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Starcraft: Brood War
FAQ/Walkthrough
By: Dark Vortex (Quan Jin)
[email protected]
Version 1.0
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This guide may be found on the following sites:
[
http://www.gamefaqs.com]--------------------------------------------[GameFAQs]
[
http://www.gamespot.com]--------------------------------------------[GameSpot]
[
http://faqs.ign.com]------------------------------------------------[IGN FAQs]
[
http://www.neoseeker.com]------------------------------------------[Neoseeker]
[
http://www.dlh.net]--------------------------------------[Dirty Little Helper]
[
http://www.cheats.de]----------------------------------------------[Cheats.de]
[
http://www.supercheats.com]--------------------------------------[SuperCheats]
[
http://www.honestgamers.com]------------------------------------[HonestGamers]
This guide is copyright (c)2007 Quan Jin
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+-+ Table Of Contents +-+
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1. Introduction...............................................[1000]
2. FAQ........................................................[2000]
3. Hotkeys....................................................[3000]
4. Walkthrough................................................[4000]
4.1. Chapter IV: The Stand............................[4100]
4.2. Chapter V: The Iron Fist.........................[4200]
4.3. Chapter VI: The Queen of Blades..................[4300]
5. Unit Overview..............................................[5000]
5.1. Terran...........................................[5100]
5.2. Zerg.............................................[5200]
5.3. Protoss..........................................[5300]
6. Building Overview..........................................[6000]
6.1. Terran...........................................[6100]
6.2. Zerg.............................................[6200]
6.3. Protoss..........................................[6300]
7. Version History............................................[7000]
8. Legal Disclaimers..........................................[8000]
9. Credits and Closing........................................[9000]
To find a section quickly, press Ctrl-F and type in either the name
of the section along with its content number (ie. 1., 2., 3., etc.)
OR you can use the codes on the far right. Simply type in the
brackets with the code number to get a jump.
====-====-====-====-====-====-====-====-====-====-====-====-====-====-====-====
+-+ 1. Introduction +-+ [1000]
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Brood War is StarCraft's only expansion pack. Along with it came a new
campaign stretching around 24 missions (plus a few bonus missions) and new
units for every side to counter weaknesses and essentially perfect the game's
balance.
This isn't a multiplayer guide. You'd cringe at the sight of my online melee
skills. (But hey, I'm not Korean so I have an excuse.) Rather, this guide is
designed to provide a basic overview of every unit in the game. This guide is
primarily geared toward leading the player through the (somewhat challenging)
single player campaign.
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+-+ 2. FAQ +-+ [2000]
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+-----------------------------------------------------------------------------+
[Q] What's new in Brood War?
[A] - Terran: Medic, Valkyrie units
- Protoss: Dark Templar, Dark Archon, Corsair units
- Zerg: Lurker, Devourer units
- Chitinous Plating, Anabolic Synthesis for Ultralisks
- Charon Boosters for Goliaths
- 26 new missions
- New music and sound effects
+-----------------------------------------------------------------------------+
[Q] What are the words on a StarCraft II?
[A] StarCraft II has been confirmed. It will feature the same
races with new and old units alike. It is set for release
sometime after 2007.
+-----------------------------------------------------------------------------+
[Q] I keep getting overrun by the AI. What can I do?
[A] Apart from just getting better at the game, you can try slowing
down the game speed. There's a noticeable difference between
slow games and fast games. For starters, you can react much
faster. Even though games will take longer, you can plan your
strategy with more time.
+-----------------------------------------------------------------------------+
[Q] What does Dark Swarm do?
[A] When Dark Swarm is cast, all units inside the cloud cannot be
hit by ranged units firing from outside the cloud. However,
melee units can still damage units inside the cloud.
+-----------------------------------------------------------------------------+
[Q] What does 'Parasite Detected' mean?
[A] It means that a Queen has successfully latched a parasite on
that unit. Whatever that unit happens to see, the enemy can
also see. Unfortunately, a parasite will stay there until the
unit dies.
+-----------------------------------------------------------------------------+
[Q] How do I detect cloaked/burrowed/hidden units?
[A] You need to have a "detector" unit in order to reveal any
hidden units. Detectors include: Photon Cannons, Missile
Turrets, Spore Colonies, Science Vessels, Observers, Overlords,
and the ComSat Station's Scanner Sweep.
+-----------------------------------------------------------------------------+
[Q] What is the point of an "attack-move" command?
[A] When you use attack-move (by selecting attack first and then
moving), your units will move to the directed area, stopping
to attack any enemy that wanders close. A regular move
command will send your units blindly moving to their
destination without paying any attention to enemies.
+-----------------------------------------------------------------------------+
[Q] What is the creep?
[A] The creep is that purple, slimy stuff found exclusively around
Zerg bases. Note that all Zerg structures, apart from a
Hatchery and Extractor, must be constructed on top of the
creep. Other Hatcheries and the (aptly named) Creep Colonies
serve to extend the creep.
+-----------------------------------------------------------------------------+
[Q] What is Dark Reckoning?
[A] It's a bonus mission you can unlock by completing Zerg Mission
9 with more than five minutes remaining on the clock.
+-----------------------------------------------------------------------------+
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+-+ 3. Hotkeys +-+ [3000]
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Ask any StarCraft veteran and he'll tell you that knowing your hotkeys is key
to doing well in StarCraft. Memorize them, study them, and USE them to make
your game that much more efficient.
[-----------------------------------------------------------------------------]
[Left Mouse Button] --- Clicking on a unit will select that unit.
Clicking and dragging over an area will select all the units that the
area encompasses. Click anywhere else not occupied by a unit to
deselect any selections made.
[Right Mouse Button] --- When unit/s are selected, right clicking on an
enemy unit will send out an attack command. Right clicking on a
friendly or neutral unit will send out a follow command. Right
clicking anywhere else not occupied by a unit will send out a move
command.
[Ctrl] --- Holding down [Ctrl + Left-clicking] a unit will select all
units of that type; When a group of units is selected, a number can
be assigned to that group for easy selection by pressing [Ctrl + 0-9];
[Shift] --- Holding down [Shift + Left-clicking] and clicking on a unit
in your selection will remove that unit from the group; When you want
to save a location on the map, press [Shift + F2-F4] for easy recall;
When a unit is selected, you can assign waypoints by holding down
[Shift] and selecting a spot on the map (note that units traveling
along a waypoint WILL NOT attack enemies unless you use the attack-
move command instead of a regular move command); Holding down [Shift]
allows you to queue commands
[Alt] --- Holding down [Alt] and selecting an ungrouped unit will select
the most recent group that unit was a part of
[Spacebar] --- Immediately centers on the last transmission that appears
along the bottom of the screen ("Nuclear launch detected"; "Building
complete"; etc.)
-+- Terran Hotkeys -+-
[R] --- Repair
[L] --- Lift-off
Units =
[S] --- SCV
[M] --- Marine
[F] --- Firebat
[G] --- Ghost
[V] --- Vulture
[T] --- Tank
[G] --- Goliath
[W] --- Wraith
[D] --- Dropship
[V] --- Science Vessel
[B] --- Battlecruiser
[C] --- Medic
[Y] --- Valkyrie
Basic Buildings (First press [B], then...) =
[C] --- Command Center
[S] --- Supply Depot
[R] --- Refinery
[B] --- Barracks
[E] --- Engineering Bay
[T] --- Missile Turret
[A] --- Academy
[U] --- Bunker
Advanced Buildings (First press [V], then...) =
[F] --- Factory
[S] --- Starport
[I] --- Science Facility
[A] --- Armory
Add-On Buildings =
[C] --- ComSat Station (Command Center)
[N] --- Nuclear Silo (Command Center)
[C] --- Machine Shop (Factory)
[C] --- Covert Ops (Science Facility)
[P] --- Physics Labs (Science Facility)
Special Abilities =
[S] --- Scanner Sweep (ComSat Station)
[T] --- Stim Pack (Marines & Firebats)
[Y] --- Yamato Gun (Battlecruisers)
[L] --- Lockdown (Ghosts)
[N] --- Nuclear Strike (Ghosts)
[O] --- Siege/Tank Mode (Siege Tanks)
[I] --- Use Spider Mines (Vultures)
[C] --- Cloaking (Ghosts & Wraiths)
[D] --- Defensive Matrix (Science Vessels)
[I] --- Irradiate (Science Vessels)
[E] --- EMP (Science Vessels)
[A] --- Heal (Medics).
[R] --- Restoration (Medics).
[F] --- Optic Flare (Medics).
-+- Protoss Hotkeys -+-
Units =
[P] --- Probe
[Z] --- Zealot
[D] --- Dragoon
[T] --- High Templar
[S] --- Shuttle
[V] --- Reaver
[O] --- Observer
[S] --- Scout
[C] --- Carrier
[A] --- Arbiter
[K] --- Dark Templar
[O] --- Corsair
Basic Buildings (First press [B], then...) =
[N] --- Nexus
[P] --- Pylon
[A] --- Assimilator
[G] --- Gateway
[F] --- Forge
[C] --- Photon Cannon
[Y] --- Cybernetics Core
[B] --- Shield Battery
Advanced Buildings (First press [V], then...) =
[R] --- Robotics Facility
[S] --- Stargate
[C] --- Citadel of Adun
[B] --- Robotics Support Bay
[F] --- Fleet Beacon
[T] --- Templar Archives
[O] --- Observatory
[A] --- Arbiter Tribunal
Special Abilities =
[T] --- Psionic Storm (Templar)
[L] --- Hallucination (Templar)
[R] --- Recall (Arbiter)
[T] --- Stasis Field (Arbiter)
[I] --- Build Interceptors (Carriers)
[R] --- Build Scarabs (Reavers)
[D] --- Disruption Web (Corsair)
[F] --- Feedback (Dark Archon)
[C] --- Mind Control (Dark Archon)
[E] --- Maelstrom (Dark Archon)
-+- Zerg Hotkeys -+-
[S] --- Select Larva
Units =
[D] --- Drone
[Z] --- Zergling
[O] --- Overlord
[H] --- Hydralisk
[M] --- Mutalisk
[S] --- Scourge
[Q] --- Queen
[U] --- Ultralisk
Basic Buildings (First press [B], then...) =
[H] --- Hatchery
[C] --- Creep Colony
[E] --- Extractor
[S] --- Spawning Pool
[V] --- Evolution Chamber
[D] --- Hydralisk Den
Advanced Buildings (First press [V], then...) =
[S] --- Spire
[Q] --- Queen's Nest
[N] --- Nydus Canal
[U] --- Ultralisk Cavern
[D] --- Defiler Mound
Building Upgrades =
[L] --- Upgrade to Lair (Hatchery)
[H] --- Upgrade to Hive (Lair)
[G] --- Upgrade to Greater Spire (Spire)
Special Abilities =
[U] --- Burrow
[G] --- Guardian Aspect (Mutalisk)
[R] --- Parasite (Queen)
[B] --- Spawn Broodling (Queen)
[E] --- Ensnare (Queen)
[I] --- Infest Command Center (Queen)
[W] --- Dark Swarm (Defiler)
[G] --- Plague (Defiler)
[C] --- Consume (Defiler)
====-====-====-====-====-====-====-====-====-====-====-====-====-====-====-====
+-+ 4. Walkthrough +-+ [4000]
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This walkthrough is designed to cover the last three chapters of the StarCraft
campaign (that embody the Brood War expansion pack).
Understandably, there are bound to be multiple ways to finish a mission. The
strategies listed in this walkthrough are tried and true. In my opinion,
they're the ideal way to complete each mission efficiently (without using any
sort of cheap method). But hey, you're under no obligation to follow the
text word-by-word. Feel free to bend my words or completely ignore some
strategies altogether. It's up to you really.
Each chapter is aligned to a certain race. You'll play as the Protoss, Terran,
and Zerg (in that order) as you progress.
* Note: All special units (Raynor, Kerrigan, etc.) MUST be kept alive
through the campaign.
-------------------------------------------------------------------------------
-+- 4.1. Chapter IV: The Stand [4100]
-------------------------------------------------------------------------------
O=====================================================O
O-----------------------------------------------------O
The nefarious Zerg Overmind has been destroyed
and the Protoss homeworld of Aiur now lies in
smoking ruins. As the Executor of the remaining
Protoss forces, you must now attempt to reunite
your beleaguered people and save them from the
ravenous Zerg who still roam mindlessly across
the blackened fields of Aiur.
O-----------------------------------------------------O
O=====================================================O
+==============================+
MISSION ONE : ESCAPE FROM AIUR
+==============================+
>> Bring Zeratul to the warp gate.
You start off with Zeratul backed up by some Zealots and Dragoons. Send
Zeratul forward and have the others follow him. Because he's cloaked, he
won't be touched unless he happens to wander into the range of an
Overlord. Should you be approached by one, have your Dragoons take it
down immediately. Group your units and have them move southeast. You'll
pass by a few damaged Protoss structures and come to a creep field.
Destroy the Nydus Canals immediately to stop Zerg reinforcements from
coming in.
Head further south and you'll arrive at a Sunken Colony. You could just
move Zeratul in and have him destroy it. Sunken Colonies cannot detect
cloaked units. However, there's a good chance that there's an Overlord in
the area. Approach it with caution. Once it's out of the way, take out the
remaining enemies in the area. Again, eliminate the Nydus Canal to stop
reinforcements. At this point, the path will bend to the southwest.
Advance down and you'll find yourself at another Zerg fortification. There
is a Sunken Colony here along with two Nydus Canals.
From here, make your way south toward the lower-left corner of the map.
Along the way, you'll be met with two Zealots who notify you of a battle
raging further to the south. Follow them to the southwest corner of the
map and you'll walk in a huge battle. You have control of the mass of
Zealots fighting the Zerglings. Let them dish it out among themselves and
have Zeratul sneak in past the wall of Zerglings. Using him, destroy the
Nydus Canals supplying the reinforcements and then focus on thinning out
the remaining enemies in the area.
When the dust settles, gather up your remaining units and send them east.
As soon as you see the burning Gateway, send a unit north to find two
Dragoons. Incorporate them into your party and head northeast. You'll
again stumble upon a Sunken Colony. Concentrate your efforts on destroying
it before it deals too much damage. Proceed past an Ultralisk Cavern and
you'll meet some Ultralisks along the way. It's likely that you'll lose
a few units fighting them off. Just do your best to keep Zeratul
protected.
When you reach the fork, choose either path (both lead to the same thing).
At the apex of the loop, you'll find a group of Zealots fighting off a
single Ultralisk. Assist them in killing it and have the surviving Zealots
join your party. Proceed to the west and follow the path through another
Spore Colony. Clear out any Zerg units that get in your way and continue.
Eventually, you'll come across two Shield Batteries by two High Templars,
an Archon, and some other reinforcements.
Use the Shield Battery to recharge any shields that need it. Gather up all
your forces and split them up into groups. It's your choice whether or
not to keep the High Templars separate or combine them into another
Archon. The resistance encompasses a large amount of Zerg units though.
When you're ready, send your units northeast where you'll come across a
Nydus Canal. Be careful around here because there are at least a dozen
Hydralisks burrowed in the area. When the area is secure, head south
towards the beacon. There are two more Sunken Colonies in the next sector
accompanied with a load of Zerglings and Hydralisks. Make sure that
Zeratul stays alive over the course of the skirmish. After that, it's only
a short walk to the beacon. Along the way, you'll encounter another
Ultralisk. That shouldn't be a problem though. When you reach the beacon,
the Zerg will attempt to overrun the base. Fenix and Raynor appear to hold
the Zerg off long enough for Zeratul to step into the beacon.
+===============================+
MISSION TWO : DUNES OF SHAKURAS
+===============================+
>> Establish a base and find the Dark Templar.
The mission puts you in a rather odd spot at the beginning. You don't have
a base, though you do start with four Probes. The immediate vicinity is
not suitable for a base. Send your units north and then west - head for
the northwest corner of the map. Along the way, you'll come across two
Zerglings that your Zealots can easily expel. When you come in contact
minerals and a Vespene Gas geyser, establish your Nexus and start up your
base as usual. While your Nexus is being constructed, consider putting up
some Pylons.
As soon as the Nexus is completed, four Hydralisks will appear at the
south end of your base. Luckily, some Dark Templars will join you and
fight off the threat. They'll recognize Zeratul, though they are unclear
as to what the Zerg even are. Fenix and Raynor will notify you that they
are attempting to retake the warp gate. Your new objective will be to
destroy the Zerg base in this sector and reclaim the warp gate on this
side.
>> Destroy the Zerg base.
Get a Gateway going and put up some Pylons at the south end of your base.
The ramps there will be the Zerg's primary path of attack. You should not
see any attacks coming from the east, though it may still be a good idea
to position a few odd units there just in case. As soon as your funds
allow, get a Gateway and Forge going and put up some Photon Cannons at the
aforementioned ramps to hold off the first few Zerg attacks. Don't focus
so much on base defense this mission - you shouldn't be hit too hard at
all.
Work your way up the tech tree. While you're busy with that, send your
Dark Templars southeast of your base. There's an iron bridge here that
you can cross. Once on the other side, head due south to find a line of
Sunken Colonies. Since they aren't detectors, they can't see your Dark
Templars. Take out the line of three Sunken Colonies here and send in a
few Zealots once the task is done. Now, group all your units together and
send them southwest. Here, you'll find a Spore Colony surrounded by two
more Sunken Colony. Focus on destroying the Spore Colony first to render
the Dark Templars invisible before working on the remaining Sunken
Colonies. You might want to hightail your Zealots though.
Get a Shuttle running and put some Probes inside. Send them to the area
you just cleared at the southwest corner of the map. The area is very
rich in resources, so establish another base here. Consider putting up a
few Photon Cannons in this sector as well. However, don't expect too many
Zerg attacks to really come to this base. Even so, it's better to be
prepared than unprepared. You might want to group a bunch of Pylons down
here as well to save space in your main base.
