_______ _______ | _____|_____ _____ / _____7_____ _______ _____ \-\ /_ __\ <\ <_ __\ |-/ <_ __\ <\ /_ ___//_ __\ \ \ \v| | /_\ | | \\ | | | | \\ /_\ | |_ \v| | \ \ | | //_\\ | | // \ \ | | // //_\\ | _/ | | \ \ | | / ___ \ | |< \ \ \ | |< \ / ___ \ | | | | /\__\ \ |/ /_/ \_\|_| \_\ \ \____|_| \_\/_/ \_\|_| |/ /______/ \____/ StarCraft Title ASCII Art by Andrew Fielding a.k.a. a67sm =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Written by : A.K.A. and El Greco Created : September 5, 2003 Version : 1.00 Updated : June 29, 2004 E-mail : elgreco(at)gmail.com (El Greco) arminjewell(at)yahoo.com (A.K.A) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ----------------------------------------- --- WHAT'S NEW? (Version History) ---- ----------------------------------------- Version 1.00 | June 29, 2004 | 169 KB Well, I started this FAQ in early September of 2003 and have slowly been progressing through this adding in unit lists, strategy, stats, and other information. In this first version you'll find all of the Unit information, some Terran strategy, and upgrade and research information for all the races. In the next few updates there will come the in-depth strategy for those two races. Updates should come periodically maybe once a week give or take depending upon motivation and other FAQ projects. |_________________________________TABLE OF___________________________________| |---------------------------------CONTENTS-----------------------------------| ________________________________________________________________________ | | | | 01) Introduction | [010INT] | |--------------------------------------------|---------------------------| | 02) Game Description | [020GDS] | |--------------------------------------------|---------------------------| | 03) Controls | [030CTR] | |--------------------------------------------|---------------------------| | 04) Armies and Races | [040ARM] | |--------------------------------------------|---------------------------| | 05) General Strategy | [050STR] | | | | | 5.1 Terran | [051STT] | | 5.2 Zerg | [052STZ] | | 5.3 Protoss | [053STP] | |--------------------------------------------|---------------------------| | 06) Units | [060UNS] | | | | | 6.1 Terran | [061UNT] | | 6.2 Zerg | [062UNZ] | | 6.3 Protoss | [063UNP] | | 6.4 Heroes and Special Units | [064UHS] | |--------------------------------------------|---------------------------| | 07) Buildings | [070BLG] | | | | | 7.1 Terran | [071BLR] | | 7.2 Zerg | [072BLZ] | | 7.3 Protoss | [073BLT] | |--------------------------------------------|---------------------------| | 08) Upgrades | [080UPG] | | | | | 8.1 Terran | [081UPR] | | 8.2 Zerg | [082UPZ] | | 8.3 Protoss | [083UPT] | |--------------------------------------------|---------------------------| | 10) Frequently Asked Questions | [100FAQ] | |--------------------------------------------|---------------------------| | 11) Conclusion | [110CNL] | | | | | 11.1 Contact Information | [111CNT] | | 11.2 Legal Information | [112LGL] | | 11.3 Conclusion | [113CNC] | | | | ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ___________________________________________________________________ - Navigating the Guide - The entire guide is broken up into sections, sub-sections and so on. There is one general idea or section and then the section within it are more and more specific to that particular subject. You can easily access any of the parts in the guide; all you have to do is highlight the search code for the section copy it, open the Find function in your browser and enter it in. Or you could just highlight, press CTRL+C, CTRL+F, CTRL+V, ENTER. That should immediately take you to the desired section. The main walkthrough is divided into separate parts to help you find your place more easily. Just refer to the listing above and find the place that you are at in the game. Then copy the code next to it and paste it into the search function (CTRL+F). After you press ENTER or click on "Find Next" you will be taken to the appropriate section of the walkthrough. _____________________________________________________________________________ // = // = // = // = // = // = // = // = // = // = // = // = // = // = // = / ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 01) Introduction _____________________________________________________________________________ // = // = // = // = // = // = // = // = // = // = // = // = // = // = // = / ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ [010INT] In short, the purpose of this guide is to an all-inclusive strategy guide and resource for StarCraft and StarCraft: Brood War. The strategies in here are the best I could conceive and if you feel that you could devise something better then by all means do so and send it in to me. Now be aware that I cannot play the game for you so you will have to do some thinking on your own (God forbid!) to get past any sticky situations you come across while playing. I would like to thank those of you who have used this guide and looked it over before bombarding me with inquiries about every detail of the game. If you find that I have missed a detail about the game then please don't hesitate to send me an e-mail about it. What would be even better is if you wrote it out as to what I missed so I don't have to write it. If I missed it then I probably don't know much about it. Starcraft is a game with a huge amount of strategies so it would be rather difficult to cover each and every one of them without some sort of outside help. To those of you who contribute to this: thank you! _____________________________________________________________________________ // = // = // = // = // = // = // = // = // = // = // = // = // = // = // = / ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 02) Game Description _____________________________________________________________________________ // = // = // = // = // = // = // = // = // = // = // = // = // = // = // = / ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ [020GDS] In Starcraft you will have command over one of three distinct and unique races, the Terran who are your typical humans, the Zerg who are your typical slimy, disgusting aliens, and the Protoss who are a noble race of robotic warriors.. The game revolves around a universe of strife. The Terran, Zerg, and Protoss are all in conflict with each other, neither race trusts another and they fight constantly and are always at each other's throats. The universe is no longer a safe place and everybody must fight for their own survival. Each race has their own distinct and unique abilities, advantages and disadvantages. The Terran are the future of the human race. They have now developed their technology to the point where they have become one of the dominating forces in the universe. They combine sophisticated machinery and technology with unique strategy to overwhelm their enemy and win the battle. The Zerg are composed of several different types of creatures that have been integrated into the Swarm by the Overmind. These creatures, or breeds, have been selectively evolved to become efficient killers and to assist the Zerg in their quest for ultimate power. The Zerg do not utilize technology in the common sense, but their natural weaponry and armor is comparable to the most advanced gadgetry employed by any other species. This biological evolution, combined with an unmatched savagery and their blind devotion to the Overmind, make the Zerg an extremely formidable and deadly foe. The Zerg have been found in all types of environments, including deep space. They have adapted themselves to the rigors of space travel, although it is not exactly understood how they are able to do so. The center of a Zerg habitation is the Hatchery. Their nests are composed of a thick organic matter, nicknamed the Creep, which provides nourishment for the Zerg and provides organic mass for Zerg Larvae and Drones to facilitate their transformation into larger forms. The Creep expands and covers the area around the Zerg hive, and is very difficult to eradicate In stark contrast to the adaptive Terrans and feral Zerg are the stolid, conservative Protoss. With their highly advanced technology and potent psionic abilities, the Protoss have long considered themselves the most powerful species in the known galaxy. Although they are not a prolific people, they have learned to bolster the ranks of their military with robotic war machines and to combine their intrinsic psionic ability with technology, thus producing some of the most effective warriors ever known. If the Protoss have a weakness, though, it is their refusal to accept change. The tenets of their major religion, known as the Khala, form a rigid path and the Protoss are oathe to deviate from it for fear of once again falling into civil strife. Although the Protoss were originally divided into several warring tribes, they were united by a single scholar/philosopher known as Khas, or "he who brings order". Having studied the archaic, forbidden teachings of his ancestors, this mystic unearthed ancient, monolithic artifacts known as the Khaydarin Crystals. he power contained within these crystals -- along with his teachings -- are apparently responsible for the strengthening of the primordial, psychic link that all Protoss share. Khas also developed a strict religious, philosophical, and social structure christened the Khala. Under the Khala -- which translates roughly to Path of Ascension -- the Protoss have abandoned the crude tribal factions that led them into generations of vicious blood feuds and have instead created three castes: The Khalai (artisans and inventors), The Templar, (warriors and explorers) and The Judicator (administrators and leaders). Terran dealings with the Protoss have been limited, restricting our knowledge of their language, abilities and equipment. What we do know is that they posses extremely advanced technology, including warp-gate manipulation, energy shield generation and the ability to power their buildings and units with a Psionic Matrix. It is only recently that significant progress has been made in learning more of their secretive society and science, and this has come at the cost of hundreds of Terran lives. _____________________________________________________________________________ // = // = // = // = // = // = // = // = // = // = // = // = // = // = // = / ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 03) Controls _____________________________________________________________________________ // = // = // = // = // = // = // = // = // = // = // = // = // = // = // = / ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ The game of Starcraft has many, many controls. Usually you will just end up pointing and clicking but there are numerous keyboards hot-keys that you can use to order your units around. Almost every unit or building will have its own separate controls for whatever specific functions that it can perform or special abilities that it has. I have listed damn near all of the separate controls or hot-keys in this game, enjoy! The only alternative that you have to using the hot-keys is to point and click on whatever you want done. There are several faster ways of using the point and click method that are not immediately clear to a beginning player. When you want to select a building or unit you MUST click on it to select it, there is no other way. When it is selected you can either use the hot-keys or click on the desired action you want to perform. When mining minerals or gas, click on the SCV, Probe, or Drone and then right click on the mineral or gas location at which you want them to collect minerals. When mining gases there must first be a Refinery, Extractor, or Assimilator on the geyser you want to collect from, or else you will receive a message from your worker that they cannot mine there. You can also use this right-click function when you want an SCV to repair a broken down mechanical unit, just select the SCV and then right-click on the unit you want to repair. When you want to make a unit follow another unit around the map just select the unit you want to do the following and then right-click on the unit you want it to follow. The unit will then follow that unit around the map wherever it goes until it dies or you tell it to stop. If it is not near the unit you want it to follow it will move over to it. Attacking can also be done in this way, when you want to attack a specific unit that is causing a lot of damage, like a Carrier and your units are attacking the Interceptors instead of the Carrier itself. Select the units you want to attack and then right-click on the target. This will not work on friendly unit, you must use the attack order if you have the inclination to attack your own units, or your allies for that matter. To select a unit you can just click on it normally. To select a whole group of units of one type double click on the unit type that you want to select and a maximum of 12 units will be selected, as long as they are within your view on the computer screen. If you want to select a random group of units, non-descriminately, then left-click and drag a box over the group of units that you want to select. The units will be selected up to a maximum of 12 once again but there will be a variety of units in that grouping. Once you have a group of units selected you can do a number of things, if they are a worker you can tell all of them to gather at a mineral deposit or a geyser, SCVs you can have a whole bunch of them repair a unit to make it go a whole lot faster than it would with just one. doing the repairing. If you want them to attack you can have them do so by using one of the methods from above. When you have a group of units selected t hat you want to be readily available to you or don't want to go around looking for them when you are in a hurry you can assign that group of units a specific hot-key. To do this, have the units selected, then press and hold the CTRL key and then press one of the number keys (1, 2, 3, 4, 5, 6, 7, 8, 9, 0) to assign that group of units to one of the number keys. If you have selected a group of units but you have a few units in the group that you want to single out you can do so quite easily without much trouble at all. To eliminate the units that you don't want one by one hold down the SHIFT key and click on the units that you do not want to have selected, they will be un-selected, now continue doing this until you have the units selected that you want. Sometimes you will want to select a certain type of unit that you have selected, to do this simply hold down the CTRL key and click on one of the units of the type you want to select, all of the previously selected units will be narrowed down to the units of that specific unit type. Well, that enough talk right? You probably didn't even read that so let's get on to the hot-key listings. I have arranged them by race. ------------------------------------------------------------------------------- Universal Controls ------------------------------------------------------------------------------- ------------------- Basic Unit Commands ------------------- M - Move P - Patrol S - Stop M - Move P - Patrol S - Stop A - Attack B - Basic Buildings V - Advanced Buildings G - Gather R - Return ---------------------- Miscellaneous Controls ---------------------- F10 - Pause Game / Bring up menu CTRL + C - Center screen on current unit SHIFT + ENTER - Message to all players CTRL + ENTER - Message to allies Escape - Cancel building/exit menu F10 / ALT + M - Main Menu F1 / CTRL + H - Help Menu + - Turn up game speed - - Turn down game speed CTRL + O - Option Menu TAB - Turn map background on/off CTRL + M - Turn music on/off CTRL + S - Turn sound on/off CTRL + Q - Quit mission CTRL + X - Exit the game CTRL + R - Multiplayer Ranking Mode ------------------- Battle.net Commands ------------------- /whois (player_name) - Displays information about what chatroom the player is in, what game that player is in. /stats (player_name) - Displays statistics of that player (w/l/d) /w (player_name) [message] - Sends a message to the player regardless of where they are, whether it be another chatroom waiting for a game to start or playing a game. /ignore (player_name) - Stops communications between you and the player. /time - Displays the time. /ban (player_name) - Bans that player from the game, only works if you are the game creator. /kick (player_name) - Kicks that player from the game, just like banning this will only work if you are the game creator. ------------------------------------------------------------------------------- Terran Commands ------------------------------------------------------------------------------- ------------------- Basic Unit Commands ------------------- M - Move P - Patrol S - Stop M - Move P - Patrol