Templars are cloaked units!...(!)...You mean forever cloaked!? Hell yeah!! I can't wait to gain access to these units in the Protoss campaign, but first things' first. Let's see just how scattered our units really are: _____________________________________________________________________ | \*********************-P-*******-MIN-*/ /#/ |***** YOUR *****| | \***-Ht2-**********-PC-*-GAS-*/ /#/ |*|*** BASE *****| |-><- \****-NC1-***********>>> /#/ |*M**-NC1 NC2-****| | <<<************/ /#/ |*I********/ | |\_ Ov \*****/ /#/ |*N*-GAS-/ -><- | |**\_ 2H /#/ |*|**>>> __| |****\_ /#/ |**/ __/**| |-P-***\ \#\___ Ov __/*****| |**-PC-/ PC \####\___ 6Z __/********| |**/ M P PC P \######\_ \**********| |**| I PC CC \######\ \********| |**\_ N \####/ \******| |****\_ Sg /##/ |******| |******\_ /#/ _/******| |********\ Ob P P RSB __________/##\_ /********| |*******>>> __________/###############\_ _________ <<<**| |******/ /############################\| |G |***| |*****/ |############################|| PROTOSS |A /***| |*****\ \############################/| BASE 2 |S |***| |******\_ \###########/ \#########/ |_________| _/****| |********\ \#######/ \#####/ MIN /******| |*******>>> |******| |*******/ _/******| |*****/ _________ _ 2H _/********| |****\_ | | /*| 3Z _/*-PC-*****| |******\_ | PROTOSS | ___/**| Ov _/*******-P-**| |********\ | BASE 1 | ___/******/ <<<**-GAS-******| |********| |_________| ___/********/_ \*/ \-MIN-/ | |********/ M _____/**************\ ____ \*/ _| |********\_ I GAS _____/*********************\ /****\_ _/*| |**********\_ N _____/*************************/ <<<***\_/***| |************\___/******************************/_ -><- _/-Ht3-****| |*************************************************\ /******-NC2-| |**************************************************\_____/************| MIN - minerals GAS - vespene gas Ht - Hatchery NC - Nydus Canal Ov - Overlord Z - Zergling H - Hydralisk P - Pylon PC - Photon Cannon CC - Cybernetics Core Sg - Stargate Ob - Observatory RSB - Robotics Support Bay * - highlands # - lava area < / > - ramp -><- - exit point Comments: Though your main concern is preventing Dark Temlpars from reaching an exit point, you must still engage the Protoss bases to win. Start morphing in your Drones with not one but THREE Hatcheries, but of course you'll have to transport all Drones coming from Hatcheries 2 and 3 via Nydus Canal into your main base since it's the only area with Minerals and Vespene Gas. And while you're amassing a resource-gathering battalion, split the Ultralisks and the Hydralisks in your main base among the two outposts, and position Kerrigan among the Zerglings just below the said base. Build a Hydralisk Den and upgrade your Hydralisks while morphing in some more. Distribute them among your outposts. Stop morphing in more Hydralisks as soon as the upgrading stops. And as with the previous mission, shift to an all-Mutalisk strategy. Evolve your Hatchery into a Lair and morph in more Overlords. Now build two Spires and a Queen's Nest and evolve your Lair into a Hive. You may also assault the Zerg outpost west of your main base (but more accessible from your northwest outpost) if you want more vespene gas, but as far as I know it is not that necessary. Anyway, continue simultaneously upgrading and morphing in your Mutalisks til you can't upgrade them no more. Evolve your Spire into what else but a Greater Spire then morph a third of your Mutalisk army into Guardians. With even only half these units by your side, you can already take the rest of the enemy Zerg bases out with relative ease. Go on now and just do it. Destroying a Nexus for the first time will yield this dialougue: Transmission: Kerrigan - Once again, I grow tired of slaughtering your servants. Have the mighty Templar lost their infallible courage? Zeratul - Well spoken, Concubine of the Zerg. But though we strike at you from the shadows, do not think that we lack the courage to stand in the light. You would do well to abandon this attack. Kerrigan - You seem overconfident of your abilities, dark one. I am no helpless Cerebrate to be assailed under cover of darkness. I am the Queen of Blades, and my stare alone would reduce you to ashes. You and your ilk cease to amuse me. Prepare yourself for oblivion's embrace. Comments: While finishing off ALL of the opponent's Nexuses will end the game with this line: Transmission: Kerrigan - Now, Protoss, you shall know my wrath. Now you will know the fury of the Queen of Blades! ___________ | | | VICTORY | |___________| CINEMATIC: "THE WARP" - Tassadar and the Dark Templar Zeratul survived Kerrigan's vicious attacks, but their Templar armies have been decimated. Kerrigan, left behind to hunt down and eradicate the remaining Protoss warriors, begins to scour the burning wastelands of Char for her elusive prey. Meanwhile, the entirety of the extended Zerg Swarm teleported through space-time and began its long awaited invasion of the hated Protoss Homeworld of Aiur. %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% % % % MISSION 9: "THE INVASION OF AIUR" % % % % Zerg Swarm % % High orbit over % % Protoss Homeworld of Aiur % % % %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% Objectives: Bring a Drone to the Khaydarin Crystal formation. Briefing: Overmind- (with no one else) _____________________________________ | | | My children, the hour of our victory| | is at hand. For upon this world of | | Aiur shall we incorporate the | | strongest known species into our | | fold. Then shall we be the greatest | | of creation's children. We shall be | | ... | | | | | | Perfect. | | | |_____________________________________| _____________________________________ | | | Yet before I can be made manifest | | upon this world, the way must be | | prepared. You must seize the | | Khaydarin Crystals. For within them | | lies power undreamed of by the | | Protoss. | | | |_____________________________________| _____________________________________ | | | Go now, my Cerebrate. Secure the | | crystals, and bring swift wrath to | | all who oppose the Swarm! | | | |_____________________________________| message- _____________________________________ | | | | | End of Briefing. | | | |_____________________________________| Starting line-up: 1 Hatchery 1 Sunken Colony 1 Spawning Pool 1 Evolution Chamber 3 Overlords 4 Drones 6 Zerglings 2 Hydralisks Comments: You are at the upperleftmost area in the map, and your target, the Khaydarin Crystal Formation, is at the lower center, and the shortest route towards it is going right towards the resource area at central north, then going straight down through all enemy resistance. Am I talking too fast? Or is the plan just too confusing? Ohhh, you need a map! Here goes... _____________________________________________________________________ | _/**/ P \~~~~~~~~~~~~~~~~~~~~~~~| | ______ MIN \*/ PC M \~~~~~~~~~~~~~~~~~~~~~| | | | I \~~~~~~~~~~~~~~~~~~~| | | YOUR | N \~~~~~~~~~~~~~~~~~| | | BASE | ____ |~~~~~~~~~~~~~~~~~| | |______| GAS \***\_PC GAS _/~~~~~~~~~~~~~~~~~| | \***\_P _/~~~~~~~~~~~~~~~~~/ | | \***\ PF /~~~~~~~~~~~~~~~/ | | Lotsa Trees |***| ro /~~~~~~~~~~~~/ MIN | | _/***/ or GAS /~~~~~~~~| | |_ ___/****/ M tc /~~~~~~~~~| | |*\___ ___/******/ I oe /~~~~~~~~~~| | |*****\___ ___/*****-P-*/ N ss | |*********\_____/********-PC-*\ s GAS __/| |******************************\ ___________ __/***| |*-P-***-PC-***-PC-****-PC-P-**| _/***********\_ __/******| |*-PC-**-P-*****-P-************/ /**-P-PC-*******\__/***-2PC-*| |***********/ \*********/ \********-PC-**********-P-*| |*******/ MIN \***/ P\****-P-***-PC-**-PC-**| |***/ PF rF \******-P-*********| | _________ ro oo \*******-P-****| | | | or tr _________\**********| | | PROTOSS | tc oc | | \******| | | BASE 1 | oe se | PROTOSS | M |**| | |_________| ss ______ ______ ss | BASE 2 | I |**| | s ____/~~~~~/ \~~~~~\___|_________| N \**| | ____/~~~~~/ \~~~~~\____ | | ____/~~~~~/ \~~~~~\____GAS | |GAS ____/~~~~~/ \~~~~~\____ | |___/~~~~~/ \~~~~~\____| |~~~~/ \~~~~~| | | | _____ | |____ /*****\ ____| |****\____ __ __ ____/****| |* \____ M /*/ \*\ M ____/ | |* Protoss ****\ I /*/ BKCF /*/ I /***** Protoss | |* Forces ****| N \*\ /*/ N |***** Forces | |* ****/ _____ \***** | |*********/ \*****/ \*********| |*******/ GAS \*******| |-MIN-**\______ _______/*-MIN-*| |**************\______ _______/***************| | *****\______ _______/******* | | PROTOSS BASE 3 ************\________/*************** PROTOSS BASE 4 | | ************ Protoss *************** | |-GAS-*********************** Forces *******************************| MIN - minerals GAS - vespene gas BKFC - Khaydarin Crystal Formation P - Pylon PC - Photon Cannon CC - Cybernetics Core Sg - Stargate Ob - Observatory RSB - Robotics Support Bay * - highlands ~ - lake area < / > - ramp Comments: If you want, you can occupy the resource area east of yours since it does help a lot with your Guardian production. Wait, did you just hear Guardian? Yup, you'll be, once again, making use of an all-Mutalisk strategy here, and as I've mentioned in previous missions, evolve your Hatchery into a Lair and morph in more Overlords. Build two Spires and a Queen's Nest then evolve your Lair into a Hive. Now continue simultaneously upgrading and morphing in your Mutalisks til you can't upgrade them no more. Evolve your Spire into what else but a Greater Spire then morph a third of your Mutalisk army into Guardians. Take out the "yellow brick road" (Protoss road, actually) and then bring a Drone (escorted by Guardians and Mutalisks alike) to the Beacon beside the Khaydarin Crystal Formation. Transmission: Daggoth - The Crsytal is being harvested. - 10 minutes until harvesting is complete. Comments: And timer starts...now! The Protoss will be attacking your Guardian-Mutalisk escort squad from all directions, so you better be prepared. Continue morphing in more of those air units to take the place of those that have fallen in combat and you'll be fine. A handful of Zealots, Dragoons, and Reavers will even try to attack your base, so better leave behind your own handful of defenders, namely, Guardians and Mutalisks. Why the need for Mutalisks? Because there will be occasional assaults from Scouts and even Carriers, and the Guardians are helpless against them. And as a last resort, the Protoss will summon all their High Templars towards the crystal formation, so better keep an eye out for those and nail 'em before they start casting those dreaded Psionic Storms. Transmission: - Harvesting complete. - Mission Objective: Bring the Khaydarin Crystal to the Beacon. Comments: And that means the Beacon in your base, not the one you're seeing now. Go back there with what's left of your Guardian- Mutalisk escort and deal with every Protoss reinforcement blocking your path. Transmission: Daggoth - Cerebrate, the Khaydarin Crystals are now in our possession. Now, all shall tremble before the might of the swarms. ___________ | | | VICTORY | |___________| %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% % % % MISSION 10: "FULL CIRCLE" % % % % Zerg Swarm % % High orbit over % % Protoss Homeworld of Aiur % % % %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% Objectives: Destroy the Protoss Temple. Briefing: Overmind- (with no one else) _____________________________________ | | | You have done well, my Cerebrate. | | The Protoss can do nothing but flee | | before the onslaught of the Swarm. | | But now you must assault one final | | site before our conquest is assured.| | | |_____________________________________| _____________________________________ | | | Behold, there is a temple, not far | | from here, that lies upon ground | | most hallowed. Though I have born | | witness to the passing of countless | | millenia, the temple which you must | | assault is older by far. For it was | | constructed by my creators, the | | Xel'Naga, and it marks the site | | where the Xel'Naga first set foot | | upon Aiur. | | | |_____________________________________| _____________________________________ | | | The temple must be cleared, and | | the Khaydarin Crystal set in its | | place. Only then shall the way be | | made ready. For it is upon that | | ground alone that I may be manifest.| | | |_____________________________________| message- _____________________________________ | | | | | End of Briefing. | | | |_____________________________________| Comments: And I thought the Overmind was all-powerful. Tsk, tsk, looks like he'll be needin you again, ain't he such a helpless piece o' crap?? But, *sigh* you can do nothing but comply. On with your last Zerg mission... Starting line-up: 1 Hatchery 2 Creep Colonies 4 Overlords 3 Drones 6 Zerglings 3 Hydralisks 1 Ultralisk Comments: Do you know how large a Protoss fleet you're up against here? A fleet so large it has to be divided into three armies: One that guards the temple itself, another that backs that guard up, and another that serves as an outpost for resource gathering and screening of initial attacks. That third army is just beside you, and yes, they are located both to your left and to your right. But since they are two of the more penetrable bases in the game, better conquer them now and build from their ashes your second and third bases before it gets too late. So what do we do now? Let me discuss this step by step: 1) Simultaneously build more Drones and gather your minerls with them until there is one or more Drones per mineral cluster. 2) Morph in a Drone that in turn would become your Extractor. 3) Morph in two Hatcheries; one near the Extractor and another one near the resource area to your right. 4) Simultaneously build more Drones and gather your resources with them while morphing in your first (and last) Spawning Pool. 5) Evolve your Hatchery into a Lair and at the same time morph in a Hydralisk Den. 6) Upgrade and amass your first Hydralisk dozen and attack the base to your left with what you have. 7) Use your Ultralisk to lure the Zealots out of the base and maul them with your Hydralisks before actually infiltrating the base itself. 8) Target the Photon Cannons first, then the Assimilator, (so as to prevent the Protoss from using up all the gas) then your attackers, and finally everything else. 9) Set your second base up from where the Protoss Nexus once was and concentrate on gathering gas. 10) Morph in two Spires and a Queen's Nest and evolve your Lair into a Hive. 11) Simultaneously upgrade and morph in more Mutalisks as soon as you gather enough resources. 12) Evolve your Spire into a Greater Spire and evolve a third of your Mutalisk army into Guardians. 13) Attack the base to your right and set your third base up there, still concentrating on gathering gas. 14) Morph in a ton of Overlords using your excess minerals. 15) Build a Hatchery north of your third base (among the lowlands) next to the Vespene Geyser nearby and gather from there. 16) Continue upgrading and morphing in those Mutalisks and evolving a third of them into Guardians. 17) Go straight up with your air force towards the Protoss (or is it Xel'Naga?) Temple. 18) Go with the Mutalisk army first, since a Scout will try to welcome your battalion. Show no mercy. 19) Three Dragoons are up for grabs. Allow them to witness the might of the Guardians. 20) Continue north to annihilate the additional Dragoons and Scouts in your way. 21) A Carrier will try to strike fear in your heart. You don't have one, remember? Burn it to the ground. 22) Notice the Stargate up ahead? Give it absolute priority! Don't let another air unit get out of that building! 23) There's a Gateway just north of that Stargate. Now is it's turn to get all your attention. Fire away! 24) At this point a mouthful of Dragoons will come your way. Retreat your Mutalisks and have those Guardians deal with the opposition. 25) Scouts may appear from behind, but your Mutalisk army will take care of that. 26) You better take the Robotics Facility (to your lower left) out too, just in case. 27) Continue north to find a total of four Photon Cannons. The Guardians can take these out without suffering a scratch. Do so. 28) See that High Templar up there? Shoot it down before it casts a nice crunchy Psionic Storm on you! 29) Archons will come your way. Give them high priority as well. 30) Now nothing will stop you from destroying the temple, except for a few Dragoons. Ignore them, they only aim to lure your Guardians towards more Photon Cannons. 31) You can make them feel your wrath after you've destroyed their most revered temple. Transmission: Daggoth - Cerebrate, the Protoss have launched a final offensive to keep us from the ruins. You must hold them at bay for awhile longer! - New Mission Objective: (focuses on a Drone carrying a Khaydarin Crystal) Bring Khaydarin Crystal to the remains of the Protoss Temple. Comments: And that is your final task as a Zerg Cerebrate in this game. You don't have to load the drone up an Overlord and provide some escort since your Guardians have pretty much cleared the path for it to crawl safely. Just make sure you don't wander into any unexplored areas, ok? Transmission: Overmind - Now shall the events set into motion so long ago be made complete. For the Protoss too were created by the Xel'Naga. They were the first creation gifted with a purity of form. And we were the second creation, blessed with a purity of essence. Indeed, our two species are but opposite facets of a greater whole. Soon shall our two races be made as one. Thenceforth shall all feel the wrath of the eternal Swarm... For the hour of judgement is come! ___________ | | | VICTORY | |___________| CINEMATIC: "THE INVASION OF AIUR" %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% _ _ ____ ____ ____ ____ ____ _____ ____ _____ ___ ___ ( \/ )(_ _)(_ _)(_ _) ( _ \( _ \( _ )(_ _)( _ )/ __)/ __) \ / _)(_ _)(_ _)(_ )___/ ) / )(_)( )( )(_)( \__ \\__ \ \/ (____)(____)(____)() (__) (_)\_)(_____) (__) (_____)(___/(___/ ___ __ __ __ ____ __ ____ ___ _ _ / __) /__\ ( \/ )( _ \ /__\ (_ _) / __) ( \( ) ( (__ /(__)\ ) ( )___/ /(__)\ _)(_ ( (_-. ) ( \___)(__)(__)(_/\/\_)(__) (__)(__)(____) \___/ (_)\_) __ __ _____ ____ ____ ( \/ )( _ )( _ \ ( ___) ) ( )(_)( )(_) ) )__) (_/\/\_)(_____)(____/ (____) * warning: DO NOT read this, the next, and the previous two 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: "PROTOSS CAMPAIGN: THE FALL % % % %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% The Zerg Overmind has succeeded in invading the Protoss Homeworld of Aiur and has embedded itself into the crust of the planet. Now, as the agents of the sinister Overmind spread chaos and destruction across the face of Aiur, the stalwart Protoss defenders prepare themselves for the coming onslaught. %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% % % % MISSION 1: "FIRST STRIKE" % % % % Citadel of the new Protoss Executor % % Two days after the Zerg invasion % % % %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% Objectives: Meet Fenix at Antioch. Destroy the Zerg base. Fenix must survive. Briefing: Aldaris- (with no one else) _____________________________________ | | | En Taro Adun, Executor. I am | | Judicator Aldaris, and I have been | | sent by the Conclave to serve and | | counsel you. The former Executor, | | Tassadar, was commanded to halt | | the Zerg progress in the Terran | | sector by burning the infested | | human worlds. | | | |_____________________________________| _____________________________________ | | | Unfortunately, he disregarded his | | orders and attempted to destroy | | the Zerg while sparing the Terrans | | from the flame. Clearly, Tassadar | | has failed us. You must not. | | | |_____________________________________| _____________________________________ | | | The Conclave has dictated that our | | first priority is to strengthen our | | defenses. You must reinforce our | | outpost in Antioch and make certain | | that the province does not fall to | | the Zerg. Your old comrade, | | Praetor Fenix, will meet you there | | and assist you in this endeavor. | | | |_____________________________________| message- _____________________________________ | | | | | End of Briefing. | | | |_____________________________________| Comments: I don't like this Judicator dude, too cold, too arrogant, too...ugh. Well, better side with him for now, you just got yer position, remember? You don't wanna get fired right away, do you? Starting line-up: 6 Zealots 2 Dragoons Comments: You are also shown the location of the base you have to go to, and it's at the lower west. Go there now, annihilating all that is in your path. You'll have to go up first, then make a u-turn towards the base, where a batch of Zerglings will try in vain to stop you. Transmission: Fenix - Ah, Executor! En Taro Adun! It is good to see you once more upon the field of battle. - Alas, all of our Probes were lost in the last Zerg attack, and we had no resources with which to replace them. - Robotic Probes---which are used to warp in buildings and other resources---can be built at a Nexus. Comments: Ok, now start building those Probes! Transmission: Fenix - I had intended to construct Photon Cannons here for defense, but without Probes, we could not do so. - Protoss buildings can only be placed within the blue area of influence of a Pylon. Comments: Well then build yourself a Pylon. You're running out of supplies, anyway. Make sure you build close to the Gateway nearby, so as to "nail two birds with one stone". Transmission: - After it has started a building's warp rift, a Probe can be given new commands. The building will finish warping in on its own. Comments: You know, you don't really need that Photon Cannon. Start building an extra Gateway instead. And start warping in those Zealots. You'd probably need only around 6-8, since the Zerg base you'll be wiping out is quite small and weak. By the way that base is located at the upperleft corner of the map. Once you gather enough Zealots, march them in along with your Dragoons AND Fenix and beat the living crap outta those monsters. Transmission: Fenix - You know, Executor, although we two have marched across hundreds of worlds together, I never imagined that we would be fighting on Aiur. The Zerg are indeed worthy foes. ___________ | | | VICTORY | |___________| %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% % % % MISSION 2: "INTO THE FLAMES" % % % % Citadel of the Executor % % The following night % % % %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% Objectives: Distract the Zerg while Fenix gets into position. Kill the Zerg Cerebrate. Fenix must survive. Briefing: Aldaris- (with Fenix) _____________________________________ | | | En Taro Adun, Executor. Your | | defense of Antioch has restored my | | faith in the Templar caste. I admit | | that Tassadar's dessertion had | | shaken my faith. | | | |_____________________________________| Tassadar- (with Aldaris and Fenix) _____________________________________ | | | Indeed, Aldaris? I would hope that | | the Judicator would put more faith | | in their Templar brethren. | | | |_____________________________________| Aldaris- (with Tassadar and Fenix) _____________________________________ | | | Tassadar! Where have you been? | | | |_____________________________________| Tassadar- (with Aldaris and Fenix) _____________________________________ | | | Be silent, Judicator. There is no | | time to waste, and I have much to | | tell you. As you know, the Zerg | | vanished after the fall of the | | Terran world of Tarsonis, and | | though the Conclave bid me return | | home, I was compelled to remain. | | | |_____________________________________| _____________________________________ | | | A powerful psionic call drew my | | attention to a remote, barren world | | named Char. Apparently, the call | | was answered by others as well. | | For upon Char, I encountered those | | who were once our brethren---the | | Dark Templar. | | | |_____________________________________| Aldaris- (with Tassadar and Fenix) _____________________________________ | | | Consorting with the Fallen Ones is | | heresy! | | | |_____________________________________| Tassadar- (with Aldaris and Fenix) _____________________________________ | | | Enough! Hear me, Executor, for I | | have learned much from the Dark | | Templar Prelate, Zeratul. | | | |_____________________________________| _____________________________________ | | | The Overmind controls its minions | | through agents called Cerebrates. | | Strike down the Cerebrates, and | | the Swarms will surely fall. | | | |_____________________________________| Fenix- (with Aldaris and Tassadar) _____________________________________ | | | Executor, Tassadar may be right. If | | you can keep the Zerg occupied, | | my force may be able to penetrate | | their perimeter and slay the | | abomination. | | | |_____________________________________| Aldaris- (with Tassadar and Fenix) _____________________________________ | | | I pray we can trust you, Tassadar. | | Already I can sense the taint of the| | Fallen Ones' influence on your mind.