There are many ways to go about assaulting the Zerg base at the southeast
corner of the map. I personally find a Reaver drop the best method to
effectively dispatching the Zerg with the smallest possibility of failure.
Get at least four Reavers constructed (although the more, the better),
backed up by a force of Zealots, Dragoons, and preferably Dark Templars.
Make sure that all Reaver upgrades have been researched. Get the necessary
amount of Shuttles to transport all of your units and send it over to your
southwest base. From here, fly due east, hugging the southern edge of the
map until you approach the southeast corner. You might be attacked by one
Spore Colony (and possibly a few Hydralisks along the way) but otherwise,
you'll be relatively untouched.
As soon as you hit the southeast corner, drop off your units immediately.
Have the Reavers use their scarabs on any units in the immediate vicinity
that threaten you. Don't let your other units wander off towards the
base - keep them by the Reavers to ensure that they survive. Have them
help fend off any units that get too close to the Reavers. Once the area
is somewhat secure, start moving your Reavers in toward the main part of
the base. Use the scarabs to take out Sunken Colonies from far away. The
secondary Hatchery is further to the north and the main Lair is more
towards the west. Once you've taken out both of them, piecing away at the
rest of the base shouldn't be too tough. If the mission doesn't end, note
that there are more Sunken Colonies in the center of the map by the warp
beacon and along the east edge of the map as well.
+======================================+
MISSION THREE : LEGACY OF THE XEL'NAGA
+======================================+
>> Destroy the Zerg cerebrates.
There's really nothing too remarkably about this mission. At the start,
put your starting Probes on resource gathering and start pumping out more
Probes. A little bit into the mission, you'll be provided with four
Corsairs and two Shuttles. Let the four Corsairs move in and use their
Disruption Web on the Spore Colonies nearby. Once your Dragoons drop, have
them destroy the Sunken Colony first. Move your Corsairs back to your base
and allow your Dragoons to piece away at the remaining Spore Colonies.
Since Disruption Web prevents everything from inside its area of effect
from firing, keep your Dragoons out of it.
The map is split up into two islands. Your base and the area you just
cleared to the northwest make up one of them. The enemy occupies the
island to the southwest. You can expect many Overlords to come over to
your side to drop enemy troops down. Although it isn't necessary to expand
right now, make it a goal to keep the west edge of your island protected
by Photon Cannons and Dragoons to discourage any Overlord threats from
coming in. Doing so will prevent most attacks from even reaching the
ground.
For now, build up a few Pylons to expand your base's reach. Construct a
Cybernetics Core and Forge to unlock the advanced tech tree of buildings.
You'll want to have a Robotics Facility and Robotics Support Bay for
Reavers, along with a Starport and Fleet Beacon as well. Once your base
is settled in, send a team of Probes to the northwest. Cross the iron
bridge to the area you cleared of defenses earlier in the game. Set up a
second base to take advantage of the rich mineral deposits located here.
Don't forget to put up Photon Cannons for defense here.
You will want to research Argus Jewel for your Corsairs because you'll
probably be relying on them heavily during this mission. The Zerg base is
surrounded by Spore Colonies on practically every side. You'll need to
utilize Disruption Web to be able to land a force in there without taking
too many casualties. Build up two more Corsairs to add to your starting
force of six Corsairs and have them standby. Also build up a medium force
of Reavers and back them up with Zealots, Dragoons, Dark Templars, and
Scouts. Around five Reavers should be enough to effectively destroy the
base. Load all the ground units up into Shuttles and have them move to the
south edge of the map.
You can choose to tackle the base from any side really. However, I found
that your forces will suffer the least amount of casualties if you make
an assault from the southwest. Have your units move west from their
current position with your Corsairs leading the way. Immediately use
Disruption Web on the Spore Colonies that attack your units. Be aware that
Disruption Web taxes a significant amount of energy. With Argus Jewel
researched, you'll only be able to use Disruption Web twice before the
Corsair becomes useless. Send any expended Corsairs back to your base so
they don't get in your way.
Drop your units down at the southwest corner of the base. You'll be
countered mostly by Hydralisks and Zerglings burrowed under the ground.
Keep your support units by the Reavers to defend them. Use the Reavers
to take out Sunken Colonies from far away. One Hive is further to the
north and the other is further to the east. Destroy both with a barrage
of scarabs to stop any more reinforcements. You'll notice both Cerebrates
right next to the huge Xel'Naga Temple in the middle of the Zerg base.
Use the Reavers to clear a suitable path for the Dark Templars to travel.
Then, have your Dark Templars move up and destroy both of them to finish
the mission.
As the mission ends, Kerrigan will appear to parley with Zeratul and
Artanis. The Cerebrates you've just killed were her enemies as well, so
she says. She requests to work out terms towards destroying the so-called
common enemy she sees.
+=============================+
MISSION FOUR : QUEST FOR URAJ
+=============================+
>> Bring Kerrigan to the Uraj crystal.
The mission begins over an active Terran base governed by the UAE (more
information on these guys later). Three Shuttles will move in to drop off
three Reavers and three Dragoons right in the middle of it. Let your
Reavers take out the nearby Siege Tanks and then work on killing off any
other units in the area. Clear out the SCVs nearby and take out the
Command Center. Another Shuttle will fly in momentarily to drop off
Kerrigan and some Probes to start your base with.
Begin constructing your base in the ruins of the original Terran base.
Have Kerrigan move around, taking out the remaining buildings in the area
to clear some more room for base construction. After your Nexus is
complete, Artanis will tell you that you will be unable to use Stargates
during this mission. This is a rather pressing issue - the lack of Scouts
will make taking out Siege Tanks a greater chore than it normally would
be.
There are two ramps that lead up to your base. Both will see about an
equal amount of action. The first few attacks will most likely appear at
the east end though. For now, just split up your forces equally to hold
off enemy advances. You'll need more Pylons right away as well. Your base
probably won't start up too quickly. While you're still building up,
position your Reavers at the ramp to fend off any preliminary Terran
attacks. You'll face a few waves of Marines and Firebats at first. They'll
eventually be replaced with waves of Goliaths, Vultures, and Wraiths
though. It'd be a good idea to have Photon Cannons around, along with
Observers if possible, to detect any cloaked Wraiths in the area.
There's a large Terran presence in this area. The first of their bases is
only a short distance away to the southwest. Since the faster you take
that base out, the more resources will remain available to you, you'll
want to build up an attack force quickly. Because your Vespene Gas source
isn't too great at the moment, you'll want to focus only on building
Zealots and Dragoons for this minor base. Get about eight Zealots and four
Dragoons. Group them all together with the three Reavers you started out
with and send them to the southwest. You will first encounter two Bunkers
filled with Marines. Take them out with your Reavers (and their superior
range), kill the inhabitants, and proceed.
Do note that there is a Siege Tank located inside the base. It's somewhere
toward the south end of the base. Try to seek it out quickly and destroy
it before it can deal too much damage to your slow-moving Reavers.
Unfortunately, Siege Tanks can outrange Reavers. Once you've removed that
threat, piecing away at the rest of the base shouldn't be much of a
problem. Once the area is clear, set up a secondary base here and take
advantage of its resources. Put up more Photon Cannons for defense and
place two more Gateways and a Robotics Facility.
Build three more Reavers. Assuming you kept your other three Reavers
alive, basic math gives us six Reavers in all. That should be enough to
carry most of the weight around when dealing with the final Terran base
to the south. Get a good number of Zealots, Dragoons, and preferably
Dark Templars ready as well. Suggest bringing along two Observers to
scout out any cloaked Ghosts. Wraiths don't seem to have the ability to
cloak during this mission. Group your units together, send them due
south of your secondary base and clear the fortification you find there.
Let your Reavers take out the Bunker and then move in your other troops
to piece away at the remaining forces around here.
Go up the ramp and head southeast. The main Terran base is just ahead.
With six Reavers, you shouldn't really have too much trouble getting
through. The only issue would be the Siege Tanks in the area. They'll
really prove to be quite an issue. If possible, let your Zealots soak
up most of the fire; essentially, use them as bait while your Reavers get
in position to take out the Siege Tanks. When the path is somewhat safe,
send Kerrigan in to assist in the carnage. Make sure that she stays alive
though! Work your way all the way to the Uraj crystal at the lower-right
corner of the map. Its surrounded by some Missile Turrets and a few
stray units. Send Kerrigan down there to complete the mission.
+===================================+
MISSION FIVE : THE BATTLE OF BRAXIS
+===================================+
>> Destroy all power generators to the UED blockade.
This is a painstakingly annoying mission. Start by putting your ground
units into the two Shuttles you start with. Artanis, along with three
Scouts, will be your main fighting force during this mission. You don't
have an access to a base during this mission. It's up to you to use your
forces to the best of your ability in destroying the five Power Generators
scattered around the map - they're marked as yellow blocks.
Bring your Scouts forward to meet up with two Observers. You'll see that
there is a line of Missile Turrets on the ledge up ahead. Don't let your
units wander in too far. Instead of directly assaulting this area, bring
your units to the northwest. Stay along the edge of the Missile Turrets'
range. When you reach an undefended platform (your third Observer is
located here), drop off your ground units. With your Zealots and Dragoons,
destroy ONLY the two Missile Turrets at the top of the ramp to your
left and the single Missile Turret further to the northeast. This will
clear a suitable path for your Scouts to travel through. Now, bring your
units northeast and you'll wander near a Bunker. Have your Scouts and your
ground troops converge on it and eliminate it quickly.
Once that Bunker is destroyed, take out the Missile Turret on top of the
ledge with your Dragoons. Just further to the southeast is another Bunker.
Repeat the process and take it out as quickly as possible. You should take
minimal damage if you attack swiftly and in unison. The first Power
Generator is to the southeast. It's surrounded by Missile Turrets, but
there's no need to take those out - once you destroy the Power Generator,
all Missile Turrets on this platform will come under your control. Upon
destroying the first Power Generator, you will be given reinforcements of
Dark Templars and Dragoons.
Fly your newly-acquired reinforcments in and group up with your remaining
forces. Load up your Zealots and Dragoons into the other Shuttles and send
them northwest across a ledge. You'll notice two Bunkers further to the
northeast. Unload your Dark Templars and let them move up and eliminate
the Bunkers. Because there aren't any enemy Missile Turrets in the area,
your Dark Templars will be undetected. Now, group up your ground units and
send them northeast along the narrow path. Have your Scouts follow and
scan the area to the right of the pathway. There's a Siege Tank located on
a small platform. There is a Missile Turret in the vicinity, but you'll
just have to contend with that while you destroy the Siege Tank. Once it's
gone, just have your Scouts retreat and move your ground units further
north.
You'll eventually arrive at two Bunkers filled with Marines and Firebats.
Immediately have your Dark Templars and Zealots take them out. You'll also
be attacked by two Wraiths. Use your Dragoons to shoot them out of the
air before they deal too much damage. Don't wander over to the southeast
corner of the platform or else you'll be hit by a Siege Tank. Eliminate
the resistance and then take out the nearby Power Generator to gain
control of the Missile Turrets in this sector. You've probably lost a good
deal of units in the assault - the reinforcements will make up for any
lost troops.
Now, put all of ground units back into their Shuttles and fly towards the
southeast corner of the map. Drop them off just south of the Missile
Turrets down there that are still active. Unload your Dark Templars first
and send them up the path to the northeast. Stop them when you come across
four Missile Turrets to your left and right. Move in the Dragoons and have
them take out the Missile Turrets before moving in your Dark Templars
further in. You'll encounter two more Bunkers that, without the help of
any nearby Missile Turrets for detection, are powerless to stop you.
The third Bunker up ahead is in the range of some Missile Turrets. Send
in all of your ground units this time to take it out with minimal
casualties. Destroy the Missile Turrets on this platform and then have
your Dragoons take out the line of Missile Turrets further to the
northwest inside the trench. Now, bring in the Shuttles again and load up
your ground units. Send only two Shuttles north to an undefended platform
just southwest of the third Power Generator. Drop off the units without
wandering into the range of a Missile Turret. Then, send another two
Shuttles and so on. The reason you don't want to have all your Shuttles
going in at once is that with too many Shuttles attempting to unload, some
will try to find another suitable place to drop and subsequently fly into
the range of a nearby Missile Turret.
Move your Dark Templars and Zealots south along the ledge. Take out the
line of Missile Turrets you find here. Go down the ramp and destroy the
two Bunkers further to the north by concentrating your units' fire. You
will take a few losses, but it's really no big deal. From here, just
eradicate the remaining Missile Turrets along the south edge of this
platform. Once the area is clear, move your Dark Templars to the northwest
and take out a third Bunker. Bring your units back up the ramp, gather up
your Dragoons, and send all your units northwest along the upper pathway.
Let your Dragoons run point and take out all the Missile Turrets in front
of you. When you reach the corner, destroy the two Missile Turrets nearby.
Once those are out of the way, send your Dark Templars back down the ramp
and have them take out the Bunker at the base of the ledge. There are
Siege Tanks lining the area to the northwest. With the Missile Turrets out
of the way, simply send in your Scouts to take out the Siege Tanks. Once
the path is clear, group up your ground units again and have them continue
along the upper pathway. Eventually, you'll come to another Bunker in the
middle of a four-way intersection. Concentrate all your fire on it to
destroy it. Then, send your Dragoons along the southeast path. Use their
superior range to destroy the third Power Generator.
With the surrounding Missile Turrets down, use your Scouts to take out
any remaining Siege Tanks, Bunkers, etc. sitting in the vicinity. The
reinforcements you receive will come in the form of High Templars, Reavers,
and Dragoons. Bring all of your remaining units back to the four-way
intersection by the third Power Generator and send them north and down
the ramp. Destroy the nearby Missile Turrets with your Dragoons and have
your Reavers take out the Bunkers in the distance. Don't waste any more
scarabs on taking out the infantry though! Use Psionic Storm to tear them
to shreds.
Be very careful of Siege Tanks in this area! You already have more than
enough units - you can spare a few, so spread out your forces and try to
locate and destroy any Siege Tanks immediately. It's very important that
you DO NOT group your units together. When Missile Turret coverage becomes
minimal, send in your Scouts to do some mopping up. Once the area is
clear, move your units up the ramp onto the steel pathway. Destroy all of
the Missile Turrets here and proceed to the northwest. You'll encounter a
few Goliaths along the way. Eventually, you will come to a ramp at the
end. This ramp leads to the fourth Power Generator, but the path is laden
with Spider Mines.
Bring in your Observers that've probably been sitting idle for the entire
mission thus far and have them scope out the Spider Mines. Use your
Dragoons and slowly progress through the area, destroying the Spider Mines
quickly and efficiently. This portion requires an intense amount of
patience. Try to avoid getting in the range of the Ghosts in the platform
surrounding the fourth Power Generator. They'll use Lockdown at the first
chance they get. Once the area is generally clear of Spider Mines, use
your High Templars to cast Psionic Storm on the Ghosts. There two Siege
Tanks deployed around the Power Generator as well. The best way to go
about taking them out would be to utilize Hallucination. Use the decoys
to draw the fire of the Siege Tanks and then send in a High Templar for
Psionic Storm. One Psionic Storm won't kill a Siege Tank, but it'll damage
it enough for your Scouts to make a quick hit-and-run attack to finish it
off.
Essentially, once the Siege Tanks are gone, you shouldn't have much
trouble clearing the area of remaining enemies. The Goliaths won't pose
much of a threat. Be sure to weed out any remaining Spider Mines in the
area. Once the area is clear, load up your Dark Templars into a Shuttle
and drop them on top of the platform to finish the job. Your final batch
of reinforcements will come in the form of Zealots, Scouts, Corsairs, and
an Arbiter. Load up all your units back into their Shuttles and position
them near the remains of the fourth Power Generator.
The final Power Generator will be tough to breach. It's defended by three
Battlecruisers and a whole bunch of Missile Turrets. The only suitable
landing site is northwest of your current position. There are two two
Missile Turrets located there. Use Disruption Web to disable them and
then unload your ground troops. Destroy the Missile Turrets and hold this
position against any incoming units. Keep your Arbiter out of harm's way,
as you will need it in the coming assault.
Move your Reavers in and take out the two Bunkers along the wall
surrounding the Power Generator. Now, destroy the line of Missile Turrets
along the southern edge of the platform to create a hole for your Arbiter
to fly through. Group up your ground units. Once your Arbiter breaches the
wall, use Recall to send your ground units inside the barrier. Immediately
use Stasis Field on one of the nearby Battlecruisers and send your Arbiter
out of there. Send in your remaining Scouts and Corsairs (bar Artanis
because he cannot be killed) and have them focus on the two remaining
Battlecruisers. Use Disruption Web on the Missile Turrets inside to
prolong your air units' life. Your ground units should be concentrating
all of their fire on the final Power Generator. Once it's finally
destroyed, the mission will come to an end.
+============================+
MISSION SIX : RETURN TO CHAR
+============================+
>> Retrieve the Khalis crystal with a probe or drone.
OR...
>> Do enough damage to the Overmind to send it into remission.
This mission gives you access to both Protoss and Zerg technologies. The
only catch is that you won't be able to really go up the advanced tech
tech tree for Kerrigan's forces. That means no Ultralisk/Guardian rushes
for this mission. Note that only the Zerg side has access to a Vespene
Gas geyser, so you can't just ignore it. Anyhow, start up your bases by
getting some more Probes and Drones on gathering resources. Build an
Extractor over the Vespene Gas geyser and transform the three Creep
Colonies into Sunken Colonies. To the west of your base, you'll notice
that your Observer has picked up two burrowed Lurkers. Send over your
Dark Templars and remove the threat there.