S - Stop A - Attack B - Basic Buildings V - Advanced Buildings G - Gather R - Return ----------------------- Basic Building Commands ----------------------- C - Command Center S - Supply Depot R - Refinery B - Barracks E - Engineering Bay T - Turret A - Academy U - Bunker -------------------------- Advanced Building Commands -------------------------- F - Factory S - Starport I - Science Facility A - Armory --------------- Building Addons --------------- C - ComSat Station N - Nuclear Silo C - Machine Shop C - Control Tower C - Covert Ops P - Physics Lab ---------------------- Unit Training/Building ---------------------- S - SCV M - Marine F - Firebat C - Medic G - Ghost V - Vulture T - Siege Tank G - Goliath W - Wraith D - Dropship V - Science Vessel B - Battlecruiser Y - Valkyrie --------------------- Upgrades and Research --------------------- W - Infantry Weapons A - Infantry Armor U - U - 238 Shells T - Stim Packs W - Vehicle Weapons P - Vehicle Plating S - Ship Weapons H - Ship Plating ---------------- Special Commands ---------------- R - Repair L - Liftoff S - Scanner Sweep T - Stim Pack A - Heal R - Restoration F - Optic Flare Y - Yamato Gun L - Lockdown C - Cloaking D - Defensive Matrix I - Irradiate E - EMP Shockwave L - Load U - Unload O - Siege/Tank Mode I - Spider Mines N - Nuclear Strike N - Arm Nuclear Silo ------------------------------------------------------------------------------- Zerg Commands ------------------------------------------------------------------------------- ------------------- Basic Unit Commands ------------------- M - Move P - Patrol S - Stop M - Move P - Patrol S - Stop A - Attack B - Basic Buildings V - Advanced Buildings G - Gather R - Return ----------------------- Basic Building Commands ----------------------- H - Hatchery C - Creep Colony E - Extractor S - Spawning Pool V - Evolution Chamber D - Hydralisk Den -------------------------- Advanced Building Commands -------------------------- S - Spire Q - Queen's Nest N - Nydus Canal U - Ultralisk Cavern D - Defiler Mound ---------------------- Unit Training/Building ---------------------- D - Drone Z - Zergling O - Overlord H - Hydralisk M - Mutalisk S - Scourge Q - Queen U - Ultralisk F - Defiler --------------------- Upgrades and Research --------------------- H - Hive B - Burrow V - Ventral Sacs A - Antennae P - Pneumatized Carapace M - Metabolic Boost A - Adrenal Glands M - Muscular Augments G - Grooved Spines L - Lurker Aspect A - Flyer Attacks C - Flyer Carapace G - Greater Spire B - Spawned Broodling E - Ensnare G - Gamete Meiosis G - Plague C - Consume M - Metasynaptic Node A - Anabolic Synthesis C - Chitinous Plating ---------------- Special Commands ---------------- S - Select Larva R - Parasite B - Spawn Broodling E - Ensnare I - Infest Command Center W - Dark Swarm G - Plague C - Consume L - Load U - Unload G - Guardian Aspect D - Devourer Aspect L - Morph to Lurker ------------------------------------------------------------------------------- Protoss Commands ------------------------------------------------------------------------------- ------------------- Basic Unit Commands ------------------- M - Move P - Patrol S - Stop M - Move P - Patrol S - Stop A - Attack B - Basic Buildings V - Advanced Buildings G - Gather R - Return ----------------------- Basic Building Commands ----------------------- N - Nexus P - Pylon A - Assimilator G - Gateway F - Forge C - Photon Cannon Y - Cybernetics Core B - Shield Battery -------------------------- Advanced Building Commands -------------------------- R - Robotics Facility S - Stargate C - Citadel of Adun B - Robotics Support Bay F - Fleet Beacon T - Templar Archives O - Observatory A - Arbiter Tribunal ---------------------- Unit Training/Building ---------------------- P - Probe Z - Zealot D - Dragoon T - High Templar K - Dark Templar S - Shuttle V - Reaver O - Observer S - Scout C - Carrier A - Arbiter O - Corsair --------------------- Upgrades and Research --------------------- W - Ground Weapons A - Ground Armor S - Plasma Shields W - Air Weapons A - Air Armor S - Singularity Charge L - Leg Enhancements S - Scarab Damage C - Reaver Capacity G - Gravitic Drive P - Psionic Storm H - Hallucination K - Khaydarin Amulet M - Mind Control E - Maelstrom T - Argus Talisman A - Apial Sensors G - Gravitic Thrusters C - Carrier Capacity D - Disruption Web J - Argus Jewel G - Gravitic Booster S - Sensor Array R - Recall S - Stasis Field K - Khaydarin Core _____________________________________________________________________________ // = // = // = // = // = // = // = // = // = // = // = // = // = // = // = / ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 04) Armies and Races _____________________________________________________________________________ // = // = // = // = // = // = // = // = // = // = // = // = // = // = // = / ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ------------------------------------------------------------------------------- 4.1 Terran ------------------------------------------------------------------------------- The first army that you use in Starcraft is the Terran army. These are your typical humans. This is the race that most new players use to start out with, being that they are easy to use, versatile, and easy to master. ------------------------------------------------------------------------------- 4.2 Zerg ------------------------------------------------------------------------------- The Zerg are composed of several different types of creatures that have been integrated into the Swarm by the Overmind. These creatures, or breeds, have been selectively evolved to become efficient killers and to assist the Zerg in their quest for ultimate power. The Zerg do not utilize technology in the common sense, but their natural weaponry and armor is comparable to the most advanced gadgetry employed by any other species. This biological evolution, combined with an unmatched savagery and their blind devotion to the Overmind, make the Zerg an extremely formidable and deadly foe. The Zerg have been found in all types of environments, including deep space. They have adapted themselves to the rigors of space travel, although it is not exactly understood how they are able to do so. The center of a Zerg habitation is the Hatchery. Their nests are composed of a thick organic matter, nicknamed the Creep, which provides nourishment for the Zerg and provides organic mass for Zerg Larvae and Drones to facilitate their transformation into larger forms. The Creep expands and covers the area around the Zerg hive, and is very difficult to eradicate ------------------------------------------------------------------------------- 4.3 Protoss ------------------------------------------------------------------------------- In stark contrast to the adaptive Terrans and feral Zerg are the stolid, conservative Protoss. With their highly advanced technology and potent psionic abilities, the Protoss have long considered themselves the most powerful species in the known galaxy. Although they are not a prolific people, they have learned to bolster the ranks of their military with robotic war machines and to combine their intrinsic psionic ability with technology, thus producing some of the most effective warriors ever known. If the Protoss have a weakness, though, it is their refusal to accept change. The tenets of their major religion, known as the Khala, form a rigid path and the Protoss are oathe to deviate from it for fear of once again falling into civil strife. Although the Protoss were originally divided into several warring tribes, they were united by a single scholar/philosopher known as Khas, or "he who brings order". Having studied the archaic, forbidden teachings of his ancestors, this mystic unearthed ancient, monolithic artifacts known as the Khaydarin Crystals. he power contained within these crystals -- along with his teachings -- are apparently responsible for the strengthening of the primordial, psychic link that all Protoss share. Khas also developed a strict religious, philosophical, and social structure christened the Khala. Under the Khala -- which translates roughly to Path of Ascension -- the Protoss have abandoned the crude tribal factions that led them into generations of vicious blood feuds and have instead created three castes: The Khalai (artisans and inventors), The Templar, (warriors and explorers) and The Judicator (administrators and leaders). Terran dealings with the Protoss have been limited, restricting our knowledge of their language, abilities and equipment. What we do know is that they posses extremely advanced technology, including warp-gate manipulation, energy shield generation and the ability to power their buildings and units with a Psionic Matrix. It is only recently that significant progress has been made in learning more of their secretive society and science, and this has come at the cost of hundreds of Terran lives. _____________________________________________________________________________ // = // = // = // = // = // = // = // = // = // = // = // = // = // = // = / ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 05) General Strategy _____________________________________________________________________________ // = // = // = // = // = // = // = // = // = // = // = // = // = // = // = / ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ [050STR] This section will be the most in-depth section of the guide, covering almost every conceivable strategy in StarCraft for each race. You will find general strategies for attacking, defending, and training units but there will also be information about how to attack a certain position, unit, base setup and so on. Basically, if you are need of strategy then this is the place to come.. ------------------------------------------------------------------------------ 6.1 Terran General Strategy ------------------------------------------------------------------------------ [051STT] _________________________________ / CONSTRUCTION /**/ / ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Any game in Starcraft has to start with an initial building. Usually this will be the Command Center but this could change depending upon which mission you are in. All buildings have to be built by an SCV, there is no other way to construct. When you send an SCV to construct he will lay down the basic foundation for the building and then he will begin on building the actual structure. He will have to be present at all times that the building is being constructed mainly because... he is constructing it. You can cancel the order if you need a more urgent job done. If you do that he will leave his post and do the job. When he is done with that all you have to do is select him and then right click on the building that is stalled in construction. he will then finish it up and you will have a spanking new building to work with. _________________________________ / REPAIRING /**/ / ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Since the object of Starcraft is essentially to eliminate your opponent in a violent manner you will often find yourself being accosted by other players and computer controlled armies. When this happens you will certainly receive some damage from your foes. If it is your buildings they will catch alight after they lose about 2/3 of their total HP. The fire burning will slowly eat away at their hit points and if left long enough your buildings will burn to the ground. This is easily combated with one of your SCV workers. All you have to do is click on him and then right click on the burning building. Or if you prefer the long way about things then you can click on the SCV, click Repair, and then click on the burning building. Once the damaged building get back into the yellow or into the green the fire will stop and you will be able to leave it alone without worrying about it burning down. If there is a mechanical fighting unit damaged you can repair it in the same manner as with the buildings. You cannot repair/heal a unit such as a Marine or Ghost with your SCVs, you can only heal them in Starcraft: Brood War with the Medic unit. One important thing to note is that a repair job will go faster with the more SCVs that are doing the repairing on any one unit. Also, please take note that repairing will slowly eat away at your mineral supply. So watch your counter. _________________________________ / SUPPLIES /**/ / ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ The amount of units that you can build in any match will be determined by your supply limit. You will probably be able to determine without my assistance that the Supply Depot has something remotely to do with this. Well, you figured correctly. The Supply Depots that you build will determine the overall amount of units that you can build in a match. The more Supply Depots that you construct the more units you can build. The only limit to this is the ultimate limit of 200 units. Each Supply Depot will net you another 8 supplies to work with so you will find yourself building quite a number of these things. Please note that there are a few units that take up more than one supply unit. If you lose a unit you will be able to build another one in its place and the supply meter will go back to where it was. The supplies count only counts how many units you currently have not all the ones you have lost as well as the ones you have built. _________________________________ / UPGRADES /**/ / ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Any unit in the game can be upgraded one way or another. Combat units can increase their weapons damage, their rate of fire, and depending upon the unit it may be able to receive specialized upgrades. All units can receive an armor upgrade. _________________________________ / LIFTOFF /**/ / ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ If you wish to move around your buildings to organize them better than you will have to list them off. Simply click on the building and then click on "Liftoff". You can then select where you want the building to move. The only downside to this is that a building cannot move if it currently in the process of upgrading a unit or constructing a unit. Also, all the add-ons to the buildings will not move along with their parent buildings when you wish for it to move. They will stay in place. That add-on will then become inactive since it requires a parent building to operate. * There are some units that cannot liftoff no matter what, such as the Supply Depot and the Refinery. * If your Command Center runs out of Minerals and Gas then you can lift it up and move it to another resource bed. It may not be very time efficient but it'll save you a good deal of money. * When your important buildings are being damaged by melee units such as Zerglings, Zealots, Siege Tanks, or such you can lift up your important buildings so that the enemy cannot attack them unless they bring in air support or some other type of unit that can attack air units. This is especially useful with Command Centers as they are very expensive and time consuming to build. * Some maps in Starcraft are mainly maps or some maps have islands located throughout them that have important mineral and gas deposits. You can build a Barracks at the start of the game and fly it to the island immediately and secure the island by manufacturing marines to hold the island against attackers. You can fly a command center over later on when you are sure you have the island secured. * Short on resources and need to build an add-on? Simply lift off your building and fly it elsewhere and build the add-on in the new location.. That way you can use the same building for two add-ons. If you need to use the old add-on then just lift-off and fly back to it. * You can use abandoned add-ons that have been left behind by friend or foe. Simply destroy any attached building and then fly your own building right up next to the abandoned add-on and you will be able to use it right away. * You can lift off your buildings when you know that a nuke is coming your way. It won't let you escape entirely but you can surely soften the blow by moving your buildings out of the way a bit. * You can completely evacuate your base by moving your buildings out of harms way. This usually doesn't work since the enemy will be able to attack and destroy your slow moving buildings before they get out of range but it does help on occasion. * If you have Siege Tanks guarding a location by a high point (you are on the low point) then you can lift up your building to get it even with the high ground. That way your Siege Tanks will be able to see over the top of the ground and attack your foes. * You can use unneeded buildings as diversionary objects. Fly them into your enemies base before your attack to congregate a good