| | You must return to Aiur at once! | | | |_____________________________________| Tassadar- (with Aldaris and Fenix) _____________________________________ | | | My concern is for the safety of | | Aiur, not the judgements of the | | Conclave. I will return when the | | time is right. | | | |_____________________________________| message- _____________________________________ | | | | | End of Briefing. | | | |_____________________________________| Comments: That Judicator really is getting to my nerves!! Sooo hypocritical!! Starting line-up: 1 Nexus 2 Pylons 3 Probes 4 Zealots 2 Dragoons Introduction: - 15 minutes until Fenix is in position. Comments: Start building those Probes and gathering your resources. And when there's enough, warp in two Gateways and start amassing an army of Zealots. Building an Assimilator is optional, since the only purpose you will have for it is the production of Dragoons, and they really are not that needed in this mission. You will also come across this tip, which is quite unnecessary: Transmission: - Build a Shield Battery to recharge your units' shields. Comments: Continue amassing more Zealots til time runs out. Transmission: (focuses on Fenix's army) Fenix - Executor we are in position. I await your orders. - You must build Scarabs for your Reavers before you can attack with them. Comments: The Zerg base is located south and is between your base and Fenix's army. Attack both from the west and the north, using the two armies in your arsenal. The Cerebrate you're supposed to destroy is located just south of were the paths of your armies would cross. It is guarded by a handful of Sunken Colonies, but the number of Zealots you should have by now could easily overwhelm them. Proceed with the onslaught and kill that Cerebrate. Transmission: Fenix - I will remain behind and observe the effects of our attack. Return to the Citadel. I shall notify you when the Brood becomes erratic. ___________ | | | VICTORY | |___________| %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% % % % MISSION 3: "HIGHER GROUND" % % % % Citadel of the Executor % % Two hours later % % % %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% Objectives: Destroy the Zerg colonies. Briefing: Fenix- (with Aldaris) _____________________________________ | | | Executor, I bring news most dire. | | The Cerebrate that we thought we | | has killed has arisen again. The | | creature's battered form was | | reincarnated, despite the | | considerable damage we inflicted | | upon it. Even now, the Cerebrate | | drives its Brood in preparation for | | their next offensive. | | | |_____________________________________| Aldaris- (with Fenix) _____________________________________ | | | It is as I feared. It was folly to | | believe Tassadar could be trusted. | | The Conclave will not soon forget | | his wanton betrayal. Nevertheless, | | we must stand resolute. For | | attacking defenseless Cerebrates is | | not the way of true Protoss | | warriors! We shall overcome the | | entire Swarm with the might and | | the fury that is our heritage! | | | |_____________________________________| _____________________________________ | | | Executor, we shall lead our main | | strike force to the province of | | Scion which has fallen to the Zerg. | | It's time the Zerg felt the wrath of| | the Sons of Aiur! Praetor Fenix will| | remain here with a small | | detachment and guard Antioch from | | any further assaults. | | | |_____________________________________| Fenix- (with Aldaris) _____________________________________ | | | Adun be with you, Executor. Bring | | swift death to the enemies of Aiur. | | | |_____________________________________| message- _____________________________________ | | | | | End of Briefing. | | | |_____________________________________| Comments: Don't these Protoss know anything but wage wars?? It's been three missions already and the only thing I've done is beat the crap out of those poor zerglings! (hehe) Anyway, they're probably just warming us up for the next missions. But first we accomplish another "eradication" mission. Starting line-up: 1 Nexus 3 Pylons 4 Probes 4 Zealots 3 Dragoons 3 Scouts Comments: As usual, gather with your Probes, build a lot more, and then start warping in your first Gateway. Warp in an Assimilator and then more Probes to gather from that. Warp in the Cybernetics Core, followed by some Pylons, some Zealots, a couple of Forges, and the Citadel of Adun, where you should be purchasing the Protoss Leg Enhancements. Warp in a second Gateway, some more Zealots, and then upgrade them in this order: weapon damage, shield, and lastly armor. We'll begin the assault as soon as everything's done, AND you already got a third and fourth Gateway warping in those Zealots. And since the mission requires you to level EVERY enemy building to the ground, you'll need a map of the arena. _____________________________________________________________________ |*******************************************/ __/ \__ | |*-MIN-*************-MIN-****************>>> __/ \__ | |***************************************/ __ SpC MIN \__ | |**********************-GAS-**********/ __/ SpC HD \| |************************************/ __/ H EC | |***********************************/ \__ Sn GS | |***********************************| \__SpC E SP Sn | |***********************************\_ \ Sn Sn SpC| |*********>>> <<<*********\ __SpC SpC __/| |********/ \********| \__ __/ | |******/ GS SpC E Sn \******\_ \__/ | |*****/ \*******\__ | |*****| EC SP |**********\ | |*****| Sn |**********>>> | |*****| Sn 2Sn H 2Sn Sn |************\___ /| |*****| Sn |****************\_____ ______/*| |*****| SP MIN |**********************\_____/********| |*****| Sn MIN Sn |*************************************| |*****\ E MIN Sn /*************************************| |******\_ SpC _/**************************************| |********\_ HD _/****************************************| |**********\_______________/******************************************| |*******************************************************| |******| |*******************************************************| YOUR |******| |****-GAS-**********************************************| BASE |******| |*******************************************************|______|GAS-**| |**-MIN-*****************************************************-MIN-****| |*********************************************************************| MIN - minerals GAS - vespene gas H - Hatchery/Lair/Hive E - Extractor CrC - Creep Colony Sn - Sunken Colony SpC - Spore Colony SP - Spawning Pool HD - Hydralisk Den EC - Evolution Chamber GS - Greater Spire * - highlands < / > - ramp Comments: First we'll finish off the base to your north. Enter (with a dozen Zealots) through its lower opening and take the Sunken Colony out. Move forward to destroy yet another Sunken Colony, and then again move forward to engage the hometown Hydralisks in battle. When all's through, order all your men to target the main building (Hatchery, Lair, or Hive) and ignore the rest. Fully upgraded, your Zealots should AT LEAST be able to reduce that main building to red life. Send in your second dozen to finish it off, along with all the Drones, all the Sunken Colonies, all the ground units, and everything else they could take with them. That base is now crippled, but still you musn't send your third dozen of Zealots there since it still has a handful of Mutalisks left. Fortunately, it would, as a last resort, attack your base with those Mutalisks, and that would be suicide since your Scouts and Dragoons are all left behind for such situations. It is only after it has used up most its Mutalisks that you should finally finish it off. But while you wait, take that other base out! Enter through the upper-right ramp and take the welcoming committee out with ease. Now level that Sunken Colony to the ground, and get ready for a Hydralisk defense unit to come your way. Deal with them accordingly. Now concentrate on taking out ALL the Sunken Colonies first, since your don't want anything getting free hits while you accomplish your mission. A couple o' dozens o' Zealots are required here, but since your prodution rate is at an all-time high, that should be no problem. Continue hammering the base with your Zealots, until all its Hydras and Sunkens have given up. It will still try morphing in reinforcements, so your next target should be its Hive and all the Drones trying to escape. Annihilate everything else afterwards. You haven't forgotten about the other base, have you? Go there now and wipe it off the map. Transmission: Fenix - Executor! Antioch is under attack by overwhelming Zerg forces! Aldaris - Praetor, you must hold your position for as long as possible. Fight on, brave Fenix. And know that the gods watch over you. En Taro Adun! ___________ | | | VICTORY | |___________| - The Zerg Hive cluster near the Scion province was destroyed, but the Protoss forces paid a high price for their victory. Praetor Fenix, hero and Steward of the Templar, was killed during the assault. The Conclave, convinced that its stratagems are winning the war against the Zerg, have let down their guard and turned their attention to personal matters. The Judicator Aldaris was ordered to find and arrest the wayward Tassadar and bring him home to stand trial for his crimes of treason. Now, with only a small fleet for protection, Aldaris and the Executor have traveled to the ash world of Char, hoping that Tassadar is still somewhere to be found. %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% % % % MISSION 4: "THE HUNT FOR TASSADAR" % % % % Protoss Command Ship Gantrithor % % Holding orbit over the planet Char % % % %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% Objectives: Find Tassadar. Bring Tassadar to the beacon. Briefing: Aldaris- (with no one else) _____________________________________ | | | Executor, I know that you were | | reluctant to leave Aiur in this dark| | hour, and that you still grieve for | | the loss of your comrade, Fenix. But| | remember that he lived and died as | | a Templar. He has reached the | | Khala's end. There is no greater | | glory than that. | | | |_____________________________________| _____________________________________ | | | We Judicator are called to look | | beyond such matters; to ensure the | | safety and future of our people. It | | is not the Zerg, but the rogue | | Tassadar, who represents the | | greatest threat to us now. | | | |_____________________________________| _____________________________________ | | | If he is allowed to spread the Dark | | Templar's tainted influence to Aiur,| | all will be lost. We will find him | | and bring him to judgment. | | | |_____________________________________| _____________________________________ | | | Tassadar claimed that this world | | was abandoned by the Zerg just | | prior to the invasion of Aiur. Yet, | | I still sense a lingering darkness | | here. Be prepared for anything, | | Executor. If there are still Zerg | | on this world, they must surely know| | of our arrival. | | | |_____________________________________| message- _____________________________________ | | | | | End of Briefing. | | | |_____________________________________| Comments: WTF!? I just lost a bestfriend here, you cold-hearted piece o $#!T !! I don't wanna leave, dammit! I'm beginning to feel like a useless puppet now...ugh..... Starting line-up: 4 Zealots 4 Dragoons 1 High Templar Comments: This could get a little tough for beginners without a map, so here you go: (this is rather improportional, but nevertheless definitive =p) _____________________________________________________________________ |*****************-MIN-*******\__ \NNNNNNNNNNNNNNNNNNNNNNNN/\NNNNNNNNN| |********************************\__ \NNNNNNNNNNNNNNNNNN/ __ \NNNNNN| |********** ************/ \NNNNNNNNNNNN/ __/**\__ \NNN| |********** TASSADAR'S **-GAS-**>>> \NNNNNN/ /********\__ \| |********** BASE ********/ \/ <<<*******\__| |********** ******/ _ __/*********| |**************************/ __/N\__ __/************| |****************/ \*****/ __/NNNNNNN\__ __/******* **| |*************>>> \/ __/NNNNNNNNNNNNN\__ _/*-MIN-**** ZERG **| |************/__ H /NNNNNNNNNNNNNNNNNNN\__/N\__\*-GAS-* BASE **| |***************\ >>>/\__\NNNNNNNNNNNNNNNNNNNNNNNNNNN\__\**** **| |*************/ _ /$-6Z-$\__\NNNNNNNNNNNNNNNNNNNNNNNNNNN\__\*********| |***********/ _/N\__ \$$$$$$\H_\NNNNNNNNNNNNNNNNNNNNNNNNNN/ \******| | \***>>> \NNNNN\__ \$$$$$$\__\NNNNNNNNNNNNN/ \NNNNNN\__ <<<**| |____ \NNNNN\__ \$$-M-$\H_\NNNNNNNN/ \NNNNNN\__ \| |****\____ \NNNNN\__ \$$$$$$\__\NN/__ \NNNNNN\__ | |*********\ \NNNNN\__ \$$$$$$\__/$<<<_ \NNNNNN\_| |******>>> \NNNNN\__ \$$$$$$$-2H-$/ _/NNNNNN| |*****/ 8Z _/NNNNNNN\ \$$-3Z-$/ _/NNNNNNNN| |****\__ _/NNNNNNNNN/ \$$/ _/NNNNNNNNNN| |*******\__ _/NNNNNNNNN/ _/NNNNNNNNNNNN| |**********\__ _/NNNNNNNNN/ _/NNNNNNNNNNNNNN| |*************\__ /NNNNNNNNN/ _/NNNNNNNNNNNNNNNN| |****************\__\NNNNNNNNN\__ _/NNNNNNNNNNNNNNNNNN| |*******************\__\NNNNNNNNN\_ /NNNNNNNNNNNNNNNNNNNN| |*********************/ _\NNNNNNN/ \NNNNNNNNNNNNNNNNN| |*******************/ _/NNNNNNN/ ___ \NNNNNNNNNNNNNN| |********-10Z-****/ _/NNNNNNN/ _/NNN\__ Sn _/NNNNNNNNNNNN| |***************/ _/NNNNNNN/_ _/NNNNNNNN\5Z _/NNNNNNNNNNNNNN| |************>>> /NNNNNNN/_/*\__ _/NNNNNNNN/ _/NNNNNNNNNNNNNNNN| |***********/ \NNN/_/******\ _/NNNNNNNN/ _/NNNNNNNNNNNNNNNNNN| |********>>> 4Z _/*****>>> _/NNNNNNNN/ _/NNNNNNNNNNNNNNNNNNNN| |*******/ /******/__ \NNNNNNN/ _/NNNNNNN/ \NNNNNNNNNNNN| |_____ 4Z <<<********\__ \NN/ _/NNNNNNN/ \NNNNNNNNN| |NNNNN\__ \***-3Z-**\ _/NNNNNNN/ \NNNNNN| |NNNNNNNN\__ \***-H-/ /NNNNNNN/ \NNN| |NNNNNNNNNNN\__ Sn <<>> __ | |NNNNNNN\__\**********************/ _/$$\__ | |NNNNNNNNNN\__\*****************/ _/$$$$$$<<<_ | |NNNNNNNNNNNNN\__\************/ >>>$$$$$$$$$$$\__ | |NNNNNNNNNNNNNNNN\__\*******/ _/$$$$$ $$$$$$$\__ | |NNNNNNNNNNNNNNNNNNN\__\**/ >>>$$$$$$ -S- $$$$$$$$$$\ | |NNNNNNNNNNNNNNNNNNNNNN\__ _/$$$$$$$$$ $$$$$$$$$$/ | |NNNNNNNNNNNNNNNNNNNNNNNNN\____________/$$$$$$$$$$$$$$$$$$$$$$$$/_____| MIN - minerals GAS - vespene gas Sn - Sunken Colony Z - Burrowed Zergling H - Burrowed Hydralisk M - Mutalisk S - Starting Point * - highlands $ - lowlands N - outer space < / > - ramp Comments: There are two routes towards Tassadar's base, and one of them has a Mutalisk blocking your path. That path is also the one nearest the main Zerg base, so I could advice you to choose the other one, BUT it has, by far, more troops than the former. So now YOU choose! The burrowed units I've listed in the map are those found BLOCKING your path. I no longer bothered to find the other burrowed foes. Anyway, here's what you should do: - Go up with all your units and eradicate the burrowed Hydralisks nearby to clear your initial path. Lean to the right to avoid having to deal with 2 more Hydralisks and Zerglings. - Use your High Templar to cast Psionic Storm east of the Sunken Colony ahead, so as to get ready of the burrowed Zerglings without breaking a sweat Now the routes split in two. For the first one... - Save your Zealots for later. Use your Dragoons to finish the Sunken Colony off and then turn left. - Cast yet another Psionic Storm just south of the welcoming Sunken Colony to rid yourself of burrowed Zerglings and Hydralisks. - Battle with the ambushing committee to your right and move on forward. - Charge in your Zealots and have them deal with the 8-Zergling army guarding the ramps. - Assuming your High Templar has enough for yet another Psionic Storm, cast it just beyond the east ramp so as to wipe the floor clean with 10 Zerglings! - Move on to the other end of the highland and use your forces to take care of the Zergling army down there. And for the second route... - Save your Dragoons for later. Use your Zealots to finish the Sunken Colony off and then turn right. - Cast yet another Psionic Storm just south of the welcoming Sunken Colony to rid yourself of 5 burrowed Zerglings. - Again, use your Zealots to finish the Sunken Colony off and then turn this time left since you got no other choice. - Go for the lowlands. - Assuming your High Templar has enough for yet another Psionic Storm, cast it just beyond the ramp so as to wipe the floor clean with 3 Zerglings and 2 Hydralisks. - Now put your Dragoons to use. Kill the Mutalisk blocking your path as well as the two ambush Hydralisks to your east. - Then use all of your forces to take care of the remaining resistance at the end of the lowland area. Either way, you'll get to Tassadar's base in the end. Wait, is that a TERRAN VULTURE??? Transmission: Tassadar - Aldaris? Executor? How is it that you've come here? I was about to abandon all hope of rescue! Aldaris - I have come to arrest you and bring you home to Aiur to stand trial. Tassadar - Arrest me? Aiur burns at the touch of the Zerg, and you travel all this way to arrest me? Raynor - Don't let it get to you, man. This happened to me once... Aldaris - Who is this human, Tassadar? Raynor - The name's Jim Raynor, pal. And I won't be talked down to by anybody. Not even a Protoss. Aldaris - Amusing...Tassadar, your taste in companions grows ever more inexplicable. Executor, prepare to take Tassadar into custody. Tassadar - Executor, wait. I do not know what they have told you about me, but what I've done, I've done for Aiur. Help me find Zeratul and his Dark Templar. They alone can defeat the Overmind's Cerebrates. Once we've won I'll gladly submit myself to the judgement of the Conclave. Aldaris - Unthinkable! You pressume that we would side with the Dark Ones as you have? You have gone quite mad, Tassadar. Tassadar - You shall speak of them with respect, Aldaris. Executor, there is much that I can explain to you, if only you'll help me find Zeratul. - New Mission Objective: Bring Tassadar and Raynor to the Beacon. (lots o' yucky growls are heard) High Templar - We've been surrounded! Comments: So that's where Raynor went! To side with the Protoss! Cool! But first things first, how do we get them to the Beacon, now that reinforcements have arrived, and the battleground looks something like this: _____________________________________________________________________ |*****************-MIN-*******\__ \NNNNNNNNNNNNNNNNNNNNNNNN/\NNNNNNNNN| |********************************\__ \NNNNNNNNNNNNNNNNNN/ __ \NNNNNN| |************ **************/ \NNNNNNNNNNNN/ __/**\__ \NNN| |************ YOUR ****-GAS-**>>> \NNNNNN/ /********\__ \| |************ BASE **********/ \/ <<<*******\__| |************ ********/ _ __/*********| |**************************/ __/N\__ __/************| |****************/ \*****/ __/NNNNNNN\__ __/******* **| |*************>>> \/ __/NNNNNNNNNNNNN\__ _/*-MIN-**** ZERG **| |************/__ /NNNNNNNNNNNNNNNNNNN\__/N\__\*-GAS-* BASE **| |***************\ >>>/\__\NNNNNNNNNNNNNNNNNNNNNNNNNNN\__\**** **| |*************/ _ /$$$$$$\__\NNNNNNNNNNNNNNNNNNNNNNNNNNN\__\*********| |***********/ _/N\__ \$$-7Z-\__\NNNNNNNNNNNNNNNNNNNNNNNNNN/ \******| | \***>>> \NNNNN\__ \$$$$$$\__\NNNNNNNNNNNNN/ \NNNNNN\__ <<<**| |____ \NNNNN\__ \$-H-$$\__\NNNNNNNN/ \NNNNNN\__ \| |****\____ \NNNNN\__ \$$$$$$\__\NN/__ \NNNNNN\__ | |****-6H-*\ \NNNNN\__ \$$-5Z-\__/$<<<_ \NNNNNN\_| |******>>> 6H \NNNNN\__ \$$$-7H-$$$$$/ _/NNNNNN| |*****/ _/NNNNNNN\ H \$$$$$$$/ _/NNNNNNNN| |****\__ _/NNNNNNNNN/ \$$/ _/NNNNNNNNNN| |*******\__ _/NNNNNNNNN/ _/NNNNNNNNNNNN| |**********\__ _/NNNNNNNNN/ _/NNNNNNNNNNNNNN| |*************\__ /NNNNNNNNN/ _/NNNNNNNNNNNNNNNN| |****************\__\NNNNNNNNN\__ _/NNNNNNNNNNNNNNNNNN| |*******************\__\NNNNNNNNN\_ /NNNNNNNNNNNNNNNNNNNN| |*********************/ _\NNNNNNN/ \NNNNNNNNNNNNNNNNN| |*******************/ _/NNNNNNN/ ___ \NNNNNNNNNNNNNN| |*****************/ _/NNNNNNN/ _/NNN\__ _/NNNNNNNNNNNN| |***************/ _/NNNNNNN/_ _/NNNNNNNN\ _/NNNNNNNNNNNNNN| |************>>> /NNNNNNN/_/*\__ _/NNNNNNNN/ _/NNNNNNNNNNNNNNNN| |***********/ \NNN/_/******\ _/NNNNNNNN/ _/NNNNNNNNNNNNNNNNNN| |********>>> U _/*****>>> _/NNNNNNNN/ _/NNNNNNNNNNNNNNNNNNNN| |*******/ 4H /*-4H-*/__ \NNNNNNN/ _/NNNNNNN/ \NNNNNNNNNNNN| | <<<********\__ \NN/ _/NNNNNNN/ \NNNNNNNNN| |NNNNN\__ \*********\ _/NNNNNNN/ \NNNNNN| |NNNNNNNN\__ \******/ /N-4S-NN/ \NNN| |NNNNNNNNNNN\__ <<>> 8H __ | |NNNNNNN\__\**********************/ _/$$\__ | |NNNNNNNNNN\__\*****************/ _/$$$$$$<<<_ | |NNNNNNNNNNNNN\__\************/ 2M >>>$$$$$$$$$$$\__ | |NNNNNNNNNNNNNNNN\__\*******/ _/$$$$$ $$$$$$$\__ | |NNNNNNNNNNNNNNNNNNN\__\**/ >>>$$$$$$ -B- $$$$$$$$$$\ | |NNNNNNNNNNNNNNNNNNNNNN\__ _/$$$$$$$$$ $$$$$$$$$$/ | |NNNNNNNNNNNNNNNNNNNNNNNNN\____________/$$$$$$$$$$$$$$$$$$$$$$$$/_____| MIN - minerals GAS - vespene gas Sn - Sunken Colony Z - Burrowed Zergling H - Burrowed Hydralisk U - Ultralisk M - Mutalisk S - Scourge B - Beacon/Exit Point * - highlands $ - lowlands N - outer space < / > - ramp Comments: See that? And I haven't even included the units you left out yet! Yep, they're still there, and so you should be using the path you previously took, else you'll have to deal with both old and new Zerg forces. Go on now and re-trace your steps. Oh, I almost forgot: You'll need six Archons to clear the path for you, and if possible upgrade their weapons damage to level three. They should be enough annihilate the opposition, but the Hydralisk clusters near the beacon may prove to be more than a handful. So to be sure, don't attack once you see them, and have Tassadar cast Psionic Storm on them instead. This Beacon is secured... Transmission: Tassadar - You have my thanks, Executor. Now let's find Zeratul and speed our way home. ___________ | | | VICTORY | |___________| %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% % % % MISSION 5: "CHOOSING SIDES" % % % % Protoss Command Ship Gantrithor % % Low orbit over the planet Char % % One hour later % % % %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% Objectives: Bring Tassadar and two Zealots to the installation entrance. Briefing: Aldaris- (with no one else) _____________________________________ | | | Executor, by following Tassadar and | | attempting to rescue the Dark | | Templar, you have openly defied the | | will of the Conclave. Abandon this | | mad scheme now, and the Conclave | | may show you mercy. | | | |_____________________________________| Tassadar- (with Aldaris) _____________________________________ | | | Don't let him control you, Executor.