You'll mostly be hit by enemy Zergling and Hydralisk rushes for the
majority of the mission. Defenses of Photon Cannons and the like will be
enough to fend most of them off. However, later in the game, invest in a
few Reavers to stand guard at your base entrances. Keep an eye out for
Mutalisks flying in as well - they have a knack for breaching undefended
portions of your base. You'll see attacks coming from the ramp to the west
along with from the southeast.
There's a nearby enemy Zerg base at the northwest corner of the map. You
will want to take it out quickly to take advantage of the resource pile
there. Luckily, the base is tiny and hardly defended at all. Get a second
Gateway going and start pumping out a force of ten Zealots accompanied by
five Dragoons. When you get there, go straight for the first Sunken Colony
you see and then kill off the defenders (mostly Zerglings and Hydralisks).
There are a few more Sunken Colonies around that are easily destroyed.
Watch out for any Lurkers in the area though. It'd be a good idea to have
an Observer standing by to seek out and locate any burrowed Lurkers. Level
the rest of the base and establish another base of your own at this
location.
Now, there are two ways to complete the mission. You can choose to destroy
(seriously damage) the Overlord located to the southwest or retrieve the
Khalis crystal to the southeast. The former is much easier because you'll
have to wade through fewer defenses. At your secondary base in the upper-
left corner, get another Robotics Facility running and start creating some
Reavers. The Overmind is surrounded by a well-fortified Zerg base that'll
need a lot of firepower to take out. While you're getting some Reavers
built, get about ten Dragoons and six Dark Templars ready as well. If you
want to mix some Zerglings and Hydralisks in there as well, go right
ahead. Air units can also be useful, but the entire map is teeming with
Spore Colonies on nearly every plateau. If you aren't planning on buying
a boatload of Scouts or a gigantic fleet of Carriers, don't even bother.
You'll want to end up with about six to eight Reavers. However, more is
always better! Bring your units down the ramp to the south and follow the
path southeast until you reach the edge of some creep. Just beyond this is
a Sunken Colony and another ramp onto a plateau overlooking the west side
of the Zerg base. If you want, you can send a few Dragoons up there and
have them harass Zerg units from there. Push your other forces further
south towards the base. You will be met with resistance from a lot of
burrowed Hydralisks. Use your support units to take out individual Zerg
units whilst your Reavers fire at larger groups of units.
As you progressively get closer to the Overmind, you'll need to contend
with more and more resistance. Aim to take out the Sunken Colonies before
they can deal any damage. Let your support units distract the Zerg
defenders, keeping them away from your Reavers. Destroy the Hive once you
reach it to shut down any chances of Zerg reinforcements. Once that's
gone, the rest of the base is history. Concentrate your fire on the
Overmind and destroy it to finish the mission.
Should you want to retrieve the Khalis crystal instead, you'll need to
have a very sizeable force of Reavers, Dragoons, and Dark Templars. Send
them southeast of your Protoss base and head south until you find some
creep. The way through is defended heavily by Sunken Colonies and burrowed
Zerglings. Don't even think about trying an air assault because the
surrounding plateaus are crowded with Spore Colonies. Yeah, that also
means you can't just have a Dark Templar run through and rip everything
apart by himself. Use the Reavers to take out large groups of Zerglings
along with the Sunken Colonies up ahead. Follow the twisting path until
you reach the Khalis crystal. From here, just have a Probe/Drone pick it
up.
+=============================+
MISSION SEVEN : THE INSURGENT
+=============================+
>> Kill the traitor Aldaris.
This is the first mission in which you get to access the Dark Archon, the
fusion of two Dark Templars. They are incapable of attacking, though they
are gifted with a variety of invaluable skills, including Mind Control.</pre><pre id="faqspan-2">
Their Feedback skill can also kill High Templars in a single hit, making
them extremely useful against the High Templar rushes that Aldaris will
send at you. Note that you cannot create High Templars of your own during
this mission for Aldaris has turned them all to his side. Note that you're
shown three locations on the world map. Each of them has Aldaris, but only
one of them is real. As luck would have it, the one farthest north is the
real Aldaris.
The mission starts you off with a fairly established base. You don't need
to waste as much time building it up at least. Build more Probes and stick
them on gathering resources. Get at least four new Photon Cannons covering
both of the two entrances to your base. Bring the Dragoons on the
platforms further northwest back to your base and get your Dark Templars
over to the front lines. You'll likely come other attack right away by
enemy Archons and Zealots. Try to use Mind Control on the Archons that
attack your base to convert them to your side. Don't bother converting
individual Zealots - they're just a waste of energy. Consider researching
the Argus Talisman at the Templar Archives to extend your Dark Archon's
energy by 50 points.
Send a small team of Probes west of your base. You shouldn't encounter any
resistance along the way but bring along a few Dark Templars and Dragoons
just to be safe. You should arrive at an undefended resource pile. Buy a
second Nexus and place it here. Don't forget to place an Assimilator on
the Vespene Gas geyser as well. It'd be a good idea to fortify this base
with some more Photon Cannons. Luckily, it's fairly close to your main
base, so it shouldn't be too tough to send reinforcements back and forth.
Put up a Stargate, Fleet Beacon, Robotics Facility, Robotics Support Bay,
and an Observatory. Pump out a few Observers and scatter them around your
base to scope out any enemy Observers in the area. Build some Reavers as
well and have them defend the two entrances. They're great for countering
enemy Reavers as well as breaking apart larger groups of units. Better
yet, have your own Dark Archons use Mind Control and convert them to your
side!
When you can, build a Shuttle and transport some Probes, along with a few
support units, to the northeast. There's another resource pile located
on top of a plateau that's undefended. However, before you establish a
base here, be prepared to defend it heavily. It's best to have a defending
force ready to be stationed there before trying to build anything first.
The enemy will attack it relentlessly. The good thing about this is that
they'll pay less attention to your main base of operations. Once you begin
to get it into shape, put up a Gateway and two more Stargates.
Now, each of Aldaris's locations is surrounded by a separate base. Since
the two entities on the left and right are just apparitions, you only need
to focus on taking out the northern base, the location of the real
Aldaris. Trying to engage the other two will just be a waste of resources.
At your Stargates, begin building up a sizeable force of Carriers. For
now, all you really need is about four. Be prepared to continually add to
it though. If possible, gather up a supporting force of Scouts and
Dragoons.
Once your Carriers are ready, send them to an iron bridge located almost
at the center of the map. It's just to the west of your third base. Cross
the river and you'll come to a minor Protoss fortification of Dragoons,
Zealots, and Photon Cannons. With four Carriers, you should have no
trouble clearing this spot of their presence. You'll notice that there's
another resource pile here. However, by now, you should have enough
minerals and Vespene Gas to finish the rest of the mission with.
Directly north of here is the location of the Protoss base surrounding
the real Aldaris. It's heavily fortified with Carriers and a number of
High Templars. Even worse, there is an Arbiter or two inside with the
means of using Stasis Field. However, with Carriers, you can simply
overpower whatever they throw at you. Continue production on Carriers
until you have a running force of eight to ten. Build up a force of Dark
Templars and Dragoons for support. Let them follow the Carriers and use
them to draw some of the attention away from the Carriers themselves. If
possible, have a few Dark Archons along to convert some of the enemy
Carriers to your side.
When you're ready, load your ground units into Shuttles and send your
forces due north. You'll immediately come under fire from a defending
Carrier. If you can, unload a Dark Archon and convert it to your side.
From there, move your Carriers in and clear a suitable landing spot for
your Shuttles. If you happen to come across an Arbiter, prioritize it
immediately. Should one of your Carriers be locked down with Stasis Field,
don't dote on it - it'll be invincible until the Stasis Field is lifted.
Essentially, all you really need to do is let your Carriers sit in a spot
and destroy everything in their immediate radius. Repeat this process as
you progress slowly towards Aldaris. When you reach him, just attack him
until he falls. Kerrigan will drop in and kill him herself.
+=========================+
MISSION EIGHT : COUNTDOWN
+=========================+
>> Bring Artanis and Zeratul to the Temple.
The mission puts you in control of two separate bases. Zeratul's base is
located to the north and Artanis's base is located further south. Only
Artanis's base has access to a Vespene Gas geyser though. As for enemies,
you're up against a whole swarm of Zerg. Two huge Zerg bases occupy the
areas northwest and east of the Temple in the middle of the map. Note that
once you complete the first objective of sending Artanis and Zeratul to
the Temple, you must defend the position for a whole FIFTEEN minutes. In
this period, the Zerg will send everything they've got at you. Unless you
are fully prepared for the coming onslaught, you'll be overrun in no time
and the mission will be a failure. The key here is to fortify yourself and
acquire as many resources as possible to fund a force to defend the Temple
once you've gotten to that point.
You already have a few buildings established to save some time. The first
thing you'll want to do is to get a Stargate, a Robotics Facility, and a
Robotics Support Bay running right away. Put an Assimilator on the Vespene
Gas geyser in Artanis's base and get a good number of Probes collecting
resources. Both your bases will be hit pretty hard throughout the length
of the mission. For Artanis's base, watch the bridge to the west at first.
Enemies will also come from the northeast as well. For Zeratul's base,
keep your defenses focused primarily to the southeast pathway. Be sure
to put a few Photon Cannons along the north side to fend off air attacks.
Zerg attacks will start out fairly weak - they'll first come in the form
of Zerglings and Hydralisks but gradually progress to Guardians and
deadlier units. Concentrate your Photon Cannons in key areas. When you get
the chance, build a few Reavers just for defense - they're your best bet
against large groups of ground units. As always, have Dragoons and Scouts
ready to fend off enemy air attacks.
The map is occupied by three Zerg forces. One of them (Red), however, is
quite small and doesn't really hold much of a presence in the area. The
first few attacks you'll face will likely come from said base. It can be
reached by crossing the bridge northwest of Artanis's base. You can easily
clear it with a force of about three Reavers. Be sure to upgrade scarab
damage and send them northwest with some Zealots, Dragoons, and a few
Observers to scout out any burrowed Lurkers. When you reach the edge of
the base, blow up the Sunken Colonies and take out the Hydralisks that
approach you. Your Reavers should easily be able to dispatch large groups
of Hydralisks with their scarabs. Leave individual units to your other
units though.
As you get closer to the Lair in the middle, move in your Observers and
try to scout out the two Lurkers hiding underground. Take them out
quickly with your Reavers before trying to send any other units in. You
should be able to overpower this small base quite easily once its defenses
are out of the way. Clean up the remaining buildings and send in some
Probes to build another Nexus here to take advantage of the surrounding
resources. With this base out of the way, attacks to your bases will be
greatly reduced. In the case of Artanis's base, ground attacks will become
a rarity. However, keep your air defenses vigilant. Guardians are still a
very dangerous threat.
At this point, what you want to do is to round up as many resources as
possible. There's another lightly defended resource pile around the
southeast corner of the map that you'll want to take advantage of. Buy
five Scouts and one Corsair and send them over to the lower-right corner
of the map. From there, head north and you'll come across three Sunken
Colonies. Let your Scouts take care of those before heading further north.
Here, use your Corsair's Disruption Web to disable the single Spore Colony
you find. Piece away at the remaining Sunken Colonies while you load up a
Shuttle with some Probes. Once the creep recedes, build a fourth Nexus and
start gathering resources. However, do note that since this fortification
is so close to the Zerg base, you'll be hit quite often. Make sure you
get clusters of Photon Cannons up immediately. If possible, leave your
Scouts there.
Now, begin to prepare a force to secure the area surrounding the Temple.
If you can, send a few Observers into the area to scout out the area
around it. You'll notice that it has two Vespene Gas geysers nearby and
a whole bunch of minerals. For now, put a bunch of Zealots, Dragoons,
Dark Templars, and Reavers into Shuttles. You'll want a large enough
force to clear out the defenses in the immediate vicinity of the Temple.
Whatever you do, do not allow Zeratul or Artanis to enter the Temple at
this moment. Clear the area of all Sunken/Spore Colonies and set up Scouts
here and there to chase off any enemy incursions on your position. Get
two Nexuses running in the area and start taking advantage of the
multitude of resources here.
It's time to set up the defenses. You should have plenty of resources
available to you by now with that many bases running. Don't rely so
heavily on air units this time because you'll be hit by a ton of Scourges.
Carriers, for this purpose, are a waste of resources. Even so, make sure
you have a force of Scouts at hand. If possible, fill up every nook and
cranny with Photon Cannons. There's no rush to finish this task anytime
soon. Just be prepared to fend off any Zerg units that happen to wander
in.
You should have at least 25 Photon Cannons running inside and outside of
the perimeter surrounding the Temple. Be sure to group your Photon Cannons
in clusters as opposed to just having them scattered about. Have about
ten Reavers surrounding the Temple. Dragoons are particularly effective
in knocking down air units, so invest in a good deal of those too. Long
story short, just use up your entire stockpile of minerals and Vespene
Gas. When you're ready, have Artanis and Zeratul enter the Temple.
>> Protect the Temple from the Zerg.
The first few attacks won't be too spectacular. Your Photon Cannons and
Dragoons should be able to make short work of any groups of Mutalisks that
attempt to come in. Eventually, you'll notice some Overlords trying to get
in. They'll drop Ultralisks, among other ground units, that you do not
want to have to deal with. If possible, kill any Overlord before it can
unload.
You'll be attacked by Guardians as well. They can outrange your Photon
Cannons, making them an annoyance if you don't have the means to chase
them off. Use your Scouts to hunt down any Guardians that threaten your
Photon Cannons. Ignore any enemy attacks on your other bases - what's
important is keeping the Temple protected. As the timer ticks down, you'll
be hit with larger and larger waves of Guardians and Ultralisks. However,
if you've remained standing until now, holding off these final assaulters
shouldn't be much of an issue. When the timer reaches zero, the mission
will finally end.
- - -
This concludes Protoss Campaign, Chapter IV: The Stand.
-------------------------------------------------------------------------------
-+- 4.2. Chapter V: The Iron Fist -+- [4200]
-------------------------------------------------------------------------------
O=====================================================O
O-----------------------------------------------------O
Since the conflict began in the Koprulu sector,
the ruling council of the United Earth
Directorate has closely monitored its wayward
Terran colonies. Having witnessed this steady
advancement of the Zerg infestation and the
maneuverings of the Protoss throughout the
Colonies, the ruling council has finally agreed
to take control over the war-torn sector.
Learning that a new Zerg Overmind has manifested
itself upon the planet Char, the UED has sent its
greatest Admiral, Gerald DuGalle, to capture the
creature. As Captain of the UED fleet under
DuGalle, your objective will be to storm the
Terran Dominion and depose of its dictator,
Emperor Mengsk I.
O-----------------------------------------------------O
O=====================================================O
+==========================+
MISSION ONE : FIRST STRIKE
+==========================+
>> Destroy the enemy command center.
As one of your Marines will inquisitively remark at the start, it seems
that you don't have any Vespene Gas geyser nearby. Looks like you'll have
to make do with Marines and Vultures for now. Take some of your units and
explore the area to the east. For now, you can make do a single Bunker
filled with Marines covering the east end of your base. You'll want to
find a means of acquiring Vespene Gas to access the more advanced
technology obviously.
Train about eight Marines, group them with your two starting Siege Tanks
(even though they lack Siege Tech, they're still useful as regular tanks),
and send them east. You'll come across a few Firebats along the way. When
you reach the southeast corner, you'll find a Barracks and a Supply Depot
with some Missile Turrets nearby. Eliminate every unit inside this small
fortification and level the structures. Return your Siege Tanks to base
and have your remaining Marines explore further to the north. Keep to the
right to avoid wandering into the sights of some nearby Goliaths and
Vultures. Eventually, you'll reach Samir Duran's little outpost. He'll
agree to assist you. Once you take control, build a Refinery over the
Vespene Gas geyser here. Research Siege Tech at the first chance you get
and deploy your Siege Tanks in suitable defensive positions.
Build an Academy and research Stim Packs and U-238 Shells. You can build
an Armory if you want, but there's really no point to wasting time in
upgrading your armor units. Enemy attacks will be quite lax now that
you've eliminated the Barracks to the south. North of Duran's base is a
narrow path that leads into the back of the Dominion base. It's quite
useful because it'll help you avoid a crapload of Bunkers. However, you
will want to remove the fortification at the very northeast corner of
the map first. Send a group of ten Marines up that path and find the
ramp west of the Barracks on the cliff. Destroy the buildings and clear
the area of any resistance.
Get a good force of about six Siege Tanks going and pump out some Marines
to help back them up. Send your force north along the back path and you
will end up arriving at the base. Destroy the single Bunker guarding the
entrance and kill any resistance that attempts to approach your Siege
Tanks. From here, just inch your Siege Tanks closer and closer to the
middle of the base. There's no need to destroy every single unit inside
this base - your objective is just to eliminate the Command Center. Once
it's destroyed, the mission will end.
+====================================+
MISSION TWO : THE DYLARIAN SHIPYARDS
+====================================+
>> Steal battlecruisers.
You'll be introduced to the new Medic unit in this mission. They're
capable of healing infantry (along with SCVs, but you won't deal with them
during this mission) that have been hurt. Since you'll mostly be working
with infantry units during this mission, they'll be very useful. Anyway,
the mission begins with a drop of a group of Pilots, Marines, and Medics.
Scattered around the map are white beacons that signify the location of
a Battlecruiser. It's your job to send your Pilots to each beacon without
getting them killed. The Pilots are unarmed, so you'll need to rely on
your other units to clear out the resistance in the area.
Gather up your Marines and have your Medics follow behind them. Focus on
destroying the first Bunker along the way. Let your Medics stand nearby -
they'll automatically heal any hurt Marines. You really shouldn't lose any
units at this point. Once the Bunker is out of the way, send one Pilot to
the nearby beacon to hijack the first Battlecruiser. Now, work your way
northwest and take out the two Bunkers to the left of the ramp. Again,
have your Medics standing nearby to heal any Marines that get hurt. Once
the way is clear, send another Pilot to the second beacon. Finally, have
your forces go up the ramp and destroy the two Bunkers there. Send your
last Pilot to take the third Battlecruiser on this platform.