portion of your enemies forces in a strategic spot. Then follow in with your attack squad and use the time that it takes your enemy to get back to where you are as a chance to punch through their defenses. _________________________________ / ADDITIONS /**/ / ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ There are six add-on buildings in the Terran campaign: * The Nuclear Missile Silo is an add-on to the Terran Command Center. It can launch Nuclear Missiles at the enemy and store them for you (albeit only one at a time). * The ComSat Station is the second add-on to the Terran Command Center. It can perform radar sweeps in designated areas to detect cloaked enemy units. * The Terran Factory has one add on; the Terran Machine Shop allows you to perform specific upgrades for your mechanical units such as weapon boosters and extra means of attacks. * The Starport has an add-on called the Control Tower. Here you can only upgrade your Wraith units for cloaking and extra special energies. It also allows you to manufacture Dropships, Battle Cruisers, and Science Vessels. * The Terran Science Facility has the ability to attach a special lab called the Covert Ops. This will allow you to develop technology for the Ghost units, which deliver and guide your nukes to their targets. * The last add-on is the Physics Lab for the Terran Science Facility. This will allow you to perform two upgrades for the Terran Battle Cruiser. _________________________________ / BUILDING YOUR BASE /**/ / ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ For me the basic rule for building a well-defended base is making sure that my base is well covered by bunkers, each manned with four Marines. A great defense will have the zones of firing overlapping between the bunkers so that all areas of the base are effectively covered by your defenses. Typically you will want your Command Center as far away from your enemies as possible or as close to the center of all your buildings as you can get it. This will make the enemy fight through your entire base before he can get to your nexus of operations and effectively render you harmless and helpless. One thing to make sure of is that you place a bunker (two is better) right in the center of your resource mining operations. This will provide you with at least some defense when the enemy finally breaks through your defenses. The SCVs are weak and can be destroyed very easily so it is best to provide them with good cover. This goes back to my first point about having all points of your base covered. If the enemy tries to get right past your defenses and right next to your Control Center to try and take out your economic funding then they will have to cope with a bunker instead of just waltzing right in your front door. You will also want to place a few buildings in front of your bunkers to make them harder to reach. This will give your Marines time to effectively pick off attacking forces as they try and chew through your outer buildings. If you are well enough progressed so that you can place a few Siege Tanks here and there you will definitely want to put some by your Command Center and by your outer defenses. If you like some added protection then you can scatter a few more inside your base. _________________________________ / CAPTURING LAND AREAS /**/ / ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ When you want to effectively capture a specific land area such as an island or a narrow pass somewhere along your enemy's path you will have to first scout out the area to make sure that it is clear. Usually you can send a Drop Ship for a quick pass over the area or to one of the sides. When the coast is clear then move in some troops. At first all you need is a few marines and possibly some air support and a tank. Then bring in an SCV to build a bunker or however many you need as well as a Missile Turret for each Bunker. Now you will be able to fend off small advances by the enemy but nothing major so make sure that you reinforce this area more if this is critical to your strategy. You can also use this as a good focal point for starting your attack on the enemy. _________________________________ / AIR DROPS /**/ / ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ This is perhaps one of the most effective and cheap strategies in Starcraft.. All you have to do is get a Drop Ship and 8 Marines or Firebats and load them into the Drop Ship. Now take the Drop Ship and guide it around your enemy's defenses and into their base, preferably somewhere near the center or near the base's mining operations. Your Marines will then be able to ship away at the base from the inside. The only thing that you have to watch out for with this strategy is to make sure that you don't get a fully loaded Drop Ship shot down because then you lose a lot of firepower. If the enemy has anti-air defenses then your Marines will have to get out of the Drop Ship as soon as possible as to avoid destruction. The basic counter-measure to this tactic is to keep your base well defended at all times. Place Bunkers or Sunken Colonies or Photon Cannons around your resources and vital areas. Basically just keep your base under tight warp. Drop Ships are weak so you wouldn't have to go overboard on the anti-air defenses unless the enemy had a lot of Drop Ships. _________________________________ / MASS MARINES /**/ / ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ All this requires is for you to max out, or get close to the 200 supply limit, with Marines and then attack your enemy. To start this out get your SCV count at the start of the game to about 9/10. Then build a Supply Depot. After that continue to manufacture SCVs and build 1 Barracks somewhere in your base. Now build another Supply Depot and another Barracks. You should have two Supply Depots and two Barracks now. Now keep manufacturing SCVs and as soon as possible build another two Supply Depots and another two Barracks. Start to manufacture Marines across all four Barracks. While you are building up your supply of Marines research the U-238 Shells upgrade to increase their firing distance, and some weapons and/or armor upgrades at the Terran Engineering Bay. When you have a satisfactory Marine count you can head out and attack the enemy at your discretion. It is sometimes a good idea to reinforce them with some other units such as Wraiths or Goliaths if you know that you are going up against a good enemy. _________________________________ / BUNKERS /**/ / ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Bunkers will always be an important part of your game no matter what map you are on or who you are playing against. Bunkers can be utilized in many ways that all will help you overcome your enemy and defeat them. ------- General ------- Bunkers are basically fortified buildings that can hold a group of Marines or other infantry units as they attack. It is basically a line of defense for your units aside from their normal armor. It can also be used as a hideout for SCV units during an attack on your base since an SCV can be destroyed very easily. If you have a ground unit that has a energy supply you will want to keep them in the bunker until they can get it charged up completely. The Ghosts can also be handy for spotting units that are far away from the bunker such as enemy Siege Tanks. This only works however if the Ghost has the Ocular Implants upgrade from the Academy. Don't use Ghosts as an attacking unit inside bunkers because they are pretty weak as an attacker. Their slow rate of fire and low damage makes them essentially useless for attacking. Bunkers will take damage when attacked so keep an SCV nearby to repair it when it comes under attack. ---------------- Loading a Bunker ---------------- There are several ways to load a bunker. You can use all of them, one of them or any combination of them; I'll leave that part up to you. * The first way is to simply click on the Bunker itself and then click on "Load" and then the unit you want to load in. The selected unit will head for the bunker and move inside. * The second way is to click on the bunker and then click on "Load" after you have pressed Load" hold down the SHIFT key and select four units that you want to be inside the bunker. They will all move for the bunker after you click on them. * The third way to load a bunker is to select a group of four units and then simply right-click on the bunker. All the units you clicked on will climb inside the bunker when they reach it. * If you want to load more than one bunker at the same time select a group of Marines or some other infantry units (has to be more than four units) and then hold down SHIFT and right-click on all the bunkers that you want to load. The selected units will then proceed to fill up each of the bunkers one by one, in order. ------------------ Unloading a Bunker ------------------ To unload a Bunker simply click on the Bunker and then click on "Unload All". If you only want to unload one unit at a time then click on the Bunker and then on the unit you want to unload in the display screen. The selected unit will pop out and be ready for more orders. ---------------- Bunker Placement ---------------- You should place a bunker in any place that is vulnerable to an attack, primarily your Command Center areas and your research areas. Bunkers should also be used on your outer perimeter as a defensive shield against enemy attacks. There are more sections on specific bunker placement so you can look in those sections. ----------------- Repairing Bunkers ----------------- During an attack your bunkers will draw damage very quickly so you will want to have a pair of SCVs on hand to repair it while the damage is being done. If the situation calls for more SCvs to repair send some more in to repair so that you don't lose your bunker. The more you have repairing the faster it will go. The enemy will attack the Bunker by default even if you have SCV units repairing it. The only time the enemy will attack repairing SCV units is if the player specifically tells his units to do so. If the enemy does that then just run around your bunker in circles with the SCV units. This will keep them from killing your SCVs quickly and it will give your Marines inside the bunker a better shot at killing a group of enemies. You can also repair the SCVs that are repairing your bunker if you find yourself without a clue what to do or you just feel like doing so. You will find that by using this strategy you will be able to take down a huge number of attacking forces you will be able to survive any Zergling rush or Zealot rush. Just keep repairing and you will find yourself winning battles that you never thought possible. ---------------------- Guarding Narrow Passes ---------------------- Bunkers are a great tool when you want to secure a narrow pass that is key to enemy advancement. Simply send in a small attack force to secure the immediate area and eliminate any opposition. Then send in a group of SCV units to simultaneously build at least two bunkers and an equal number of Missile Turrets. Once the bunkers are up send the Marines from the attack force into them and any Siege Tanks that accompanied them put behind the Bunkers and place them into Siege Tank Mode. ----------------------------- Strengthening Bunker Defenses ----------------------------- Usually a Bunker will not stand up to an attack force by itself, it needs reinforcements of some sort. The best way to do this is to place some Siege Tanks in Siege Mode a little bit behind the Bunkers. This will help a lot in damaging incoming enemy forces before they arrive at the bunker. You will also want to place some Goliaths and Missile Turrets nearby to defend against air attacks. Make sure that you keep the Bunker and its support well repaired because they will not be able to contend with attack after attack without getting repaired. ----------------------- Walling in your Bunkers ----------------------- Walling in your Bunker is essentially surrounding your Bunker with other buildings such as a Barracks, Factory, or some other large building. This will basically slow down the advancement of enemy infantry into your base by making them fight their way through the narrow gaps in-between the buildings to get to the bunker. One thing that you have to make sure of is that you don't place the buildings too far away from the Bunker because then the enemy will only attack your buildings and not the Bunker. If the Bunker is attacking them then they will ignore your other buildings and head for the Bunker by default. If you can do this tactic well enough then you will be able to effectively block off all enemy advancement and attack them while they try and find a way through. --------------------------------- Stim-Packing Your Bunker Infantry --------------------------------- If you know that a large group of enemies is coming you can quickly evacuate your Bunker and Stim Pack the Marines so that they will perform better in battle. All you have to do is select all four Marines when they exit the bunker and click on the "Stim Pack" button. Then right-click on the bunker and they will go inside the bunker with the Stim Packs on. When they have the stim packs on they will attack the enemy at faster intervals. This strategy coupled with a couple of bunkers, the U-238 shell upgrade, and maybe a weapons upgrade can make any attack a nightmare for your enemy. ---------------- Overlapping Fire ---------------- It is best to situate your bunkers so that their range of fire overlaps with each other. This will eliminate unnecessary gaps in your defense. This way they can provide better cover at places like your mining operations and back each other up if they get into trouble. --------------------- Ramps and High Ground --------------------- Island Warfare Cloaking Terran vs. Terran Terran vs. Zerg Terran vs. Protoss _____________________________________________________________________________ // = // = // = // = // = // = // = // = // = // = // = // = // = // = // = / ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 06) Units _____________________________________________________________________________ // = // = // = // = // = // = // = // = // = // = // = // = // = // = // = / ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ------------------------------------------------------------------------------ 6.1 Terran ------------------------------------------------------------------------------ [061UNT] ------------------------------------------------------------------------------ -- SCV -- ----------- Rank : Supplies used : 1 Minerals : 50 Vespene Gas : 0 Hit Points : 60 Armor : 0 Ground Attack : Fusion Cutter Damage : 5 Normal Damage Cooldown Time : 15 Range : 1 Air Attack : none Damage : n/a Cooldown Time : n/a Range : n/a Building Time : 20 Size : Small Cooldown Time : 15 Range : 1 Sight Range : 7 Requires : - Command Center Basic Commands : - Move - Stop - Attack - Gather - Return - Repair - Build Basic Building - Command Center - Supply Depot - Refinery - Engineering Bay - Turret - Academy - Bunker - Build Advanced Building - Factory - Starport - Science Facility - Armory Upgrades : The SCV is upgraded at the Terran Engineering Bay, each weapons upgrade adds one damage point to the Fusion Cutter and each armor upgrade adds one level of armor to the SCV's plating. Unit Description : The SCV is the Terran worker unit, basically it does all the bitch work for the Terrans. Its primary functions are to gather resources, minerals and vespene gas, and to build buildings. When it builds a Refinery it will automatically begin to collect the refined Vespene Gas and bring it to the Command Center. The SCV is also the unit that repairs damaged vehicles such as Siege Tanks or Battle Cruisers, or even buildings. Unit Quotes ----------- When 100% complete : "SCV ready to go, sir!" When Selected : "Reporting for duty." "I read you." "Orders, captain?" "Yes, sir?" When Irritated : "Come again, captain?" "I'm not reading you clearly." "You aren't from around here, are you?" "I can't believe they've put me in one of these things!" "And now I've got to put up with this too?" "I told them I was claustrophobic, I gotta get out of here!" "(something unintelligible)." When Ordered : "Orders received." "Affirmative." "Right away, sir." "Roger that!" ------------------------------------------------------------------------------ -- Marine -- -------------- Rank : Private Supplies used : 1 Minerals : 50 Vespene Gas : 0 Hit Points : 40 Armor : 0 Ground Attack : Gauss Rifle Damage : 6 Normal Damage Cooldown Time : 15/7.5 with Stimpack upgrade Range : 4/5 with U-238 Shells Air Attack : Gauss Rifle Damage : 6 Normal Damage Cooldown Time : 15/7.5 with Stimpack upgrade Range : 4/5 with U-238 Shells Building Time : 24 Size : Small Cooldown Time : 15/7.5 with Stimpack Range : 4/5 with U-238 Shells Sight Range : 7 Requires : - Barracks Basic Commands : - Move - Stop - Attack - Hold Position - Patrol - Stim Pack Upgrades : You can upgrade the Marine at two places, the Academy or the Engineering Bay. At the Academy you can research Stim- Packs and U-238 Shells. The Stim-Packs are a special ability that is given to the Marine so that the time in between his attacks are shorter, therefore dealing out more damage. The Stim-Pack, however, takes away 10 Hit points for the Marine each time it is used, so use this carefully. The U-238 Shells increase the Marine's attack range. This means...obviously...that he can attack units that are further away. At the Engineering Bay the Marine's Gauss Rifle and his armor can be upgraded, the Weapons upgrade gives him one more damage point to his Gauss Rifle and the Armor Upgrade gives him one more level of armor. Unit Description : The Marine is probably the most versatile ground unit that any of the races start out with. The Marine is trained at the Terran Barracks and it can attack units that aren't right next to it and it can also attack air units. The Marine is physically weak though, it has only 40 hit points and it is easily damaged, it must have a Medic around to heal him. One marine will not win against a single Zerg Zergling or a Protoss Zealot, neither will a dozen marines stand up to 4 or 5 Protoss Zealots. To give a Marine more hit points it can be placed in a bunker where the bunker is damaged instead of the Marine, and the Bunker can also be repaired. You can load up to 4 Marines or other small units into a Bunker. The Marines best use is to provide support for Siege Tanks or other Ground or Air attack vehicles. Marines in huge numbers is also a good tactic but they will suffer from splash damage and large numbers of casualties. Unit Quotes ----------- When 100% Complete : "You want a piece of me, boy?" When Selected : "Commander?" "Give me something to shoot!" "Standing by." "Jacked up and ready to go!" When Irritated : "We gotta move!" "Are you gonna give me orders?" "Oh my god! He's whacked!" "How 'bout we frag this commander?" "I don't know how to get out this chicken shit outfit!" "You want a piece of me, boy?" "If it weren't for these damned neural implants you'd be a smoldering crater by now!" When Ordered : "Go! Go! Go!" "Let's move!" "Outstanding!" "Rock 'n roll!" ------------------------------------------------------------------------------ -- Firebat -- --------------- Rank : Corporal Supplies used : 1 Minerals : 50 Vespene Gas : 25 Hit Points : 50 Armor : 1 Ground Attack : Flame Thrower Damage : 16 Cooldown Time : 20/11 with Stimpacks Range : 2 Air Attack : none Damage : n/a Cooldown Time : n/a Range : n/a Building Time : 24 Size : Small Cooldown Time : 20/11 with Stimpacks Range : 2 Sight Range : 7 Requires : - Barracks - Academy Basic Commands : - Move - Stop - Attack - Hold Position - Patrol - Stim Pack Upgrades : Just like the Marine the Firebat can be upgraded in the same way as the Marine. The Firebat is upgraded with Stimpacks at the Academy and at the Terran Engineering Bay you can upgrade the Firebat's flamethrower and armor. Unit Description : The main use of a Firebat in any game that you play is to do major damage to ground units. The Firebat's flamethrower is perfectly capable of inflicting large amount of damage to any ground unit that it comes across.. Given that it is an infantry unit it can be placed in a bunker just like the Marine and Ghost. When the Firebat is combined with a strikeforce of Marines, they can be almost unstoppable. The only way to stop a well coordinated Marine-Firebat advance is a well prepared and equipped defense. However, just like any other ground unit the Firebat is physically weak. It will not stand up to much damage so make sure you send them in to battle backed up by mechanical units or other ground units. Unit Quotes ----------- When 100% Complete : "Need a light?" When Selected : "Want to turn up the heat?" "Yes?" "You got my attention." "Fire it up!" When Irritated : "Is something burning?" "AHAH, that's what I thought!" "I love the smell of Napalm!" "Nothing like a good smoke!" "Are you trying to get invited to my next barbecue?" "Got me questions about propane?" "Or, propane accessories?" When Ordered : "Naturally." "Slammin'!" "You've got it!" "Let's burn!" ------------------------------------------------------------------------------ -- Medic -- ------------- Rank : 1st Lieutenant Supplies used : 1 Minerals : 50 Vespene Gas : 25 Hit Points : 60 Armor : 1 Ground Attack : none Damage : n/a Cooldown Time : n/a Range : n/a Air Attack : none Damage : n/a Cooldown Time : n/a Range : n/a Building Time : 30 Size : Small Cooldown Time : N/A Range : varies Sight Range : 7 Requires : - Barracks - Academy Basic Commands : - Move - Stop - Attack - Hold Position - Patrol - Optical Flare - Restoration - Heal Upgrades : The Terran Engineering Bay can upgrade the Armor for the Medic, it adds one armor level to the Medic. At the Academy there are four upgrades available for the Medics.. The Caeducus Reactor will allow the Medic to have +50 energy. There are also two special ability upgrades for the medic, the Optical Flare, and Restoration, both of these will be explained in detail in the Unit Description area. Unit Description : The Medic is the life support unit for all of your combat infantry units. It can heal the Marine, Firebat, Ghost, and other Medics. When the need arises the Medic can be ordered to send out an Optical Flare to blind other units such as a Zerg overlord that is revealing the locations of your cloaked units, the Optical Flare will reduce the sight range of any unit down to 1. The Optical Flare can be reversed by using the Restoration tool, Restoration will restore a unit to restore sight or anything else that shouldn't be in your units. The Medic is one of the most useful units you will use as a Terran, don't underestimate it, it can prolong the battle time for a whole group of units by tens of seconds. The Medic is best used then there is one Medic for every three combat units you have, anything more is overdoing it and anything less will probably be not enough. Unit Quotes ----------- When 100% Complete : "Prepped and ready!" When Selected : "Need medical attention?" "Did someone page me?" "State the nature of your medical emergency!" "Where does it hurt?" When Irritated : "I've already checked you out commander." "You want another physical?" "Turn your head and cough." "Ready for your sponge bath?" "His EKG is flatlining! Get me a defib, stat!" "CLEAR! *bzzzz*" "He's dead, Jim." When Ordered : "I'm on the job!" "On my way" "Stats!" "Right away!" ------------------------------------------------------------------------------ -- Ghost -- ------------- Rank : Specialist Supplies used : 1 Minerals : 25 Vespene Gas : 75 Hit Points : 45 Armor : 0 Ground Attack : C10 Canister Rifle Damage : 10 Concussive Damage Cooldown Time : 22 Range : 7 Air Attack : C10 Canister Rifle Damage : 10 Concussive Damage Cooldown Time : 22 Range : 7 Building Time : 50 Size : Small Cooldown Time : 22 Range : 7 Sight Range : 9/11 with Ocular Implants Requires : - Barracks - Academy - Science Facility w/ attached Covert Ops Basic Commands : - Move - Stop - Attack - Hold Position - Patrol - Cloak - Decloak - Nuclear Launch - Lockdown Upgrades : The Ghost is Upgraded at the Terran Engineering Bay, the weapons upgrade will add one damage point to the Canister Rifle and the Armor will add 1 armor level to the Ghost's armor. At the Covert Ops, which is an add-on to the Terran Science Facility, the Ghost can gain the Cloaking ability, the Lockdown ability, increased sight range, and the Moebius Reactor upgrade which will add-on 50 special energy points to the Ghost's 150. Unit Description : The Ghost is the most worthless infantry combat unit for the Terrans, it has a near useless weapon for attacking anything and it is pitifully weak. The main strengths of the Ghost are its ability to Lockdown mechanical units, which makes them cease functioning and makes them very vulnerable to attack, and to make nuclear launches. The Nuclear Launch is especially useful for decimating a fleet of enemy ships, destroying the enemies main base, defenses, and large attack forces. The Ghost will only be able to make a Nuclear Strike if it is cloaked since whenever a launch is detected by the enemy they will search the immediate area for the Ghost and if he is not found then they must bring in detectors to locate him, usually by which time the strike has already occurred. The Ocular Implants also the Ghost to attack the enemy from further away and make Nuclear Strikes from further away, this will also permit him to be outside of the blast zone when the missile hits, and then you can reuse him. An armed Nuclear Missile Silo is required for a Nuclear Strike to occur. Unit Quotes ----------- When 100% Complete : "Somebody called for an exterminator?" When Selected : "Call the shots!" "Ghost reporting" "I'm here" "Finally!" When Irritated : "You callin' down the thunder?" "Now reap the whirlwind!" "Keep it up! I dare ya!" "I'm about to overload my aggression inhibitors!" When Ordered : "I hear that." "I'm gone." "Never know what hit him." "I'm all over it." ------------------------------------------------------------------------------ -- Siege Tank -- ------------------ Rank : Master Sergeant Supplies used : 2 Minerals : 150 Vespene Gas : 100 Hit Points : 150 Armor : 1 Ground Attack : Arclite Cannon Damage Damage : 30 Explosive Damage Cooldown Time : 30 Range : 7 Ground Attack : Arclite Shock Cannon Damage : 70 Explosive Damage Cooldown Time : 75 Range : 12 Air Attack : none Building Time : 50 Size : Large Range (Tank) : 7 Range (Siege) : 12 Sight Range : 10 Requires : - Factory - Factory w/ attached Machine Shop Basic Commands : - Move - Stop - Attack - Hold Position - Patrol - Siege Mode - Normal Mode Upgrades : Just like any other unit the Siege Tank can be upgraded. At the Armory the Tank's armor and weapons can be upgraded to a stronger level. At the Machine Shop the Tank can be equipped with the ability to go into siege mode, this allows the tank to shoot further and deal loads more damage. Unit Description : Siege Mode is really the only useful feature of the Siege Tank. It is its most powerful attack and the only one that will stop or slow down an enemy advance. The Shock Cannon does a lot of splash damage and so when this is put up against a group of ground units such as Zealots or Hydralisks it can quickly eliminate a large group of them. As a defensive unit the tank will do you great service by quickly halting most enemy advances (except extremely large ones). If you opt to use it as an offensive unit then you will be quickly turned off to the idea, as they will be quickly defeated unless they are in large, overwhelming numbers. Unit Quotes ----------- When 100% Complete : "Ready to roll out!" When Selected : "Orders sir!" "Identify target!" "Destination?" "Yes sir?" When Irritated : "(singing)" "I'm about to drop the hammer!" "And dispense some indiscriminate justice!!" "What is your major malfunction??" When Ordered : "Move it!" "Absolutely!" "Delighted to, sir!" "Proceeding." ------------------------------------------------------------------------------ -- Vulture -- --------------- Rank : Sergeant Supplies used : 2 Minerals : 75 Vespene Gas : 0 Hit Points : 80 Armor : 0 Ground Attack : Fragmentation Grenade Damage : 20 Explosive Damage Range : 5 Cooldown Time : 30 Air Attack : none Damage : n/a Range : n/a Cooldown Time : n/a Building Time : 30 Size : Medium Cooldown Time : 30 Range : 5 Sight Range : 8 Requires : - Factory Basic Commands : - Move - Stop - Attack - Hold Position - Patrol - Spider Mines Upgrades : The Vulture is upgraded at the Terran Machine Shop, which is an add-on to the Terran Factory. The Machine Shop will upgrade the Vulture's ability to lay down Spider Mines, which are essentially land mines that attack targets within their sight range. The plating and weapons can be upgraded at the Terran Armory. The Vehicle Plating adds one Plating level and the Weapons Upgrade will add two damage to the Concussion Grenade. Unit Description : The Vulture is a medium-sized land vehicle that can launch damaging grenades at groups of enemies and lay down Spider Mines in strategic locations where the enemy might attack you. The Vulture is also very fast moving so it makes good for reconnaissance. Unit Quotes ----------- When 100% Complete : "All right, bring it on!" When Selected : "I read ya, sir." "Somethin' on your mind?" "Yeah?" "What do you want?" When Irritated : "Something you wanted??" "I don't have time to fuck around!!" "You keep pushing it boy..." "and I'll scrap you along with the aliens!!!" When Ordered : "Yeah, I'm going." "I dig!" "Oh! Is that it?" "No problem!" ------------------------------------------------------------------------------ -- Goliath -- --------------- Rank : First Sergeant Supplies used : 2 Minerals : 100 Vespene Gas : 50 Hit Points : 125 Armor : 1 Ground Attack : Twin Autocannons Damage : 12 Normal Damage Range : 5 Cooldown : 22 Air Attack : Hellfire Missile Pack Damage : 20 Explosive Damage Range : 5/8 with upgrade Cooldown : 22 Building Time : 40 Size : Large Cooldown Time : 22 Sight Range : 8 Requires : - Armory - Factory Basic Commands : - Move - Stop - Attack - Hold Position - Patrol Upgrades : - Charon Boosters - Vehicle Weapons - Vehicle Plating Unit Description: The Goliath is an excellent all-terrain/situation combat vehicle. It has two very powerful attacks designed especially for both ground and air units, making good for all types of combat. The Goliath is best used to mop up the remaining enemy units in an area since it cannot take an especially large amount of damage. It is best used while backed up by some other sort of combat unit such as Marines or Wraiths. Unit Quotes ----------- When 100% Complete : "Goliath online" When Selected : "Channel open." "Go ahead tac-com." "Com-link online." "Systems functional." When Irritated : "MilSpec ED209 online." "Checklist protocol initiated." "Primary level one diagnostic." "USDA Selected." "FDIC Approved." "Checklist Completed. SOB." When Ordered : "Target designated" "Acknowledge HQ" "Confirmed" "Nav-com locked" ------------------------------------------------------------------------------ -- Wraith -- -------------- Rank : Captain Supplies used : 2 Minerals : 150 Vespene Gas : 100 Hit Points : 120 Armor : 0 Ground Attack : Burst Lasers Damage : 8 Normal Damage Range : 5 Cooldown : 30 Air Attack : Gemini Missiles Damage : 20 Explosive Damage Range : 5 Cooldown : 22 Building Time : 60 Size : Large Range : 5 Sight Range : 7 Requires : - Starport Basic Commands: - Move - Stop - Attack - Hold Position - Patrol - Cloak - Decloak Upgrades : - Ship Plating - Ship Weapons Unit Description: The Wraith is a good all-around air unit. Besides that there isn't much to say. Unit Quotes ----------- When 100% Complete : "Wraith awaiting launch orders" When Selected : "Standin' by." "Reporting in." "Transmit coordinates." "Go ahead commander." When Irritated : "My transmission...breaking up...come back..." "I'm curious why I am so good!" "I gotta get me one of these." "You know the best starfighter in the fleet is?" "Yours truly..." "Everybody gotta die sometime, right?" When Ordered : "Coordinates received" "Sector locked-in" "Roger" "Attack formation" ------------------------------------------------------------------------------ -- Battle Cruiser -- ---------------------- Rank : Commodore Supplies used : 8 Minerals : 400 Vespene Gas : 300 Hit Points : 500 Armor : 3 Ground Attack : ATS Laser Battery 25 Normal Damage Damage : 25 Normal Damage Cooldown Time : 30 Range : 6 Air Attack : ATA Laser Battery Damage : 25 Normal Damage Cooldown Time : 30 Range : 6 Building Time : 160 Size : Large Cooldown Time : 30 Range : 6 Sight Range : 11 Requires : - Starport - Science Facility w/ attached Physics Lab Basic Commands : - Move - Stop - Attack - Hold Position - Patrol - Yamato Gun Upgrades : - Ship Plating - Ship Weapons Unit Description: The Battlecruiser is the most powerful Terran unit. It boasts considerable firepower on both fronts and it can be rather indestructible when fully upgraded. Only use it with supporting units because you do not want to lose any of these, as they take forever to build. Unit Quotes ----------- When 100% Complete : "Battlecruiser operational" When Selected : "Good day, commander!" "Hailing frequencies open." "Battlecruiser reporting." "Receiving transmission." When Irritated : "Identify yourself!" "Shields up! Weapons online!" "What? No shields? Well, buckle up!" "We are getting WAY behind schedule." "I really have to go...number one." When Ordered : "Engage!" "Make it