| | The Judicator have long since | | steered the actions of the Templar | | to their own ends. It's time we | | acted of our own accord. | | | |_____________________________________| Aldaris- (with Tassadar) _____________________________________ | | | Ah, Tassadar, have you fallen so | | far? To think that you were our | | brightest hope; our most beloved | | son. Now you are everything that | | we are not. You are lost to us. Not | | only have you damned yourself, but | | you have damned those who have | | followed you. | | | |_____________________________________| Tassadar- (with Aldaris) _____________________________________ | | | Such is the price for our race's | | salvation, Judicator! I have been | | here, with the Dark Templar, these | | last few months. While I helped | | them in their fight against the | | Zerg, I learned many of their | | secrets from their Prelate, Zeratul.| | | |_____________________________________| _____________________________________ | | | Apparently, the energies which | | empower the Dark Templar also | | course through the Overmind and | | its Cerebrates. | | | |_____________________________________| Aldaris- (with Tassadar) _____________________________________ | | | The same Cerebrate which you told | | us to destroy. Your advice was | | useless, for the creature was | | reincarnated before our eyes! | | | |_____________________________________| Tassadar- (with Aldaris) _____________________________________ | | | Unfortunately, yes. Your attack on | | the Cerebrate failed because the | | energies that you wield are useless | | when used directly against the | | Overmind and its Cerebrates. | | | |_____________________________________| _____________________________________ | | | Only the Dark Templar's power can | | truly harm the Zerg. That is why | | we must rescue Zeratul and return | | him to Aiur! | | | |_____________________________________| Aldaris- (with Tassadar) _____________________________________ | | | You were warned, Executor. The | | Conclave will not be pleased. | | | |_____________________________________| message- _____________________________________ | | | | | End of Briefing. | | | |_____________________________________| Comments: Conclave my @$$! (Oh shucks, I'm gonna get fired again!) Starting line-up: 1 Nexus 3 Pylons 1 Gateway 4 Probes 4 Zealots 3 Dragoons 1 Shuttle 1 Tassadar (High Templar) Comments: There are two ways to accomplish this mission. One relies mostly on luck, while the other is almost foolproof. Of course, you still might choose the former, since it can get the job done in less than minute (yes, no kidding) whereas the latter takes waaay more than that. You decide: Strategy #1 - Load the two Zealots up your Shuttle. - Have Tassadar cast Hallucination twice on the said Shuttle. - Move the Shuttle and its Hallucinations east until it becomes aligned and directly above the target area (southeast). - Go and unload your men at the Beacon while the Hallucinations take most the damage. Strategy #2 - Gather with your Probes and then build some more. - Warp in an Assimilator then build more Probes to gather from that. - Warp in a Forge and a Cybernetics Core, followed by a Citadel of Adun and a Robotics Facility. - Warp in a Robotics Support Bay along with Templar Archives and a lot of Shuttles and upgrade shields. - Upgrade air armor, Gravitic Drive, and Hallucination and warp in some High Templars along with a lot more Shuttles. - Once again upgrade shields and air armor, along with the Khaydarin Amulet (+50 Templar energy) and warp in some more High Templars and Shuttles. - Wait for all the upgrades to complete and the High Templars to charge up. - Load two of your Zealots up one of your Shuttles. - Have Tassadar and the other High Templars cast Hallucination twice on one of the Shuttles. - Move the Shuttles and their Hallucinations east until they become aligned and directly above the target area (southeast). - Go and unload your men at the Beacon while the Hallucinations and the decoy Shuttles take most the damage. ___________ | | | VICTORY | |___________| %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% % % % MISSION 6: "INTO THE DARKNESS" % % % % Protoss Command Ship Gantrithor % % Low orbit over the planet Char % % % %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% Objectives: Rescue Zeratul. Tassadar must survive. Briefing: Tassadar- (with no one else) _____________________________________ | | | Executor, I sense that Zeratul and | | his brethren are close by. But I | | have been unable to make contact | | with them. I fear they may be in | | grave danger. We must scour this | | area immediately and find the Dark | | Templar, lest they be overcome by | | the Zerg. | | | |_____________________________________| message- _____________________________________ | | | | | End of Briefing. | | | |_____________________________________| Comments: Once again you have sided with the outlaw. On with the mission. Starting line-up: 2 Zealots 1 Tassadar (High Templar) Comments: As I've mentioned, 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: Head southeast, through the Zerglings, through the Hydralisks, and finally through the "door" there. (Don't worry, your two Zealots are fully upgraded, thus CAN handle the initial resistance). Notice the rescuable units northeast? They're Terran Marines! Transmission: Marine - Mind if we tag along? Comments: Southwest leads to even more Marines, but they really are not that necessary. Rescue them if you wish, but go back and head southeast. Now here's the trick: Hallucinate a Zealot and order those Hallucinations to go very near the closed "door" just southeast of where you are. This will trigger the unburrowing of some Zerglings, but they won't be able to attack. Free hits for your Marines! And when all's done, use your Marines to open the door and rush in with your Hallucinated Zealots to lure the burrowed Infested Terran into sacrificing himself for nothing. Cool, no? Now go past the obvious entry point and through the ones that follow, through the pair of welcoming Hydralisks, up the stairs, and on the Beacon. (The wall turret won't have enough time to fire if you only rush in with the Zealots. Transmission: Advisor - Teleportation field activated. Comments: And now you got two more Zealots and a Dragoon by your side. Head back through the double doors but this time head southeast afterwards. As you turn at the corner with your Marines... Transmission: Marine - Did you hear that? Comments: And a Hydralisk-Infested Terran combo emerge from the ground. It's best to have Hallucinated Zealots attacking the Infested Terran near the Hydralisks, so be prepared with those even before you make your turn. When the road splits in three, head yet again southeast. You'll encounter almost a dozen rescuable Marines there, but with them are more than double the number of Zerglings! Transmission: Marine - We gotta move! Comments: Order Tassadar to cast Psionic Storm just beyond those Marines for instantaneous bloodshed, Zerg blood that is. Now head back to where the road splits, and this time move northwest, the opposite direction. The Zerg seems Marine-allergic in this mission, since just like a while ago, only when you use your Marines to go through the road northwest will this occur: Transmission: Marine - What was that? Comments: And again a Zerg combo emerges from the ground, a Zergling- Infested Terran combo. Treat them with extreme caution, or better yet avoid them altogether. How? By using your Zealots instead! You will still encounter an Infested Terran along the way, and since Zealots don't have the long range weapons to keep them safe, they'll have to go back to where the Marine firing squad is set up. After that only Hydralisks will be blocking thei path. Go through the obvious directions (you won't have any choice), through the Hydralisks up the stairs, and again on the Beacon. Transmission: - Security Doors unlocked Comments: Retreat your Zealots and have them join all your other forces southwest, where an Infested Terran and four wall turrets will try in vain to stop you. Teach THEM a lesson in firepower! You will also encounter two more Infested Terrans, so use the Zealot lure trick to finish them off with your Marines. Continue southwest, up the stairs, and through the door, destroying the floor turrets in the process. Deal with the Zergling-Hydralisk combo below with extra caution, for with them is an Infested Terran that could wipe you out if you're not careful. Scatter your Marines and have those Zealots lure the enemies to their deaths. Open the door beside you to find even more reinforcements. Why? Because, upon turning at the corner, Transmission: Infested Terran - Live for the Swarm!! Comments: Holy! And a TON of Zerglings along with a handful of Hydralisks come your way, hungry for battle! Dealing with this situation is quite easy, as long as you got the right setup, which in turn is also pretty simple. Line all your men up so as to block the enemy force's path, and situate Tassadar behind this blockade. And as the Zerg rush on? Psionic Storm! You'll be casting around three of these spells before all's over, which means Tassadar must be pretty charged up before you send your Zealot-lure towards the Zerg. Continue through the path set for you. Ignoring the doorways by your side and knowing something about the first closed door you'll see. Transmission: - This door is locked. Comments: Continue towards the corner, turn, and head for the Beacon northeast, guarded of course by a total of six floor turrets. Transmission: - Opening cell doors. Comments: Now go back to that cell door's location and head for the Beacon there. Transmission: Tassadar - Greetings, Dark One. I have come to bring you home. Zeratul - Greetings to you mighty Tassadar. I knew that you would not forsake us. For in the time that you have spent with us, you have learned to value our ways and our methods. You have learned to channel our dark power as well as that of your masters; thus, you alone have found completeness beyond the scope of the Khala. But I fear that the Conclave, in it's pride, could never bring itself to welcome outcasts such as we. Tassadar - Outcasts though you may be, it is your vision and courage that may yet save our Homeworld from the Swarm. I beg of you, Zeratul, return with us to Aiur. Though they are petty, and have, in ignorance cursed your kind for generations... help me save our people. Zeratul - Since our banishment long ago, we have never failed in our responsibility to Aiur. Though it shall cause us great pain to see our homeland once more, we shall return with you, Tassadar. We will do what we can. ___________ | | | VICTORY | |___________| %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% % % % MISSION 7: "HOMELAND" % % % % Protoss Command Ship Gantrithor % % Holding orbit over the planet Aiur % % % %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% Objectives: Destroy the heart of the Conclave. Fenix, Zeratul and Tassadar must survive. Briefing: Fenix- (with no one else) _____________________________________ | | | Greetings, Executor! And greetings | | to you, Tassadar. I am overjoyed to | | see you both return home in this | | dark hour. The Zerg have redoubled | | their efforts, and it seems... | | | |_____________________________________| Tassadar- (with Fenix) _____________________________________ | | | Fenix? It can't be! The Executor | | told me of how you fell before the | | Zerg. How is it that you live and | | breathe? | | | |_____________________________________| Fenix- (with Tassadar) _____________________________________ | | | Ha hah... Well, after my unfortunate| | defeat, my ruined body was | | recovered by our brethren. I now | | reside within the cold, robotic | | shell of a Dragoon. | | | |_____________________________________| Tassadar- (with Fenix) _____________________________________ | | | Old friend...would that this never | | came to pass... | | | |_____________________________________| Fenix- (with Tassadar) _____________________________________ | | | Nonsense! There is no shame in | | defeat so long as the spirit is | | unconquered, and I am still able to | | serve Aiur to a degree. But enough | | of this. | | | |_____________________________________| _____________________________________ | | | There is much you both need to | | know. You have been branded as | | traitors by Aldaris and the | | Conclave. Even now they seek to | | arrest you and execute the Dark | | Templar, Zeratul. | | | |_____________________________________| Tassadar- (with Fenix) _____________________________________ | | | I never believed that they would go | | so far. In the face of total | | annihilation they still cling to | | their failing traditions! | | | |_____________________________________| Fenix- (with Tassadar) _____________________________________ | | | Yes, and that makes them all the | | more dangerous. They hunt you | | even now, Tassadar. And though I | | damn myself by doing so, I shall | | stand by you till the end. | | | |_____________________________________| Tassadar- (with Fenix) _____________________________________ | | | En Taro Adun, noble Fenix. Executor,| | it seems that if our world is to | | live, we must protect the Dark | | Templar from our own brethren. | | Although it pains me greatly, not | | even the Conclave shall stand in our| | way. | | | |_____________________________________| message- _____________________________________ | | | | | End of Briefing. | | | |_____________________________________| Comments: Heh, a Protoss vs. Protoss match! Cool! And the Dark Templar is by our side now! (I hope) Starting line-up: 1 Nexus 10 Pylons 1 Assimilator 2 Probes 1 Gateway 1 Forge 4 Photon Cannons 1 Cybernetics Core 1 Citadel of Adun 1 Stargate 8 Zealots 4 Dragoons 1 Scout 1 Observer 4 Dark Templar 1 Zeratul (Dark Templar) 1 Tassadar (High Templar) 1 Fenix (Dragoon) Comments: Cool, I was right! We DO have Dark Templar here! Yes! Heheh... Introduction: Aldaris - Executor, you and the traitor Tassadar are to cease your resistance and surrender yourselves to the judgment of the Conclave. We will take the outlaw, Zeratul, into custody and deal with him as is written by the Khala's law. Tassadar - Flee back to your masters, Aldaris, and huddle with them in darkness! For your actions shall set us all unto the Zerg! Comments: Retreat your men right away and have the Photon Cannons deal with the rest. Now to develop your base. Hey, you got lots o' cash here, man! Go on now and build as many Probes as you want, two more Forges, one more Gateway, two Robotics Facilities, a Robotics Support Bay, and a lot more Photon Cannons! You must also start upgrading everything there is in a Forge, as well as the Leg Enhancements for the Zealots and the air armor. Upgrade too the Gravitic Drive of your Shuttles. And as you wait for all these to finish, use up all your vespene gas on High Templars (to be merged into Archons) and your excess minerals on Zealots and Shuttles. Situate your Dark Templars in front of your Photon Cannons, while your Dragoons are left behind for defensive purposes. You will occasionally be attacked, so better have a probe ready to replace destroyed Photon Cannons. As for the assault, this mission will be accomplished as soon as you burn down the Conclave's main Nexus, which is located in the lower rightmost part of the map, thus all you have to do is strike hard and stirke fast. Wait for everything I told you to upgrade to finish, then load whatever number of Shuttles you have with whatever number of Archons and Zealots are in your base (Archons first, of course). Remember, we should strike hard and fast, so our main goal here is to drop all our men right at the main Nexus itself, and finish it off while the enemy desperately calls for reinforcements. Of course, you can't just barge in and hope to even reach the well-defended headquarters, but as with all defenses, this one has a loophole. Here's what you should do: Gather your Shuttles to where your Photon Cannons are, then order them to fly east til they come across a river. Now order them to go southwest, following the river's path til they reach the edge of the screen. From there they should lean south and proceed east til they finally reach the main Nexus. Still ignoring everything else, start dropping your troops and have them attack the main Nexus with all their strength. All is going according to plan but... Transmission: Tassadar - Executor! Aldaris! This madness must stop! The sight of my brethren slaughtering one another is more than I can stand. Though I fear you would doom us all, Aldaris, I surrender myself to the Conclave. En Taro Adun, Executor. Don't give up the fight! Aldaris - Tassadar of the Templar, by your actions you have severed yourself from the mercy of your brethren. You refused to destroy the Terran worlds as was commanded. You have questioned time and time again, the sacred will of the Conclave. And you have abandoned your Homeworld in its darkest hour. Most grievous of all is that you have allied yourself with the blasphemous Dark Ones, and learned to utilize their profane powers in tandem with our own! What say you, oh fallen Templar? Tassadar - Aldaris, I submit myself to the Conclave's judgment. But know this, given the same choices again, I would surely have made them. I have sacrificed all that our world might live. I have sullied my honor, I have discarded my rank and standing, and I have even broken our own most ancient traditions. But never think that I would, for one moment, regret my actions. For I am Templar, and above all else, I have sworn to protect our Homeworld 'till the end. ___________ | | | VICTORY | |___________| - Tassadar was taken into Judicator custody and sentenced to stand trial for his crimes against the Conclave. Fenix, Raynor and Tassadar's followers escaped from the Conclave's agents, as the Dark Templar slipped away in the chaos. %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% % % % MISSION 8: "THE TRIAL OF TASSADAR" % % % % Protoss Command Ship Gantrithor % % Holding orbit over the planet Aiur % % % %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% Objectives: Destroy the Stasis Cell. Fenix and Raynor must survive. Briefing: Fenix- (with no one else) _____________________________________ | | | En Taro Adun, Executor. All seems | | lost now, but still we must fight | | on. We must find Tassadar and secure| | his release from the Judicator | | before they can execute him for | | treason. Without him, I fear there | | is no way to defeat the Zerg and | | their Overmind. | | | |_____________________________________| _____________________________________ | | | Zeratul and his Dark Templar have | | vanished, leaving us to fend for | | ourselves. I wonder if Tassadar was | | mistaken to have put his trust in | | them. We are receiving a | | transmission from Captain Raynor's | | command ship. | | | |_____________________________________| Raynor- (with Fenix) _____________________________________ | | | This is Raynor. I'd like to help if | | I can. Tassadar laid it on the line | | for me and my crew on Char. I'd like| | to repay the debt. Besides, I'm a | | long way from home, surrounded by | | hostile aliens. I've got to do | | something. | | | |_____________________________________| Fenix- (with Raynor) _____________________________________ | | | Then you shall, bold human. You | | shall. | | | |_____________________________________| message- _____________________________________ | | | | | End of Briefing. | | | |_____________________________________| Starting line-up: 1 Nexus 3 Pylons 1 Forge 1 Photon Cannon 4 Probes 4 Zealots 3 Dragoons 1 Fenix (Dragoon) 1 Hyperion (Battlecruiser) Introduction: - Carriers can not attack without Interceptors. To build additional Interceptors select the Carrier and click "Build Interceptor". Comments: Hey, Raynor's got himself a nice mothership! Truly is working his way to the top, ain't he? Well he'll be pretty darn useful in this stage, even if he can't be repaired. This is yet another "strike hard and fast" mission, so that Yamato Gun will once again prove its invaluability. On with the what-to do's: Again as usual, build more Probes and gather, gather, gather. Build an Assimilator, one more Forge, a few more Photon Cannons, and everything else in the tech tree leave the Observatory (no cloaked attackers to watch out for) and the Stargate (along with the Fleet Beacon). The first few minutes of the game should be concentrated on defense, since you got offense yet. Position the Hyperion, the Carrier, and Fenix along with the other Dragoons outside the lowerleft part of your base to guard that opening from the nearby enemy base just south of yours. Your other entry point, the one in the upper right, can be sufficiently guarded by a few Zealots and some Photon Cannons. You may also warp in a Shield Battery where the Carrier is. Oh and, do as the introduction says and fill that Carrier up with Interceptors. And when you have warped in enough Zealots to keep that lower entry point sealed, time for