You'll be dropped some Ghosts and Medics in another portion of the map.
First, send a single Medic a bit further to the north and reveal the
Siege Tank located to the northwest. Use an Optical Flare immediately to
reduce its sight to 1. That'll effectively disable that Siege Tank from
firing on you. Now, bring your Medics onto the same level as the Pilots.
Send two Pilots to the two beacons northwest of the Siege Tank you just
disabled. Hijack the two Battlecruisers there and then select your Ghosts.
Have them head northwest along the metal pathway and find the ramp leading
down. Quickly use Lockdown on the Siege Tank north of the beacon. Then
use Lockdown on the next Siege Tank further to the east. Once the way is
safe, send your remaining two Pilots to the beacons nearby.
Once you've captured those Battlecruisers, you'll be reinforced with a
bunch of Goliaths, Marines, Ghosts, and Medics. You will also have four
nukes at your disposal. Since there's only one Science Vessel in the area,
simply cloaking your Ghosts and nuking all of the (conveniently) grouped
defenses will be the most efficient way of getting through this area.
First off, Lockdown the Science Vessel further to the northeast. Then,
cloak one of your Ghosts and target a nuke right in the middle of the
group of units beyond the Science Vessel. The nuke will take out the
Science Vessel as well. Now, bring two of your cloaked Ghosts and have
them head up the ramp nearby. From here, target a nuke at both groups of
enemies to the northeast and northwest. Use your remaining units to mop
up any remaining opposition in the area. Once the platform is secure, have
your Pilots traipse to the beacons. Be wary of Spider Mines though!
Your next drop consists of two Siege Tanks, some Marines, and some Medics.
As your Siege Tanks land, a nearby Ghost will use Lockdown on them. Have
your Medics respond by using Restoration to clear the Lockdown status.
Kill off the Ghost quickly and move your Siege Tanks further northeast.
Take out any Siege Tanks that approach you and deploy just outside the
range of the Bunker along the path. Once the Bunker is cleared, have your
Siege Tanks continue. When you just about reach the ramp leading down,
you'll come under fire from a single Siege Tank. Immediately deploy and
take out the threat. Be sure to destroy the nearby Bunker as well.
You can now take the four beacons along the west/north edge of the
platform. Once you've acquired those Battlecruisers, take your Ghosts and
cloak them. Move them up the ramp to the north and Lockdown the nearby
Siege Tank. Then, proceed to Lockdown the Science Vessel up ahead. Head
down the ramp into the pit and up the following ramp. There's another
Science Vessel patrolling the area up ahead. Wait for it to appear before
using Lockdown. Proceed past it and use Lockdown on the Siege Tank on top
of the metal pathway (with a Bunker right next to it) before using
Lockdown on the final Siege Tank right next to the beacon nearby. Quickly
take your Siege Tanks and use them to destroy the remaining Bunker. Once
it's out of the way, send your Pilots to the two beacons left. You might
be able to get there before the Lockdown wears off. If not, just use
Lockdown again (alternatively, you can use Optical Flare) to disable the
Siege Tanks.
>> Defeat the Dominion strike force.
You will be called to use those Battlecruisers you've just acquired to
combat the retaliatory strike force en route. The odds are definitely in
your favor - the coming battle shouldn't be too much of a trouble.
Gather your Battlecruisers and focus on one enemy at a time. Note that two
Yamato Gun blasts will bring down a Battlecruiser instantly. Destroy every
Battlecruiser to finish the mission.
+=================================+
MISSION THREE : RUINS OF TARSONIS
+=================================+
>> Destroy Zerg hives to disable Zerg broods.
>> Bring Duran to the Psi Disrupter after Zerg hives are destroyed.
Watch the Dropship carrying Duran as it flies in and drops him off. Note
the resource deposit it reveals at the southwest corner of the map because
you'll probably want to colonize that early in the game. You will be
notified that the area is infested with a number of Zerg broods. It's
recommended that you attempt to target the Zerg Hives - once those are
down, the brood that it controls will become docile. There's no need to
level every base rather, you should attempt to target only the Hives.
Begin setting up your base, purchasing more SCVs to deal with the minerals
and Vespene Gas. Get an Academy and Factory going as quickly as you can.
Research Siege Tech and position a few Siege Tanks along the north edge
of your base. Consider adding one or two more Bunkers along that area too
to fend off Zerg attacks. Once you've fortified your base, you can work up
the rest of the tech tree, setting down a Starport, Armory, and Science
Facility. When you get the chance, load up a Dropship with some SCVs and
send them to the southwest to colonize the undefended resource pile there.
There's very little room to really expand so just build a Command Center
and Refinery. You might want to invest in a Missile Turret for defense
just in case some Mutalisks happen to appear.
The first Zerg Hive you should try to take out is the one closest to you.
Luckily for you, there's a convenient plateau that overlooks the Hive,
making a Siege Tank assault the best way to take it out. Build up about
two to three of them and have around four Goliaths backing them up. It'd
be a good idea to bring a SCV along to repair the vehicles. Have your
units head up the ramp southeast of your base. Position your Siege Tanks
in a good spot that allows them to hit the Hive. Once the Hive is
destroyed, that brood will not respond to you anymore.
Mop up the remaining structures and establish another base there once
the creep recedes far enough. Definitely consider placing some Bunkers
on the plateau where you deployed your Siege Tanks previously - Zerg
forces will constantly pass over that area. As for the Zerg Hive to the
northwest, you can destroy it with a good force of Siege Tanks as well.
However, you're probably going to want to add some more Siege Tanks to
your pre-existing to force to guarantee the Hive's destruction. Once more,
back the force up with some supporting Goliaths. Send those units
northwest of your main base and deploy your Siege Tanks at the base of
the plateau by the Hive. Because you're firing to higher ground,
destroying this Hive won't be so easy. You'll need to make constant use of
Scanner Sweep in order to reveal the Hive. Expect a response from enemy
Mutalisks and Hydralisks. Let your Goliaths wipe out any units that
threaten your Siege Tanks. Once that Hive is down, the brood will follow
suit.
As for the Zerg base at the northwest corner, all you really need is a
sizeable force of Wraiths. There's not a single Spore Colony located
inside the base to counteract your air assault. Just fly a well-sized
group of about eight Wraiths into the center and just focus all of your
fire on the Hive. There are bound to be a few Hydralisks hiding - make
sure you take those threats out first. All in all, you should be able to
take out this Hive without much trouble at all.
The remaining Hive is the most fortified of them all. Do note that there
are a number of Guardians inside the base. By now though, you should have
more than enough resources to set up a huge force to overpower the
opposition. If you haven't already, get another Factory going and build
about six Siege Tanks and ten Goliaths. Put in some Marines and other
supporting units as well. Group up your force and send them to the
northeast just outside the base. Deploy your Siege Tanks and let loose.
I found it easiest to just send in Wraiths to chase off any Guardians that
wander in. Just focus on clearing out the Guardians first before picking
off any other unit. When you get the chance, break through to the Hive and
focus all of your firepower on it to destroy it. From here, it's just a
simple process of sending Duran to retrieve the Psi Disrupter.
+================================+
MISSION FOUR : ASSAULT ON KORHAL
+================================+
>> Destroy the enemy physics lab.
OR...
>> Destroy the enemy nuclear silos.
The choice you make in this mission determines the offensive capabilities
of your enemy in the following mission. Wiping out the Physics Labs will
remove all threats of Battlecruisers whereas wiping out the Nuclear Silos
will remove any nuke threats. It's really your choice because both are
just about equally damaging. I would personally prefer to go with the
Nuclear Silos just because you won't need to worry about laying down too
many detectors to seek out cloaked Ghosts.
The Physics Lab are clustered around the upper-right corner of the map and
the Nuclear Silos are positioned at the lower-right corner. Focus on
taking out one base instead of directly assaulting both of them - there's
no need to waste any resources on attacking both. However, you'll still
need to contend with enemy attacks coming in from both sides. Since you're
positioned right in the middle of the map, the outlying Dominion colonies
are at an advantage.
At the start of the mission, pump out some more SCVs and start gathering
resources. Add a Machine Shop onto your Factory and research Siege Tech
for your Siege Tanks. Position deployed Siege Tanks and Bunkers at the
north, west, and south end of your base. Use the plateaus to your
advantage and position units up there as well. Suggest placing at least
two Bunkers filled with Marines at each of the three sides. Also, try to
have some Missile Turrets built to detect cloaked Ghosts (they'll prove to
be quite an issue during this mission). However, when you get the chance,
consider purchasing a few Science Vessels to position around your base as
mobile detectors.
Once you have access to Dropships, load a team of SCVs into one and send
them a bit to the west of your base. Establish the undefended resource
pile you locate and set up a secondary base of operations. Attach a
Nuclear Silo to your Command Center to access nukes. As for defenses, just
keep a perimeter of Goliaths and Wraiths hanging around. Cover the ramp
to the north and the south edge with a Bunker and Siege Tank preferably.
Make sure that a Science Vessel could easily reach the base should you be
harassed by some Ghosts.
Regardless of whichever installation you're trying to knock out, it'd be
a good idea to first destroy the two minor bases at the northwest and
southwest corners of the map. Doing so will significantly decrease the
amount of attacks on your bases, making the final leg of the mission much
easier to get through. I'd recommend wiping out the northwest base first.
All you really need is a sizeable force of Siege Tanks backed up by some
Goliaths and Marines. You can reach it easily by descending the ramp north
of your west base and heading due north. If you can successfully destroy
the Missile Turret perimeter, you could sneak a Ghost in and launch a nuke
to take out most of the forces inside. You'll face some enemy Siege Tank
defenders, but your own Siege Tanks should be able to smoke them before
they can deploy.
Upon leveling that base, you can go ahead and establish another Command
Center in its ruins. Attach another Nuclear Silo to it to further
strengthen your nuclear capabilities. By now, you'll want to rely on
Ghosts heavily. Make sure that they're fully upgraded with Ocular Implants
and Lockdown. Cloaking is a given. Send a small strike force of Marines
south of your western base and destroy the two Missile Turrets you find
there. There may also be a few infantry in the vicinity. South of there is
a plateau that overlooks the southwest base, giving you a perfect view of
the center of the base. Send in some Ghosts and have them paint the area
for a barrage of nuclear strikes. After you've demolished most of the
base, send in a squadron of Wraiths to mop up any remaining forces here.
Now, to complete your objective, you'll need to eliminate the installation
you want. If you choose to take out the Nuclear Silos, you can utilize the
bridge southeast of the base you have just destroyed. That'll lead you
right into the Nuclear Silo installation. The way is guarded by Bunkers
but it's easier to break through than say, the front entrance. The best
way to clear out the defenses is through Siege Tanks. For this assault
though, you'll need upwards of eight or so to effectively hold off enemy
advances while inching slowly into the base. Count on building a number of
Wraiths and Goliaths for support. Be sure to send SCVs for repair and
have a Science Vessel at hand to detect enemy Wraiths and Ghosts. Once
you make it to the center, you'll stumble upon the six Nuclear Silos.
Focus your fire and destroy each and every one to eliminate Mengsk's
nuclear capabilities.
Should you choose to tackle the Physics Labs at the northeast corner of
the map, you'll still need a sizeable force of Siege Tanks. Unfortunately,
there's no easy way into the base. Just position your Siege Tanks outside
the range of the Bunkers and let them unleash a barrage of shells onto the
defenses. Try to focus your fire on one Bunker at a time. Be wary of
enemy Siege Tanks deployed inside the base as well. Use Wraiths if
possible to eliminate that threat. You'll find the Physics Labs at the
rear end of the base. Destroying those will eliminate any threat of
Battlecruisers in the following mission.
+========================================================+
MISSION FIVE : EMPEROR'S FALL (GROUND ZERO/BIRDS OF WAR)
+========================================================+
>> Destroy Mengsk's Command Center.
Depending on which installation you chose to destroy during the previous
mission, you'll either be hit with nukes or Battlecruisers at the start
of the mission. Obviously with nukes, there's... not much you can do to
save yourself. The nukes will first destroy the outlying buildings. If
you happen to be up against a fleet of incoming Battlecruisers, you'll be
sent a team of Ghosts and Goliaths. However, the outlying buildings will
still be leveled before they can arrive. Gather up your Ghosts and prepare
to Lockdown the Battlecruisers as they attempt to breach your main base.
Let your Goliaths and their upgraded weaponry dispatch the defenseless
Battlecruisers. Be prepared with Ghosts and Goliaths at hand for the
remainder of the mission to fend off future Battlecruiser attacks.
Countering nukes won't be tough as long as you're vigilant in keeping your
base detected with Missile Turrets and later on, Science Vessels. It's
important that you maintain good defenses during this mission to avoid
getting overrun by Terran forces. For now, just place Bunkers along the
eastern and northern entrances to your base. Work on gathering minerals
and setting up your base, constructing a Factory, Starport, and Armory.
Expand further to the north and build a Command Center by the resource
pile there that you had previously controlled (before the Battlecruisers/
nukes arrived).
Enemy attacks will mostly come from the path to the east that is just
below your northern base and northeast of your southwest base. They will
also come from the north and south Put up Bunkers and Missile Turrets to
detect cloaked Ghosts. If you aren't careful, a small team of Ghosts can
Lockdown your Goliaths and render them immobile. The first few waves of
attacks will consist solely of Marines and some select infantry. Be sure
to beef up your defenses in preparation for future waves of Siege Tanks and
Goliaths however. This means setting up a larger array of Bunkers and
having units immediately at hand to counter any heavy armor threat. Ghosts
with Lockdown and put a group of Siege Tanks out of commission. It's very
important that you have Ghosts at hand. Not only are they useful in
disabling Battlecruisers, but they can completely immobilize other
vehicles as well. As for nukes, make sure that you spread your detectors
out, encompassing your entire base. Try to avoid leaving a building out in
the open for too long.
You'll notice that there are a number of strategic plateaus positioned
around your base. As soon as you have access to Dropships, load some
Goliaths, Marines, and Ghosts into them and send them over to the various
plateaus surrounding your bases. The large plateau east of your north base
is ideal. If you're planning on deploying Siege Tanks up there, be sure
that you protect them from Battlecruisers or nukes and the like. Consider
investing in a few Missile Turrets as well.
You can expand your base to the very southeast corner of the map. Note
that the area around there is teeming enemy activity however. Before you
send a Dropship and just mosey your way in there, make sure you load up
some Goliaths, Marines, Ghosts, and preferably a few Medics as well. Send
them, along with a few Science Vessels, to the southeast corner along the
bottom edge of the map. When you reach it, immediately unload your units
and destroy the Bunker stationed there. If any Battlecruisers approach,
have your Ghosts use Lockdown to quickly disable them. Once the area is
clear, set up your new base quickly and build up defenses. Set up a
Barracks to pump out more units.
Once you've settled that dispute, you can work toward building a Factory
and Starport. Set up a larger strike force and cross the bridge nearby.
On the other side is a light enemy base consisting of little more than a
few Missile Turrets and Bunkers. However, be wary of the Siege Tanks
stationed around and Spider Mines. Clear the area of this small
installation and you'll have fewer attacks to worry about. If you want,
you can expand your base further in. However, that would only leave more
vulnerable buildings to attack. Suggest keeping your base situated at the
very southeast corner of the map.
From here, all you need to do is march north and you'll eventually reach
Mengsk's Command Center... after a shitload of enemies. Further to the
north is a huge base consisting of lines and lines of Missile Turrets
and Bunkers. The area is also filled with Ghosts and various enemy units
as well. Brute force is the key here; you'll have to overpower the
defenses if you want to get in there. The best way to go about doing this
is a combination of Battlecruisers and "smart" nuking.
If you haven't already, set up three Missile Silos and start pumping out
Ghosts. At the same time, produce around six Battlecruisers and station
them just south of the enemy base. Have your Battlecruisers take out the
outer defenses. Do not send them in too far though! Repair any damages
with SCVs and send in your cloaked Ghosts with their nukes. Once you have
a cluster of buildings, concentrate your nukes and clear a swath. You'll
probably meet some resistance. However, your Battlecruisers should be able
to put down any threats. Continue to produce nukes and aim them further
in. Try to get destroy the Factory and Command Center of the bottom base
before proceeding up the ramp onto the plateau. Keep building nukes and
continue to work inwards. Two nukes on Mengsk's Command Center will put
it down for good.
+==============================+
MISSION SIX : EMPEROR'S FLIGHT
+==============================+
>> Destroy Raynor's command center.
At the start, you'll be introduced to a new air unit, the Valkyrie. You
will notice right away as they engage a large cluster of Mutalisks that
their weaponry is very effective against large groups of air units. While
your Valkyries take care of those Mutalisks, watch as your base flies in
and positions itself over the flat piece of land. Once you gain control,
mop up the remaining enemy units and have your Siege Tanks lay waste to
the remainder of the base.
Unfortunately, you don't really have much room for your base. Try to group
your buildings close together to save space. Your position does yield one
advantage however. With only two ground entrances into your base,
defending will be relatively easy. Considering the fact that you won't
have to deal with pesky nukes or the like, you can group up your buildings
without any fear. The Siege Tanks you already have positioned on the
plateaus will be more than enough defenses this early on. Work toward
setting up more Supply Depots before really going up the tech tree.
Eventually, you'll be notified of a warp gate nearby opening, allowing a
multitude of Zerg to enter the map. A piece of the map will be revealed
as a group of Zerg attempt to attack a Protoss base. Don't worry too much
about the Zerg at this point; they'll be preoccupied fighting the Protoss
for now. As long as you avoid entering the conflict, you should meet few,
if any at all, attacks from the Zerg. Around this point, you'll want to
place a few Missile Turrets and Goliaths on the plateau east of your base.
This will prevent any surprise Protoss air attacks. Keep your Valkyries in
the general area for support.