happen." "Take it slow." "Set a course." ------------------------------------------------------------------------------ -- Drop Ship -- ----------------- Rank : Warrant Officer Supplies used : 2 Minerals : 100 Vespene Gas : 100 Hit Points : 150 Armor : 1 Ground Attack : none Damage : n/a Cooldown Time : n/a Range : n/a Air Attack : none Damage : n/a Cooldown Time : n/a Range : n/a Building Time : 50 Size : Large Cooldown Time : n/a Range : n/a Sight Range : 8 Requires : - Starport w/ attached Control Tower Basic Commands : - Move - Patrol - Hold Position - Stop - Load - Unload Upgrades : - Ship Armor Unit Description: There really isn't much to say here but the Drop Ship is a very important unit when it is used correctly. The Drop Ship is mainly used to transport units across the map quickly or to places where they cannot go. When using it, however make sure to scout ahead of it to make sure the path is clear. If you lose a Drop Ship you also lose what is inside it. Unit Quotes ----------- When 100% Complete : "Can I take your orders?" When Selected : "Go ahead HQ" "I'm listenin'" "Destination" "Input coordinates" When Irritated : "When you're moving your overhead luggage, please be careful" "In case of a water landing, you may be used as a flotation device." "To curl chunks, please use the barfing bags in front of you" "Keep your arms and legs inside until this ride comes to a full and complete stop" When Ordered : "In the pipe, five by five." "Hang on, we're in for some chops." "In transit, HQ." "Buckle up." "Strap yourselves in, boys." "I copy that." ------------------------------------------------------------------------------ -- Science Vessel -- ---------------------- Rank : Detector Supplies used : 2 Minerals : 100 Vespene Gas : 225 Hit Points : 200 Armor : 1 Ground Attack : none Damage : n/a Cooldown Time : n/a Range : n/a Air Attack : none Damage : n/a Cooldown Time : n/a Range : n/a Building Time : 80 Size : Large Cooldown Time : n/a Range : n/a Sight Range : 10 Requires : - Starport - Science Facility Basic Commands : - Move - Stop - Attack - Hold Position - Patrol - EMP Shockwave - Defense Matrix - Irradiate Upgrades : - EMP Shockwave - Defense Matrix - Irradiate Unit Description: The Science Vessel is really not much of any use, at least I have found in my experiences. It can do some useful things but I find that for the most part it is not worth producing. It can fire out to a certain range an EMP Shockwave which will immobilize any electronic or mechanical units for a while (Protoss anyone?). Another thing that it can do is cast a Defense Matrix over some of your units. This will put up a defensive shield around your unit and it will protect it from a small percentage of the damage coming its way. Unit Quotes ----------- When 100% Complete : "Explorer reporting" When Selected : "AH! Greetings commander!" "Transmit orders." "Receiving transmission." "We have you on visual." "Explorer reporting." When Irritated : "I like the cut of your jib." "E=MC...d'oh let me get my notepad." "Mmm...Fusion A, I thought you'd remember that." "Who let all these mad monkeys free?!" (Monkey noises) "I think we may have a gas leak." (Funny voice) "Do any of you fools know how to shut off this infernal contraption?!" (Alarm ringing) "Ah...., the ship.... out of danger..." When Ordered : "Excellent!" "Commencing!" "Affirmative sir" "Let's roll!" ------------------------------------------------------------------------------ -- Valkyrie -- ---------------- Rank : Lieutenant Commander Supplies used : 3 Minerals : 250 Vespene Gas : 125 Hit Points : 200 Armor : 2 Ground Attack : none Damage : n/a Cooldown Time : n/a Range : n/a Air Attack : Halo Rockets Damage : 5 Normal Damage Per Rocket Cooldown Time : 64 (between rocket volleys) Range : 8 Building Time : 60 Size : Large Cooldown Time : 64 (between rocket volleys) Range : 6 Sight Range : 8 Requires : - Starport - Control Tower Basic Commands : - Move - Stop - Attack - Hold Position - Patrol Upgrades : - Ship Plating - Ship Weapons Unit Description: The Valkyrie is probably the best air defense that you could ask for. It fires air-to-air missiles only so don't make the mistake of making them go after a contingent of Hydralisks. The Valkyrie will fire salvos of six missiles at any aircraft or unit in its vicinity, the totla damage of these rockets will accumulate to 36 hit points, making it a formidable opponent in battle. It is best used, just like any other unit, in large groups so that they can overwhelm the enemy and not be overwhelmed themselves. Before sending them into a battle make sure to provide them with some ground defense such as Marines or Goliaths.. Unit Quotes ----------- When 100% Complete : "Valkyrie prepared." When Selected : "Don't keep me waiting." "Achtung!" "Need something destroyed?" "I'm here to help." When Irritated : "This is very interesting...but stupid" "I have ways of blowing things up." "You're being very naughty." "Who's your mommy?" "???" "(Horse noises)" When Ordered : "Achtung!" "Of course, mein herr." "It's showtime!" "Yavoul!" "Perfect!" ------------------ Terran Unit Tables ------------------ T A B L E K E Y Unit : Unit Name Size : Size the unit takes up on the map Sp : Supplies that the unit uses Min : Minerals needed to construct unit Gas : Gas needed to construct unit Armor : Defeault armor carried on the unit HP : Health points GA : Ground attack AA : Air attack Cld : Cooldown time Rg : Attack range AtM : Attack Mod St : Sight range Tm : Time needed to construct the unit * When there is an instance of a "/" assume that the number immediately before is for the ground attack and the number immediately after is the air attack. * In the Notes column you will see a possibility of three letters each meaning a different thing: D : Unit can detect cloaked and burrowed units S : Unit has special abilities T : Transport unit W : Worker unit A T T A C K S A N D A R M A M E N T Unit Armor HP GdA ArA Cld RG AtM ============================================================= Battlecruiser 3 500 25 25 30 6 3 Dropship 1 150 0 0 - 0 0 Firebat 1 50 16 0 22 2 2 Ghost 0 45 10 1 22 7 1 Goliath 1 125 12 20 22 5/8 1/4 Marine 0 40 6 6 15 1 7 Missile Turret 0 200 0 20 15 7 0 Science Vessel 1 200 0 0 - 0 0 SCV 0 60 5 0 15 1 0 Siege Tank 1 1 150 70 0 75 12 5 Siege Tank 2 1 150 30 0 37 7 3 Vulture 0 80 20 0 30 5 2 Wraith 0 120 8 20 30/22 5 1/2 G E N E R A L S T A T S Unit Size Supplies Min Gas Sight Notes Time =================================================================== Battlecruiser L 6 400 300 11 S 160 Dropship L 2 100 100 8 T 50 Firebat S 1 50 25 7 B 24 Ghost S 1 25 75 9/11 BS 50 Goliath L 2 100 50 8 40 Marine S 1 50 0 7 B 24 Missile Turret L 0 75 0 11 D 30 Science Vessel L 2 100 225 10 DS 80 SCV S 1 50 0 7 BW 20 Siege Tank 1 L 2 150 100 10 50 Siege Tank 2 L 2 150 100 10 50 Vulture M 2 75 0 8 S 30 Wraith L 2 150 100 7 S 60 ------------------------------------------------------------------------------ 6.2 Zerg ------------------------------------------------------------------------------ [063UNZ] ------------------------------------------------------------------------------ -- Drone -- ------------- Supplies Used : 1 Hit Points : 40 Minerals : 50 Vespene Gas : 0 Hit Points : 40 Armor : 0 Ground Attack : Claws Normal Damage 5 Damage : 5 Normal Damage Cooldown Time : 22 Range : 1 Air Attack : n/a Damage : n/a Cooldown Time : n/a Range : n/a Size : Small Cooldown Time : 22 Range : 1 Sight Range : 7 Requires : - Hatchery Basic Commands : - Move - Stop - Attack - Patrol - Burrow - Basic Mutation - Hatchery - Creep Colony - Extractor - Spawning Pool - Evolution Chamber - Hydralisk Den - Advanced Mutation - Spire - Queen's Nest - Nydus Canal - Ultralisk Cavern - Defiler Mound Upgrades : - Burrow - Ground Carapace Unit Description: This is the basic worker drone for the Zerg. Like all other Zerg units you must hatch one of these from the main hatchery and there is one drone to each egg. The main purposes of the Drone is to either harvest minerals, harvest gas, or to transform into new buildings. That's right, transform. For each building you have a new drone, and since they are very inexpensive it'll work out great. As for the upgrades, burrow is a very special ability that only Zerg have. It allows them to burrow underground and remain harmless from enemies. That upgrade can be obtained at the main hatchery. Carapace is an upgrade that all Zerg units are affected by, it is basically an upgrade for a higher defense or armor. ------------------------------------------------------------------------------ -- Overlord -- ---------------- Supplies used : 1 Minerals : 100 Vespene Gas : 0 Hit Points : 200 Armor : 0 Ground Attack : n/a Damage : n/a Cooldown Time : n/a Range : n/a Air Attack : n/a Damage : n/a Cooldown Time : n/a Range : n/a Building Time : 40 Size : Large Cooldown Time : n/a Range : n/a Sight Range : 9/11 after upgrade Requires : - Hatchery Basic Commands : - Move - Stop - Attack - Hold Position - Patrol Upgrades : - Flyer Carapace - Pneumatized Carapace - Ventral Sacs - Antennae Unit Description: These Zerg units are suppliers for the Zerg Army. For every Zerg created, there must be enough supply left in one of the overlords. They don't attack, they are very docile, and they just float around the colony. Another use that they have is that they can transport troops once they get upgraded with the Ventral Sacs. They have a total of 8 transport spots, and each spot holds one supply. Finally, you can also detect cloaked or buried enemies with the overlords. It is a very useful skill and can quickly counter and major attack by any of the three races. ------------------------------------------------------------------------------ -- Drone -- ------------- Supplies used : 0 Minerals : 0 Vespene Gas : 0 Hit Points : 15 Armor : 10 Ground Attack : n/a Damage : n/a Cooldown Time : n/a Range : n/a Air Attack : n/a Damage : n/a Cooldown Time : n/a Range : n/a Building Time : n/a Size : Small Cooldown Time : n/a Range : n/a Sight Range : 4 Requires : - Hatchery Basic Commands : - Drone - Zergling - Overlord - Hydralisk - Mutalisk - Scourge - Queen - Ultralisk - Defiler Upgrades : - Ground Carapace Unit Description: These are the basis of all life forms of the Zerg. Their sole purpose is to transform into other Zerg life forms, and they do that by changing into an egg and after a while into a Zerg. They are amazingly tough to kill with their base armor of 10, so they can withstand a beating if needed. Mainly, they can change into any of the Zerg shown above. ------------------------------------------------------------------------------ -- Zergling -- ---------------- Supplies used : 0.5 Minerals : 25 Vespene Gas : 0 Hit Points : 35 Armor : 0 Ground Attack : Claws Damage : 5 Normal Damage Cooldown Time : n/a Range : n/a Air Attack : none Damage : n/a Cooldown Time : n/a Range : n/a Building Time : 28 Size : Small Cooldown Time : 8/6 with upgrade Range : 1 Sight Range : 5 Requires : - Hatchery - Spawning Pool Basic Commands : - Move - Stop - Attack - Hold Position - Patrol - Burrow Upgrades : - Burrow - Melee Attacks - Ground Carapace - Metabolic Boost - Adrenal Glands Unit Description: These are the basic warriors of the Zerg. They are tiny, very cheap to make, and fairly useful. In very large numbers, which is easy to get with these guys, an attack of Zerglings is very effective. For every larva that is designated to be a Zergling, two Zerglings come out of each egg. This makes them a very fast and easy way of forming an attack on an enemy. Keep in mind they are fairly weak, but large numbers are very effective. Since they also can obtain the burrow ability, another useful tactic is to completely surround an enemy with these Zerglings and then back them up with Hydralisks and Mutalisks. ------------------------------------------------------------------------------ -- Hydralisk -- ----------------- Supplies used : 1 Minerals : 75 Vespene Gas : 25 Hit Points : 80 Armor : 0 Ground Attack : Needle Spines Damage : 10 Normal Damage Cooldown Time : 15 Range : 4/5 with upgrade Air Attack : Needle Spines Damage : 10 Normal Damage Cooldown Time : 15 Range : 4/5 with upgrade Building Time : 28 Size : Medium Cooldown Time : 15 Range : 4/5 with upgrade Sight Range : 6 Requires : - Hatchery - Hydralisk Den Basic Commands : - Move - Stop - Attack - Hold Position - Patrol Upgrades : - Burrow - Missile Attacks - Ground Carapace - Muscular Augments - Grooved Spines - Lurker Aspect Unit Description: These are your basic second level Zerg warriors. Very effective and very strong in large numbers, Hydralisks can mow down enemies very fast with their spines. Their one huge drawback is that they are very slow, and without upgrade are very easy targets to hit. With upgrades they are very tough to beat and even get close to. An attack with these is effective if Zerglings are used as bait, because if the Hydralisks go in alone, they could be picked off easily. Also, a neat aspect of the Hydralisk in Brood War is that they can change into Lurkers, if needed. This requires an upgrade at the Hydralisk Den, and you can cancel the upgrade as it is happening, but once it occurs, they will stay as Lurkers. ------------------------------------------------------------------------------ -- Mutalisk -- ---------------- Supplies used : 2 Minerals : 100 Vespene Gas : 100 Hit Points : 120 Armor : 0 Ground Attack : Glave Wurm Damage : 9 Normal Damage Cooldown Time : 30 Range : 3 Air Attack : Glave Wurm Damage : 9 Normal Damage Cooldown Time : 30 Range : 3 Building Time : 40 Size : Small Cooldown Time : 30 Range : 3 Sight Range : 7 Requires : - Lair/Hatchery - Spire Basic Commands : - Move - Stop - Attack - Hold Position - Patrol Upgrades : - Flyer Attack - Flyer Carapace - Guardian Aspect - Devourer Aspect Unit Description: These are the basic flying attackers for the Zerg, and the only flyers that actually do physical damage. They shoot out spines at the enemy, either on the ground or through the air. They are fairly cheap to make for flying Zerg, and because of that their attack suffers a little. Having these guys in big numbers can really deflate an enemy base. When the Spire is upgraded into the Greater Spire, you can upgrade the Mutalisks into either a Guardian or a Devourer. Again, you can cancel while the transformation is taking place, but after they have transformed it is irreversible.. ------------------------------------------------------------------------------ -- Lurker -- -------------- Supplies used : 2 Minerals : 200 Vespene Gas : 200 Hit Points : 125 Armor : 1 Ground Attack : Spikes Damage : 25 Normal Damage Cooldown Time : 37 Range : 6 Air Attack : n/a Damage : n/a Cooldown Time : n/a Range : n/a Building Time : 40 Size : Medium Cooldown Time : 37 Range : 6 Sight Range : 8 Requires : - Lair/Hatchery - Hydralisk Den Basic Commands : - Move - Stop - Attack - Hold Position - Patrol - Burrow Upgrades : - Missile Attacks - Ground Carapace Unit Description: The addition of the Lurker to the Zerg force created a huge advantage for them that was previously possessed by both other forces. These forces are the best unit of defense for ground troops. They do a lot of damage and are almost impossible to attack. To be able to use the attack, they MUST be burrowed underground. If they are caught above ground, say goodnight because they have very weak defenses. Putting a group of these completely around a base is very profitable, it will be very tough for enemies to cross through that barrier of Lurkers. ------------------------------------------------------------------------------ -- Guardian -- ---------------- Supplies used : 2 Minerals : 150 Vespene Gas : 200 Hit Points : 150 Armor : 2 Ground Attack : Acid Spore Damage : 20 Normal Damage Cooldown Time : 30 Range : 8 Air Attack : n/a Damage : n/a Cooldown Time : n/a Range : n/a Building Time : 40 Size : Large Cooldown Time : 30 Range : 8 Sight Range : 10 Requires : - Hive/Lair/Hatchery - Greater Spire/Spire Basic Commands : - Move - Stop - Attack - Hold Position - Patrol Upgrades : - Flyer Attack - Flyer Carapace Unit Description: Guardians are both a good defense and a good primary attack force. The most effective use of the Guardian is to use its range. Most of the units in the game cannot fire at that long of a range, therefore, attacking stationary attack forces such as bunkers will be very effective because the bunker won't be able to attack back at the Guardians. Also, they can shoot through any terrain. For example, if there is a cliff, the Guardians stationed on the cliff can shoot down at enemies below, while the enemies try to climb the cliff to get to the Guardians. ------------------------------------------------------------------------------ -- Queen -- ------------- Supplies used : 2 Minerals : 100 Vespene Gas : 100 Hit Points : 120 