some offense. Use the Hyperion's Yamato Gun to constantly harass the opponent's main base, located southeast, where Tassadar's Stasis Cell is well-guarded. The base does NOT have a Nexus or even Probes, thus will not be able to replenish the PHOTON CANNONS that you shall YGun down. Just make sure those Photon Cannons are the ones directly NORTHWEST of the Stasis Cell, else you'll be wasting precious energy. There are a total of five, and by the time you YGun them all down get charged up for yet another blast, your Zealots should already be fully upgraded in all aspects, air armor should be already be at level 3, and the Gravitic Drive is already enabled. There should also already be around half a dozen Shuttles and enough Zealots to fill them all up. And if you're really at it like I was, you should already have four Carriers with 8 Interceptors each (yup, built that Stargate and Fleet Beacon with my extra money). Anyway, barge in and drop all your men' at the Beacon. Transmission: Fenix - Executor, we have found Tassadar's Stasis Cell. We will attempt to free him now. Comments: And so order your men to target that Stasis Cell and nothing else. Tassadar will be freed in a jiffy. Transmission: Aldaris - I expected you to attempt to retrieve your hero. You will learn that the will of the Conclave is absolute. Make peace with Adun. Zeratul - Stay thy hand, Judicator. The stewards of Tassadar shall not fall while the Dark Templar live. Call off your guards and stand aside, and you may yet live to see another moonrise. Aldaris - I will not be addressed so by one so devoid of the Khala's light. You and your vile brethren shall die with these traitors. Zeratul - Are you truly so blinded by your vaunted religion, that you can't see the fall ahead of you? Your Conclave believes that they are winning this war, but all they've succeeded in doing is helping the Overmind to win. Aldaris - What could you possibly know about our designs, blasphemer? Zeratul - You speak of knowledge, Judicator? You speak of experience? I have journeyed through the darkness between the most distant stars. I have beheld the births of negative-suns and borne witness to the entropy of entire realities... Unto my experience, Aldaris, all that you've built here on Aiur is but a fleeting dream. A dream from which your precious Conclave shall awaken, finding themselves drowned in a greater nightmare. Aldaris - We shall see... ___________ | | | VICTORY | |___________| %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% % % % MISSION 9: "SHADOW HUNTERS" % % % % Protoss Command Ship Gantrithor % % Low orbit over the planet Aiur % % % %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% Objectives: Use Zeratul to destroy the Zerg Cerebrates. Zeratul and Fenix must survive. Briefing: Tassadar- (with Fenix and Zeratul) _____________________________________ | | | En Taro Adun, Executor! My | | gratitude to you, for having secured| | my release, knows no bounds. By all | | the gods, we may win yet! The time | | has come to let loose the fury of | | the Dark Templar. Zeratul, perhaps | | the time has come to tell our | | friends of the foe we face. | | | |_____________________________________| Zeratul- (with Tassadar and Fenix) _____________________________________ | | | Indeed. When I slew the Cerebrate | | on Char, I touched briefly with the | | essence of the Overmind. In that | | instant, my mind was filled with its| | thoughts, and I tell you now our | | worst fears have come true. | | | |_____________________________________| _____________________________________ | | | The Zerg were indeed created by | | the ancient Xel'Naga, the same | | beings that empowered us in our | | infancy. But the Overmind grew | | beyond their constraints, and has at| | last come to finish the experiments | | they began so long ago. | | | |_____________________________________| Tassadar- (with Fenix and Zeratul) _____________________________________ | | | So you see my friends, we fight not | | only to save Aiur, but all creation!| | If we fall to the Zerg then the | | Overmind will run rampant | | throughout the starts, consuming all| | sentience---all life. It is up to us| | to put an end to this madness, once | | and for all. | | | |_____________________________________| Fenix- (with Tassadar and Zeratul) _____________________________________ | | | Our forces shall engage the primary | | Zerg Hive clusters in an attempt to | | weaken their defenses. Once their | | numbers have thinned out, Zeratul | | and his companions can infiltrate | | the clusters and assassinate the | | Cerebrates. Adun willing, the | | Cerebrates' deaths will distract the| | Overmind long enough for us to | | assault it directly. | | | |_____________________________________| message- _____________________________________ | | | | | End of Briefing. | | | |_____________________________________| Comments: Awright! Zeratul is da man! Heheh... Starting line-up: 4 Probes 6 Zealots 2 Dragoons 1 Arbiter 1 Fenix (Dragoon) 1 Zeratul (Dark Templar) Comments: Head west and build your Nexus near the mineral cluster there. Now use up all but a hundred of your resources to warp yourself an Assimilator and some Pylons. Gather minerals with three of your Probes and gas with one. Don't worry, even if there isn't a Nexus, they'll still start gathering, and will store the resources as soon as the Nexus completes. And when that happens, quickly build more Probes, two Gateways, and three Forges as soon as your mineral count allows you to. Then warp in a Cybernetics Core followed by a Citadel of Adun which, in turn, will be followed by Templar Archives. You may also warp in some Photon Cannons to prevent those Mutalisks from eating up your workers. The assault itself will be composed of nothing but Zealots, so mass produce the said unit while simultaneously upgrading everything that has to do with it. Oh, I almost forgot, you need Zeratul to deliver the final blows for your enemy Cerebrates, so you have to bring him along. Good thing Zealot upgrades ('cept for the Leg Enhancements) also apply to him. There are two Cerebrates to kill, so how do you find them? Leave that to me... _____________________________________________________________________ |\####-MIN-#-GAS MIN-#-MIN GAS-###########\_ | | \########### CEREBRATE ######### CEREBRATE #################\ | | \######## BASE 1 ######### BASE 2 ##################\ | | \##### ######### _##/ \############/ | | Sp \##########################-MIN-/Sp Sp\#########/ | | |############3##################\_ \#######\_ | | Sp |##################/ \##/ \#######\_ |#########\_ | | |############-Sn-/ \########\ _/###########\_| | Sp _/###############/ |########| Sp_/###############| |\___ _/#########/|######| _/########\__/############-GAS-| |####\___/######/ \######\_ /#############################/ | |-MIN-########/ \######\ ZERG |#########################/ | |###########/ \####/ BASE \#######################/ | |##########/ ZERG |####\_ 2 \#################/ Sp | |\#########| BASE /#-Sn-#\_ \############/ Sp | | \#######\ 1 \########\_ \########/ _| | \######\__ /###-H-#####\ /######/ _____/#| | Sp \#######\__ _/###########/ /######/Sp _____/#######| |\_ _\########\___/#-Sn-#######/ /#-Sn-#/_____/#-GAS-#-MIN-#| |##\___/#######################-Sn-\_ /################# ####| |#### ##########################\ /################## ZERG ####| |#### ZERG #############-Sn-##########\_/######-Sn-######### BASE ####| |#### BASE ##########################-Sn-################### 4 ####| |#### 3 ########/Sp \########################/ Sp \### ####| |#### #####/ \####################/ \##########| | \#########/ Sp \#-Sn-######-Sn-#/ Sp \#######| | \###/ \#-Sn-##-Sn-#/ Sn \##/ | | |############| Sn Sp | | |############| | | Sn GAS Sn _/############\_ MIN | | ______/###\_____ _/################\_ _____/###\__ | | _/################\_____/####################\_____/############\ | | /#################################################################\ | |/### #####################################################\| |#### POTENTIAL ######################################################| || ## BASE ######################################################| |M ## ######################################################| |I ############################/\#######\\#########/ \###############| |N #########\ \######-GAS-#/ /#-(=)-##\ \#-MIN-#\ \#######-GAS-#| || ####/______________\######\__\########/__\#######\___/#############| MIN - minerals GAS - vespene gas Sn - Sunken Colony Sp - Spore Colony (=) - Starting Point # - lowlands Comments: Remember to kill those Sunken Colonies with Zeratul first, since it's he whose got the most chances of finishing them off without suffering a scratch. And when the coast is clear? Attack!! ___________ | | | VICTORY | |___________| %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% % % % MISSION 10: "EYE OF THE STORM" % % % % Protoss Command Ship Gantrithor % % Low orbit over the planet Aiur % % % %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% Objectives: Destroy the Overmind. Tassadar, Raynor, and Zeratul must survive. Briefing: Fenix- (with Tassadar and Zeratul) _____________________________________ | | | Executor, our plan worked perfectly.| | The Zerg defenses are broken, and | | the way to the Overmind is laid | | bare! The time for our stand has | | come. | | | |_____________________________________| Tassadar- (with Fenix and Zeratul) _____________________________________ | | | Indeed. My friends, this is our | | final hour. Not all of us may | | survive the coming conflict. Yet, | | death may be a blessing should we | | fail here. We seek now to destroy a | | foe that has ravaged its way across | | the universe consuming all in its | | path. | | | |_____________________________________| _____________________________________ | | | And now it has reached the end of | | its long journey. The Overmind has | | come to destroy all that we hold | | dear and assimilate us into itself. | | And I say to thee, this shall not | | come to pass! Aiur shall not fall! | | Executor, I stand ready! | | | |_____________________________________| Zeratul- (with Tassadar and Fenix) _____________________________________ | | | As do I. | | | |_____________________________________| Raynor- (with Tassadar, Zeratul, and Fenix) _____________________________________ | | | Well, I guess all I have left is to | | see this through. The Zerg have | | taken everything from me: my home, | | my family, my friends. I know that | | nothing I can do can bring those | | things back, but I'll be damned if | | I just sit on my hands and wait for | | the end. I want a piece of 'em, all | | right. I'm in. | | | |_____________________________________| Tassadar- (with Raynor, Zeratul, and Fenix) _____________________________________ | | | Then let our actions speak for us! | | For Adun! For Aiur! | | | |_____________________________________| message- _____________________________________ | | | | | End of Briefing. | | | |_____________________________________| Comments: This is it. The final mission. You'll be facing quite an army here. But at least your heroes are with you... Starting line-up: 1 Nexus 1 Command Center 2 Pylons 3 Supply Depots 1 Barracks 1 Forge 1 Engineering Bay 2 Photon Cannons 1 Missile Turret 2 Bunkers 4 Probes 4 SCVs 12 Marines 2 Firebats 4 Dark Templar 1 Zeratul (Dark Templar) 1 Gantrithor (Carrier) 1 Hyperion (Battlecruiser) Introduction: Aldaris - Executor. Tassadar. This comes too late to you. But the Conclave has witnessed your defeat of the Cerebrate. They know now that they cannot deny the necessity or the valiancy of your actions We sought to punish you, while it was we who were in error. You represent what is greatest in us all, and all our hopes go with you. EN TARO ADUN, brave Sons of Aiur! Raynor - Wow. Does that mean they're goin' ta send some back-up for us? Comments: (!) You gotta Terran army by your side! Actually, this kinda hinders the Protoss from getting a full shot at the Overmind, since by the looks of it (Terran base having a lot more resources and a more strategic position than Protoss), you'll have to concentrate on the Terrans to accomplish the mission. Are you satisfied with that? I know I'm not. This's supposed to be a Protoss mission, or better yet, a Protoss-Terran mission, thus should give it's players a taste of the many strategies a Protoss- Terran combo could bring. And that's just what I'll get! Here's how: First of all, you'll have to admit that Protoss base is hopeless. Leave it now, but not before clicking on the upgrades available at the Forge. Try to gather too with those Probes but include one with your Protoss heroes as they journey north, towards a better camp site. The said site is at the northeast corner of the map, and is guarded by two burrowed Hydralisks. Use the Gantrithor as bait (by the way purchase those Interceptors as soon as possible) and kill them with Zeratul. One more thing about that site is that it's all gas. But don't worry, there's enough minerals in the Terran base for everyone (you should be gathering with those SCVs by now. This is supposed to be yet another "strike hard and fast" mission, but since it's the last, and since it's oh so special, I've decided to turn it into an "eradicate" type, my all-time favorite. Yyyessss! First, I give you the map: _____________________________________________________________________ | ________ /####################/ _/###/ | | | | /#### -BASE 4- #####/ /###/ BASE 3| | | TERRAN | >>>################<<< >>>#<<< __/| | | BASE 1 | /#########/ \#######\_ |#####\>>>##| | |________| >>>######/_ \#######\ _/###########| | \#######\ \#####/ >>>####<<< \#| | \###/ _/########\_ | | /#/ _/####/ \#####\ | | /#/ /####/ \###/ | | /#/ __| | ___/##| | _______>>>#####| | __ \##############| | __/##\__ ____ \############| | _ /########\ >>>####\ \##########| | /#\_ / ZERG ####\ _/ ZERG / \| | \###\_ /# BASE #####\ >>> BASE / | | ______/#####\>>># 1(r) ######\__/ 2(r) / | | \######################################\__<<<___ | | >>>############################################\_ | | \### #############\______>>>___| | _\# ZERG BASE 5 (p) ZERG BASE 6##########################| | _/### (p) -OVERMIND- (p) ###/ \####################| | _/#####ZERG BASE 7 (p) ZERG BASE 8 #/ \#######/ | |_<<<_>>>###### #\_____/###/ | |######################################################\_ | |######### ZERG ##################### ZERG ##############\ | |######### BASE ##################### BASE ##############/ | | \3(r) ##################### 4(r) / \#####/ ___ | | _/####/ \###############/ \#####\_ \#<<< | | _/####/ >>>########/ \#####\_ |####\____| | >>>###/ _/#####/ \#####\ / #####| | _/####/ /###/ \#/ \P B #####| |<<<####/ \#/ _/R A #####| |#######\_ _/# O S ##/ | |#########\ _ _/### T E / | |#########<<< _/#\_ \#### O | | |###########\ \####\ \## S 2 \_ | |############\___________________/####/__________________/## S ##\__| (r) - red (p) - purple # - lowlands < / > - ramp Comments: Then the step by step guide, starting from the "Zeratul kills the Hydralisks" part: 1) Warp in a Nexus and two Assimilators at your third base. 2) Build a Refinery on your first base and more SCVs to gather from that. 3) Build more Probes to gather from both Assimilators. 4) Build more SCVs to gather from the minerals. 5) Warp in a couple of Pylons, followed by two Gateways, two Forges, and two Shield Batteries. Upgrade all there is in those Forges. 6) Build a second Command Center on your fourth base and more SCVs to gather for that. 7) Warp in an Assimilator and a Pylon on your fourth base. 8) Build an Academy and a Factory on your first base. 9) Warp in a Cybernetics Core followed by a Robotics Facility and a Citadel of Adun on your fourth base. 10) Build two Starports followed by two Science Facilities and their add-ons as well as the Nuclear Silos for the Command Centers. 11) Watch out for Queens with Spawn Broodlings and/or Defilers with Plagues in store for you. 12) Surround your Pylons with Photon Cannons. 13) Outline your perimeter with Marine-filled Bunkers. 14) Upgrade everything there is in those Forges. 15) Upgrade everything there is in the Science Facility add-ons. 16) Warp in the Templar Archives and the Observatory. 17) Arm your Nukes. 18) Warp in High Templars to be morphed into Archons. 19) Train half a dozen Ghosts and build as many Battlecruisers as your cash would allow you. 20) Warp in half a dozen Observers and position them strategically throughout your perimeter defenses and beyond. 21) Build more SCVs and situate them beside Bunkers, ready to repair when needed. 22) Upgrade everything there is in those Forges. 23) Build two more Command Centers complete with Nuclear Silos. 24) Warp in more High Templars to be morphed into Archons. 25) Build more Battlecruisers and wait for them to charge up. 26) Build a lot more Pylons and scatter those Photon Cannons everywhere, even beyond your territory. 27) Arm your third and fourth Nukes. 28) Warp in even more High Templars to be morphed into Archons. 29) Build even more Battlecruisers and then wait for all of them to finally charge themselves up. 30) Save! 31) Get ready to attack from all directions. Zerg Base number one is to be Nuked, number two is to be Warp Slashed, three is to be YGunned Down, and four to be Power Overwhelmed. 32) Make sure you get rid of every last Red Hive and Red Drone so as to ensure the sterility of their units. Now for the Purple Zerg... 33) Reinforcements should be here by now, so proceed with the same technique: Ghosts with re-armed Nukes take Zerg Base number five, Battlecruisers number six, Dark Templar seven, and Archons eight. You got it! 34) Now finish the Overmind with all your forces combined. 35) Take a screenshot of this event. Say cheese... Transmission: Tassadar - Executor, the Overmind has been weakened, but I fear we have sustained severe damage ourselves. I will steer the Gantrithor into a collision course with the Overmind. If I can channel enough of the Dark Templars' energy through the hull of the Gantrithor, I should be able to bring swift death to the accursed abomination. Remember us, Executor. Remember what was done here today. May Adun watch over you. ___________ | | | VICTORY | |___________| CINEMATIC: "THE DEATH OF THE OVERMIND" %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% ____ _ _ ____ ____ ____ __ _____ ___ __ __ ____ (_ _)( \/ ) ( ___)( _ \(_ _)( ) ( _ ) / __)( )( )( ___) _)(_ ) ( )__) )___/ _)(_ )(__ )(_)( ( (_-. )(__)( )__) (____)(_/\_)() (____)(__) (____)(____)(_____) \___/(______)(____) As the chaotic, swirling energies subsided, a heavy silence settled over the battlefields of Aiur. Due to Tassadar's noble sacrifice, the Overmind was now dead and the Zerg Swarms were scattered and broken. But as the heroes surveyed their once glorious homeland, they realized that their victory had cost them all but their lives. Aiur was left nothing more than a smoldering ruin. Those few Protoss who survived the final battle could only wonder what the future would hold for their race. And far away, on the distant planet Char, Kerrigan, the self-styled Queen of Blades, knew that the time of her ascension was at hand. %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% _ _ __ ____ ____ ____ ____ ____ _____ _ _ __ __ ( \/ ) /__\ ( _ \ ( _ \ (_ _)(_ _)(_ _)( _ )( \( ) /__\ ( ) ) ( /(__)\ )(_) ) )(_) ) _)(_ )( _)(_ )(_)( ) ( /(__)\ )(__ (_/\_)() (__)(__)(____/ (____/ (____) (__) (____)(_____)(_)\_)(__)(__)(____) ___ __ __ __ ____ __ ____ ___ _ _ ___ / __) /__\ ( \/ )( _ \ /__\ (_ _) / __)( \( )/ __) ( (__ /(__)\ ) ( )___/ /(__)\ _)(_ ( (_-. ) ( \__ \ \___)(__)(__)(_/\/\_)(__) (__)(__)(____) \___/(_)\_)(___/ %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% _ _ ____ __ __ __ __ __ ____ ____ ____ __ __ _ _ ____ ____ ( \/ )(_ _) ( \/ )( )( )( ) (_ _)(_ _)( _ \( ) /__\ ( \/ )( ___)( _ \ ) ( _)(_ ) ( )(__)( )(__ )( _)(_ )___/ )(__ /(__)\ \ / )__) ) / (_/\_)(____)() (_/\/\_)(______)(____) (__) (____)(__) (____)(__)(__) (__) (____)(_)\_) ___ ____ ____ __ ____ ____ ___ ____ ____ ___ / __)(_ _)( _ \ /__\ (_ _)( ___) / __)(_ _)( ___)/ __) \__ \ )( ) / /(__)\ )( )__) ( (_-. _)(_ )__) \__ \ (___/ (__) (_)\_)(__)(__) (__) (____) \___/(____)(____)(___/ Of course, completing every mission the single player mode has to offer is just the tip of the iceberg. All it does is familiarize you with each and every unit in the game, as well as provide some cool storyline details. Now you must venture into the real Starcraft world, where your enemies are human beings such as yourself, not some dumb AI that can only win through an inhuman ability to simultaneously control multiple units and give them multiple tasks. Dealing with human opponents would require a little adjusting to, though I'm sure playing through the single player mode should have already given you a few tips to get you started. Nevertheless, I wrote this section to mention a few of the many multiplayer tricks and strategies you can apply to each unit's strengths and weaknesses. Hope you learn a lot. Choice of Race -------------- One of the very first problems a Starcraft newbie would experience is having to decide which race suits him fine. Well, this is what I have to say: No race is at a total disadvantage, and anyone who's interested enough can very well learn to play all three races in the game. All you have to do is know the "theme" of each race, so as to avoid pulling off the wrong strategy for the right race. Below is a brief description of what each race has to offer: The Terrans: theme - versatility advantages - repairability of most units - liftoff ability of most buildings - no building site requirements - best military intelligence in the game (via Scanner Sweep) - cloaking ability of some units - highly effective defense strategies - the nuke disadvantages - buildings catch fire and burn up when low on HP; and eventually explode - units are next to useless without their additional abilities - addons are required for every building before production of most units in that building can take place The Zerg: theme - overwhelming numbers advantages - cheap units w/ fast production rate - almost immune to strategies that require cloaking - totally immune to the Lockdown spell - burrowing for most ground units - teritory (Creep) cannot be built upon by buildings of the other two races - regeneration of HP - the infested terrans disadvantages - loss of drones upon production of buildings - only one unit-producing building - does not have an all-purpose air unit The Protoss: theme - power and toughness advantages - self-constructing buildings - instantly replenishable shields (via Shield Battery) - best building attacker in the game (Photon Cannon) - best spy in the game (observer) - has (but does not totally depend on) the most useful spells