Luckily for you, enemy attacks during this mission will be quite sporadic.
For that reason, don't waste so many resources on just defenses. While
you're building up your base, explore some of the map. To your northwest,
you'll find a minor Protoss fortification guarding a resource pile. It's
protected by a Carrier, some Dragoons, and a few Scouts. The defenses are
nothing a few Battlecruisers and a well-placed EMP Shockwave can't handle.
Clear the area of the Protoss presence and expand your base. Construct
another Starport and begin to produce more Battlecruisers. Build Supply
Depots accordingly.
There are two main Zerg bases. One is at the northwest corner and the
other is at the southeast corner. That leaves the location of Raynor's
Command Center to the northeast. It's guarded by a Protoss base that's
heavily fortified. A frontal assault with Siege Tanks would be very
ineffective unless you happen to have a crapload of nukes at your disposal
or a lot of patience. The best way to go about breaking through is
utilizing Battlecruisers and having them sneak in where the defenses are
not as concentrated. Build up a well-sized force of around eight or so.
Make sure that they're fully upgraded before you send them out.
Since you don't want to touch the Zerg bases, avoid traveling toward the
northwest or southeast corners. Have your Battlecruisers maintain a
northeast course until you're just about at the warp gate. At this point,
turn due north and travel that way. Try to stay over the water and don't
wander too far to the left or right. Once you hit the northern edge of the
map, go east. Eventually, you'll come to a line of Photon Cannons. Quickly
take them out before proceeding. Don't worry about any other buildings and
just set a course straight for the Command Center.
Don't waste your time picking off every last Dragoon that attempts to
bring down your Battlecruisers. Destroy only the Carriers that threaten
you immediately. Make sure that you save your Yamato Gun for the Command
Center. Once there, let loose your Yamato Guns and concentrate all fire
on the Command Center. You should have enough Battlecruisers left to
turn it into rubble.
+===============================+
MISSION SEVEN : PATRIOT'S BLOOD
+===============================+
>> Find and kill Admiral Stukov.
At the mission start, a group of Marines will blast open the door leading
into the installation. Once they've cleared the defending troops, two
Medics, along with Duran, will arrive. Send your Medics in and heal any
hurt Marines. Group your units together and move them southeast. You'll
notice a portal further to the southwest; don't touch it unless you want
to contend with some gun turrets. Proceed through the northeast door and
walk up to the civilians nearby. They'll run off. Don't worry about them
too much and just follow. You'll meet a few Marines up ahead that are
easily dealt with. Be sure to heal your own troops before proceeding. Try
to keep all of your infantry alive.
Just before the gate, two automatic gun turrets will pop up. Be ready for
them when they do and destroy them. Proceed through the gate and then
through the other gate to the northeast. Destroy yet another automatic
gun turret and step on the portal. The Goliath repair bay will be revealed
on the map for you. One Marine will suggest hijacking some Goliaths for
some extra firepower. There's nothing except for a few Firebats further to
the northeast, so just get back on the main path and head southeast and
through the gate. Wipe out some more Marines and proceed to another
portal.
Access is denied. Luckily, some unsuspecting civilians will walk in. Your
Marines will make a comical show of interrogating them until one actually
gives it to you. Feel free to kill the civilian afterwards as well... if
you're evil like that. Activating the computer will reveal the location of
Stukov as well as unlock the gate to the northwest. Go through said gate
and you'll arrive at the Goliath repair bay. As soon as you enter, some
civilians will run off to alert the Goliath pilots. Wait for them to come
in and shoot them before they can reach their Goliaths. Feel free to send
Marines into the Goliaths to hijack them. When you're ready, send your
units further to the southwest and follow the linear path. Eventually,
you will come under fire from a single Ghost. Head up the steps nearby and
eliminate him before continuing to the southwest.
Go through the gate and kill the two Firebats. Head up the stairs and
run through the gate, taking out the three automatic turrets that pop up
just beyond it. Proceed through another gate, killing another batch of
Marines, and you'll arrive at another portal. Just beyond the gate is
Stukov. Watch the melodramatic scene that unfolds and you'll be charged
with a new objective, to prevent the self-destruction of the Psi
Disrupter.
>> Get to the override terminal before time runs out.
You're given 15 minutes to deactivate the sequence. That'll give you
enough time to get through. However, you can't dawdle. The Marines already
in the compound will join you, but you'll have to deal with a new Zerg
threat that's infested the area. Gather up your units and send them down
the path. Just before you head down the steps, wait for the mob of
Zerglings to rush in. With your Marines still at the top of the platform,
fire at the Zerglings from above and prevent them from getting up. Have
your Medics heal them as they do that. You should not lose any troops in
the process. Once that threat is clear, head down the steps, through the
gates, and up the next set of steps.
At the fork, turn to the north and you'll find two Firebats and two
Marines behind a gate. Return to the fork and continue in the opposite
direction. Activate the portal you discover to reveal a huge group of
Zerglings to the north. East of the portal is another gate with two Medics
and two Marines behind it. Gather up your units and send them northwest
along the path. Don't worry about the Zerg units stuck in the pits; it's
not worth wasting the time to kill them off. The gate up ahead will be
locked on your side. However, some Ultralisks will run through it. Kill
the two that attack you as quickly as possible.
The next corridor is lined with automatic gun turrets. You'll notice that
right away as some Zergling attempt to pounce on you. Remember that huge
mob of Zerglings you revealed before? Well, send a unit up and open the
door that's keeping them out. As soon as they pour in, the automatic gun
turrets will pop up and tear them to shreds. Once they're effectively
eliminated, you can group your units back together and have them proceed
through the northeast gate. Kill off a group of Hydralisks and just beyond
them, two Infested Terran units. You might find it better to just send one
unit in as a sacrifice because killing both of them before they reach you
can be quite a difficult task.
From here, continue down the path, through a few more packs of Zerglings.
When you reach the large group of Marines above a huge mob of Zerg, send
in your Medics immediately and try to keep most of the Marines alive
before the Hydralisks overrun them. It shouldn't be too tough to quell
the Zerg threat because you have the height advantage. Once they're clear,
move your units down the steps and through the gate. The next corridor is
quite long. It's also full of Zerglings. Again, keep your Medics nearby to
heal your Marines. They make all the difference. When you get close to the
terminal, a Defiler will appear aheadyou and cast either Plague or Dark
Swarm on you. Move your units back and wait for the Dark Swarm/Plague to
wear off. Just beyond the gate is another huge group of Zerglings and past
that, at last, is the location of the terminal. However, a giant group of
Zerglings are bent on tearing your units to shreds before they reach it.
Have the majority of your units distract the pack while you send one
Marine up the steps to activate it. Mission accomplished!
+==================================+
MISSION EIGHT : TO CHAIN THE BEAST
+==================================+
>> Bring a medic to each of the beacons surrounding the Overmind.
>> Kill Zerg cerebrates to weaken the Overmind's defenses.
</pre><pre id="faqspan-3">
You'll notice right away that there are three Cerebrates surrounding the
Overmind itself. The southwest one makes Sunken Colonies invincible. The
Cerebrate to the north is responsible for producing Infested Marines.
Lastly, the Cerebrate to the southeast is capable of producing an ultra-
powerful version of the Ultralisk known as the Torrasque. This 800-HP
monster will deal a considerable amount of damage before your units can
deal enough damage to put it down. Needless to say, the southeast
Cerebrate is the most dangerous of them all.
Luckily, the Cerebrates also pose an advantage for you. Destroying a
Cerebrate will immediately shut down the base that it's a part of. By
simply targetting the Cerebrates only, you can completely shut down the
Zerg hives. Unfortunately, you'll need a lot of firepower to be able to
effectively push through. Also taking into consideration the Torrasques
you'll have to contend with, breaking through won't be a walk in the
park.
Zerg attacks will come from every single directions. At the start of the
mission, you'll notice three of your Bunkers being attacked by the
aforementioned "invincible" Sunken Colonies. There's nothing you can do
but to evacuate your Marines and send them south and around to your main
base. There, begin pumping out SCVs and getting them on resource
gathering. Pull out about three SCVs to build a line of Bunkers along the
existing Missile Turrets you have along the northern side of your base.
Do not build too close to the Sunken Colonies to the northwest of your
base. Avoid making huge holes in your defenses and group your Bunkers
together. Be sure to cover the south entrance to your base as well. At the
same, get a Factory with a Machine Shop add-on and start building Siege
Tanks with Siege Tech upgrades.
At this point, just worry about building up a solid defense. Don't worry
too much about building up the tech tree at this point. Have a Siege Tank
for every two Bunkers you have and fill up your Bunkers with Marines and
preferably some Firebats as well. The first few Zerg attacks of Hydralisks
and Zerglings shouldn't distress you too much. However, when you hear the
"tortured roar," ready your forces for the first Torrasque. It'll attack
you from the north. Have your Siege Tanks ready to fire on it immediately.
Assuming you most of your time building a solid defense, the Torrasque
should go down without much of a fight. You really shouldn't lose more
than a single Bunker in the process.
What you should do now is put a few more Siege Tanks on guard in
preparation for the next Torrasque. With that out of the way, you can
begin to build on the offensive. Get a Starport running with a Science
Facility with a Physics Lab. Start building some Battlecruisers and
position them around your base for now. You can expand your base to the
resource pile just east of your base (where the three Bunkers were at the
beginning of the mission). However, make sure you keep your Command Center
out of the range of the nearby Sunken Colonies. Also make sure that no
SCV wanders into them either. As always, make sure that you defend this
base with Bunkers, Missile Turrets and Siege Tanks as well.
The first Cerebrate you should take out is the one to the southwest of the
Overmind. This one, if you recall, controls the Sunken Colonies and makes
them invincible. Air cover around it is lax at best. Build up about six
Battlecruisers, coupled with some Wraiths and Valkyries for support. When
you're ready, group your units together and send them north on a straight
course for the Cerebrate. There are few Spore Colonies around that you can
easily destroy. Aim a Yamato Gun at the Cerebrate and destroy it to
effectively disable this Zerg base. If you want, you can establish a new
base in its place. However, you should more than enough resources by now
to swing through the rest of the map and get to the Overmind.
Now that the Sunken Colonies are taken care of, you can set your sights
on the southeast Cerebrate, responsible for producing the dreaded
Torrasques. Unlike the first, this one is protected heavily against both
air and ground targets. However, with much of the Sunken Colonies around
disabled, you'll be better off launching a ground assault. Build a new
Factory and Barracks over at your eastern base. Clear out the Sunken
Colonies to make the creep recede. A force of about eight Siege Tanks
backed up by a dozen Marines with Medic support should be enough to charge
the second Cerebrate. Make sure you take along some SCVs and a Science
Vessel to spot burrowed units.
Move your units northeast. Destroy the functional Sunken Colonies that you
run into immediately. A bit past those is the Zerg base housing the
Cerebrate. Deploy your Siege Tanks outside of it and just pelt the base
with shells, letting your Marines take care of any units that try to get
too close. Be wary of Lurkers that burrow. Utilize your Science Vessels
to detect them for extermination. You should have little trouble slowly
progressing toward the Cerebrate. Should a Torrasque spawn at that moment
though, you'll be pretty screwed. Again, only take out the units that get
in your way; once the Cerebrate is out of commission, the entire hive will
stop functioning.
The last Cerebrate is a cakewalk. Build some more Battlecruisers and add
them to your fleet from before. You should end up with at least eight for
this next assault. Fly them north along the eastern edge of the map. Don't
worry about the Spore Colonies along the southeast corner because you've
already disabled them. Once you're just east of the final Cerebrate, move
your Battlecruisers inland. Destroy the Spore Colonies that fire at you
and keep an eye out for Scourges. When you reach the Cerebrate, blast it
with a Yamato Gun shot. With the final Cerebrate out of the way, all you
really need to do now is send four Medics to the beacons surrounding the
Overmind.
- - -
This concludes Terran Campaign, Chapter V: The Iron Fist.
-------------------------------------------------------------------------------
-+- 4.3. Chapter VI: The Queen of Blades -+- [4300]
-------------------------------------------------------------------------------
O=====================================================O
O-----------------------------------------------------O
The forces of the United Earth Directorate have
taken control of the planet Char and enslaved the
ravenous broods of the fledgling Overmind. With
the Directorate's powerful Psi Disrupter negating
Kerrigan's control over the remaining broods, the
UED remains uncontested in its domination of the
sector.
Kerrigan, having sought out a band of unlikely
allies, now plans to destroy the Psi Disrupter
and sever the UED's control of the Overmind.
O-----------------------------------------------------O
O=====================================================O
+=============================+
MISSION ONE : VILE DISRUPTION
+=============================+
>> Rescue all hives from destruction.
This is a straightforward mission. You're given a force of Zerg units to
defend seven Hives from destruction. First off, head toward the northwest
Hive, of which should already be coming under attack from a number of
Zerglings. Your Hunter Killers should easily stop the threat. Some more
Zerglings will emerge to join your force and the Hive will come back under
your control. However, you cannot create any more units.
Gather up your units and head east towards the northeast Hive. It will
come under assault from a small group of Hydralisks. Along the way, you'll
have to kill another group of Hydralisks. Remove the threat from that
base and you'll acquire reinforcements. Now, make your way a bit to the
southwest and cross the bridge into the next Hive down. A large group of
Zerglings will ambush you. Just let your Hunter Killers do their thing and
eliminate those units. Enter the next Hive and you'll be given even more
reinforcements in the form of Scourges.
Your next Hive should come under attack from a group of Guardians. Utilize
your Scourges and take down the attacking Guardians while your ground
units make their way around. As soon as you enter the base, reinforcements
of Hydralisks and Zerglings will emerge. Another group of enemy Zerg units
will come in from the east and west. Let your Hunter Killers do most of
the slaying. The Sunken Colony nearby will also prove to be quite useful.
Next, you'll want to go northwest, where your next Hive is probably
already under attack. Repeat the same process and you'll be reinforced
with some Queens.
Use the Queens' Spawn Broodling skill on the Ultralisks further to the
south. Mop up any remaining Ultralisks with your other units before
proceeding further south. Clear out the Mutalisks attacking the Nydus
Canals and you'll be rewarded with two Defilers. Put every single unit
in the Nydus Canals and defend the final Hive. Use Plague on the
Ultralisks and take out the Guardians above. Bring your units to the Hive
and about a dozen Hydralisks will pop up to assist you. Mop up the
remaining enemies in the area to finish the mission.
+===========================+
MISSION TWO : REIGN OF FIRE
+===========================+
>> Destroy the Psi Disrupter.
Watch the opening scene as Raynor and his units take out a UED power plant.
An SCV holding a Psi Emitter will be dropped on a plateau nearby. Once
you acquire control, move him to gain influence over the two Drones, three
Hunter Killers, and eight Zerglings nearby. By using this Psi Emitter, you
can take control of any renegade Zerg in the area. Use your two Drones to
start up your base as usual. A few enemy Marines may wander into your
base. Your starting units should have no trouble fending off any of these
attacks. The only way into your base is via the ramp to the southwest and
occasionally from the north. Position your units at the ramp for now. Be
sure to build a few Sunken Colonies around there as well.
There are a few Bunkers scattered around to your north and northwest. Most
of them are easily destroyed with your starting units. Send your Hunter
Killers and Zerglings northwest of your base where you'll find a single
Bunker. Around that area are three more Zerglings you can bring under your
control using the Psi Emitter. North of there is another Bunker with a few
Firebats, Marines, and a Siege Tank for support. You might find it wiser
to use Mutalisks to destroy that position. Upon doing so, set up a second
base where the resource pile is.
If you have your Psi Emitter SCV explore northeast of that position, you
will find Torrasque, that lovable Ultralisk on steroids. By now, you
should already have a formidable force to assault the UED base. For now
though, just bring Torrasque and your Hunter Killers east. There will be
another Bunker here defended by a load of infantry and a Siege Tank.
Remove this threat and use your Psi Emitter to bring the three Hydralisks
nearby under your control. North of this position is the ramp leading down
onto the frozen river - this is the path that the UED use to bring their
troops to your base. If you go northeast from here, you'll eventually end
up at the UED base after climbing up a ramp.
The enemy base itself isn't really too tough to break through. A well-sized
combination ot Mutalisks and Hydralisks can easily take it down. If you
use Torrasque to smash through the defenses, destroying the Psi Disrupter
will be a piece of cake. However, be wary of the Siege Tanks deployed
along its perimeter. Even so, those are nothing a quick rush of Zerglings
can't handle. As soon as you get up the ramp, clear out every enemy on
that portion of the plateau. Remove the Missile Turrets and send in your
Mutalisks to wreak some havoc. At this point, the UED are probably sending
every single unit they've got at you. Let Torrasque take the brunt of the
attack while your other units fire from a distance.
From there, work your way north past the first Command Center. Feel free
to destroy it or infect it using one of your Queens. The Psi Disrupter is
further east. It's defended by Siege Tanks to its southeast. Before you go
in, you might want to establish another Hatchery in the original location
of the Command Center. This way, you can add more units to your assault
force. Use Mutalisks to clear out the Siege Tanks on the platform and
destroy the Psi Disrupter to complete the mission.
+======================================+
MISSION THREE : THE KEL-MORIAN COMBINE
+======================================+
>> Obtain 10,000 minerals.
You begin the mission with a huge force of Zerg units led by our old pal,
Fenix. Select your fighting units and head northeast, where you'll arrive
at a small Terran outpost. It's defended lightly by some Marines, Goliaths,
and a single Bunker. Let Fenix and your Ultralisks dish out most of the
damage and dismantle the rest of the base, building by building. Kerrigan
will notify you that you can infest Command Centers for use in the next
mission.
"Optional Objective"
>> Infest command centers for next mission.