Armor : 0 Ground Attack : n/a Damage : n/a Cooldown Time : n/a Range : n/a Air Attack : n/a Damage : n/a Cooldown Time : n/a Range : n/a Building Time : 50 Size : Medium Cooldown Time : n/a Range : 0 Sight Range : 10 Requires : - Lair/Hatchery - Queen's Nest Basic Commands : - Move - Stop - Attack - Hold Position - Patrol Upgrades : - Flyer Carapace - Gamete Meiosis - Infest Command Center - Parasite - Ensnare - Spawn Broodling Unit Description: A Queen of the Zerg is a very powerful and almost elegant creature. The Queen doesn't lower herself to physically attack the enemy, it casts powerful poisons and toxins to slow or slowly decay at the enemy. Since it is fairly susceptible to physical damage with its low defense and lack of physical attack, it is very very speedy, making it tough to attack. With its ability to spawn broodlings, it got its name of Queen. Finally, most people think that the only way to destroy a command center is to blow it up, but now with Infest Command Center, you can destroy it and make spawns out of it. ------------------------------------------------------------------------------ -- Broodling -- ----------------- Supplies used : 0 Minerals : 0 Vespene Gas : 0 Hit Points : 30 Armor : 0 Ground Attack : Toxic Spores Damage : 4 Normal Damage Cooldown Time : 15 Range : 1 Air Attack : n/a Damage : n/a Cooldown Time : n/a Range : n/a Building Time : 0 Size : Small Cooldown Time : 15 Range : 1 Sight Range : 5 Requires : Queen Basic Commands : - Move - Stop - Attack - Hold Position - Patrol Upgrades : - Melee Attacks - Ground Carapace Unit Description: Broodlings are the spawn of queens. When a queen targets an enemy for its attack, the enemy dies and it changes into two Broodlings which are free for you to command. They aren't very good and they aren't that effective, but hey, can't go wrong with free creatures. Use them to pull a fast one on the enemy, or just as cannon fodder and to test out the enemy's supplies. ------------------------------------------------------------------------------ -- Scourge -- --------------- Supplies used : 0.5 Minerals : 12 Vespene Gas : 38 Hit Points : 25 Armor : 0 Ground Attack : n/a Damage : n/a Cooldown Time : n/a Range : n/a Air Attack : Itself Damage : 110 Explosive Damage Cooldown Time : 0 Range : 1 Building Time : 30 Size : Small Cooldown Time : 0 Range : 1 Sight Range : 5 Requires : - Lair/Hatchery - Spire Basic Commands : - Move - Stop - Attack - Hold Position - Patrol Upgrades : - Flyer Carapace Unit Description: These are your standard kamikaze units from the Zerg. They are produced two at a time per egg, and they are very powerful and cheap. Since they kill themselves, the supply is replenishable, and the minerals and gas are very low. These are a very underrated part of the Zerg squad and essential to victory. ------------------------------------------------------------------------------ -- Ultralisk -- ----------------- Supplies used : 6 Minerals : 200 Vespene Gas : 200 Hit Points : 400 Armor : 1 Ground Attack : Kaiser Blades Damage : 20 Normal Damage Cooldown Time : 15 Range : 1 Air Attack : n/a Damage : n/a Cooldown Time : n/a Range : n/a Building Time : 60 Size : Large Cooldown Time : 15 Range : 1 Sight Range : 7 Requires : - Hive/Lair/Hatchery - Ultralisk Cavern Basic Commands : - Move - Stop - Attack - Hold Position - Patrol Upgrades : - Melee Attacks - Ground Carapace - Anabolic Synthesis - Chitinous Plating Unit Description: The Ultralisk is your heavy-duty warrior that is big and full of strength. Slow and strong, these things pack a punch. They have huge claws that they attack with and are very tough to defeat in melee combat. Use them as a frontline for an attack instead of all by themselves, because against ranged or air attacks they are screwed. Their armor is also very strong to help them defend against some ranged attacks. When they are fully upgraded, these beasts are really very tough to defeat. ------------------------------------------------------------------------------ -- Infested Terran -- ----------------------- Supplies used : 1 Minerals : 100 Vespene Gas : 50 Hit Points : 60 Armor : 0 Ground Attack : itself Damage : 500 Explosive Splash Damage Cooldown Time : 0 Range : 1 Air Attack : n/a Damage : n/a Cooldown Time : n/a Range : n/a Building Time : 40 Size : Small Cooldown Time : 0 Range : 1 Sight Range : 5 Requires : - Infested Command Center Basic Commands : - Move - Stop - Attack - Hold Position - Patrol Upgrades : - Ground Carapace Unit Description: When a Zerg Queen infests a Command Center these infested Terrans are what is produced from it. These are also kamikaze units, yet these are much slower and are very defenseless. However, if they are able to reach their target they are very deadly as they can provide up to 500 damage that splashes to all nearby targets. The best way to ensure this is to drop them off on a transport, so that if they do get blown up all you lose is a transport. If used in moderate doses, anything in its path will be wiped out completely. Unit Quotes ----------- When 100% Ready : "Live for the swarm." When Selected : "I am wretched." "But I am strong." "I am Zerg." "I am the future." When Irritated : "Ready to kill." "Prepared to die." "Sacrifice me." When Ordered : "Yes." "Immediately." "Gladly." "For the Overmind." ------------------------------------------------------------------------------ -- Defilers -- ---------------- Supplies used : 2 Minerals : 50 Vespene Gas : 150 Hit Points : 80 Armor : 1 Ground Attack : n/a Damage : n/a Cooldown Time : n/a Range : n/a Air Attack : n/a Damage : n/a Cooldown Time : n/a Range : n/a Building Time : 50 Size : Medium Cooldown Time : n/a Range : n/a Sight Range : 10 Requires : - Hive/Lair/Hatchery - Defiler Mound Basic Commands : - Move - Stop - Attack - Hold Position - Patrol - Dark Swarm - Consume - Plague Upgrades : - Burrow - Ground Carapace - Metasynaptic Mode Unit Description: Defilers could be considered the King of Zergs, since its counterpart the Queen is so similar. This unit cannot attack physically, but it can unleash some nasty spells like Dark Swarm that will completely demolish anyone who is unlucky enough to be in its way. These guys are basically the sorcerer of the Zerg, and if used effectively can whip out an enemy force with very much ease. Along with Burrowing to recharge its energy, you can create an effective attack of casting a spell, burrowing and recovering, and then casting again. ------------------------------------------------------------------------------ -- Egg -- ----------- Supplies used : 0 Minerals : 0 Vespene Gas : 0 Hit Points : 200 Armor : 10 Ground Attack : n/a Damage : n/a Cooldown Time : n/a Range : n/a Air Attack : n/a Damage : n/a Cooldown Time : n/a Range : n/a Building Time : 0 Size : Large Cooldown Time : n/a Range : n/a Sight Range : 4 Requires : - Hatchery Basic Commands : - Cancel Upgrades : n/a Unit Description: These are the intermediate stage from the larva to whatever you decided to create. These are very, very tough to defeat, and sometimes (depending on the unit being created) it is easier to let it hatch. Having 200 hit points and 10 armor you will have a tough time penetrating its tough shell. ------------------------------------------------------------------------------ -- Devourer -- ---------------- Supplies used : 2 Minerals : 250 Vespene Gas : 150 Hit Points : 250 Armor : 2 Ground Attack : n/a Damage : n/a Cooldown Time : n/a Range : n/a Air Attack : Acid Spores Damage : 25 Explosive Damage Cooldown Time : 100 Range : 6 Building Time : 40 Size : Large Cooldown Time : 100 Range : 6 Sight Range : 10 Requires : - Greater Spire Basic Commands : - Move - Stop - Attack - Hold Position - Patrol Upgrades : - Flyer Attack - Flyer Carapace Unit Description: The other Brood War exclusive is a big advantage to the Zerg colonies. A huge flying mammoth, these things can do a whole lot of damage and quickly. Although these things are very large, they can move fairly quickly, making them not too much of a burden to lug around. Better used as a defense though, they can withstand a lot and deal out a lot of damage. Also the Acid Spores do more than just explode. It attaches spores onto the enemy, increasing their cooldown time. This unit is very advantageous and is a must for any Zerg army.. ------------------------------------------------------------------------------ 6.3 Protoss ------------------------------------------------------------------------------ [063UNP] ------------------------------------------------------------------------------ -- Probe -- ------------- Supplies used : 1 Minerals : 50 Vespene Gas : 0 Hit Points : 20 Armor : 0 Plasma Shield : 20 Ground Attack : Particle Beam Damage : 5 Normal Damage Cooldown Time : 22 Range : 1 Air Attack : n/a Damage : n/a Cooldown Time : n/a Range : n/a Building Time : 20 Size : Small Cooldown Time : 22 Range : 1 Sight Range : 8 Requires : - Nexus Basic Commands : - Move - Stop - Attack - Hold Position - Patrol - Warp Basic Structure - Warp Advanced Structure Upgrades : - Ground Armor - Plasma Shields Unit Description: This is the basic worker unit for the Protoss. As all other worker units for the other two, these little robots' main purposes are to teleport in buildings, and gather resources. Be thankful as these units are the only ones in the Protoss' arsenal that needs less than two supply, so take that for granted. As all other Protoss have, these units have a Plasma Shield. This is basically an addition to their HP, which can be regenerated. It is very helpful and it is a huge advantage the Protoss have. For the Unit Quotes, all they do is beep, hence the beep noise. Unit Quotes ----------- When 100% Ready : "*Beep*" When Selected : "*Beep*" When Irritated : "*Beep*" When Ordered : "*Beep*" ------------------------------------------------------------------------------ -- Zealot -- -------------- Supplies used : 2 Minerals : 100 Vespene Gas : 0 Hit Points : 100 Armor : 1 Plasma Shield : 60 Ground Attack : Psi Blades Damage : 16 Normal Damage Cooldown Time : 22 Range : 1 Air Attack : n/a Damage : n/a Cooldown Time : n/a Range : n/a Building Time : 40 Size : Small Cooldown Time : 22 Range : 1 Sight Range : 7 Requires : - Gateway Basic Commands : - Move - Stop - Attack - Hold Position - Patrol Upgrades : - Ground Weapons - Ground Armor - Plasma Shields - Leg Enhancements Unit Description: These are your basic ground unit troops for the Protoss. They are strong, versatile, and relatively cheap, for a Protoss unit anyway. These can be used to quickly mount an attack or even a quick defense if needed. Although they cannot attack air units, when coupled with Dragoons they form the very essence of the Protoss. Also, a weakness of the Zealots is that they cannot attack from afar, as other ground units are able to do, which puts them at a disadvantage. Unit Quotes ----------- When 100% Ready : "My life for Aiur!" When Selected : "What now calls?" "I long for combat." When Irritated : "All for the Empire." "Doom to all who threaten the homeworld." When Ordered : "Thus I serve." "For Adun!" "Honor guide me." ------------------------------------------------------------------------------ -- Dragoon -- --------------- Supplies used : 2 Minerals : 125 Vespene Gas : 50 Hit Points : 100 Armor : 1 Shield : 150 Ground Attack : Phase Disrupter Damage : 20 Explosive Damage Cooldown Time : 30 Range : 4/6 with upgrade Air Attack : Phase Disrupter Damage : 20 Explosive Damage Cooldown Time : 30 Range : 4/6 with upgrade Building Time : 40 Size : Large Cooldown Time : 30 Range : 4/6 with upgrade Sight Range : 8 Requires : - Cybernetics Core Basic Commands : - Move - Stop - Attack - Hold Position - Patrol Upgrades : - Ground Weapons - Ground Armor - Plasma Shields - Singularity Charge Unit Description: These units are one of the most underrated of the Protoss force. They are strong, can attack both air and ground, and both do a damage of 20, which is very key. There are many uses for Dragoons, especially with Zealots they make a very balanced and strong attack against many enemies. Their downfall is their cooldown time. The time between each shot is fairly lengthy so it can get sort of vulnerable, but otherwise it is very effective. Do not underestimate them. Unit Quotes ----------- When 100% Ready : "I have returned." When Selected : "Receiving." "Input command." "Make use of me." "Awaiting instructions." "I am needed?" When Irritated : "Unauthorized transmission." "Incorrect protocol." "Drop your weapon, you have 15 seconds to comply." "5...4...3...2...1...ZAP." When Ordered : "Confirmed." "Commencing." "Initiating." "For vengeance." ------------------------------------------------------------------------------ -- Dark Templar -- -------------------- Supplies used : 2 Minerals : 125 Vespene Gas : 100 Hit Points : 80 Armor : 1 Shield : 40 Ground Attack : Warp Blades Damage : 40 Normal Damage Cooldown Time : 30 Range : 1 Air Attack : n/a Damage : n/a Cooldown Time : n/a Range : n/a Building Time : 50 Size : Small Cooldown Time : 30 Range : 1 Sight Range : 7 Requires : - Templar Archives Basic Commands : - Move - Stop - Attack - Hold Position - Patrol Upgrades : - Ground Weapons - Ground Armor - Plasma Shields Unit Description: Dark Templar are the evil more shadowed form of the High Templar. They do not use their Psionic abilities to cast spells, instead they use them to attack with the blades they possess. Very damaging and strong against ground units their Warp Blades are very effective. Again, they cannot attack air units, but they are very effective against ground units. The best part about them, however, is that they have a permanent cloak on them without any need to recharge it. This makes for a great sneak attack if the enemy is unaware. Much like the High Templar, two of these can combine with each other to form a Dark Archon, which are very powerful as well. Overall, these are very powerful units to have. Unit Quotes ----------- When 100% Ready : "*Gibberish*" When Selected : "Yes?" "I'm waiting." When Irritated : "Your council is ill-advised, templar." "Do not revoke us to violence." "You could not evade my wrath." "And you'd kill your own shadow." When Ordered : "Very Well." "For Aiur." "So be it." ------------------------------------------------------------------------------ -- Dark Archon -- ------------------- Supplies used : 4 Minerals : 250 Vespene Gas : 200 Hit Points : 25 Armor : 1 Plasma Shield : 200 Ground Attack : n/a Damage : n/a Cooldown Time : n/a Range : n/a Air Attack : n/a Damage : n/a Cooldown Time : n/a Range : n/a Building Time : 20 Size : Large Cooldown Time : n/a Range : 0 Sight Range : 10 Requires : - 2 Dark Templar Basic Commands : - Move - Stop - Attack - Hold Position - Patrol Upgrades : - Ground Armor - Plasma Shields - Argus Talisman Unit Description: The combination of two Dark Templar forms a Dark Archon. Weak physically like the Archon, it also has its high energy shields making it tough to defeat. Unlike its Dark Templar counterpart these cannot attack physically, but they have now acquired spells to aid them in their fight. Maelstrom is a spell that renders a group of anything caught inside it motionless for about 5 seconds. It is very effective if a quick relief is needed from battle. Feedback is another spell that affects units with energy. It takes the energy of the targeted unit and does that much damage to its HP, which could damage it or destroy it. Finally, my favorite, is Mind Control. With this spell, you can control any controllable unit in the entire game. The drawbacks are great however. When this spell is cast, it completely depletes the Dark Archon's plasma shield, making in completely vulnerable. This can be worth it however, if the unit is good enough. Overall, this is a very valuable member of the Protoss team. Unit Quotes ----------- When 100% Ready : "We are as one." When Selected : "We hear you." "Thoughts in chaos." "Must feed." "Must have energy." When Irritated : "Must consume." "Or oblivion will take us." "Adun, save me." "Darkness overpowering." When Ordered : "We move." "Oblivion waits." "We move." ------------------------------------------------------------------------------ -- High Templar -- -------------------- Supplies used : 2 Minerals : 50 Vespene Gas : 150 Hit Points : 40 Armor : 0 Plasma Shield : 40 Ground Attack : n/a Damage : n/a Cooldown Time : n/a Range : n/a Air Attack : n/a Damage : n/a Cooldown Time : n/a Range : n/a Building Time : 50 Size : Small Cooldown Time : n/a Range : 0 Sight Range : 7 Requires : - Templar Archives Basic Commands : - Move - Stop - Attack - Hold Position - Patrol Upgrades : - Ground Armor - Plasma Shields - Khaydarin Amulet Unit Description: A High Templar is basically the spell caster of the Protoss. With the deadly Psionic Storm that rips apart any enemy along