in the game - best cloaker in the game (arbiter) - the archon (against Zerg and fellow Protoss) disadvantages - totally vulnerable to the EMP Shockwave spell - the archon (against Terrans) - too many building prerequisites Choice of Game Type ------------------- Not knowing which game type does what to the game can mean total loss for any Starcraft player, and while most of you would be choosing the basic melee mode (where you start out with four workers and a worker- producing building and play as you normally would), it won't hurt to try all the other game types this Blizzard product has to offer, namely: Team melee : same as Melee mode, you still start out with four workers and a headquarters, but if you and another player are in the same team, you'll both control the very same units! Starting out with the headquarters of one race and the workers of all the others is also possible here, depending on how many are on one team. Free for all : same as Melee mode, you still start out with four workers and a headquarters, but no one can ally themselves among other players, and even computer opponents can't form alliances. Team free for all : same as Free for all mode, you still start out with four workers and a headquarters, and no one can form any type of alliance whatsoever, but there is an exception; if you and another player are in the same team, you'll both control the very same units! Capture the flag : same as Melee mode, you still start out with four workers and a headquarters, but this time each player is given a flag that after a few minutes. That flag's location (called a "beacon") can be moved once at the beginning of the game. Flags can only be carried by workers (SCVs, drones, and probes). Bringing an enemy flag to another player's flag beacon instantly kills that flag's owner. Team capture the flag : same as Capture the flag mode, you still start out with four workers and a headquarters, and bringing an enemy flag to another player's flag beacon instantly kills that flag's owner, but there is an exception; if you and another player are in the same team, you'll both control the very same units, defend but one flag beacon! Use map settings : this type of game depends on the amount of programming that went in creating the chosen map. You may start out with more than four workers, or may start out with none. It all depends on the map's settings, this type of map may even have a storyline to it, and give you a set of heroes just like in the campaign mode, it really is just all up to the programmer. Maps with settings other than those for the other types of play are usually labeled "USE MAP SETTINGS" under their titles. One on one : same as Melee mode, you still start out with four workers and a headquarters, but the game is limited to only two players: you can your opponent. Greed : same as Melee mode, you still start out with four workers and a headquarters, but the winner is not the only one who has at least one building left, rather it is the one who first gathers the required amount of minerals Slaughter : same as Melee mode, you still start out with four workers and a headquarters, but the winner is not the only one who has at least one building left, rather it is the one who, when the set time runs out, garners the most points, which are granted for every unit or building a player has killed or destroyed. Sudden Death : same as Melee mode, you still start out with four workers and a headquarters, but the winner is not the only one who has at least one building left, rather it is the one who first destroys the enemy headquarters. Ladder : same as Free for all mode, you still start out with four workers and a headquarters, and no one can form any type of alliance whatsoever, but only ladder maps are allowed, and the results will be recorded and compared to other's scores, the highest of which for the month will win a prize from Blizzard. Choice of Battlefield --------------------- Ok, now you have to choose which battlefield suits your type of play fine. And the answer is...you don't have to, or better yet, it ain't about which battlefield suits your style of play fine, rather it's all about which of the many styles of play under your arsenal suits the chosen battlefield fine. And yes, in order to be a good Starcraft player, you MUST have a whole lotta strategies in mind, not just one or two or even three. But you might be wonderin', "What's in a map?", "What's in a terrain?" Well, there's a LOT. Terrains can very well be the deciding factor of any games' general outcome, so don't you dare take any terrain for granted, less you want it to turn against you. Below are the basics rules of the terrain as well as the different types of battlefields known to Starcraft players: Bigger is slower: Maps come in different sizes and shapes, and so does the strategies that come with them. But the general thought is this: the bigger the map is, or rather the farther you are situated from your opponent, the longer it would take for the match to end. This is so because in maps such as these, producing units faster than your opponent won't guarantee you victory early on. To illustrate, suppose you can build a certain unit at the rate of 15 per minute, while your opponent can do ten in the same period of time. If you attack early, say, as soon as you have produced 30 units, your opponent now has 20, and he'd normally lose. However, if it takes you a whole minute to reach his base, he'll have a good 30 by the time you do, and considering the fact that he's STILL sending in more, AND the fact that he has building attackers to help him out, your attack will fail. Not so if you waited a while longer, say, til you get 60. Get the point? Don't get too excited when the map is too big or you are just too far from the opponent. Have the patience to go slow and you'll have the upperhand, in due time. Choke points must be : First things first, I'll define what a choke point taken advantage of is, then I'll give the strategies that come with it. A choke point is a small or narrow piece of land (like a bridge) that leads to a larger one, most likely a resource area or a player's base. And since choke points are the only ways a ground unit can enter a resource area or another player's base without the help of transport units, it's clearly vital to master the art of defending and breaking through the defenses of the different choke points found in the game. For the Terrans, defending choke points mean building Bunkers right next to choke point openings and using siege-moded siege tanks to back these bunkers up. It's best to fill your Bunkers with a combination of marines and firebats, depending on what type of unit your opponent keeps stacking up. If you don't know what to expect, just fill each Bunker with three marines and a firebat. And don't forget your Missile Turrets. They're simply a must for any Terran defense. Breaking through one is of course much easier, if you have the right units, especially the long range ones like the siege tank and the battlecruiser. For the Zerg, build as many Sunken Colonies as you can upon the choke point openings, but leave some space for a few Spore Colonies. Then fill up the choke points themselves with tons o' hydralisks, burrowed of course. As for the total destruction of well-fortified choke point defenses, guardians can do that job single-handedly, though you have to worry bout his own air units, cause guardians can't defend themselves from those things. Just back these guardians up with some anti-air units and you'll be fine. Lastly for the Protoss, choke points should be filled with Photon Cannons, but not too much, just to hold the first wave off. After that, use tons of high templars with Psionic Storms to take out swarms of the opponent's units with ease. And don't forget to morph these templars into archons if using up their energies just wasn't enough. Oh and by the way, carriers are your best bet AGAINST choke points, but you have to have a lot of them, fully upgraded especially in the interceptor capacity part. There's more than : Few people know exactly what to do with island maps meets the islands the first time they get to battle in one, but in reality the strategies that come with it have a common concept---air superiority is the key. The Zerg are the ones particularly affected by island situations, since they'll instantly have the upperhand early on, with their detector of an overlord serving as an early scout and instant transport unit soon enough. Later in the game, however, it's also the Zerg who's likely to loose and this is also because of the overlord, since these are flying units themselves thus are easy targets for enemy planes. Not only that, island maps don't have choke points of any kind, and knowing this seems to make you feel half the Zerg guardian's worth drift away. One last thing: DO NOT, by any means, forget about the fact that long range ground unit attackers can whack opponent's men, EVEN if a body of water separates the two groups, as long as they're close enough. Knowing this fact will prove to be useful time and again, and can, in more ways than one, catch an opponent off-guard. Height is might : Nope, I ain't talkin bout no unit heights, what I'm tryin to say is that ground units on a higher piece of land will ALWAYS do what he does better than those ground units below him. We all know that anyone from a valley can't see what's on top of the mountain unless he actually climbs it, while it won't take much effort for anyone on the top of the mountain to view the whole valley. This is also quite true for Starcraft, since highland areas that are unexplored will remain unexplored til an air unit of yours passes by the area, or a ground unit actually "climbs" his way to it (highlands can sometimes have links to the valleys below and these are where all ground units can pass). As for attacking, if unit A is on higher ground and unit B is not and they engage in battle, unit A will be granted a larger sight range and become a more efficient killer, while unit B, besides having to come closer to be able to open fire, will "miss" (not dealing any damage at all) in some of his attacks. Don't just parade, : There are things such as "doodads" in Starcraft like get some shade trees for the jungles and metallic wind mills for space platforms. While these items may seem nothing but nice tries from the map makers to give their masterpieces a touch of random realism, they too come with strategies of their own, since they can be used to "hide" your own ground units, especially the very small ones like marines, hydralisks, and dragoons. The idea of hiding these units under the shade provided by certain doodads is to allow them to open fire on unsuspecting opponents, and continue to do so until they are finally found (thus I said hydralisks and dragoons instead of zerglings and zealots respectively. Detectors cannot be of any help in these situations, but leaving your units without tasks to accomplish will allow them to automatically open fire on their opponents, doodad-hidden or not. Scouts n' Spies --------------- No war is won without military intelligence, and Starcraft is one of the few war games that actually give an emphasis on that fact by ensuring that no single strategy can ever be formulated to win in all types of matches wherever they are held. With this in mind, a good Starcraft player must therefore ALWAYS depend his strategies on those being done by his opponent, for if he doesn't, there is a great chance of him losing the game. This is where scouts and spies fulfill their role. Scouts are used by most Starcraft players to gain some info on the general location of an opponent, his base, and his armies (if they aren't all in one place). Spies, on the other hand, differ from the scouts in the sense that they aim to STAY where they found the opponent instead of retreating or sacrificing themselves. Scouts are what you can get early in the game, but later on you must shift to using spies in order to be fully updated on your opponents' actions. Terran scouts include the marine for its expendability, the ghost for its cloaking ability, and the wraith for its flight. Science vessels may also serve as scouts, but their high costs makes it risky to use them as such. And don't forget about the Scanner Sweep, which is arguably the best scout in the game---just cast it anywhere that smells fishy and voila! Instant enemy info! As for spies, the Terrans will only have temporary ones, since their cloaking abilities don't last forever, their science vessel is too big to remain unseen, and their Scanner Sweep is only temporary for very obvious reasons. On to the Zerg---their scouts include the zergling for their expendability, the mutalisk for its flight, and the overlord for its availability. But it's spying that Zerg players do best, since besides their queen's Parasite spell, their ground units' burrowing ability can enable them to distribute burrowed zerglings throughout the map and instantly detect any incoming attacks from their opponents. And for the Protoss, both the tasks of scouting and spying fall under one unit---no, not the Scout---the observer. Its tiny body, coupled with its ability to fly, its detector ability, and its permanent cloaking feature, make it the best scout, and more importantly, spy in the game. If you could just manage to place one of these in the middle of an opponent's base before he starts constructing his detectors, chances are you'll find a "blind spot" where the observer could remain, giving you all the info you'll need on your opponent's strengths and weaknesses. Rushes ------ Just like a game of chess, it is expected of good Starcraft players to have already memorized at the very least a handful of the many openings they and their opponents could do as soon as the match begins. And the bulk of these openings fall under the category of "rushes" which revolve around the concept of stacking up and using your most basic units to take out the opponent swiftly and easily. Usually this makes up the whole game of average and below average players, but since no rush can be successful if the right counter-rush has been applied, matches between Starcraft experts only use rushes as "opening moves" to try and catch their opponents off guard, which seldom happens, thus both continue til the mid and end parts of the game. Going back to the rush, each race has its basic rules for efficient rushing, more popularly known as their "build-orders" as shown below: Terran - build fifth SCV - gather with four other SCVs - gather with fifth SCV - build sixth SCV - build seventh SCV - gather with sixth SCV - gather with seventh SCV & build first Barracks - build eight SCV & build first Supply Depot - train first and second marine - train third marine & build second Barracks - at this point you can use your first marine to scout for the enemy and if he's close enough, attack with what you have. You may, however, opt to wait for a third and fourth Barracks to come your way (while still scouting for your enemies) so you could produce more than 20 marines and attack with that. Zerg - morph fifth drone - gather with four other drones - scout with overlord - gather with fifth drone - morph Spawning Pool with fifth drone - morph sixth drone - gather with sixth drone - morph first six zerglings - at this point you can use your first zergling to help your overlord scout for the enemy and if he's close enough, attack with what you have. You may, however, opt to wait for a second Hatchery as well as a third and fourth overlord to come your way (while still scouting for your enemies) so you could produce more than 40 zerglings and attack with that. Protoss - warp fifth probe - gather with four other probes - gather with fifth probe - warp sixth probe - warp seventh probe - gather with sixth probe - warp first Pylon & gather with seventh probe - warp eight probe & warp first Gateway - warp second Gateway & gather with eight probe - warp first and second zealot & warp second Pylon - warp third and fourth zealot - warp second Pylon & warp fourth and fifth zealot - at this point you can use your first zealot to scout for the enemy and if he's close enough, attack with what you have. You may, however, opt to wait for a third and Gateway to come your way (while still scouting for your enemies) so you could produce more than 10 zealots and attack with that. There are, however, many other kinds of rushes. In fact, more than half the units in the game has its own version of a rush! And though they may not be as fast a rush as the three basic ones already mentioned, they can still gain you a win if your opponent was expecting something else. More details on the three basic rushes and many more will be found in the Rushes section. Combos ------ No unit is a god of war, thus it will always have its fair share of weaknesses. It is therefore the job of a good Starcraft player to know of these weaknesses and deal with them accordingly through the strengths of the other units under his control. Combined, many units will fill each other's gaps and ensure victory. Spell casters are one of the best units to include in combos, but combos were never limited to these types of units. Very seldom will two of a unit with both ground and air weapons fare better than a combo of a ground attacker and an air attacker in the battlefield, thus another proof of the obvious need for combos. And you thought only fighting games had them, didn't you? A more elaborate discussion on each and every combo known to Starcraft players will be found in my Combos section. Teamwork -------- But still, even with all their units combined, no race can be called a perfect killing machine, since it will STILL have it's weaknesses thus need of a more complicated type of combo, one that is only possible through teamwork, more preferably with an ally using a race different from yours. Multi-racial combos simply fill up more gaps and weaknesses and even create new strengths for supposedly average units. Once again, it's the spell casters of each race that could prove to be forces to reckon with, but yes, multi-racial combos are not limited to these versatile units. And with an alliance composed of all three races, using the right teamwork moves, there is no chance even for four people using the same race, forming an alliance among themselves, to win. Further discussions will be found in my Teamwork section. Retreats n' Counters -------------------- It's not a common practice for most Starcraft players to retreat, sometimes because they'll have a next batch of attackers anyway, and other times because they know that their units would die anyway if chased during a retreat, and just concentrate on maximizing the damage the said unit could ever deal. But that's not always the case, and retreating is not always supposed to be caused by a failed attempt to wipe an enemy out. Ever heard of hit and run tactics? Yup, that's how retreating should be done, BEFORE any of your units take a good beating, but AFTER these units have whacked something important from the enemy (like workers, supply providers, etc). Hit and run tactics are especially recommended for the basic air units,(wraiths, mutalisks, and scouts) since they can fly (fast enough) and hit both ground and air units. The trick is to ignore your opponent's perimeter and central defenses and just hammer on whatever building or group of units you choose. And after the mission's been accomplished, immediately pull out all units involved to have them repaired (for the Terrans), regenerated (for the Zerg), or recharged (for Protoss shields). For Terran opponents, besides, their SCVs, it's best to target their Supply Depots, science vessels, and lone battlecruisers for these are the most useful yet most helpless units they have. Targeting siege-moded siege tanks is also a stress-reliever, but make sure they ain't guarded by marine-filled Bunkers or by tons of Missile Turrets. For the Zerg, besides their workers and Nydus Canals, just concentrate on their overlords. Overlords are the most helpless unit that come in abundance in the game, and since the Zerg NEED this abundance, cutting their overlord supply by half could very well mean their bitter end. And lastly for the Protoss, don't even dare killing an arbiter before anything else (unless it's cloaking something or lotsa things), cause if you do, and it casts Stasis Field before it dies, chances are you'll get a Psionic Storm in your face afterwards. Just target the probes, the zealots (cause they CAN do much if not attended to) and my favorite unit to whack with an air force, the reaver! Counters, on the other hand, include but are not limited to what you can do after you've become a victim of hit and run tactics. Besides, replenishing your supply of what is lost, you can do one of three things: construct more defensive units and buildings so as to make your base a little harder to pass through the next time around, OR you can chase those cowards and give 'em all you've got till they all die, OR lastly you can try to reach their base before they do since there's a good chance of that base being defenseless. And even if it's not, then you can just pull off a hit and run tactic of your own. Other counters include what you can do when and after being rushed (unsuccesfully of course), after or even during an opponent's swarm attack, after a nuclear launch was detected, etc. It mostly is in a case to case basis, but here are a few pointers: For the rush, experiencing one in which the opponent's units clearly out number yours, use your workers to even the odds. Most likely a rushing opponent aims for your workers, so if all your other attacking unit are dead, try running your workers around your base til reinforcements arrive, that way you'll lose as less workers as possible. You may also use hit and run tactics if they're targeting your buildings and not your workers. When being swarmed, any unit with splash damage can be your best friend. Terrans have the almighty siege tank, but not much when pitted against air units, but least they have goliaths, which, though not equipped with splash damage, are mighty effective against mist air units. The Zerg will always have their slimy spells like the queen's Ensnare, which would dramatically decrease a unit's overall speed, and the defiler's Plague which does the same to any unit's HP! But really it's the Protoss who were trained to handle swarms with ease. First off, they have reavers that out heavy ground artillery with one blow, then there's their high templars with their Psionic Storms, also able to take out a multitude of opponents up to three consecutive times, and if that ain't enough, the archon meld to give you a highly damaging, (not to mention