Now, acquiring 10,000 minerals isn't an easy task. In order to defend your
base from attack and make a surplus of minerals, you'll have to attack and
conquer. Luckily, there's plenty of minerals on the map. Unless you
actually take forever in destroying the Terrans, there should be enough
minerals to complete your objective.
Enemy attacks will come from both the north and south. Place Spore
Colonies to your south to fend off enemy Wraith attacks. You'll be hit
with Siege Tanks and Goliaths pretty early on. Make sure your defenses
can effectively set off a few Siege Tanks. I'd suggest leaving Fenix,
along with some Hydralisks, at the south end of your base just to stop any
air attacks. However, feel free to move him wherever in case of attack.
He can singlehandedly take out an entire rush of Terran units. As always,
Sunken Colonies are a good investment.
The first Terran base you should conquer is to your northwest. First of
all, make sure you have Ventral Sacs (and preferably Pneumatized Carapace)
researched. Just south of the main Terran base there is a plateau with a
minor Terran presence on. Fly about a dozen Hydralisks and Zerglings onto
that plateau. The piece of it that's just north of your base is relatively
undefendeded so consider starting there. Then, work your way west through
a Bunker and some units. The Terran will likely use Dropships to put some
forces down. You should be able to contend with them. Once the plateau is
clear, send a group of Drones to start up a second base at the resource
node.
This plateau has a lot of strategic value because it overlooks a Terran
base to the north. However, be sure to put up Spore Colonies along the
north edge to prevent Dropships from getting in. Alternatively, you can
just group a ton of Hydralisks there to shoot down any Dropships. Once
you've established a solid position, get a team of about six Guardians
ready and pelt the enemy base from your plateau. Slowly make your way in,
destroying Missile Turret after Missile Turret. Prioritize Goliaths as
well. Once you've attained a foothold on the base, send another group of
Drones down there to set up another base. Once you've taken out the
Factory and Barracks, there shouldn't be any resistance. Be sure to infest
the Terran Command Center as well.
With these three bases running, you should have no problem getting the
10,000 minerals. However, you're probably itching to get a few more
Infested Command Centers under your belt in preparation for the next
mission. Unfortunately, the other bases in the area are a bit more well-
defended than this one. You'll need a well-sized force of Guardians for
the next segment. Create twelve Guardians and back them up with a swarm
of Scourges and some Mutalisks. Have the faster units follow the Guardians
due north along the western edge of the map. If possible, let an Overlord,
with its superior sight range, lead the pack to seek out any Missile
Turrets on the ground.
Use your Guardians to destroy the Missile Turrets you encounter. As you
get closer to the northwest corner, some Battlecruisers will emerge. This
is where your Scourges come in. Have them make a beeline for the
Battlecruisers to seriously damage them. Use your Mutalisks to take out
the weakened Battlecruisers. Your Guardians should be busy taking out
ground targets that threaten you. Slowly work your way in, prioritizing
enemy Goliaths and Missile Turrets on the ground. Destroy the Factory and
Barracks to stop production of enemy units. The base is quite large and
it's teeming with Wraiths. Also try to destroy every Siege Tank you come
across to make the ground safe. Send in a group of Drones and some
Hydralisks via Overlord transport and drop them in a relatively safe spot
inside the base. Let your Hydralisks help out your air units in clearing
out the rest of the base. Establish yet another base in its location.
Hopefully, you still have a number of Guardians left. If not, just create
a few more and add to your force. The next base isn't very well-defended.
Gather up your units and move to the southeast. You should see the enemy
Command Center first. Move in and destroy the various Bunkers and Missile
Turrets scattered around. You should have no trouble at all with such a
formidable force of Guardians. Again, infest the Command Center here and
build another base to gather resources.
There are two more Terran bases remaining and they're located at the
northeast and southeast corners of the map. There's really no need to
destroy them now unless you really want to infest some more Command
Centers; your bases at the moment will be enough to attain the 10,000
minerals. Should you attempt to take out the last two, note that both are
extremely well-defended. The northeast base has access to nukes as well.
It might not be a good idea to rile them up so consider leaving them for
last. The southeast base is defended primarily by Wraiths and Siege Tanks.
Utilize Guardians, backed up by Mutalisks, to assault these bases. That
would be the overall most effective method. Regardless of what you choose
to do (I personally just sat there for the rest of the mission), attain
10,000 minerals to complete the mission.
+=======================================+
MISSION FOUR : THE LIBERATION OF KORHAL
+=======================================+
>> Destroy all enemy bases.
You have access to the 10,000 minerals you've collected during the
previous mission. For that reason, you don't need to worry so much about
gathering minerals. Instead, you'll want to focus on establishing more
Extractors on whatever Vespene Gas geysers you come across. Your first
task should be setting up a solid defense. There's no need to be stingy
with resources, considering how many minerals you have at your disposal
alreaday. Create Drones using all four Hatcheries and build an Extractor
immediately. If you've effectively infested Command Centers during the
previous mission, they'll be on the left side of your base. This helps a
lot because they act as buffers against enemy attacks. I'm assuming you
managed to infest more than one so you can afford to lose a few.
Build a line of Sunken Colonies along the western side of your base,
spreading it out towards the north side as well. Early in the mission, a
lone Ultralisk will come to attack your base. With your superior numbers,
you should be able to put it down fairly quickly. Be cautious of early
enemy attacks that come while you're still building your base. In order
to counter Lurkers, you'll need either Spore Colonies or Overlords
patrolling your base to reveal them. Place groups of Hydralisks in
defensive positions as well.
Create a group of about four to five Infested Terrans and send them north
with some Hydralisk support. Kill any infantry you run into using your
Hydralisks and run your Infested Terrans in afterwards. At the northeast
corner of the map, go down the nearby ramp into a small Terran encampment.
Use your Infested Terran units to destroy the Bunkers and let the
Hydralisks mop up any remaining enemies. Following that, send some Drones
over to set up a new base there. As for defenses, just make sure the south
entrance is defended by Sunken Colonies. Should you be hit by Wraiths,
your Hydralisks will be enough to fend them off. A Spore Colony or two
wouldn't hurt.
Your next order of business should be to eliminate the first Terran base,
that is, the one that's closest to you. As you've probably noticed, the
map is more horizontal than vertical. The largest Terran base occupies the
western portion of the map. First of all, get a group of about eight
Guardians with some Hydralisks for support. Send them down the ramp
southwest of your base and march west. Use your Guardians to take out the
Missile Turrets and Sunken Colonies up ahead. Soon, you'll reach a Command
Center. Quickly take it out and establish another base in its location.
Defend it diligently while you build it up. Leave your Guardians and
Hydralisks in the base and keep an eye out for Siege Tanks.
The rest of the base extends further west and to the north. Don't wander
too far out or else you'll get in range of some deployed Siege Tanks. Take
this time to add some more Guardians to your pack and to build up a huge
pack of Hydralisks (24 should be enough) for the coming assault. If
possible, create some Ultralisks to act as buffers (make sure you have
their plating upgrade) against enemy Siege Tanks. The base also has a
number of Sunken Colonies strewn through it that pose a significant
hazard.
As you go in, destroy the two Factories you find immediately to stifle
production of Siege Tanks. Further northwest is the main Command Center.
If you go to the east, you'll find some scattered buildings and some
Bunkers. There's really no point in bothering with those at the moment.
Use your Guardians to fire from a distance on the defenses while your
other units take out ground units that threaten them. Hydralisks should
take out air targets before they can even fire a shot off at your
Guardians. Prioritize Siege Tanks as well to help out your ground units.
Once you've destroyed the Command Center, you can begin to work your way
back east in your base's direction to clear out the units that are stuck
in the middle.
Once you've pretty much eliminated all enemies on your half of the map,
you can begin to take it easy. Establish another base in the resource node
just west of your northeast base. Build another in the original location
of the main "blue" Terran Command Center. Your resources should be flowing
in by now. However, don't be lax in your defenses. Set up walls of Sunken
Colonies to fend off further attacks. Be sure that you keep packs of
Hydralisks scattered around your various bases.
There is a Zerg hive at the northwest corner of the map. From the location
of the last Command Center you destroyed (upper-center), you can just go
west through a path in the mountain to reach it. The Zerg hive is heavily
defended though; you'll need a formidable force to be able to effectively
destroy it. An Ultralisk rush, coupled with some Guardian and Hydralisk
support, should be able to do the job done. Build up a force of about six
Ultralisks and position them outside of the Zerg base. Send in the
Guardians and have them take out as many Sunken Colonies as they can
before they begin to meet some resistance. Call your Guardians out and
let them follow behind your Ultralisks as they move in. As for the enemy
Mutalisks and Guardians, have your Hydralisks available to shoot them out
of the air.
Although the base is well-fortified, you'll find that your Ultralisks will
overpower nearly everything inside the base. Prioritize Sunken Colonies
and enemy Ultralisks at first before really moving on to other units.
Try to prevent the Terran base further south from sending in
reinforcements by destroying their Dropships as they attempt to fly in.
Once you've destroyed the Zerg base, you can finally set your sights on
the final Terran base to the southwest.
The only ground route into the base is via the north entrance from the
original location of the Zerg base. The entrance is heavily defended by
Sunken Colonies and Siege Tanks on top of platforms. You can take
advantage of a somewhat safer entrance, which is at the southeast end of
the base. Unfortunately, it's covered by a load of Spore Colonies. Take a
group of Guardians and have them travel east along the southern edge of
the map. When you come to the group of Spore Colonies, fire at them from
outside their range. You may be countered by some Wraiths. If possible
have some Mutalisks ready to take on the Wraiths as well. Clear the area
of all Spore Colonies to create a suitable landing zone.
Load up eight Ultralisks, twelve Hydralisks, and a shitload of Zerglings
into Overlord transports and send them in. Have them move west along the
southern edge of the map until they encounter a Siege Tank stationed by
the base's Command Center. Let your Overlords follow to unveil cloaked
Wraiths (now that's called being resourceful). Focus on destroying the
nearby Siege Tanks first and then begin dismantling the rest of the base.
Always keep your Hydralisks away from the action, letting them shoot their
spines from a distance. Your Ultralisks and Zerglings should be taking the
brunt of the attack. While there's chaos on the ground, send in your
Guardians as well and use them to clear out ground targets. As always,
keep them out of the range of Missile Turrets. With your ground assault
force, work your way from the inside out. Should your first rush fail,
immediately create another. After all, you should have around six
Hatcheries and a ton of resources at your disposal. Piece away at the
Terran forces and clear the map of all enemy buildings to finish the
mission.
+==========================+
MISSION FIVE : TRUE COLORS
+==========================+
>> Destroy the enemy bases.
>> Kill Duke.
>> Kill Fenix.
As the mission begins, you're given six minutes to run your forces through
the map and just wreak havoc on whatever you see fit. Enemy defenses
will not attack you during this period. However, enemy units will still
respond but only if you attack first. The Terran forces occupy the western
edge of the map and the Protoss forces occupy the eastern edge. Since the
first Terran base is closest to you, it'd be best to head there first.
Gather up your Hydralisks and Zerglings and send them due west to attack
the Terran base here. At the same time, gather up your Lurkers and send
them just south of that. With your first group, start piecing away at the
northwest base, destroying every building you come across. The Bunkers
won't fire at you until you destroy them, revealing the infantry inside.
Work your way towards the center of the base where the Command Center is.
Destroy it along with the SCVs stationed nearby. As for your Lurkers, just
have them move into the center of the middle base and burrow them there.
When you move your Zerglings and Hydralisks in, use them to destroy the
outlying buildings.
Assuming you were fairly quick, you should have been able to destroy these
two bases with just under a minute on the clock. Quickly regroup your
units and send them back to base. As soon as the timer runs out, both
Protoss and Terran will send a huge force of units in an act of
retaliation. Deploy your Lurkers south of your base to the left of the
small plateau and send some Hydralisks to defend the other side of it.
Position an Overlord nearby to seek out any Observers or Ghosts. You'll be
hit with a large force of Siege Tanks, Goliaths, Zealots, and Dragoons.
However, most of them will run right into your Lurkers. Also, in such a
small space, the larger units will have a tough time really getting
through without dawdling. When the rush hits, keep your Lurkers and other
units separate to avoid hurting yourself. There's a good chance you'll be
painted for a nuclear strike so keep your eyes peeled.
Once that is done with, you can finally begin to proceed with this
mission conventionally. Put some Drones on resource collecting and start
building up defenses in the form of Sunken and Spore Colonies. Enemy
attacks won't be frequent, but it's good to be prepared. Build a line of
about three or so Sunken Colonies along your southern entrance and
scatter Spore Colonies around. Build up another force of Hydralisks and
position them by your Sunken Colonies for extra defense. Leave your
Lurkers in the same position for now - they'll prove to be quite useful
in tearing through crowds.
Send a group of Drones over to the northwest corner of the map where you
razed one particular Terran base. Establish another Hatchery in its
location and start putting some Drones on resources there. Build a Spore
Colony or two nearby to fend off any air attacks for now. Deploy around
five more Lurkers to its south and eastand scatter some Hydralisks around.
Be sure to put some Overlords there as well - The enemy will attempt to
use nukes on you quite often. It's important that you have Spore Colonies
and Overlords at both bases to reveal any cloaked Ghosts. While your base
is getting into shape, upgrade to a Hive and work your way up the rest of
the tech tree. Add some more Lurkers to your line of defense when your
funds permit.
You'll want to take out some of the Protoss buildings over to your
southeast to give yourself a bit more breathing room. Build up a force
of a dozen Hydralisks and move them up the ramp south of your main base.
On the plateau, destroy the various Pylons and Photon Cannons scattered
around. Be sure to eliminate any Zealots you meet as quickly as possible.
While still staying on the plateau, destroy the nearby Gateway and wait
at the ramp leading south into the other Protoss base. Get a few more
Hydralisks for reinforcement and then head south.
At the base of the ramp, destroy the Pylon powering the three Photon
Cannons to stop them from firing. Then proceed to destroy the Photon
Cannons themselves. Now, gather up some Drones and set up a third base
at this location. There's a good mineral pile nearby along with a Vespene
Gas geyser. Be prepared to defend it against some heavy Protoss attacks
though. Leave your Hydralisks while you set up the base. Deploy a few
Lurkers along to the south to fend off further attacks for now. Put a few
Spore Colonies near your Lurkers for defense against Science Vessels and
Observers.
There's another Protoss base to the south in very close proximity. It
isn't defended particularly well. Build up a force of about eight fully-
upgrade Ultralisks and let them loose. Prioritize the Photon Cannons
first and then work on mobbing the various Zealots and Dragoons in the
area. Don't go too south until you've destroyed the two Gateways first.
After that, you might want to send in your group of Hydralisks to assist
in the carnage. Let them take out any air units that threaten you.
The Nexus is further to the south, amidst a bunch of Photon Cannons and
probably a few Archons as well. Simply overpower the defenses and focus
your attacks on it to put this Protoss base out of commission. Mop up the
remaining buildings with your units and clear the area of any enemy
presence. Once you've razed the buildings, the Protoss won't bother to
send any more reinforcements to that sector. Feel free to establish
another Hatchery in its location for easy access to the remaining Terran
and Protoss bases.
The rest of the mission is history. You should enough resources to create
an armada of units. Get about twelve Guardians ready, backed up by a
dozen Mutalisks and some Hydralisks on the ground. The final Protoss base
is heavily defended by a bunch of Archons, Dragoons, Photon Cannons and
High Templars with Psionic Storm all over the place. You'll also need a
considerable amount of anti-air support because you'll likely face
Carriers in addition. When your Guardians arrive, take out the Photon
Cannons from a distance. Try to destroy any approaching Dragoons or
Archons before they can get in range to attack your Guardians. You'll
find Fenix along the eastern edge of the map. Don't bother him and he
shouldn't bother you back for now - work on razing the base first before
dealing with him. The Protoss base itself should fall to your superior
numbers.
And finally, the remaining Terran base will be quite hard to destroy. The
best method would be an aerial assault, especially considering the amount
of Siege Tanks there are situated inside the base. First, send a wave of
a dozen Guardians and have them attack from the east. Make sure you have
some Mutalisk support to fend off any air units. Watch out for any
approaching Battlecruisers and keep some Hydralisks along the outskirts
of the base to destroy them. You won't have to deal with any annoying
Psionic Storms here so picking off individual Goliaths and other threats
should be much less of a hassle. Have your Mutalisks prioritize Wraiths
and Battlecruisers because obviously Guardians can't attack those.
There are a number of units surrounding the Command Center. Instead of
directly approaching it, launch shells at the units from a distance to
attempt to lure them away from such a huge crowd. Once the defenders are
gone, concentrate your fire on the Command Center and destroy it. You'll
find Duke further to the north, accompanied by two other Battlecruisers.
I strongly suggest using a group of Hydralisks to take him down. Following
his demise, clean up any remaining Terran forces and destroy every
remaining building to complete the mission.
+===============================+
MISSION SIX : FURY OF THE SWARM
+===============================+
>> Destroy the renegade Zerg.
Although you begin with five functioning bases, four of the outlying bases
will be destroyed in the preliminary enemy attack. You'll be overwhelmed
too quickly for you to really be able to do anything to stop it. The only
things you can really save are the Overlords stationed at each base. Try
to move them around the incoming wave of Zerg to avoid getting them
destroyed by the Hydralisks. Not only will you lose these bases but the
Zerg will also establish their own bases in their places. Now, surrounded
by nothing but renegade Zerg, you aren't really in a good strategic
position.
As you might've noticed, this one island isn't remarkably rich in
resources. The mineral pile is quite small and will disappear quickly if
you dawdle too much. Regardless, get at least ten extra Drones collecting
Vespene Gas and minerals for now. The key to completing this mission to
reclaim the four outlying bases from the renegade Zerg to acquire more
resource nodes. Speed is of the essence. As soon as you have resources
available, quickly build up a force of five Mutalisks and send them due
east. Assuming you were somewhat quick in your response, you should be
able to catch this base just as it's building up. Destroy the Hatchery
before it finishes and clear out any Drones in the immediate vicinity.