with Hallucination they are a threat that cannot be ignored. Psionic Storm is a large energy field cast upon enemies that will rip them apart and heavily damage, even destroy them. The only set back is that it affects both friendly and enemy units, so be aware of where you cast this spell. Hallucinations create a mirror image of anything live being in the game, whether it is a enemy, friend, ally, or even a critter. They are not as strong and are good for scouting out enemy territories and such. These units are invaluable, especially with their ability, with two of them, to combine and form into one Archon. Unit Quotes ----------- When 100% Ready : "*Gibberish*" When Selected : "Your thoughts?" "I heed thy call." "State thy bidding." When Irritated : "Your thoughts betray you." "I see you have an appetite for destruction." "And you learn to use your illusion." "But I find your lack of control disturbing." When Ordered : "It shall be done." "My path is set." "You think as I do." ------------------------------------------------------------------------------ -- Archon -- -------------- Supplies used : 4 Minerals : 100 Vespene Gas : 300 Hit Points : 10 Armor : 0 Plasma Shield : 350 Ground Attack : Psionic Shockwave Damage : 30 Splash Damage Cooldown Time : 20 Range : 2 Air Attack : Psionic Shockwave Damage : 30 Splash Damage Cooldown Time : 20 Range : 2 Building Time : 20 Size : Large Cooldown Time : 20 Range : 2 Sight Range : 8 Requires : - 2 High Templar Basic Commands : - Move - Stop - Attack - Hold Position - Patrol Upgrades : - Ground Weapons - Ground Armor - Plasma Shields Unit Description: The Archon is the greatest attack unit that the Protoss have to offer. By merging two High Templar, they will eventually form an Archon. These terrifying units are very strong, and they are protected by an immense energy shield. Though their HP is low, their shields are high enough where it shouldn't matter too much. Their Psionic Shockwave is very deadly, affecting both air and ground units with 30 Splash Damage. Their one weakness is if they are affected with EMP Shockwave because then they will be left with only 10 HP of health. Other than that, you can't go wrong with an Archon. Unit Quotes ----------- When 100% Ready : "The merging is complete." When Selected : "Power overwhelming." "We burn." "We focus." When Irritated : "It looks so different on this side." "Break on through." "It's beautiful!" "They should have sent a poet." When Ordered : "Eradicate." "Annihilate." "Destroy." "Obliterate." ------------------------------------------------------------------------------ -- Reaver -- -------------- Supplies used : 4 Minerals : 200 Vespene Gas : 100 Hit Points : 100 Armor : 0 Plasma Shield : 80 Ground Attack : n/a Damage : n/a Cooldown Time : n/a Range : n/a Air Attack : n/a Damage : n/a Cooldown Time : n/a Range : n/a Building Time : 70 Size : Large Cooldown Time : n/a Range : 0 Sight Range : 10 Requires : - Robotics Support Bay Basic Commands : - Move - Stop - Attack - Hold Position - Patrol Upgrades : - Ground Armor - Plasma Shields - Scarab Damage - Increased Reaver Capacity Unit Description: The Reaver is one of the most creative units in the game. All alone, it is very vulnerable, but with its scarabs it is a very effective offensive strategy. The damage created by these Scarabs is very high, and it splashes onto nearby units which makes it very effective in the early stages of a game. There are, however, many weaknesses. First of all is that it is unable to attack air units. Secondly, the rate of Scarab fire is very low, and it makes for vulnerability inbetween. Finally, the Reaver is the slowest unit in the entire game, so if caught off guard it will not have a chance to run for cover. Overall, it is very effective, especially with other units to help it out. Unit Quotes ----------- When 100% Ready : "*Beep*" When Selected : "*Beep*" When Irritated : "*Beep*" When Ordered : "*Beep*" ------------------------------------------------------------------------------ -- Observer -- ---------------- Supplies used : 1 Minerals : 25 Vespene Gas : 75 Hit Points : 40 Armor : 0 Plasma Shield : 20 Ground Attack : n/a Damage : n/a Cooldown Time : n/a Range : n/a Air Attack : n/a Damage : n/a Cooldown Time : n/a Range : n/a Building Time : 40 Size : Small Cooldown Time : n/a Range : 0 Sight Range : 9/11 with upgrade Requires : - Observatory Basic Commands : - Move - Stop - Attack - Hold Position - Patrol Upgrades : - Air Armor - Plasma Shields - Sensor Array - Gravitic Booster Unit Description: Though the Observer in the beginning seems like a useless unit, it really does come in handy when on the battlefield. Not only is it very speedy and can scope out many things with its very large sight range, but also it can detect cloaked or burrowed units, making it very helpful to have. Since they have such high-tech scanning equipment, there is practically no defense on these units, but they are very quick, making them tough to kill. Overall these are very valuable to have on the battlefield. Unit Quotes ----------- When 100% Ready : "*Beep*" When Selected : "*Beep*" When Irritated : "*Beep*" When Ordered : "*Beep*" ------------------------------------------------------------------------------ -- Scout -- ------------- Supplies used : 3 Minerals : 275 Vespene Gas : 125 Hit Points : 150 Armor : 0 Plasma Shield : 100 Ground Attack : Dual Photon Blasters Damage : 8 Normal Damage Cooldown Time : 30 Range : 4 Air Attack : Anti Matter Missiles Damage : 28 Explosive Damage Cooldown Time : 22 Range : 4 Building Time : 80 Size : Large Cooldown Time : 30/22 Range : 4 Sight Range : 8/10 with upgrade Requires : - Stargate Basic Commands : - Move - Stop - Attack - Hold Position - Patrol Upgrades : - Air Weapons - Air Armor - Plasma Shields - Apial Sensors - Gravitic Thrusters Unit Description: These are the standard aviation units for the Protoss. Like the Wraiths, they are weak against ground units and strong against air units. The damage is much more effective through the air. Since they are fairly quick and very strong, they come at a pretty high price. They need 3 supply, many minerals and gas, as well as a long time to produce. But it is well worth it because these machines are very versatile and very strong. In large numbers they can form a very large threat against any enemy. Unit Quotes ----------- When 100% Ready : "Teleport successful." When Selected : "Contact." "Awaiting command." "Standing by." When Irritated : "Signal unstable." "Psionic link dissipating." "Adjusting neural transmission." When Ordered : "It will be done." ------------------------------------------------------------------------------ -- Carrier -- --------------- Supplies used : 6 Minerals : 350 Vespene Gas : 250 Hit Points : 300 Armor : 4 Plasma Shield : 150 Ground Attack : n/a Damage : n/a Cooldown Time : n/a Range : n/a Air Attack : n/a Damage : n/a Cooldown Time : n/a Range : n/a Building Time : 140 Size : Large Cooldown Time : n/a Range : n/a Sight Range : 11 Requires : - Fleet Beacon Basic Commands : - Move - Stop - Attack - Hold Position - Patrol Upgrades : - Air Weapons - Air Armor - Plasma Shields - Carrier Capacity Unit Description: The Carrier is one of the most unique and effective air units of the Protoss fleet. Since they have incredible armor, HP, and Plasma Shields they are very tough to defeat, and they will take a while. As the enemy is trying to defeat them, their Interceptors rip the enemy apart before they have a chance to do any real damage to it. Using these is a key part of employing a successful attack on a base because they are so tough to beat. Their one weakness is that they are slow, but in a good attack, you should be okay if you time things right. As it is compared with the Battlecruiser, it is something to be dealt with. Unit Quotes ----------- When 100% Ready : "Carrier has arrived." When Selected : "Instructions." "Your command." When Irritated : "Our enemies our legion." "And still you procrastinate." "Command or you will be relieved." "This is not an idle threat." When Ordered : "Commencing." "Affirmative." ------------------------------------------------------------------------------ -- Interceptor -- ------------------- Supplies used : 0 Minerals : 25 Vespene Gas : 0 Hit Points : 40 Armor : 0 Plasma Shield : 40 Ground Attack : Pulse Cannon Damage : 6 Normal Damage Cooldown Time : n/a Range : 8 Air Attack : Pulse Cannon Damage : 6 Normal Damage Cooldown Time : n/a Range : 8 Building Time : Unknown Size : Small Cooldown Time : n/a Range : 8 Sight Range : 11 Requires : - Carrier Basic Commands : - Move - Stop - Attack - Hold Position - Patrol Upgrades : n/a Unit Description: These are the little buggers that Carriers hold. They are very tiny spaceships that shoot their pulse cannons. While at first it doesn't seem like much, if you go and face these in their groups they are tough to beat because they dart around so much. They can be created by the hundreds with enough Carriers, and that will really take care of any enemy. Unit Quotes ----------- When 100% Ready : n/a When Selected : n/a When Irritated : n/a When Ordered : n/a ------------------------------------------------------------------------------ -- Arbiter -- --------------- Supplies used : 4 Minerals : 100 Vespene Gas : 350 Hit Points : 200 Armor : 1 Plasma Shield : 150 Ground Attack : Phase Disruptor Cannon Damage : 10 Explosive Damage Cooldown Time : 45 Range : 5 Air Attack : Phase Disruptor Cannon Damage : 10 Explosive Damage Cooldown Time : 45 Range : 5 Building Time : 160 Size : Large Cooldown Time : 45 Range : 5 Sight Range : 9 Requires : - Arbiter Tribunal Basic Commands : - Move - Stop - Attack - Hold Position - Patrol Upgrades : - Air Weapons - Air Armor - Plasma Shields - Khaydarin Core Unit Description: The Arbiter is one of the most valued units in the Protoss' fleet. Its attack is not that great, and it should actually only be used as a last resort. The Arbiter has a much greater use to it. When any unit is close to the Arbiter, it will be cloaked. It is a great way to bring in shuttles and especially large armies, under the cloaking field that the Arbiter casts upon the units. Thankfully it does have some attack, which makes it able to defend it if needed. Also, another terrific ability of the Arbiter is its ability to create a Statis Field. This is a terrific offensive tool that renders anyone caught in it stuck in one place for about 40 seconds. Be careful, as it affects all units, including friendly units. The last terrific use of the Arbiter is the ability to Recall. This is a little portal to another place that teleports any friendly unit to that place. First, the Arbiter creates the field and you should pack as many units as you can into that space, then move the Arbiter into the spot you want them, then do a recall, and all of the units in that space will be teleported to the Arbiter's position. The Arbiter's many uses make it an invaluable member of the Protoss fleet. Unit Quotes ----------- When 100% Ready : "Warpfield stabilized." When Selected : "We feel your presence." "We are vigilant." When Irritated : "We search a soul in search of answers." "Do you seek knowledge of time travel?" "We'll take that as a yes." "And now for your first lesson, hahaha." "*rewinding sound*..do you seek knowledge of time travel?" When Ordered : "*Gibberish*" ------------------------------------------------------------------------------ -- Corsair -- --------------- Supplies used : 2 Minerals : 150 Vespene Gas : 150 Hit Points : 100 Armor : 1 Plasma Shield : 80 Ground Attack : n/a Damage : n/a Cooldown Time : n/a Range : n/a Air Attack : Neutron Flare Damage : 5 Explosive Splash Damage Cooldown Time : 8 Range : 5 Building Time : 40 Size : Medium Cooldown Time : 8 Range : 5 Sight Range : 9 Requires : - Stargate Basic Commands : - Move - Stop - Attack - Hold Position - Patrol Upgrades : - Air Weapons - Air Armor - Plasma Shields - Argus Jewel Unit Description: This unit is a very good offensive and defensive air strike unit. It has many good qualities about it, most of all its Disruption Web. This skill effects all Ground units, and it is much needed as the Corsair cannot attack Ground units in general. Their air attack is fairly strong, and in numbers can take down most threats fairly easily. All in all, it is a good air unit to have on the offensive front and even on the defensive front. Unit Quotes ----------- When 100% Ready : "It is a good day to die." When Selected : "Ready for battle." "May I be of service?" "I stand ready." "Let us attack." When Irritated : "Look at all the pretty lights." "*Presses a button* I think this was a big mistake." "Zephram Cochran, is that you?" "What did you do to your hair?" When Ordered : "Excellent." "Ah, at last!" "I thought you'd see it my way." ------------------------------------------------------------------------------ -- Scarab -- -------------- Supplies used : 0 Minerals : 15 Vespene Gas : 0 Hit Points : n/a Armor : n/a Plasma Shield : n/a Ground Attack : Itself Damage : 100 Splash Damage/125 Splash Damage with upgrade Cooldown Time : 60 Range : 8 Air Attack : n/a Damage : n/a Cooldown Time : n/a Range : n/a Building Time : Unknown Size : Small Cooldown Time : 60 Range : 8 Sight Range : 10 Basic Commands : - Move - Stop - Attack - Hold Position - Patrol Upgrades : - Scarab Damage Unit Description: These are basically the missiles of the Reaver. They have mind of their own however, as they can home in certain enemies and move around buildings and such. This, in my opinion, would be absolutely devastating if its range was even higher. Their damage is suberb, and can really pack a punch if used right. Their creation needs to be monitored because if a Reaver is caught without Scarabs, it is toast. Unit Quotes ----------- When 100% Ready : n/a When Selected : n/a When Irritated : n/a When Ordered : n/a ------------------------------------------------------------------------------ -- Shuttle -- --------------- Supplies used : 2 Minerals : 200 Vespene Gas : 0 Hit Points : 80 Armor : 1 Plasma Shield : 60 Ground Attack : n/a Damage : n/a Cooldown Time : n/a Range : n/a Air Attack : n/a Damage : n/a Cooldown Time : n/a Range : n/a Building Time : 60 Size : Large Cooldown Time : n/a Range : n/a Sight Range : 8 Requires : - Robotics Facility Basic Commands : - Move - Stop - Attack - Hold Position - Patrol Upgrades : - Air Armor - Plasma Shields - Gravitic Drive Unit Description: The Shuttle is he basic carrying unit of the Protoss. Like the other carrying units of the game, they have a maximum of 8 carrying spots, and the way to tell the units carrying slots are that it is different for each unit. For example, it can hold 4 Zealots because the Zealot needs two supply to be created and takes up two slots. A Dragoon however, takes 4 slots. These are fairly fast, as they need to be fast enough so that they can get in and out without getting destroyed. Make sure you get your units unloaded if it is about to be destroyed, because if a Shuttle is destroyed with the units inside, the units will also be destroyed. Escorting Shuttles is the best way to guarantee safe travels. Unit Quotes ----------- When 100% Ready : "*Beep*" When Selected : "*Beep*" When Irritated : "*Beep*" When Ordered : "*Beep*" _____________________________________________________________________________ // = // = // = // = // = // = // = // = // = // = // = // = // = // = // = / ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 09) Upgrades _____________________________________________________________________________ // = // = // = // = // = // = // = // = // = // = // = // = // = // = // = / ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ [081UPG] Please take note that this is just basic information on the upgrades and what they can do. If you want more in-depth information and strategy then you should go to the strategy section of the guide. ------------------------------------------------------------------------------ 9.1) Terran Upgrades ------------------------------------------------------------------------------ [081UPR] ------------------------------------------------------------------------------ -- Infantry Weapons -- ------------------------ Minerals : 100, 175, 250 Vespene Gas : 100, 175, 250 Location : Engineering Bay Units Affected : - Marine - Firebat - Ghost The Terran Engineering Bay can upgrade the weapons on your infantry combat units such as the Marine, Firebat, and Ghost. This upgrade will simply add on to the amount of damage that their weapons do. This is a worthwhile upgrade if a substantial part of your fighting force is made up of infantry units, otherwise don't bother with it. Of course once you get a substantial amount of money you can grab this upgrade just as a little more insurance but it is best to just stay away from this