splash) unit. And if that ain't enough, the arbiter's Stasis Field spell can cut an army's strength in two, making it easier for you take them all out. Drops n' Outposts ----------------- Once you get the general feel of the game, you'd be looking for' more solutions your most common of problems like frontal defenses that are just too tough for you to handle. But like I said, no known defense is impenetrable. These seemingly tough frontal defenses will always have their weakness, and especially for the not-so-good Starcraft players, these weakness can easily be take advantage of by drops and outposts. Each race's transport unit (dropships, overlords, and shuttles) are the main men in a dropping operation, since the whole conept of dropping revolves around getting your ground units inside the opponent's base without having to go through his tough frontal defense. Most of the time I use a drop on the enemy's workers, but dropping isn't limited there. You may also use drops to take out important buildings, maybe even their "headquarters" if you're fast enough. You may also take out their detectors and building attackers, in order for your REAL attack to have a higher chance of success. From where do you do the drop? The answer is definitely NOT through the opponent's frontal defenses, rather through the other parts of his base, specifically those without or with a few building attackers in the vicinity. This is to ensure that your transport unit doesn't die before unloading everything, cause if that happens, every unit still in it will die too. Outposts, on the other hand, are the slower but surer ways to get through these defenses, and it involves taking out the defenses themselves, rather than trying your best to ignore them, only to find that there are more at the base's center. Each race has a different type of outpost, and so I took the liberty to discuss each here: Terran : involves - SCVs - marines - siege tanks - Bunkers - Missile Turrets : concept - The siege tanks should be able to get free hits on the opponent's perimeter defenses, while the marine- filled bunkers back them up in case short range units try to attack. The Missile Turrets should serve as anti-air devices as well as detectors, while the SCVs are there to repair damaged units and buildings as well as construct more Bunkers and Missile Turrets closer to the opponent's base after his perimeter defenses have been leveled by the siege tanks (in siege mode, of course) Zerg : involves - hydralisks - Sunken Colonies - Spore Colonies - Nydus Canals : concept - Zerg is worst race in terms of outposting, since none of their buildings besides their headquarters itself can be built on areas without creep. Thus for on outpost to be possible for the Zerg, you either have to create another Hatchery in the middle of the map (very unlikely) or you can just morph in Creep Colonies all the way to the desired spot. These Creep Colonies can of course be morphed into Sunken and Spore Colonies, and that's just what you should do. Now, create a Nydus Canal in your base and morph an exit anywhere near the opponent's base, then send in your hydralisks! These creatures can also do some hit and run, so as to lure their opponents into the loving arms of Sunken and Spore Colonies. Protoss : involves - probes - zealots - reavers - Pylons - Shield Batteries - Photon Cannons : concept - Against the Terrans you may use this outpost the Zerg way, and against the Zerg you may use it the Terran way. For the Protoss you can do either, but how exactly do you apply both Terran and Zerg outpost strategies for the Protoss? Simple. Doing it the Terran way means the reavers should be able to get free hits on the opponent's perimeter defenses, while the zealots back them up in case short range units try to attack. The Photon Cannons should serve as anti-air devices as well as detectors, while the probes are there to construct more Pylons and Photon Cannons closer to the opponent's base after his perimeter defenses have been leveled by the reavers. On the other hand, doing it the Zerg way means your zealots can also do some hit and run, so as to lure their opponents into the the awesome power of the reavers, coupled with the Photon Cannons create by your probes. And while all this is happening, you can use the Shield Batteries to recharge your zealots and have them go for another hit and run. Text Messages ------------- WTF!? Strategies for text messaging? Sure there are. Not much, but since ya got nuthin to lose but precious time, it's always worth a try. First of all, you need to use text messaging to more easily gain an ally. While actions may speak louder than words, many people on Bnet are just too dumb to notice that you're trying to help them out, and in return even attack. Tell them what you want (in this case alliance) and be direct to the point, but say it in a non-forceful way cause people tend to resist force no matter what. Then you need to use text messaging for the allies you have gained. It's up to you when and what to send, but usually you'll wanna say something when you need or are trying to offer help. You and a partner may also try to use text messaging to plan things out, since two allied players with an allied plan can take out even three allied opponents who play as if they weren't allies (eg. attacking on their own, defending on their own, etc). Lastly, you need to learn how to use text messaging on your enemies, and yes you can, and it can be in more ways than one: First trick is to use text messaging to bully your enemies and make them think that you're being a smart-mouth simply because you can afford to be one, meaning you simply are better than the opposition. This works in two ways, one, it can really take away an opponent's self-confidence and affect his style of play, and two, it can infuriate a fellow smart-mouth and cause him to attack blindlessly at your well-constructed base, thus making him an easy target for counter attacks. Second trick is to ask tons o' newbie questions like, "Hey, where do I get those large ships?" or, "Why's my map showing my base and nothing else?". And this again can work in two ways, one, it can arouse a sense of pity among your opponents and leave you be while you amass the fleet of the century, and two, it can lead merciless thugs into thinking that your base would probably be undefended and launch a scrubby attack, only to find that his units are long gone. Third and my favorite text message trick is to type the message, "has left the game." Get it? If my name was JChristopher, it would have printed, "JChristopher: has left the game." and you'll notice people in the game start ignoring you. (hehehehehe) This especially works in large maps, where passing through your base will never be part of a direct route towards another. This way people will leave you be and as long as you don't show any activity when an opponent's around, AND you put all your units on hold, there's a fair chance of you winning the game, you shrewd little devil you...^_~ Tips and Tricks --------------- - ALLIANCES: always accept alliance offers, since two people working together can win even against three who are not. Besides, declining an alliance offer from one person might cause him to form alliances with the other people in the game, thus will easily wreck havoc in your base. Be alert though, of back stabbers who usually show their true color once the common enemy is near elimination. - ANTI-CLOAKING DEVICES: while sending in detectors may be the most direct and common solution to a cloaked attack, there are other ways worth trying. First of all, if the cloaked attackers are coupled with non-cloakers, you can just hit these non-cloakers with attacks that have splash damage in them, cause this splash will affect all nearby units, cloaked or not. Secondly, there are spells such as the Scanner Sweep, the Ensnare, and the Plague which can and will reveal all the cloaked units in the target area. The Parasite spell is also a good anti-cloaking device, since it prevents its host from ever becoming unseen in your eyes, and if cast on an opponent's detector, will also reveal all cloaked units by its side! But really, whenever you suspect a bunch of cloaked units in a certain area, there's no need to detect those cloaked morons, just PSI STORM that area, and kill them on the spot! - DEFENSE: defend not only the perimeter of your base, but the center as well. Not all people get scared by a few hits from building attackers, and if their transport units get through, and you don't have central defense, it's all over for you. - DETECTOR ABILITY: never, at any point during and beyond midgame, lose control of all your detectors. Always have reserve detectors at your base. Not doing so may mean victory for your opponents, especially if they're using the Terran race. - DO THE DRONE MATH: when going for mass zerglings or hydralisks, it won't hurt to have a little mineral advantage, and this is how you do it: After morphing in your ninth drone, you normally would not be able to morph another one till you morph in your second overlord. But that is so untrue. Morph your ninth drone into an Extractor to decrease your "supplies used" by one. NOW morph in your tenth drone, then CANCEL the creation of the Extractor. Proceed as you normally would. - EXPANSION: once your mineral clusters start changing in form (starting to appear scarce), it's way past time to create a second base. Don't let this happen without a second base yet, for if you do, you'll get behind in the production race. Reserve a good 400 minerals and start sendin worker scouts! - IRRADIATE: casting an Irradiate spell on a non-biological unit is one of the lamest and most useless things to do, right? Wrong! It actually is a very good tactic (when being attacked by tons o' biological units) to cast Irradiate spells on your own units, say, on your battlecruisers, and have them fly over your opponents. Not only will they kill the opposition through their devastating blasts, but also through the stench that you just gave them---cool! - PARASITE: whenever a queen's energy reaches it's full potential, there's no use in just letting her be, waiting for the opportunity to cast her more powerful spells like the Ensnare and the Spawn Broodling. Always try to cast Parasite somewhere in the entire map for added scouts and spies. After all, the Parasite spell costs a measly 75 in energy, and it won't stop a queen from casting her other spells in case the need suddenly arises. What to Parasite? I really recommend parasiting one or all of three things: the opponent's weakest units, his strongest units, or the critters! The weakests units, say, the workers, would most likely not be clicked that often, but is the most active unit in any player's base. Casting Parasite on them will give you a better view on the different areas of the opponent's base. On the other hand, casting Parasite on the opponent's strongest units will enable you to detect any incoming attacks from that particular unit and the army that comes with it. Lastly, casting Parasite on the game's critters (neutral animals that wander the area) will have both an advantage and a disadvantage: The advantage is critters are the last things an opponent would consider a threat to his base, so unless it's blocking his path, it could be your greatest spy! The bad news is, since you cannot control the critters, they may just wander off to an uninhabited area and not serve as a spy to your opponent's base. - RESOURCE MANAGEMENT: never allow your mineral and vespene count to go well over 500, since no unit costs more than that, and that simply implies that somewhere in your base a worker or a building is not doing anything, OR you just need to have more buildings (possibly even a new base) to produce and upgrade your armies a lot faster. If, however, you have exceeded your supply limit of 200, then there's nothing more to do but attack! - ROAD BLOCKS: try constructing Supply Depots in FRONT of the Bunkers that guard your choke points. These buildings will ensure that no ground unit can just ignore your Bunkers and go for what's inside your base. While this strategy can prove useless against most units in the game, at least you won't have to worry bout losing to a swarm of the enemies' short range ground units. - SCANNER SWEEP: the Scanner Sweep is the only thing a Comsat Station can do, so might as well use it in an unexplored area in the map whenever it's energy is full, rather than just letting it sit there, waiting forever for cloaked units to attack your base. After all, the Scanner Sweep is one of the cheapest spells in the game, and casting one when your energy is full won't prevent you from casting a couple more when the need arises. One last thing: some units in the game will have a larger attack range than sight (eg. siege tanks in siege mode) thus will render their "extra" attack range useless since they still cannot attack what they cannot see. However, using the Scanner Sweep to fill that gap, you can now utilize that unit's full attacking potential. - SCOUTING: when using early scouts like the overlord, try not to enter each resource area through the most direct route from your base. (eg. If you're from the south and you suspect the opponent to come from the north, try entering the northern part of the map through the right and not from below) This way you can fool the opponent into thinking that your base is situated somewhere else. - TARGET LOCKING: unless your attacking units have splash damage, always attack ONE unit at a time. By doing this you can reduce the total amount of damage your armies will take since the opponent's gonna get one attacker less in a shorter period of time. Oh, I forgot to tell you in previous versions of this faq that the above strategy works mostly on air units. Ground units may or may not attack one enemy unit at a time, since if your ground units are just gonna spend a good amount of time circling round their target, might as well order them to target something else. _ _ ____ ____ ____ __ __ ___ _ _ ____ ___ ( \/ )(_ _)(_ _) ( _ \( )( )/ __)( )_( )( ___)/ __) ) ( _)(_ _)(_ ) / )(__)( \__ \ ) _ ( )__) \__ \ (_/\_)(____)(____)() (_)\_)(______)(___/(_) (_)(____)(___/ As mentioned, it is expected of good Starcraft players to have already memorized at the very least a handful of the many openings they and their opponents could do as soon as the match begins. The bulk of these openings fall under the category of "rushes". More than half the units in the game has its own version of a rush, and though they may not be as fast a rush as the three basic ones already mentioned, they can still gain you a win if your opponent was expecting something else. Here are a few of the many rushes that can be done successfully under the right circumstances: Marine rush ----------- Concept - marines are the first unit attackers you can get your hands on, thus are exactly what you'll need to pull off the fastest rush a Terran player can do. Build Order - build fifth SCV - gather with four other SCVs - gather with fifth SCV - build sixth SCV - build seventh SCV - gather with sixth SCV - gather with seventh SCV & build first Barracks - build eight SCV & build first Supply Depot - train first and second marine - train third marine & build second Barracks And so... - at this point you can use your first marine to scout for the enemy and if he's close enough, attack with what you have. You may, however, opt to wait for a third and fourth Barracks to come your way (while still scouting for your enemies) so you could produce more than 20 marines and attack with that. Ghost rush ---------- Concept - you really did not think you could defeat an opponent with ghosts alone, did you? These units deal pitiful damage, and are not trained for open air combat. They do, however, have in their arsenal the almighty nuke, and this is what makes them worthy of their own version of a rush. Build Order - build fifth SCV - gather with four other SCVs - gather with fifth SCV - build sixth SCV - build seventh SCV - gather with sixth SCV - gather with seventh SCV & build first Barracks - build eight SCV & build first Supply Depot - build Refinery & build Academy - build ninth and tenth SCV - gather with ninth and tenth SCV - build eleventh and twelfth SCV - gather gas with eleventh and twelfth SCV - build second Supply Depot & build Factory - build thirteenth and fourteenth SCV - gather with thirteenth SCV - gather gas with fourteenth SCV & build Starport - train first and second marine & build Bunker - train third and fourth marine & build Science Facility - enter marines into Bunker & build second Bunker - train fifth and sixth marine & build Covert Ops - train seventh and eight marine & build third Supply Depot - upgrade Personnel Cloaking & build Nuclear Silo - enter marines into Bunker & train first ghost - arm Nuclear Silo & upgrade Ocular Implants And so... - at this point you can use your first ghost to scout for the enemy and if he's close enough, attack with what you have. You may also try constructing yet another Command Center from which you could attach a second Nuclear Silo, and build your second nuke. THEN attack! The marines and the Bunkers, by the way (trained with the use of SURPLUS minerals), will stop some lame rushes from taking your base out with one blow, giving you enough time to launch your nukes. Vulture rush ------------ Concept - if both you and an opponent did not attack each other early on, chances are he's going for the more high-tech units in the game, possibly flyers, and so it's a whole lot better to use your vultures, ignore whatever high-tech units he may have, and just whack every worker and building you can get their fragmentation grenades on. A pretty risky strategy though, since it all fails if the opponent concentrates on long range ground units and tightly sealed choke point defenses. Build Order - build fifth SCV - gather with four other SCVs - gather with fifth SCV - build sixth SCV - build seventh SCV - gather with sixth SCV - gather with seventh SCV & build first Barracks - build eight SCV & build first Supply Depot - build Refinery - build ninth and tenth SCV - gather with ninth and tenth SCV - build eleventh and twelfth SCV - gather gas with eleventh and twelfth SCV & build Factory - build second Supply Depot & build second Factory - build first vulture & build Machine Shop - build second and third vulture & research Spider Mines - build fourth and fifth vulture & build third Factory - build third Supply Depot & research Ion Thrusters - build sixth, seventh, and eight vulture & plant spider mines And so... - at this point you can use your first vulture to scout for the enemy and if he's close enough, attack with what you have. You may, however, opt to wait for a fourth Factory to come your way (while still scouting for your enemies) so you could produce more than 20 vultures and auxillary SCVs (for repairing) and attack with that. Siege Tank rush --------------- Concept - if both you and an opponent did not attack each other early on, chances are he's going for the more high-tech units in the game, possibly flyers, and so it's a whole lot better to use your siege tanks, ignore whatever high-tech units he may have, and just whack his whole base slowly but surely. You may also leave some in your base for defense purposes; pretty cool rush if ya ask me. Build Order - build fifth SCV - gather with four other SCVs - gather with fifth SCV - build sixth SCV - build seventh SCV - gather with sixth SCV - gather with seventh SCV & build first Barracks - build eight SCV & build first Supply Depot - build Refinery - build ninth and tenth SCV - gather with ninth and tenth SCV - build eleventh and twelfth SCV - gather gas with eleventh and twelfth SCV & build Factory - build second Supply Depot & build second Factory - build first Machine Shop - research Siege Tech & build first siege tank - build third Supply Depot & build second Machine Shop - build second and third siege tank - build forth and fifth siege tank And so... - at this point you can use your first SCV to scout for the enemy and if he's close enough, attack with what you have. You may, however, opt to wait for a third Factory to come your way (while still scouting for your enemies) so you could produce more than 10 siege tanks and attack with that. Getting yourself an Armory and upgrading vehicle weapons is also an option before attacking. Wraith rush ----------- Concept - if both you and an opponent did not attack each other early on, chances are he's going for the more high-tech units in the game, possibly flyers, and so it's a whole lot better to use your wraiths, bypass whatever high-tech units he may have via cloaking field, and just whack his whole base slowly but surely. This strategy is particularly risky for Zerg opponents, who have detectors everywhere, but still worth the try. Build Order - build fifth SCV - gather with four other SCVs - gather with fifth SCV - build sixth SCV - build seventh SCV - gather with sixth SCV - gather with seventh SCV & build first Barracks - build eight SCV & build first Supply Depot - build Refinery - build ninth and tenth SCV - gather with ninth and tenth SCV - build eleventh and twelfth SCV - gather gas with eleventh and twelfth SCV & build Factory - build second Supply Depot - build thirteenth and fourteenth SCV - gather with thirteenth and fourteenth SCV - build first and second Starport - build third Supply Depot - build first wraith & build first Control Tower - build second and third wraith & research Cloaking Field - build fourth and fifth wraith - build sixth and seventh wraith And so... - at this point you can use your first wraith to scout for the enemy and if he's close enough, attack with what you have. You may, however, opt to wait for a third Starport to come your way (while still scouting for your enemies) so you could produce more than 10 wraiths and attack with that. Researching the Apollo Reactor is also an option before attacking Zergling rush ------------- Concept - zerglings are the first unit attackers you can get your hands on, thus are exactly what you'll need to pull off the fastest rush a Zerg player can do. Build Order - morph fifth drone - gather with four other drones - scout with overlord - gather with fifth drone - morph Spawning Pool with fifth drone - morph sixth drone - gather with sixth drone - morph first six zerglings And so... - at this point you can use your first zergling to help your overlord scout for the enemy and if he's close enough, attack with what you have. You may, however, opt to wait for a second Hatchery as well as a third and fourth overlord to come your way (while still scouting for your enemies) so you could produce more than 40 zerglings and attack with