Now, fly further south and repeat the process with the next base. Once
number two is out of the way, you can return your Mutalisks back to base.
If you're feeling paticularly bold, you can attempt to take out the
southern one. By now though, there may be a more dangerous presence built
up there.
Around this time, you'll receive a message from Duran noting a UED
"scientific" presence to the west. It's pretty clear that they have
something to do with the renegade Zerg and all. You'll be given a new
objective to kill off every single one of them. However, they're
sandwiched in between two Zerg hives, which means you'll have to take
care of those before you can waste the scientists.
>> Kill all UED scientists.
Note that your main base is positioned on an island. Enemies will airdrop
their ground units on the open area to your west. Due to the rocks though,
you cannot build any structures there. Just plug up the opening to the
southeast with Sunken Colonies and Lurkers and you can stop these ground
attacks dead in their tracks. Air attacks will also be quite frequent,
typically coming in from the northwest and southwest. Enemy Mutalisks
aren't as dangerous as the Guardians you'll be hit with. Hydralisks and a
good number of Spore Colonies are a must to fend these attacks off. Later
in the mission, you'll want Mutalisks and Devourers (new air unit!) of
your own to counter Guardians.
Just set up about a dozen Hydralisks inside your base to respond to any
air threats. Have about three Sunken Colonies and a few Lurkers at your
southwest corner to stop ground attacks. Once your base is fortified,
load up some Drones into an Overlord (research Ventral Sacs and
Pneumatized Carapace if you haven't already) and send them east to the
two resource nodes you reclaimed previously with your Mutalisks. The upper
of the two has only a mineral pile whereas the bottom one has a Vespene
Gas geyser in addition. When you establish your bases, make sure to build
up adequate defenses. For your upper base, watch the bridge to the
northwest. For the other one, build up defenses along the southwest.
Now you'll want to retake the last two bases to re-establish control over
your half of the map. The remaining two bases are not particularly well
defended, so it'll be an easy task. Get a force of about six Guardians
going and reinforce them with a force of Mutalisks. Send them first to
the southern-most base and destroy the various defenses from a distance.
Spore Colonies don't have the range to take them out. Be sure to kill the
Hydralisks that attempt to shoot you down. Once the defenses are out,
destroy the Hatchery and mop up any remaining forces. Send some Drones to
set up another base at this location.
Gather up your Guardians and send them to the last base to the north.
There may be one or two Spore Colonies in this base to take care of along
with a handful of Hydralisks. It should be a piece of cake to raze the
fourth base. As always, send an Overlord packed with Drones over and
establish a new base in its location. With that, you've successfully
reclaimed all of your territories. All that remains now are the scientists
and of course, the renegade Zerg still in your way.
You can choose to either go straight for the scientists right away or
eliminate the renegade Zerg first. If you attack the scientists, the Zerg
will attempt to help out by airdropping various Hydralisks and other Zerg
units. However, if you're quick in killing the scientists, you'll be able
to finish them off before the Zerg defenses get too thick. Even so, the
best method would still be to finish off the two Zerg bases. They're not
even all that tough to crack.
I'd suggest starting with the southeast base first. Get a force of eight
Guardians and back them up with some Mutalisks. It wouldn't be a bad idea
to bring along a Devourer or two just for enemy air units. The base is
lightly defended with a few scattered Spore Colonies. You should have no
trouble tearing it apart. There are some Hydralisks and Mutalisks hanging
around but assuming you kill them quickly enough, they'll pose little
threat to your Guardians. Destroy the Hatchery, along with every single
Zerg unit in the vicinity to put this base out of commission.
And finally, the last Zerg base is at the northwest corner of the map.
It's slightly more fortified than the previous one and will be a bit more
dangerous due to the air units deployed in it. Return your Guardians back
to base and reinforce their numbers so you have about a dozen. Try to have
a dozen Mutalisks as well leading the pack. With your Mutalisks in front,
fly to the northwest base and let your Guardians remove the Spore Colony
threats. You'll be attacked with Scourges. If possible, let your Mutalisks
take the Scourge hits to keep them away from the Guardians. Prioritize
the threats in the air first before really focusing on any pesky
Hydralisks on the ground. Destroy the Hatchery in the middle and piece
away at the remainder of the base.
Now, set your Guardians on a beeline for the UED base. There are no air
units inside it (except for any scattered renegade Zerg Mutalisks or the
like), so there's really no need to worry about anti-air. Just make sure
you destroy Missile Turrets from a distance. There are a ton of Missile
Turrets you'll have to wade through but otherwise, resistance is lax at
best. Destroy the two Barracks to stop production of Marines. From this
point on, it's just seek and destroy. Kill every single scientist inside
the installation and the mission will end.
+==================================+
MISSION SEVEN : DRAWING OF THE WEB
+==================================+
>> Bring Duran to each Zerg beacon.
This mission is tough for a few reasons. First of all, the main Protoss
base in the center is completely impenetrable because it's on an
inaccessible plateau. Also, you have no access to air units (except for
Queens) during this mission. And lastly, you're up against a very
formidable Protoss opponent who has access to Carriers, Reavers, Arbiters,
High Templars (with Psionic Storm), and Dark Archons (with their dreaded
Mind Control). Needless to say, the key to successfully completing this
mission is to get Duran to the five beacons as quickly as possible before
the Protoss can amass a huge attack force to hit your base with.
You start off at the southeast corner of the map. Note the Pylon cluster
in the middle of the map. Surrounding each beacon is a Protoss base. In
the center is the forementioned Protoss base that's impossible to hit.
Even so, you'll still need to attack the units outside (Brown) in order to
pave the way for Duran to get to the beacons.
Vespene Gas isn't in plentiful supply during this mission. Since you won't
be building any air units though, that shouldn't be much of a problem.
Hydralisks use a negligible amount of Vespene Gas to produce and Zerglings
need none at all. Vespene Gas will still be important for upgrades and
some more powerful units. Try to work with mostly Zerglings and Hydralisks
during this mission. They're cheap and can be extremely effective in large
groups. Make sure you get Metabolic Boost, Adrenal Glands, Grooved Spines,
and Hydralisk Muscular Augments evolutions.
As for defenses, put up Sunken Colonies at the two choke points that lead
into your base from the north and west. You want at least four Sunken
Colonies at each entrance along with a line of Spore Colonies. Place about
a dozen Hydralisks in and around your base. Try to have group on the
plateau to your northwest. The first few Protoss attacks won't be
remarkably tough to counter. However, you'll want to keep your defenses
tight in preparation for stronger units later in the mission. Remember to
rebuild any destroyed defensive structures to seal up any holes. Don't
forget to use Duran's Lockdown when necessary.
There's a Vespene Gas geyser to your west and another mineral pile further
north on the plateau overlooking your base. Feel free to expand to those
locations whenever you have the resources for it. However, be aware that
the Protoss will draw their attacks to these locations quite often. If
possible, extend your line of Sunken Colonies and Spore Colonies so that
they cover the ramps leading up to these branching bases. Avoid leaving
holes in your defense though, as you can bet that the enemy will exploit
those. Consider using Nydus Canals to allow your units to easily transfer
between these three bases in the event of attack.
It's better to activate the five beacons in quick succession than to do
just one at a time. Here's the lowdown on the process. The three beacons
extending to the east are fairly easy to get to. The one closest to you
(bottom-center) is lightly defended by a few Photon Cannons and some
scattered Protoss units. The next one down extending to the right is the
same, except it has a few Dragoons stationed there. The one furthest to
the right is covered by at least four Reavers. Now, the last two beacons
require that you destroy a minor Protoss base at the southwest corner of
the map. Accomplishing that, the first beacon to the north is covered by
Dark Archons and Photon Cannons and the very last one furthest to the
north is protected by a fleet of Scouts.
The first thing you want to work toward is destroying the base at the
southwest corner. This will clear a path for Duran to travel to activate
the two western beacons. When you have an excess of minerals (upwards of
4000), build some more Hatcheries to faciliate unit production and create
36-48 Zerglings. Following that, get a dozen Hydralisks ready.
Understandably, this will take a significant toll on your resources. Now,
send your Zerglings due west toward the southwest corner with your
Hydralisks following behind. Have a couple of Overlords following as well
because they can reveal Dark Templars. When you hit the bridge leading
into the base, position your Zerglings in the front and leave your
Hydralisks in the rear.
As soon as you send your units in, prioritize the Dark Archon before he
can cast any spells on your group. With a huge mob of Zerglings attacking
it from all sides, it should fall fairly quickly. Then, send in your
Overlords to reveal the Dark Templars and eliminate them as well. With
that done, you can begin to focus on piecing away at the remaining
defenses inside the base. Keep the majority of your Hydralisks alive just
in case any air units are sent at you - without them, your Zerglings will
be sitting ducks and this rush will be a failure.
Destroy every single building and clear the surrounding area of all
Protoss units. With that done, get a team of Drones to inch their way over
and establish another base in its location. The resources should still be
fairly plentiful and you can take advantage of the minerals to build up
more defenses at your other bases. By now, you're probably being attacked
by much stronger units that require more firepower to take down. Be sure
to put up ample defenses at your southwest base as well.
Now it's time to activate the beacons. Keep in mind that it isn't
necessary to destroy the bases surrounding each beacon. All you need is
to create enough of a distraction so that Duran can touch the beacon and
run out of there. At your main base, produce a dozen Zerglings and about
six Hydralisks and group them together with Duran. Head north and
approach the beacon that is closest to you. Make sure Duran has enough
energy to cloak himself to sneak in and out. Send in your units to destroy
the Photon Cannons before setting on other units. Regardless of whether or
not your strike force survives, they should create enough time for Duran
to sneak to the beacon. Accomplishing that, send Duran back to the safety
of your base.
Get another dozen Zerglings up and running. Have Duran use Consume on one</pre><pre id="faqspan-4">
of them if his energy is looking a bit low. For the second beacon to the
right, it's the same process. Send in your force up the ramp, destroy the
Photon Cannons, and tear up whatever gets in your way. Again, cloak Duran
and touch the beacon before sending him back to base. For the upper-right
beacon, you'll need more than a dozen Zerglings due to the Reavers inside
the base. Two dozen should be enough to get the job done though. Bring
your units to the base of the plateau and send your Zerglings in. Have
Duran Lockdown a few of them if his energy permits. While cloaked, let
him hitthe third beacon and skedaddle out of there.
That's three beacons down with only two more to go. Have Duran walk down
to your southwest base to prepare for the last two. Consume some more
Zerglings if necessary and get another two dozen Zerglings going. The
defenses around the last two beacons are significantly stronger, but the
process is essentially the same. At the fourth beacon, prioritize the
Dark Archon first before focusing on the other units. All the while, let
Duran slip in. Lastly, get a dozen Hydralisks and a two dozen Zerglings
for the final beacon to the north. Let the Hydralisks take out the Scouts
and the Zerglings take out the ground units. All you need to do is keep
Duran safe for a few seconds to finish the mission. Ah, the satisfaction
of watching Talematros finally destroyed for all the pain it's caused you.
+==================================+
MISSION EIGHT : TO CHAIN THE BEAST
+==================================+
>> Destroy the Overmind with Dark Templar.
This is a frustratingly long and difficult mission. You're up against
both UED and Zerg forces that'll throw huge assaults at you frequently
and relentlessly. The entire map is teeming with Terran and Zerg forces
and the Overmind itself is huddled behind a line of nearly inpenetrable
defenses. Your base is already set up at the southwestern corner of the
map. To your north is a Terran base and to your east is a Zerg base.
These two outposts make it up the enemy presence on your island. Further
to the east is a Terran base occupying its own island in the center and
beyond that is the Overmind's island with another UED and Zerg base
nearby. Needless to say, you're up against some considerable opposition.
The first thing you'll want to do is to get your Drones on resource
gathering immediately. You will need to build up defenses quickly to
counter the first few enemy assaults from the north and east. Luckily,
you have some Dark Templars available. Position one Dark Templar outside
your northern entrance and the other outside the southeast entrance. Put
an Overlord nearby as well. Partition your starting force of Hydralisks
and Zerglings and place them at both entrances as well. Construct Sunken
Colonies at your northwest, northeast, and southeast entrances to your
base. For now, just have two Sunken Colonies at each entrance backed up
by a group of Hydralisks. Leave your Dark Templar a bit outside the line
of Sunken Colonies so he can pick off units as they come in. Build Spore
Colonies along your base's perimeter and concentrate some of them around
your minerals because the enemy will occasionally airdrop units by your
Drones.
Once your defenses are set up, get a Spire and Queen's Nest quickly in
order to upgrade your Lair to a Hive. Then, upgrade your Spire to a
Greater Spire to gain access to Guardians. Produce about six of them and
back them up with a force of Mutalisks and send then north on a crash
course with the UED base up there. Your Guardians should have no trouble
with the few Goliaths and Marines defending the base. Just concentrate
your fire on any units before they can even get in range to fire. Slowly
work your way up and destroy the Command Center before demolishing the
remainder of the base. Back at your main base, get a dozen Hydralisks
up and running and send them to the ruins of the base. Then send in some
Drones to establish your own base in its place. You can bet that this
position will be hit hard. Leave your Hydralisks there to defend the base
for now and set up Spore Colonies along the eastern edge of the island to
stop airdrops. Have Mutalisks at hand to counter any Guardian attacks.
Now that you've taken that Terran base, you can shift some of the defenses
in your main base more toward the east. Deploy Lurkers outside of your
base to help thin out some of the rushes. By now, you're probably getting
attacked by waves of Siege Tanks and Goliaths. Your Lurkers should be
useful in stopping Siege Tanks as they're still moving and therefore
vulnerable. Keep other units nearby just in case the enemy happens to use
a Scanner Sweep to reveal your burrowed units. Note that there's a Vespene
Gas geyser on the plateau west of your base. With the Terran base to the
north out of the way, it won't come under attack (at least not frequently)
so feel free to put an Extractor over it.
There are multiple ways you can go about clearing out the Zerg base to
your immediate east. The tried and true Guardian barrage works, but the
base will fall just as easily to a rush of Zerglings, Hydralisks, and
Lurkers. Create two dozen Zerglings, a dozen Hydralisks, and about six
Lurkers for the coming assault. Split up your force, placing a dozen
Zerglings, six Hydralisks, and three Lurkers at the two paths leading into
the enemy base. At the same time, have both groups converge on the base
from both sides to effectively flank the enemy. Deploy your Lurkers
immediately in the heart of the base and let your Zerglings tear through
the defenses. This particular Zerg base is lightly defended - it should be
a piece of cake to take down.
Now that you've eliminated all enemy presence on your island, you can
begin to focus on the offensive. Enemy attacks will only come in the form
of airdropped units or aircraft. The best way to counter them would be to
build a line of Spore Colonies along the edge of the plateau wherever you
can build them. This will keep most air units out and those that happen to
get through can easily be destroyed by the Hydralisks you have further
down. However, note that Spore Colonies will not be enough to hold off
some of the heavier units, such as the Battlecruisers and Guardians that
can easily outrange them. For those cases, have Mutalisks available at all
times. It wouldn't be a bad idea to have a few Scourges ready as well to
take down any fleet of Battlecruisers that gets too close.
Now, with three fully functioning bases, your resources should be flowing
in. Your next target should be the center island, which holds a Terran/
Zerg base. It's heavily defended by air units along with Spore Colonies
and Missile Turrets on the ground. For now, wait until you have the
resources to produce a large fleet of Guardians. Do your best to hold off
any incoming vessels and constantly take the time to further strengthen
your line of static defenses. You can bet that you'll be busy constantly
rebuilding destroyed Spore Colonies and reinforcing Hydralisks.
Build up a force of a dozen Guardians and group them together with a dozen
Mutalisks. Send this air armada toward the upper-center portion of the
map and you'll soon run into the island base. Have your Guardians destroy
the Spore Colonies from a distance, letting your Mutalisks take the brunt
of any air retaliation. Try to concentrate your Guardians' fire on
Goliaths at first because they pose the greatest threat to you on the
ground. If possible, stay out of their range and destroy them before they
can approach. Do not put yourself in a position where you can easily be
overwhelmed. If necessary, retreat back to base and take some time to
heal up and reinforce your numbers.
Once you've taken down the base's defenses, you can set up a ground force
of Hydralisks and load them onto Overlords. Have your Guardians mop up
any remaining Siege Tanks and clear out any burrowed Lurkers before
letting your units touch down. Once you've leveled the base, do your best
to fend off enemy retaliation from further to the west. Prevent Overlords
or Dropships from unloading ground units and take out any air units before
they can deal too much damage. Eventually, the enemy will stop attempting
to take back their lost base and the attacks will stop momentarily. Take
this time to establish yet another Hatchery on the island and transport
more ground units over to assist in the defense. Erect Spore Colonies
along the eastern and southern edge of the plateau and leave your
Guardians and Mutalisks nearby for security.
Now, with more than half the map under your control, enemy attacks will
start to come less often. However, that's no excuse to turn lax. You'll
still face considerable amounts of resistance from heavy enemy armor.
With your center base though, you're in a very favorable position to
assault the final two bases defending the Overmind. You'll be relying
primarily on Guardians as you have for the majority of this mission. The
best method from this point on would be to simply perform hit-and-run
maneuvers with your Guardians. If you attempt to work your way in with
brunt force, there's almost no doubt you'll be overwhelmed. Get at least
36 Guardians up and running, select 12 of them to move in, and destroy as
much as they can before they start getting killed off. Then, send them
back to base to heal.
You should be able to knock out many Missile Turret emplacements as you
slowly make progress. You should at least be able to destroy the first
Command Center you encounter (Orange) before you're forced to return to
base. Back up your Guardians with Mutalisks and attack-move all the way
to to the Hive at the south end of the base. Let loose a barrage of
shells to take it out before destroying the other buildings. With that
done, all that remains is the final base surrounding the Overmind itself.