unless you plan on using infantry as your attack force. ------------------------------------------------------------------------------ -- Infantry Armor -- ---------------------- Minerals : 100, 175, 250 Vespene Gas : 100, 175, 250 Location : Engineering Bay Units Affected : - Marine - Firebat - Ghost Once again this is just an unnecessary upgrade unless you want to attack primarily with infantry units. ------------------------------------------------------------------------------ -- U-238 Shells -- -------------------- Minerals : 150 Vespene Gas : 150 Location : Academy Units Affected : - Marine This does have a use. This upgrade will upgrade the distance that Marines will fire at an enemy. If you have a lot of bunker defenses this will definitely make your defenses stronger since they can attack the enemy at a greater range than before. ------------------------------------------------------------------------------ -- Stim Packs -- ------------------ Minerals : 100 Vespene Gas : 100 Location : Academy Units Affected : - Marine - Firebat - Ghost This upgrade will allow your infantry units to attack at shorter intervals. They won't have to go through the entire cooldown period before attacking again. This is useful in any defense or offense because your Marines will be able to do much more damage than before. This is especially useful in a Bunker defense since your Marines will be able to take out a huge number of attacking enemies before they can do any appreciable damage to the Bunker. This makes attacking your base a complete nightmare. ------------------------------------------------------------------------------ -- Vehicle Weapons -- ----------------------- Minerals : 100, 175, 250 Vespene Gas : 100, 175, 250 Location : Armory Units Affected : - SCV - Siege Tank - Goliath - Vulture This upgrade will affect your vehicle units such as the SCV and Vulture. What it will do is add on to the damage that they do when attacking. If a unit has two attacks, one for ground units and one for air units, then this upgrade will upgrade both of them although they won't be upgraded equally. One attack may gain more damage than the other. ------------------------------------------------------------------------------ -- Vehicle Plating -- ----------------------- Minerals : 100, 175, 250 Vespene Gas : 100, 175, 250 Location : Armory Units Affected : - SCV - Siege Tank - Goliath - Vulture This upgrade will affect all the vehicles you have. It will upgrade all of their armor plating so that they can take more abuse from the enemy while taking less actual damage. If a vehicle already has a layer of armor then this upgrade will just add onto the armor that they already have. ------------------------------------------------------------------------------ -- Ship Weapons -- -------------------- Minerals : 100, 150, 200 Vespene Gas : 100, 150, 200 Location : Armory Units Affected : - Wraith - BattleCruiser - Valkyrie All of your air units will be upgraded so that they can deal out more damage to the enemy with their attacks. As with the Vehicle Weapons if a unit has more than one attack for either ground or air units then both will be upgraded even if not at the same level. ------------------------------------------------------------------------------ -- Ship Plating -- -------------------- Minerals : 150, 225, 300 Vespene Gas : 150, 225, 300 Location : Armory Units Affected : - Wraith - Dropship - Valkyrie - BattleCruiser - Science Vessel This upgrade protects all your air units against damage dished out by the enemy. Works exactly the same way as the Vehicle Plating. One thing to note, if a vessel already has a level of armor this will just add one level onto what it already has. ------------------------------------------------------------------------------ -- Cloaking Field -- ---------------------- Minerals : 150 Vespene Gas : 150 Location : Control Tower Units Affected : - Wraith This is perhaps one of the best upgrades that you can provide for your Wraiths. This upgrade will allow your Wraiths to cloak themselves against enemy vision. This will serve to hide them from enemy attacks, if the enemy can't see your units they can't attack them. The only way that the enemy will be able to see cloaked Wraiths is if they bring in a detector unit or if your Wraiths stray to close to one of the anti-air buildings, the Missile Turret, Spore Colony, and Photon Cannon. ------------------------------------------------------------------------------ -- Apollo Reactor -- ---------------------- Minerals : 200 Vespene Gas : 200 Location : Control Tower Units Affected : - Wraith This is a great upgrade if you plan on using cloaked Wraiths at all. This will allow your Wraiths to build up a higher amount of special energy, which they will use to cloak themselves. This will let them stay cloaked longer if the higher special energy is left to accumulate. Remember, this doesn't instantly give them more it just gives them the potential to get more. ------------------------------------------------------------------------------ -- Ion Thrusters -- --------------------- Minerals : 100 Vespene Gas : 100 Location : Machine Shop Units Affected : - Vulture This upgrade will boost the power of the Vulture's thrusters so that it can move around faster. This is useful so that you can build a Vulture that can scout around the map incredibly fast even if you aren't going to use it for attacks. That is mainly what I use this upgrade for, scouting, since I never use Vultures when attacking. ------------------------------------------------------------------------------ -- Spider Mines -- -------------------- Minerals : 100 Vespene Gas : 100 Location : Machine Shop Units Affected : - Vulture This upgrade will give your Vulture units the ability to carry around Spider Mines. Spider Mines are just little mines that the vulture drops off where he wishes. When they are dropped off they burrow into the ground so that they can be invisible to the enemy. When it senses an enemy nearby it will un burrow and attack dealing out huge amounts of damage. Use this upgrade to plant mines in your enemy's path and around your outer perimeter. ------------------------------------------------------------------------------ -- Charon Boosters -- ----------------------- Minerals : 100 Gas : 100 Location : Machine Shop Units Affected : - Goliath This upgrade will enable your Goliath units to shoot their ground-to-air missiles much further than before. If you are planning to attack an enemy base make sure you have this. Or if you want to use Goliaths for defensive purposes this will help a lot. ------------------------------------------------------------------------------ -- Siege Tech -- ------------------ Minerals : 150 Vespene Gas : 150 Location : Machine Shop Units Affected : - Siege Tank Wan to know why the Siege Tank has the word "siege" in it? Well this upgrade will allow your tanks the ability to go into "siege mode". This is where they firmly attach themselves on the ground via two stabling arms on either side of it and be ready to attack units that are very far away on the map. This is useful for wreaking havoc on your enemy's base. If you plant one of these outside their base along with a few supporting units they can cause some insane destruction from very far away. Just be careful with this because the Siege Tank is very vulnerable to close range attacks as it only attacks long range. it is also very slow and bulky so it cannot avoid enemy attacks. Also be careful that they Siege Tank cannot move at all when it is in Siege Mode.. ------------------------------------------------------------------------------ -- EMP Shockwave -- --------------------- Minerals : 200 Vespene Gas : 200 Location : Science Facility Units Affected : - Science Vessel This upgrade will give the Science Vessel the ability to cast an Electro-Magnetic Pulse in all directions that will disable any mechanical or electronically powered units in its range. This is immensely useful against Protoss units and Terran vehicles and air units. ------------------------------------------------------------------------------ -- Irradiate -- ----------------- Minerals : 200 Vespene Gas : 200 Location : Science Facility Units Affected : - Science Vessel This will allow your Science Vessel the ability to make a unit radioactive for a short period of time. This will give the unit about 250 hit points and will damage any unit that is nearby, given that it is an organic unit. This will last about 30 seconds before it wears off. Being an attack that only affects biological units it will be primarily an anti-Zerg unit although it can be used against Terran infantry units. You can also target buildings with this attack so it will be able to damage any units close to it. This works well on Zerg hatcheries since that will be the nexus of their base. If you can target that then you will damage the building and the workers around it. ------------------------------------------------------------------------------ -- Titan Reactor -- --------------------- Minerals : 150 Vespene Gas : 150 Location : Science Facility Units Affected : - Science Vessel This upgrade will affect your Science Vessels. It will allow them to have 250 energy points instead of 200. This extra 50 will give them the ability to use more special abilities such as Defense Matrix and Irradiate. ------------------------------------------------------------------------------ -- Lockdown -- ---------------- Minerals : 200 Vespene Gas : 200 Location : Covert Ops Units Affected : - Ghost This upgrade will give the Ghost an ability to completely stall out any mechanical unit that it targets. This will completely render it useless until the lockdown wears off. The unit will still be able to be attack though so if one of your units gets locked down in enemy territory then you can kiss it goodbye. ------------------------------------------------------------------------------ -- Ocular Implants -- ----------------------- Minerals : 100 Vespene Gas : 100 Location : Covert Ops Units Affected : - Ghost This upgrade will let your Ghost units see very very far away. The main use for this is so that they can launch nukes from further away, that way they won't get caught in the blast and the enemy will have a greater area to search than if he had normal sight. ------------------------------------------------------------------------------ -- Moebius Reactor -- ----------------------- Minerals : 150 Vespene Gas : 150 Location : Covert Ops Units Affected : - Ghost This upgrade just gives your Ghost units an additional 50 energy storage to work with. If you only have a few Ghosts then this will let you do more with what little you have, casting more special spells and such. ------------------------------------------------------------------------------ -- Personal Cloaking -- ------------------------- Minerals : 100 Vespene Gas : 100 Location : Covert Ops Units Affected : - Ghost This upgrade will let your Ghosts cloak themselves from the enemy. This is great for using nukes and sending out scouts. The only time that a cloaked unit can be revealed is if the enemy brings in a detector unit, otherwise he will stay hidden until he either runs out of energy to power his cloak or you turn off the cloak. ------------------------------------------------------------------------------ -- Yamato Gun -- ------------------ Minerals : 100 Vespene Gas : 100 Location : Physics Lab Units Affected : - Battle Cruiser This is basically an attack that will deal out a huge load of damage to whatever it hits. This upgrade is great for taking out buildings such as Command Centers, Hives, Nexuses, and any other building that the enemy can't survive without. This does take a little bit to charge up once you select the target so it will be vulnerable to attack while it is charging up. Only use this against buildings since it would be a complete waste against a unit of any size, worth, or power. ------------------------------------------------------------------------------ -- Colossus Reactor -- ------------------------ Minerals : 150 Vespene Gas : 150 Location : Physics Lab Units Affected : - Battle Cruiser This upgrade will net your Battle Cruisers an additional 50 energy to use. Only use this upgrade if you plan on building Battle Cruisers for the Yamato Gun, although it is a good thing to have just in case you do need it. _____________________________________________________________________________ // = // = // = // = // = // = // = // = // = // = // = // = // = // = // = / ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 10) Frequently Asked Questions _____________________________________________________________________________ // = // = // = // = // = // = // = // = // = // = // = // = // = // = // = / ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ [100FAQ] ------------------------------------------------------------------------------ Question : I really suck at this game and I want to take the cheap way out, are there any cheats in this game to help me out? Answer : Yes... To activate or deactivate these cheats just press ENTER and then type in the words that apply yo the cheat you want. If the cheat is enabled the cheat will then become disabled and vice-versa. Make note, these do NOT work in multiplayer games, to cheat in those games you must be able to hack. power overwhelming : Invincibility show me the money : 10,000 minerals and gas modify the phase variance : All upgrades now available, disable the tech tree breath deep : 500 vespene gas game over man : Instant loss, why? I have no idea man over game : Instant win operation cwal : Quick building of units and buildings black sheep wall : Disable the fog of war, see entire map food for thought : Build beyond your allowable supply limit, maximum of 200 supplies cannot be changed something for nothing : All units are upgraded one level staying alive : Continue playing after scenario is finished medieval man : All upgrades available radio free zerg : Zerg radio tunes, only while playing as Zerg there is no cow level : Instant win the gathering : Infinite special energy on units ------------------------------------------------------------------------------ _____________________________________________________________________________ // = // = // = // = // = // = // = // = // = // = // = // = // = // = // = / ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 11) Conclusion _____________________________________________________________________________ // = // = // = // = // = // = // = // = // = // = // = // = // = // = // = / ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ [110CNL] ----------------------------- --- Contact Information --- ----------------------------- [111CNT] If you have any questions, comments, suggestions, or contributions to make then you can e-mail me at the address provided below. I will only accept questions, comments, suggestions, and contributions if they abide by the guidelines outlined below. I do not think that I am asking much by doing that, but if you do have a problem with that then I ask you just not send me anything at all. E-MAIL: elgreco(at)gmail.com arminjewell(at)yahoo.com SUBJECT LINE: Starcraft -- DO -- - Point out errors - Give me strategies for parts of the game that you feel you know lots about - Write legible sentences - Include good grammar ------ DO NOT ------ - Send me viruses - Spam me - Insult me - Use excessive profanity - Use background colors, e.g. yellow font against a black background - Send irrelevant e-mails - TyPe lIkE tHiS, tHiS ReAlLy PisSEs mE OFF! -------------------------- --- Legal Information --- -------------------------- [112LGL] This document is Copyright 2003-2004 Don Fleming and Armin Jewell. It may not be reproduced nor retransmitted in any form without prior consent from the author. It may not be altered, published, sold, given as an incentive to buy, etc. without advance permission from the author. All outside sources which have contributed to the making of this guide in some form have been cited in the guide. Violation of the above terms can and will result in a lawsuit. ------------------------------------ SITES WHERE THIS GUIDE MAY BE HOSTED ------------------------------------ - GameFAQs.com http://www.gamefaqs.com/ - Gamespot.com http://www.gamespot.com/ - Neoseeker.com http://www.neoseeker.com/ - IGN http://faqs.ign.com ---------------------------------------- SITES WHERE THIS GUIDE MAY NOT BE HOSTED ---------------------------------------- - CheatCodeCentral http://www.cheatcc.com/ ^ Yes, I am pointing directly at your site, Dave, and not with my index finger either. -------------------- --- Conclusion --- -------------------- [113CNC] ______________________________________________________________________________ Copyright 2004 Don Fleming and Armin Jewell