that. Hydralisk rush -------------- Concept - zerglings will not always be able to finish the job, especially against the Terrans who can just lift their buildings off and let their allies take your zerglings out while they flee and survive. Thus I offer another type of rush, the hydralisk rush. Hydralisks, because of their ability to attack both ground and air units, will ensure the destruction of all the opponent's buildings, lifted off or not. Build Order - morph fifth drone - gather with four other drones - scout with overlord - gather with fifth drone - morph sixth, seventh, and eight drone - gather with sixth drone - morph Spawning Pool with seventh drone - gather with eight drone - morph ninth drone - morph Extractor with ninth drone - morph second overlord & morph tenth drone - scout with second overlord & morph eleventh and twelfth drone - gather gas with tenth, eleventh, and twelfth drone. - morph thirteenth and fourteenth drone - morph Hydralisk Den with thirteenth drone - morph second Hatchery with fourteenth drone - morph third overlord & morph first and second hydralisk And so... - at this point you can use your first hydralisk to help your overlord scout for the enemy and if he's close enough, attack with what you have. You may, however, opt to wait for both hydralisk evolutions as well as a fourth and fifth overlord to come your way (while still scouting for your enemies) so you could produce more than 20 hydralisks and attack with that. Mutalisk rush ------------- Concept - zerglings will not always be able to finish the job, especially against the Terrans who can just lift their buildings off and let their allies take your zerglings out while they flee and survive. Thus I offer yet another type of rush, the mutalisk rush. Mutalisks, because of their ability to attack both ground and air units, will ensure the destruction of all the opponent's buildings, lifted off or not. Build Order - morph fifth drone - gather with four other drones - scout with overlord - gather with fifth drone - morph sixth, seventh, and eight drone - gather with sixth drone - morph Spawning Pool with seventh drone - gather with eight drone - morph ninth drone - morph Extractor with ninth drone - morph second overlord & morph tenth drone - scout with second overlord & morph eleventh and twelfth drone - gather gas with tenth, eleventh, and twelfth drone. - morph thirteenth and fourteenth drone - morph Lair from Hatchery - gather with thirteenth and fourteenth drone - morph second Hatchery with thirteenth drone - morph Spire with fourteenth drone - morph first three mutalisks - morph next three mutalisks And so... - at this point you can use your first mutalisk to help your overlord scout for the enemy and if he's close enough, attack with what you have. You may, however, opt to wait for both mutalisk upgrades as well as a fourth and fifth overlord to come your way (while still scouting for your enemies) so you could produce more than 10 mutalisks and attack with that. Guardian rush ------------- Concept - even hydralisks will not always be able to finish the job, especially against the Protoss who have building attackers that CAN attack ground units, and basic ground units (zealots) that are just too powerful in groups. Thus I offer yet another type of rush, the guardian rush. Guardians, because of their ability to attack their foes from afar, will ensure the destruction of all the opponent's building attackers, basic units, and especially workers. It has its risks, like when the opponent is going for an air raid, but still its ability to wreck havoc remains, thus is one of the coolest rushes I can think of. Build Order - morph fifth drone - gather with four other drones - scout with overlord - gather with fifth drone - morph sixth, seventh, and eight drone - gather with sixth drone - morph Spawning Pool with seventh drone - gather with eight drone - morph ninth drone - morph Extractor with ninth drone - morph second overlord & morph tenth drone - scout with second overlord & morph eleventh and twelfth drone - gather gas with tenth, eleventh, and twelfth drone. - morph thirteenth and fourteenth drone - morph Lair from Hatchery - gather with thirteenth and fourteenth drone - morph Spire with thirteenth - morph Queen's Nest with fourteenth drone - morph Hive from Lair - morph first three mutalisks & morph Greater Spire from Spire - morph next three mutalisks And so... - at this point you can use your first mutalisk to help your overlord scout for the enemy and if he's close enough, bring all your mutalisks somewhere close but unseen or unreachable by ground units, morph them all into guardians, and then attack. You may, however, opt to wait for both mutalisk upgrades as well as a fourth and fifth overlord to come your way (while still scouting for your enemies) so you could produce more than 10 guardians and attack with that. Sending in a queen (for Terran opponents) to infest their Command Center is also an option while attacking. Ultralisk rush -------------- Concept - if both you and an opponent did not attack each other early on, chances are he's going for the more high-tech units in the game, possibly flyers, and so it's a whole lot better to use your ultralisks, ignore whatever high-tech units he may have, and just whack his whole base slowly but surely. You may also leave some in your base for defense purposes; pretty cool rush if ya ask me. Build Order - morph fifth drone - gather with four other drones - scout with overlord - gather with fifth drone - morph sixth, seventh, and eight drone - gather with sixth drone - morph Spawning Pool with seventh drone - gather with eight drone - morph ninth drone - morph Extractor with ninth drone - morph second overlord & morph tenth drone - scout with second overlord & morph eleventh and twelfth drone - gather gas with tenth, eleventh, and twelfth drone. - morph thirteenth and fourteenth drone - morph Lair from Hatchery - gather with thirteenth and fourteenth drone - morph Queen's Nest with thirteenth drone - morph Creep Colony with fourteenth drone - morph Hive from Lair & morph Sunken Colony from Creep Colony - morph fifteenth and sixteenth drone & morph third overlord - morph fifteenth and sixteenth drone into Creep Colonies - morph seventeenth drone - morph Sunken Colonies from Creep Colonies - morph Ultralisk Cavern with seventeenth drone - morph first six zerglings - morph first three ultralisks And so... - at this point you can use your first drone to help your overlord scout for the enemy and if he's close enough, attack with what you have. You may, however, opt to wait for a second Hatchery to come your way (while still scouting for your enemies) so you could produce more than 10 ultralisks and attack with that. Getting yourself an Evolution Chamber and upgrading melee attacks is also an option before attacking. The Sunken Colonies and the zerglings, by the way (morphed with the use of SURPLUS minerals), will stop some lame rushes from taking your base out with one blow, giving you enough time to send in your monster-mammoths. Zealot rush ----------- Concept - zealots are the first unit attackers you can get your hands on, thus are exactly what you'll need to pull off the fastest rush a Protoss player can do. Build Order - warp fifth probe - gather with four other probes - gather with fifth probe - warp sixth probe - warp seventh probe - gather with sixth probe - warp first Pylon & gather with seventh probe - warp eight probe & warp first Gateway - warp second Gateway & gather with eight probe - warp first and second zealot & warp second Pylon - warp third and fourth zealot - warp second Pylon & warp fourth and fifth zealot And so... - at this point you can use your first zealot to scout for the enemy and if he's close enough, attack with what you have. You may, however, opt to wait for a third and Gateway to come your way (while still scouting for your enemies) so you could produce more than 10 zealots and attack with that. Dragoon rush ------------ Concept - zealots will not always be able to finish the job, especially against the Terrans who can just lift their buildings off and let their allies take your zealots out while they flee and survive. Thus I offer another type of rush, the dragoon rush. Dragoons, because of their ability to attack both ground and air units, will ensure the destruction of all the opponent's buildings, lifted off or not. Build Order - build fifth probe - gather with four other probes - gather with fifth probe - build sixth probe - build seventh probe - gather with sixth probe - warp first Pylon & gather with seventh probe - build eight probe & warp first Gateway - gather with eight probe & warp Assimilator - build ninth probe & warp Cybernetics Core - build tenth and eleventh probe - gather gas with ninth, tenth, and eleventh probe - warp first and second dragoon & warp second Gateway - warp second Pylon & warp third and fourth dragoon And so... - at this point you can use your first dragoon to scout for the enemy and if he's close enough, attack with what you have. You may, however, opt to wait for a third Gateway and the Singularity Charge upgrade to come your way (while still scouting for your enemies) so you could produce more than 20 dragoons and attack with that. Archon rush ----------- Concept - if both you and an opponent did not attack each other early on, chances are he's going for the more high-tech units in the game, possibly flyers, and so it's a whole lot better to use your archons, ignore whatever high-tech units he may have, and just whack his whole base slowly but surely. You may also leave some in your base for defense purposes; pretty cool rush if ya ask me. Note: This rush works best in maps with more than just one vespene geyser near your base. Build Order - build fifth probe - gather with four other probes - gather with fifth probe - build sixth probe - build seventh probe - gather with sixth probe - warp first Pylon & gather with seventh probe - build eight probe & warp first Assimilator - build ninth, tenth, and eleventh probe - warp second Assimilator & warp first Gateway - gather gas with ninth, tenth, and eleventh probe - build twelfth, thirteenth, and fourteenth probe - warp Cybernetics Core & warp second Pylon - gather gas with twelfth, thirteenth, and fourteenth probe - warp first zealot & warp Citadel of Adun - warp second zealot & warp second Gateway - warp third Pylon & warp Templar Archives - warp third and fourth zealot & warp fourth Pylon - warp third Gateway & train first and second high templar - summon first archon & warp third and fourth high templar - warp fifth zealot & warp fifth and sixth high templar - summon second archon & warp seventh and eighth high templar - summon third archon & warp first Shield Battery - summon fourth archon & warp second Shield Battery - warp ninth and tenth high templar & warp sixth zealot And so... - at this point you can use your first zealot to scout for the enemy and if he's close enough, attack with what you have. You may, however, opt to look for yet another vespene geyser, warp an Assimilator there, build more probes to gather from that resource, and stop warping zealots (with the use of SURPLUS minerals) to give way to more than 10 archons and attack with that. Getting yourself a Forge and upgrading ground weapons is also an option before attacking. The Shield Batteries by the way, (warped with the use of SURPLUS minerals) will help your archons stop some lame rushes from taking your base out with one blow, giving you enough time to send in your arch-angels of destruction. Reaver rush ----------- Concept - if both you and an opponent did not attack each other early on, chances are he's going for the more high-tech units in the game, possibly flyers, and so it's a whole lot better to use your reavers, bypass whatever high-tech units he may have (via shuttle help), and just whack his whole base slowly but surely. You may also leave some in your base for defense purposes; pretty cool rush if ya ask me. Build Order - build fifth probe - gather with four other probes - gather with fifth probe - build sixth probe - build seventh probe - gather with sixth probe - gather with seventh probe & warp first Pylon - build eight probe & build first Gateway - build Assimilator - build ninth and tenth probe - gather with ninth and tenth probe - build eleventh and twelfth probe & build Cybernetics Core - gather gas with eleventh and twelfth probe - build second and third Pylon - build Robotics Facility - warp first zealot - build Robotics Support Bay & warp shuttle - warp second zealot - warp first and second reaver And so... - at this point you can use your first zealot to scout for the enemy and if he's close enough, attack with what you have. You may, however, opt to wait for the Gravitic Thrusters upgrade to come your way, while warping in more reavers and then attack with that. The shuttle will not only get your reaver to the opponent's base faster, but will also help in retreating these units when they run out of ammo. The zealots by the way, (warped with the use of SURPLUS minerals) will help your reavers stop some lame rushes from taking your base out with one blow, giving you enough time to send in your shiny trilobytes. Scout rush ---------- Concept - if both you and an opponent did not attack each other early on, chances are he's going for the more high-tech units in the game, possibly flyers, and so it's a whole lot better to use your scouts, kill each and evert high-tech flyer he may have (scouts are good at this), and just whack his whole base slowly but surely. This is especially useful for the Zerg, since their supply providers ARE flyers, thus killing all these units will very well cripple the opponent's production rate. On the down side, this rush is very risky for Terran opponents, since even their most basic unit attacker can attack air units, and scouts just aren't that good in air-to- ground encounters. Build Order - build fifth probe - gather with four other probes - gather with fifth probe - build sixth probe - build seventh probe - gather with sixth probe - gather with seventh probe & warp first Pylon - build eight probe & build first Gateway - build Assimilator - build ninth and tenth probe - gather with ninth and tenth probe - build eleventh and twelfth probe & build Cybernetics Core - gather gas with eleventh and twelfth probe - build second and third Pylon - build build first Stargate - upgrade air weapons - warp first scout & build second Stargate - warp second and third scout And so... - at this point you can use your first scout to...what else(?) but scout for the enemy and if he's close enough, attack with what you have. You may, however, opt to wait for a second Stargate and/or Fleet Beacon to come your way in order for you to have scouts with higher quantity and/or quality. The "upgrading your air weapons" part is also just an option before attacking, but most likely you'll have the extra gathered resources to spend on it. %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% _ _ ____ ____ ____ ___ _____ __ __ ____ _____ ___ ( \/ )(_ _)(_ _)(_ _) / __)( _ )( \/ )( _ \( _ )/ __) ) ( _)(_ _)(_ _)(_ ( (__ )(_)( ) ( ) _ < )(_)( \__ \ (_/\_)(____)(____)(____)() \___)(_____)(_/\/\_)(____/(_____)(___/ As mentioned, no unit is a god of war, thus it will always have its fair share of weaknesses. It is therefore the job of a good Starcraft player to know of these weaknesses and deal with them accordingly through the strengths of the other units under his control. Combined, many units will fill each other's gaps and ensure victory. Spell casters are one of the best units to include in combos, but combos were never limited to these types of units. Very seldom will two of a unit with both ground and air weapons fare better than a combo of a ground attacker and an air attacker in the battlefield, thus another proof of the obvious need for combos. Below is a list of every possible combo using two units, and some using more: _______________________________________________________________________ Race____|_Attacker______|_Back-up_______|_Comments____________________| | | | | Terran | SCV | SCV | Are you kiddin me, boy!? | | | | Use this type of attack, | | | | (note: it ain't no combo) | | | | when rushing the opponent | | | | VERY early in the game; the | | | | SCV is the best worker in | | | | terms of attacks, remember? | | | | | | SCV | Marine | Attacking with an SCV is | | | | just plain pathetic, unless | | | | it's a super-early rush. | | | | Don't use this combo. It's | | | | sheer waste of minerals. | | | | | | SCV | Firebat | Attacking with an SCV is | | | | just plain pathetic, unless | | | | it's a super-early rush. | | | | Don't use this combo. It's | | | | sheer waste of minerals. | | | | | | SCV | Ghost | Attacking with an SCV is | | | | just plain pathetic, unless | | | | it's a super-early rush. | | | | Don't use this combo. It's | | | | sheer waste of minerals. | | | | | | SCV | Vulture | Perhaps doing it the other | | | | way around is the better | | | | idea. | | | | | | SCV | Siege Tank | Perhaps doing it the other | | | | way around is the better | | | | idea. | | | | | | SCV | Goliath | Perhaps doing it the other | | | | way around is the better | | | | idea. | | | | | | SCV | Wraith | Perhaps doing it the other | | | | way around is the better | | | | idea. | | | | | | SCV | Dropship | A combo of two non-attack- | | | | ers is quite a lame idea if | | | | ya ask me. | | | | | | SCV | Science | Perhaps doing it the other | | | Vessel | way around is the better | | | | idea. Still, a combo of two | | | | non-attackers is quite lame | | | | an idea if ya ask me. | | | | | | SCV | Battlecruiser | Perhaps doing it the other | | | | way around is the better | | | | idea. | | | | | | Marine | SCV | Nothing this type of combo | | | | can do that can't be done | | | | by marines alone, except in | | | | super-early rushes, where | | | | the marines will need all | | | | the help they can get. | | | | | | Marine | Marine | This ain't no combo so try | | | | it but don't claim it to be | | | | a combo of any sort. | | | | | | Marine | Firebat | Perhaps doing it the other | | | | way around is the better | | | | idea. | | | | | | Marine | Ghost | In the case of a mass mech | | | | attack by either Terran or | | | | Protoss, the ghosts may use | | | | their Lockdown spell to pa- | | | | ralyze those major mechs | | | | while the marines give them | | | | a good beating. | | | | | | Marine | Vulture | Works both ways, but really | | | | there's nothing to get too | | | | excited about with a combo | | | | such as this. | | | | | | Marine | Siege Tank | Marines will play some hit | | | | and run, while those tanks | | | | (in siege mode, of course) | | | | will play hit and hit. A | | | | pretty mighty combo if ya | | | | ask me. | | | | | | Marine | Goliath | Both will fare well on the | | | | ground, but when enemy air | | | | units arrive, it's time for | | | | these goliaths to do what | | | | they do best. | | | | | | Marine | Wraith | The marines will swarm the | | | | opponent's base, heavily | | | | concentrating on all nearby | | | | detectors in the base. Then | | | | come the wraiths (cloaked, | | | | of course) to finish off | | | | what remains of the marine | | | | strike. | | | | | | Marine | Dropship | Your dropship will load the | | | | marines and situate them | | | | somewhere in the middle of | | | | an opponent's base, what | | | | else were you thinking for | | | | this type of combo? | | | | | | Marine | Science | Nothing specific for this | | | Vessel | type of combo; just use the | | | | marines for attacking, and | | | | at the same time use the | | | | science vessels for casting | | | | spells other than defensive | | | | matrix on opponents when | | | | needed. | | | | | | Marine | Battlecruiser | Always use your basic units | | | | to do basic things while | | | | the others do the more com- | | | | plicated ones. Such is true | | | | for this type of combo, | | | | where your marines will do | | | | nothing but attack the opp- | | | | onents, while your battle- | | | | cruisers use their Yamato | | | | Guns on the tougher, splash | | | | damaging enemies. | | | | | | Firebat | SCV | Nothing this type of combo | | | | can do that can't be done | | | | by firebats alone, 'cept in | | | | super-early rushes, where | | | | the firebats will need all | | | | the help they can get. | | | | | | Firebat | Marine | The strategies that come | | | | with this combo are quite | | | | simple: just use your fire- | | | | bats against his stronger | | | | but shorter-ranged ground | | | | units, while the marines | | | | continously whack them from | | | | afar. | | | | | | Firebat | Firebat | This ain't no combo so try | | | | it but don't claim it to be | | | | a combo of any sort. | | | | | | Firebat | Ghost | Many people believe that it | | | | simply is illogical to drop | | | | a nuke in an area where | | | | your allies are present but | | | | you wouldn't mind sacrifi- | | | | cing a few firebats for a | | | | well-placed nuke, would | | | | you? Would you!? | | | | | | Firebat | Vulture | No specific strategies for | | | | this type of combo. Just | | | | remember NOT to plant your | | | | spider mines till most your | | | | firebats are killed. Spider | | | | mines can kill firebats, | | | | you know. | | | | | | Firebat | Siege Tank | No specific strategies for | | | | this type of combo. Just | | | | remember NOT to worry 'bout | | | | the splash damage dealt by | | | | a siege-moded siege tank, | | | | since firebats are but a | | | | small price to pay for lots | | | | o' kills. | | | | | | Firebat | Goliath | Both will fare well on the | | | | ground (though firebats'll | | | | fare better), but when the | | | | opponent's air units arrive | | | | it's time for the goliath | | | | to do what it does best. | | | | | | Firebat | Wraith | The firebats will swarm the | | | | opponent's base, heavily | | | | concentrating on all nearby | | | | detectors in the base. Then | | | | come the wraiths (cloaked, | | | | of course) to finish off | | | | what remains of the firebat | | | | strike. | | | | | | Firebat | Dropship | Your dropship will load the | | | | firebats and situate them | | | | somewhere in the middle of | | | | an opponent's base, what | | | | else were you thinking for | | | | this type of combo? | | | | | | Firebat | Science | Nothing specific for this | | | Vessel | type of combo; just use the | | | | firebats for attacking, and | | | | at the same time use the | | | | science vessels for casting | | | | spells other than defensive | | | | matrix on opponents when | | | | needed. | | | | | | Firebat | Battlecruiser | Always use your basic units | | | | to do basic things while | | | | the others do the more com- | | | | plicated ones. Such is true | | | | for this type of combo, | | | | where your firebats will do | | | | nothing but attack the opp- | | | | onents, while your battle- | | | | cruisers use their Yamato | | | | Guns on the tougher, splash | | | | damaging enemies. | | | | | | Ghost | SCV | As mentioned when done the | | | | other way around, don't use | | | | a combo such as this. It's | | | | sheer waste of minerals. | | | | | | Ghost | Marine | Nuke his base then clean it | | | | all up. 'Nuff said. | | | | | | Ghost | Firebat | Nuke his base then fire it | | | | up. Easier said than done. | | | | | | Ghost | Ghost | This ain't no combo so try | | | | it but don't claim it to be | | | | a combo of any sort. | | | | | | Ghost | Vulture | Nuke his base then attack | | | | while planting your spider | | | | mines to ensure its steril- | | | | ity. | | | | | | Ghost | Siege Tank | Nuke his entire base then | | | | give it a good whacking. A | | | | very old strategy and one | | | | good example of winning the | | | | traditional way. | | | | | | Ghost | Goliath | Nuke his base, especially | | | | in areas where ground units | | | | are abundant, then use your | | | | goliaths to take out the | | | | other areas, since if most | | | | the opponent's ground units | | | | are taken out, goliaths are | | | | sure to dominate. | | | | | | Ghost | Wraith | Nuke his entire base then | | | | clean it all up, just like | | | | with the marines. | | | | | | Ghost | Dropship | Nuke his base then retreat | | | | with the help of your drop- | | | | ship. Mission accomplished, | | | | piece o' cake. | | | | | | Ghost | Science | Cloaking is an essential | | | Vessel | part of successful nuking, | | | | but when all fails and your | | | | ghost starts getting hit by | | | | enemy attacks, quickly cast | | | | Defensive Matrix on him to | | | | prolong his life, hopefully | | | | long enough to accomplish | | | | the mission. | | | | | | Ghost | Battlecruiser | Nuke his entire base then | | | | finish it off with the awe- | | | | some power of the battle- | | | | cruiser's Yamato Gun. | | | | | | Vulture | SCV | Using an SCV to repair your | | | | mechanical units while they | | | | duke it out with the enemy | | | | is a good idea, but seldom | | | | does it work in situations | | | | other than those that are | | | | only in theory. | | | | | | Vulture | Marine | Works both ways, but really | | | | there's nothing to get too | | | | excited about with a combo | | | | such as this. | | | | | | Vulture | Firebat | No specific strategies for | | | | this type of combo. Just | | | | remember NOT to plant your | | | | spider mines till most your | | | | firebats are killed. Spider | | | | mines can kill firebats, | | | | you know. | | | | | | Vulture | Ghost | Many people believe that it | | | | simply is illogical to drop | | | | a nuke in an area where | | | | your allies are present but | | | | you wouldn't mind sacrifi- | | | | cing a few vultures for a | | | | well-placed nuke, would | | | | you? Would you!? | | | | | | Vulture | Vulture | This ain't no combo so try | | | | it but don't claim it to be | | | | a combo of any sort. | | | | | | Vulture | Siege Tank | Vultures will play some hit | | | | and run, while those tanks | | | | (in siege mode, of course) | | | | will play hit and hit. A | | | | pretty mighty combo if ya | | | | ask me. | | | | | | Vulture | Goliath | Both will fare well on the | | | | ground (though vultures'll | | | | fare better), but when the | | | | opponent's air units arrive | | | | it's time for the goliath | | | | to do what it does best. | | | | | | Vulture | Wraith | The vultures will swarm the | | | | opponent's base, heavily | | | | concentrating on all nearby | | | | detectors in the base. Then | | | | come the wraiths (cloaked, | | | | of course) to finish off | | | | what remains of the vulture | | | | strike. | | | | | | Vulture | Dropship | Your dropship will load the | | | | vultures and situate them | | | | somewhere in the middle of | | | | an opponent's base, what | | | | else were you thinking for | | | | this type of combo? | | | | | | Vulture | Science | On the battlefield itself, | | | Vessel | planting a spider mine will | | | | often result in a waste of | | | | ammo since a good opponent | | | | would most likely target | | | | that above all things. Good | | | | you got a science vessel by | | | | your side to give the mine | | | | an extra 250 HP (via Defen- | | | | sive Matrix) till it does | | | | its job. | | | | | | Vulture | Battlecruiser | Those YGuns can really rock | | | | an opponent's base, but | | | | coupled with the vultures' | | | | spider mines? Instant anni- | | | | hilation! Just use your | | | | spider mines wisely, and | | | | remember to YGun down any | | | | who seek to destroy these | | | | burrowed bombs before they | | | | accomplish their missions. | | | | | | Siege Tank | SCV | Using an SCV to repair your | | | | mechanical units while they | | | | duke it out with the enemy | | | | is a good idea, but seldom | | | | does it work in situations | | | | other than those that are | | | | only in theory. | | | | | | Siege Tank | Marine | Siege tanks, especially | | | | those in siege mode, can | | | | wreck some serious havoc in | | | | any given base because of | | | | their long-ranged attacks. | | | | However, also because of | | | | these attacks, siege-moded | | | | siege tanks are helpless if | | | | ever an enemy unit gets too | | | | close. And it's the marines'| | | | job to prevent that from | | | | happening. | | | | | | Siege Tank | Firebat | Siege tanks, especially | | | | those in siege mode, can | | | | wreck some serious havoc in | | | | any given base because of | | | | their long-ranged attacks. | | | | However, also because of | | | | these attacks, siege-moded | | | | siege tanks are helpless if | | | | ever an enemy unit gets too | | | | close. And like the marine, | | | | it can also be the job of | | | | the firebat to prevent that | | | | from happening. | | | | | | Siege Tank | Ghost | Many people believe that it | | | | simply is illogical to drop | | | | a nuke in an area where | | | | your allies are present but | | | | you wouldn't mind sacrifi- | | | | cing a few siege tanks for | | | | a well-placed nuke, would | | | | you? Would you!? | | | | | | Siege Tank | Vulture | Siege tanks, especially | | | | those in siege mode, can | | | | wreck some serious havoc in | | | | any given base because of | | | | their long-ranged attacks. | | | | However, also because of | | | | these attacks, siege-moded | | | | siege tanks are helpless if | | | | ever an enemy unit gets too | | | | close. And like the marine, | | | | it can also be the job of | | | | the vulture to prevent that | | | | from happening. | | | | | | Siege Tank | Siege Tank | This ain't no combo so try | | | | it but don't claim it to be | | | | a combo of any sort. | | | | | | Siege Tank | Goliath | The perfect "brute" combo, | | | | works both ways and, as you | | | | may already have noticed, | | | | utilizes your goliaths to | | | | take out the opponent's air | | | | units and the siege-moded | | | | siege tanks for those that | | | | move on land---cool! | | | | | | Siege Tank | Wraith | The siege tanks (any mode | | | | will do) will swarm the | | | | opponent's base, heavily | | | | concentrating on all nearby | | | | detectors in the base. Then | | | | come the wraiths (cloaked, | | | | of course) to finish off | | | | what remains of the siege | | | | tank strike. | | | | | | Siege Tank | Dropship | Your dropship will load the | | | | tank-moded siege tanks and | | | | situate them somewhere in | | | | the middle of an opponent's | | | | base, what else were you | | | | thinking for this type of | | | | combo? | | | | | | Siege Tank | Science | Using a science vessel to | | | Vessel | provide your high damaging | | | | units with much needed pro- | | | | tection via Defensive Mat- | | | | rix will give them more or | | | | less enough time to destroy | | | | more than twice their total | | | | worth. Highly recommended. | | | | | | Siege Tank | Battlecruiser | Another cool "brute" combo, | | | | works both ways and, as you | | | | may already have noticed, | | | | utilizes your battlecrui- | | | | sers to take out the enemy | | | | air units and the siege- | | | | moded siege tanks for those | | | | that move on land---cool! | | | | | | Goliath | SCV | Using an SCV to repair your | | | | mechanical units while they | | | | duke it out with the enemy | | | | is a good idea, but seldom | | | | does it work in situations | | | | other than those that are | | | | only in theory. | | | | | | Goliath | Marine | Goliaths cannot do much if | | | | surrounded by short-ranged | | | | ground units. And though | | | | your marines could be used | | | | to keep this from happening,| | | | perhaps doing it the other | | | | way around is the better | | | | idea. | | | | | | Goliath | Firebat | Goliaths cannot do much if | | | | surrounded by short-ranged | | | | ground units. And though | | | | your firebats could be used | | | | to keep this from happening,| | | | perhaps doing it the other | | | | way around is the better | | | | idea. | | | | | | Goliath | Ghost | In the case of a mass mech | | | | attack by either Terran or | | | | Protoss, the ghosts may use | | | | their Lockdown spell to pa- | | | | ralyze those major mechs | | | | while the goliaths give | | | | them a good beating. | | | | | | Goliath | Vulture | Goliaths really were made | | | | for back-up purposes, and | | | | so doing it the other way | | | | around is perhaps the bet- | | | | ter idea. | | | | | | Goliath | Siege Tank | The perfect "brute" combo, | | | | works both ways and, as you | | | | may already have noticed, | | | | utilizes your goliaths to | | | | take out the opponent's air | | | | units and the siege-moded | | | | siege tanks for those that | | | | move on land---cool! | | | | | | Goliath | Goliath | This ain't no combo so try | | | | it but don't claim it to be | | | | a combo of any sort. | | | | | | Goliath | Wraith | With the goliaths' superior-| | | | ity over air units, they | | | | could be used to to take | | | | the opponent's mother ships | | | | and mobile detectors while | | | | their wraith squad back-up | | | | hammers on everything else | | | | that's less of a threat. | | | | | | Goliath | Dropship | Your dropship will load the | | | | goliaths and situate them | | | | somewhere in the middle of | | | | an opponent's base, what | | | | else were you thinking for | | | | this type of combo? | | | | | | Goliath | Science | Using a science vessel to | | | Vessel | provide your high damaging | | | | units with much needed pro- | | | | tection via Defensive Mat- | | | | rix will give them more or | | | | less enough time to destroy | | | | more than twice their total | | | | worth. Highly recommended | | | | against air units, even mo- | | | | ther ships if you will. | | | | | | Goliath | Battlecruiser | And yet another cool "brute"| | | | combo, works both ways and, | | | | as you may already have | | | | noticed utilizes your goli- | | | | aths to take out the enemy | | | | air units and the battle- | | | | cruisers for those that | | | | move on land---very cool! | | | | | | Wraith | SCV | Using an SCV to repair your | | | | mechanical units while they | | | | duke it out with the enemy | | | | is a good idea, but seldom | | | | does it work in situations | | | | other than those that are | | | | only in theory. | | | | | | Wraith | Marine | Wraiths are quite pathetic | | | | in air-to-ground situations,| | | | and using your most basic | | | | ground units (marines) to | | | | help them out is just the | | | | thing to do. | | | | | | Wraith | Firebat | Wraiths are quite pathetic | | | | in air-to-ground situations,| | | | and using your most basic | | | | ground units (firebats) to | | | | help them out is just the | | | | thing to do. Not as recom- | | | | mended as the wraith-marine | | | | combo, but recommended none-| | | | theless. | | | | | | Wraith | Ghost | In the case of a mass mech | | | | attack by either Terran or | | | | Protoss, the ghosts may use | | | | their Lockdown spell to pa- | | | | ralyze those major mechs | | | | while the wraiths give them | | | | a good beating. | | | | | | Wraith | Vulture | Perhaps doing it the other | | | | way around is the better | | | | idea. | | | | | | Wraith | Siege Tank | Wraiths are quite pathetic | | | | in air-to-ground situations,| | | | and using your less basic | | | | ground units (siege tanks) | | | | to help them out is just | | | | the thing to do. Not as | | | | recommended as the wraith- | | | | marine combo, but recommen- | | | | ded nonetheless. | | | | | | Wraith | Goliath | The wraiths here could pick | | | | on large ground units that | | | | can't attack airborne foes, | | | | but once the opponent's air | | | | force arrives, it's time to | | | | play some hit and run to | | | | lure them into the goliaths'| | | | loving missiles. | | | | | | Wraith | Wraith | This ain't no combo so try | | | | it but don't claim it to be | | | | a combo of any sort. | | | | | | Wraith | Dropship | A combo of a transport unit | | | | and a different air unit is | | | | quite a lame idea if ya ask | | | | me. | | | | | | Wraith | Science | Using a science vessel to | | | Vessel | provide your wraiths with | | | | much needed protection via | | | | Defensive Matrix will give | | | | them enough time to destroy | | | | more than twice their total | | | | worth. Should've been one | | | | of those highly recommended | | | | combos, but for some reason | | | | I don't use it much. Per- | | | | haps it's because wraiths | | | | should always come in tens, | | | | and casting Defensive Mat- | | | | rix on all of them is just | | | | too tedious! | | | | | | Wraith | Battlecruiser | No specific strategies for | | | | this type of combo. Just | | | | remember NOT to show your | | | | battlecruisers to the enemy | | | | if your cloaked wraiths can | | | | accomplish the mission by | | | | themselves. | | | | | | Dropship | SCV | A combo of two non-attack- | | | | ers is quite a lame idea if | | | | ya ask me. | | | | | | Dropship | Marine | And how do you expect to | | | | attack with a dropship? You | | | | don't! Using the dropship | | | | as a decoy is quite a cool | | | | idea, but still I wouldn't | | | | recommend it. | | | | | | Dropship | Firebat | And how do you expect to | | | | attack with a dropship? You | | | | don't! Using the dropship | | | | as a decoy is quite a cool | | | | idea, but still I wouldn't | | | | recommend it. | | | | | | Dropship | Ghost | And how do you expect to | | | | attack with a dropship? You | | | | don't! Using the dropship | | | | as a decoy is quite a cool | | | | idea, but still I wouldn't | | | | recommend it. | | | | | | Dropship | Vulture | And how do you expect to | | | | attack with a dropship? You | | | | don't! Using the dropship | | | | as a decoy is quite a cool | | | | idea, but still I wouldn't | | | | recommend it. | | | | | | Dropship | Siege Tank | And how do you expect to | | | | attack with a dropship? You | | | | don't! Using the dropship | | | | as a decoy is quite a cool | | | | idea, but still I wouldn't | | | | recommend it. | | | | | | Dropship | Goliath | And how do you expect to | | | | attack with a dropship? You | | | | don't! Using the dropship | | | | as a decoy is quite a cool | | | | idea, but still I wouldn't | | | | recommend it. (I actually | | | | said that six times in a | | | | row!! whew...) | | | | | | Dropship | Wraith | A combo of a transport unit | | | | and a different air unit is | | | | quite a lame idea if ya ask | | | | me. | | | | | | Dropship | Dropship | This ain't no combo so try | | | | it but don't claim it to be | | | | a combo of any sort. | | | | | | Dropship | Science | A combo of two non-attack- | | | Vessel | ers is quite a lame idea if | | | | ya ask me. | | | | | | Dropship | Battlecruiser | A combo of a transport unit | | | | and a different air unit is | | | | quite a lame idea if ya ask | | | | me. | | | | | | Science | SCV | Well, you can Irradiate all | | Vessel | | the opponent's units while | | | | using the SCV to repair any | | | | damage sustained, but this | | | | type of combo just won't | | | | work for long even against | | | | average players. | | | | | | Science | Marine | Only works for the Protoss: | | Vessel | | EMP Shockwave his base then | | | | clean it up. 'Nuff said. | | | | | | Science | Firebat | Only works for the Protoss: | | Vessel | | EMP Shockwave his base then | | | | fire it up. Easier said | | | | than done. | | | | | | Science | Ghost | Only works for the Protoss: | | Vessel | | EMP Shockwave his base then | | | | nuke it. If absolutely | | | | nothing explodes or even | | | | flames up, then he must be | | | | using some sort of god mode | | | | hack for Starcraft! | | | | | | Science | Vulture | Only works for the Protoss: | | Vessel | | EMP Shockwave his base then | | | | attack while planting your | | | | spider mines to ensure its | | | | sterility. | | | | | | Science | Siege Tank | Only works for the Protoss: | | Vessel | | EMP Shockwave his base then | | | | give it a good whacking. A | | | | very old strategy and one | | | | good example of winning the | | | | traditional way. | | | | | | Science | Goliath | Only works for the Protoss: | | Vessel | | EMP Shockwave his base, in | | | | areas where air units are | | | | in abundance, then use your | | | | goliaths to take them all | | | | out without even breaking a | | | | sweat. | | | | | | Science | Wraith | Only works for the Protoss: | | Vessel | | EMP Shockwave his base then | | | | clean it all up, just like | | | | with the marines. | | | | | | Science | Dropship | A combo of a transport unit | | Vessel | | and a different air unit is | | | | quite a lame idea if ya ask | | | | me. | | | | | | Science | Science | This ain't no combo so try | | Vessel | Vessel | it but don't claim it to be | | | | a combo of any sort. | | | | | | Science | Battlecruiser | Only works for the Protoss: | | Vessel | | EMP Shockwave his base then | | | | finish it off with the awe- | | | | some power of the battle- | | | | cruiser's Yamato Gun. | | | | | | Battlecruiser | SCV | Using an SCV to repair your | | | | mechanical units while they | | | | duke it out with the enemy | | | | is a good idea, but only | | | | for your battlecruisers, | | | | which are large enough to | | | | hide the SCVs that are try- | | | | ing to repair them. | | | | | | Battlecruiser | Marine | Only works for the Zerg: | | | | Use your battlecruisers to | | | | cast Yamato Guns on the | | | | opponent's buildings. While | | | | they're busy, your marines | | | | will be on the lookout for | | | | stray scourges that most | | | | likely would go for the air | | | | units--the battlecruisers-- | | | | you are using. | | | | | | Battlecruiser | Firebat | Perhaps doing it the other | | | | way around is the better | | | | idea. | | | | | | Battlecruiser | Ghost | In the case of a mass mech | | | | attack by either Terran or | | | | Protoss, the ghosts may use | | | | their Lockdown spell to pa- | | | | ralyze those major mechs | | | | while the battlecruisers | | | | give them a good gunning. | | | | | | Battlecruiser | Vulture | The vultures can simply | | | | help the battlecruisers out | | | | in whacking an army of effi-| | | | cient ground-to-air units, | | | | but really it's just the | | | | battlecruisers that'd take | | | | care of almost everything | | | | else. | | | | | | Battlecruiser | Siege Tank | Another cool "brute" combo, | | | | works both ways and, as you | | | | may already have noticed, | | | | utilizes your battlecrui- | | | | sers to take out the enemy | | | | air units and the siege- | | | | moded siege tanks for those | | | | that move on land---cool! | | | | | | Battlecruiser | Goliath | And yet another cool "brute"| | | | combo, works both ways and, | | | | as you may already have | | | | noticed utilizes your goli- | | | | aths to take out the enemy | | | | air units and the battle- | | | | cruisers for those that | | | | move on land---very cool! | | | | | | Battlecruiser | Wraith | No specific strategies for | | | | this type of combo. Just | | | | remember NOT to show your | | | | battlecruisers to the enemy | | | | if your cloaked wraiths can | | | | accomplish the mission by | | | | themselves. | | | | | | Battlecruiser | Dropship | A combo of a transport unit | | | | and a different air unit is | | | | quite a lame idea if ya ask | | | | me. | | | | | | Battlecruiser | Science | Using a science vessel to | | | Vessel | provide your high damaging | | | | units with much needed pro- | | | | tection via Defensive Mat- | | | | rix will give them more or | | | | less enough time to destroy | | | | more than twice their total | | | | worth. Highly recommended. | | | | | | Battlecruiser | Battlecruiser | This ain't no combo so try | | | | it but don't claim it to be | | | | a combo of any sort. | | | | | | | | | ----------------------------------------------------------------------- Other Terran combos include: 1) attackers : any ground unit -| extra attackers : any other ground unit -| back-up : dropship -| extra back-up : science vessel ---> Dropships can rarely enter any base unharmed, or any expected ratio : any number less than good base alive. It is or equal to sixteen therefore the job of the ground units for every science vessel to provide two dropships and one the dropship with a Defensive science vessel Matrix before the said transport unit proceeds to unload your men in the middle of an opponent's base. 2) attackers : marine -| extra attackers : none -| back-up : siege tank -| extra back-up : goliath ---> Marines will play some hit and run, while those tanks (in siege mode, of expected ratio : four marines course) will play hit and hit. Only for every one an enemy flyer can pass through this siege tank and type of combo alive, but with goliaths one goliath hunting them down as soon as they leave their base perimeter, they don't have much chance of survival. 3) attackers : wraith -| extra attackers : battlecruiser -| back-up : science vessel -| extra back-up : none ---> You first attack with a bunch of cloaked wraiths and finish expected ratio : six wraiths for the job if you can. If you can't, every two battle- then send in the battlecruisers cruisers and one to attack along with the wraiths. science vessel And if you STILL think you're eventually gonna be overpowered by their numbers, then use your science vessels to cast Defensive Matrix on the battlecruisers, especially those that are just about done for. 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