You should have a plentiful supply of Vespene and minerals available by
now. If not, there's another expansion at the southeast corner that you
can take advantage of.
From this point on, it's just chipping away at the final enemy base with
Guardians. The base is heavily defended by Battlecruisers, Missile
Turrets, and about a dozen deadly Scourges circling overhead. Before you
do anything, I'd suggest sending in a suicidal group of Mutalisks to
draw away the Scourges to rid the skies of them. Get a huge group of
Guardians (24 would be good) to move in and clear a swath to the Overmind.
Then, barrage the thing until it's an inch away from life. Quickly clear a
landing zone for a group of Dark Templars and send them via Overlord.
Before you drop them off, rid the vicinity of all Lurkers. Then let them
out and send them straight to the Overmind. Let the Dark Templar deal the
final blow and the mission is yours.
+============================+
MISSION NINE : THE RECKONING
+============================+
>> Destroy the Protoss base within 30 minutes.
>> Recover the Matriarch and Zeratul.
Don't worry about the time limit - as long as you're efficient, you should
be able to finish the mission with more than five minutes left (if you do
so, you'll unlock a bonus mission). You begin with a functioning base
that won't really need any expansions for the most part. The only attacks
you'll face will be small forces from the Terran presence to your
northwest and southwest. For now, just position one of your Lurkers at the
northeast entrance to your base and the other to the southeast. Then build
a Sunken Colony at your southwest entrance. The Protoss will rarely (if at
all) attack you during this mission.
With a time limit, you'll want to act quickly. Immediately get a good
number of Drones gathering resources. It's important that you run the
maximum number of Drones possible on Vespene Gas (three Drones) because
you'll need that early in the mission. As soon as you acquire enough
resources, produce another three Guardians to add to your starting force
of two. Send this group southwest toward the smaller of the two Terran
bases. Approach the base from the north where the defenses are less
concentrated. Destroy the Missile Turret there and take out any Goliaths
that approach you. Don't let your Guardians wander too far into the base
until the perimeter is safe.
At the same time, start upgrading your units. Adrenal Glands and Grooved
Spines will be especially important. Also, put emphasis on upgrading
carapace as well. Research Ventral Sacs and Pnuematized Carapace for
Overlords and position your Ultralisk and two Lurkers on the plateau
in-between the two Terran bases. The function of this move is to prevent
any Goliaths or Marines from moving in to reinforce the southwest base.
If possible, create a few more Guardians to help out in the base
destruction. You can't have too many because they'll be useful in
attacking the Protoss base when the time comes. Destroy the Factory as
soon as you see it and then begin dismantling the rest of this base. Just
as you're cleaning things up, bring a few Drones down there and begin
setting up another base. The resources here are plentiful and will
certainly help in funding your assault on the Protoss base.
You can ignore the other Terran base because there's really no point in
wasting time destroying it. Build another few Hatcheries at your main base
and begin forming an attack force backed mostly by Zerglings and
Hydralisks. Return your Guardians to base and give them some time to
recover. Leave your Ultralisk and Lurkers at the same position to prevent
units from attacking your secondary base from the north. With your
Guardians, send them southeast and hunt around for a Bunker with a Siege
Tank. Clear out both of these and the path along the south to the Protoss
base will be clear.
Continually produce Hydralisks and Zerglings until you have a sizeable
force. I went with two dozen Hydralisks and 48 Zerglings but you can
spring for more or less (depending on how resourceful you are). Get a few
Defilers (with Dark Swarm) as well. Remember to watch the clock and note
that destroying the Protoss base will take a good deal of time (5 minutes
or more). Send in your Guardians, along with some Overlords (to detect
Dark Templar) behind your force. The entrance to the Protoss base is along
its east side, so you'll have to rush around the base to reach it.
Once you've breached the perimeter, there's not much I can say. Try to let
your Zerglings take most of the fire because they're disposable. Cast Dark
Swarm over them when they're in the process of attacking a bigger building
Let your Hydralisks shoot down any Scouts or Carriers in the area.
Prioritize Reavers before they take out your entire force with a single
scarab and destroy the important buildings (Gateways, Robotics Facility,
Stargate) before any other building. Once air cover is mostly destroyed,
you can send in your Guardians to assist in the base destruction. Remember
to utilize your Overlords to detect Dark Templars! Once every Protoss
structure has been destroyed, the mission will end. Completing this
mission with five minutes on the clock will unlock a bonus mission.
+===================+
MISSION TEN : OMEGA
+===================+
>> Destroy all enemy forces.
The final Zerg mission is long, arduous, and next to impossible. You're
up against two established Terran bases and a Protoss force that'll send
everything it's got at you. Unfortunately, there's little you can do to
prevent this mission from turning into a war of attritions; it's unlikely
that you'll be able to achieve victory with a quick blitzkrieg of
Zerglings. Although resources are fairly plentiful on this map, they're
scattered in places that are very dangerous to colonize due to the close
proximity of a nearby enemy base. This mission will be sure to test your
patience.
Luckily, you can predict the various attacks that your enemy will throw
at you based upon their alignment. Mengsk (red Terran forces) to the west
will use Siege Tanks and nukes primarily. You won't see too many air
attacks apart from a few Wraiths that are easily picked off. DuGalle
(white Terran forces) to the north is just the opposite - he'll throw
Battlecruisers, Valkyries, and Wraiths at you. Lastly, Artanis (blue
Protoss forces) to the southeast will use a combination of heavy air units
and heavy ground units. That means you'll see Reavers, Carriers, Arbiters
(though he'll mostly use Recall to return wounded units back to base) and
all that stuff. Needless to say, Artanis will be the toughest to take
down due to his overall versatility and lack of weakness.
Keep a good number of Spore Colonies along your northeast perimeter at
first. Then work toward building up a tight line of Spore Colonies along
the very edge of your base, creating a complete loop as to leave no almost
no holes in your air defense. You should always have Hydralisks or any
other anti-air units nearby because Artanis can use Corsairs to disable
your static defenses. As for Sunken Colonies, you won't need to be so
liberal with them because Lurkers can substitute for them. Burrow Lurkers
in lines where ground units frequently move over. Again, keep anti-air
units nearby should some enemy air unit begin attacking your Lurkers.
Hydralisks are all-around amazing against both ground and air targets.
Obviously, a thick defense won't be possible early in the mission due to
a lack of resources. At first, you'll want a few Sunken Colonies
positioned to your southwest, southeast, and northeast. Don't put so much
influence on air defenses at first because you won't see air units until
later in the mission. The first few enemy attacks will be fairly easy to
deal with. They'll mostly consist of infantry in the form of Marines,
Firebats, Zealots, and Dragoons. With Sunken Colonies and Hydralisks
standing by for support, none of these preliminary attacks should distress
you too much.
There's a resource pile directly south of your base. However, I'd strongly
suggest colonizing it at the moment. Doing so will present an easy,
relatively undefended position for your enemies to attack. And when they
attack, they attack with extreme prejudice. It's best to just deal with
what resources you have the moment until you can take out at least one of
the enemy bases. For now, just keep your defenses solid and hold off all
enemy attacks while you slowly acquire enough resources to build up an
attack force.
Mengsk's base to the west should be your first target. Since it's lacking
in air units, an aerial attack using Guardians will be your best bet. Get
a force of a dozen Guardians backed up by a dozen Mutalisks and send them
southwest. This southern portion of Mengsk's base doesn't have any Wraiths
nearby, so it'll be the easiest target to take out first. Do not allow
your Mutalisks to fly off and wander. Keep them close to your Guardians.
If necessary, have them hold their position to prevent them from flying
off. Concentrate your Guardians' fire on any Goliaths on the ground that
approach you. Destroy Missile Turrets from a distance and leave any
Marines for last. Should any Wraiths approach you from the north, allow
your Mutalisks to shoot them out of the air.
Destroy the nearby Command Center, along with every SCV nearby and then
take out the Barracks and Factory. Don't worry about the Siege Tanks
inside the base for now. As you can see, Mengsk was certainly ready for
a ground assault, considering the amount of Siege Tanks he manufactured.
Once this branch of Mengsk's base is destroyed, produce more Guardians at
your main base to replace any air units you lost in the process. Then,
group your force together and fly north. There'll be Missile Turrets on
ledges and some Wraiths scattered around. For the most part though, air
defenses are quite lacking around here. Further north are three Command
Centers hooked with Nuclear Silos. Once you've reached this point, the
base has essentially fallen. Destroy these Command Centers with your
Guardians and slowly work your way north through the rest of the base.
Your numerous Mutalisks should focus only on shooting down the occasional
Wraith that flies by.
When you turn northeast from there, you'll find the Starports that produce
the Wraith threats. Wraiths are most numerous around here and if you
aren't careful, they can overpower your Guardians and shoot your flyers
down. Concentrate your fire on the Starports and destroy both to stop
Wraith production. Now all that's left to accomplish is to finish off
the remaining forces. Things should be pretty chaotic now with Marines
and Goliaths running back and forth in an intense frenzy to take out your
Guardians. With your superior numbers, any effort to take out your flyers
should be futile at this point. Destroy the nearby Factories and Barracks
to quell any remaining threats and then dismantle the rest of Mengsk's
base with impunity.
With one base out of the way, the mission becomes quite easier. You won't
have to deal with Siege Tanks or nukes anymore. You can now focus more on
air defense to counter DuGalle's Battlecruisers or Artanis's Carriers.
By now, you should've run your resources dry. Luckily, there are three
possible resource nodes you can safely colonize (the aforementioned pile
south of your main base and the two left over from Mengsk's base). You can
take all three at the same time, but I'd suggest against that because
DuGalle and Artanis will likely send a counter-attack to uproot your
forces. Suggest taking one at a time, gradually spreading your influence
over the map. Make sure you defend each location effectively.
Your next target should be DuGalle. Unlike Mengsk, his base is teeming
with Battlecruisers, Valkyries, and Wraiths. His base is so full of
anti-air units that an aerial attack using Guardians will be a suicide
mission. A ground assault would seem that much better. Also, there are
barely any Siege Tanks deployed inside his base. A rush of Zerglings
and Hydralisks will be enough to put a huge dent in the base, if not
destroy it outright. Before you begin anything, make sure you have Adrenal
Glands and Metabolic Boost researched for Zerglings.
You'll need well-sized force to break through in this case. Build a few
more Hatcheries at your main base and create a group of 48 Zerglings with
24 Hydralisks and a few Defilers. Send them northeast on the path toward
DuGalle's base. While your forces are in motion, begin producing another
force of Zerglings and Hydralisks in preparation for a second wave. Bring
an Overlord and scan the area for possible Spider Mines on the path. Send
your forces northwest through the line of mechanical fans (?) and you'll
come to a single Goliath defending a resource pile. From here, move west
and northwest through the narrow path. Go northeast to find yourself at
the entrance to DuGalle's base. As soon as you get in, waste no time and
begin attacking. Utilize Dark Swarm effectively to lengthen the lifespan
of your Zerglings.
Your biggest threat would be the Battlecruisers and any of the few Siege
Tanks in the base. However, Battlecruisers have a slow rate of fire and
will probably concentrate solely on individual Zerglings, making them easy
targets for your Hydralisks. Siege Tanks, on the other hand, require
a bit more effort to take out. Should you run into one, send your
Zerglings running for it and destroy it before it can fire off more than
one shot.
DuGalle's base is more scattered than Mengsk's base. From the Starport
you destroyed, head northwest and up the ramp. Up here, you'll find a
Command Center and some other assorted buildings. It's defended by some
Goliaths and a bunch of Wraiths. Use Hydralisks to take out the air units
and have your Zerglings overwhelm the Goliaths. It shouldn't really be
too much trouble. Once you've cleared this area, send your units toward
the main branch of the base at the northeast corner. If at any time your
rush is killed off, send in your other Zerglings and Hydralisks already
produced back at your base. For the final rush on the main base, send in
whatever units you have produced regardless.
There is a large number of Starports, Barracks, and Factories here. Just
overwhelm the opposition with your units and destroy every single
building. There's not much to be said that hasn't already been said
before. Once the base is gone, DuGalle will surrender, leaving behind a
bunch of resources. Feel free to colonize the three resource nodes here
with some Drones. With two enemies down, the remaining one shouldn't pose
much of a threat anymore.
Artanis, unlike DuGalle or Mengsk, doesn't have any weaknesses you can
really exploit. Taking out his base requires brute force, there's no way
around it. Before you begin your assault on the main base, you'll want to
eliminate the small branch off to the west of the main base. It's directly
south of your main base and is protected by a Carrier and some Photon
Cannons. Send in your team of Guardians from before with enough Scourges
to take out the Carrier. Mutalisks are recommended to fend off any Scouts
that appear.
Destroy the Photon Cannons and then take out the Gateway. Once that area
is clear, leave your Guardians stationed there and transport some Drones,
along with some Hydralisks and Lurkers, to that location. Set up three
Hatcheries here and put up a few Spore Colonies and Sunken Colonies for
defense. This position puts you right outside the entrance to the Protoss
base. From here, start building up a force of Ultralisks and Hydralisks.
Make sure you have Chitinious Plating and the Ultralisk speed upgrade
researched already. The Protoss base is further southeast and down the
path. Once you have a dozen Ultralisks ready to go backed up by 24
Hydralisks, you're ready to make your first assault.
There are a few Arbiters stationed inside the base that'll use Stasis
Field at the first chance they get. As soon as you move in your ground
units, prioritize any Arbiter that wanders into your sight. You can't
afford to get hit by Stasis Field or your entire rush can fall apart.
Whilst your ground units are causing chaos, slip in your Guardians to take
out Photon Cannons from a distance and help clear away Protoss defenders
on the ground. Let a few Overlords follow to detect units cloaked by any
Arbiters or Dark Templars on the ground.
In the ensuing battle, you may get hit by Psionic Storm a few times.
Ultralisks have heavy armor and likely won't get too knocked up by High
Templars. Further northeast is a line of Stargates defended by a wall of
Photon Cannons. With your Guardians, clear out the Photon Cannons and then
begin pelting the Stargates with shells until all of them are destroyed.
Destroy every remaining Protoss structure to force Artanis to surrender.
If you didn't manage to break through with the first rush, get another
force of units ready back at your Hatcheries. Send them in quickly to
finish off the already weakened Protoss forces inside. Don't forget about
the Protoss structures further to the north. You should have more than
enough resources to overthrow Artanis at long last. Once he's gone, the
mission is yours!
- - -
This concludes Zerg Campaign, Chapter VI: The Queen of Blades. That's it
for the game! Enjoy your ending.
====-====-====-====-====-====-====-====-====-====-====-====-====-====-====-====
+-+ 5. Unit Overview +-+ [5000]
====-====-====-====-====-====-====-====-====-====-====-====-====-====-====-====
Each race in StarCraft has its unique lineup of units, each of them with
their own advantages and disadvantages. Following below is a list of every
single unit in StarCraft along with their respective stats, abilities, etc.
This list also contains new units included in the Brood War expansion pack.
-------------------------------------------------------------------------------
-+- 5.1. Terran -+- [5100]
-------------------------------------------------------------------------------
Space Construction Vehicle (SCV) ~
=------------------------------=
Cost: 50 Minerals
Built At: Command Center
Prerequisite/s: Command Center
Hit Points: 60
Energy: N/A
Supply: 1 Armor: 0 (+3 upgradeable)
Build Time: 20 Range: 1
Ground Attack: 5 Sight: 7
Air Attack: N/A
SCVs are a requirement in every Terran base. They erect buildings,
gather minerals, and can repair mechanical units back to full
health. Only one SCV is able to construct a building at a time.
Only the SCV can gather the minerals required to maintain a base.
Ideally, you'd probably like to have quite a few in your base at
any given moment to carry out the maintenance tasks. SCVs are
particularly useful when backing up a strike force as they can
repair damaged vehicles.
Upgrades:
* Infantry Armor = Engineering Bay:
Level 1: Cost - 100 Minerals/100 V.Gas (Armor +1)
Level 2: Cost - 175 Minerals/175 V.Gas (Armor +2)
Level 3: Cost - 250 Minerals/250 V.Gas (Armor +3)
Marine ~
=----=
Cost: 50 Minerals
Built At: Barracks
Prerequisite/s: Barracks
Hit Points: 40
Energy: N/A
Supply: 1 Armor: 0 (+3 upgradeable)
Build Time: 24 Range: 4 (+1 upgradeable)
Ground Attack: 6 (+3 upgradeable) Sight: 7
Air Attack: 6 (+3 upgradeable)
The Marine is the basic unit of the Terran dominion. When used
properly, they can deal quite a bit of damage. They're extremely
versatile in that they can attack both ground targets and air
targets with equal prejudice. When upgraded with U-238 Shells and
Stim Packs, they become quite a force to be reckoned with.
Upgrades:
* Infantry Weapons = Engineering Bay:
Level 1: Cost - 100 Minerals/100 V.Gas (Attack +1)
Level 2: Cost - 175 Minerals/175 V.Gas (Attack +2)
Level 3: Cost - 250 Minerals/250 V.Gas (Attack +3)
* Infantry Armor = Engineering Bay:
Level 1: Cost - 100 Minerals/100 V.Gas (Armor +1)
Level 2: Cost - 175 Minerals/175 V.Gas (Armor +2)
Level 3: Cost - 250 Minerals/250 V.Gas (Armor +3)
* U-238 Shells = Academy:
Cost - 150 Minerals/150 V.Gas (Sight +1)
Special Abilities:
* Stim Packs = Academy:
Cost - 100 Minerals/100 V.Gas (Uses 10 HP to temporarily
increase speed and rate of fire for a few seconds)
Firebat ~
=-----=
Cost: 50 Minerals/25 V.Gas
Built At: Barracks
Prerequisite/s: Barracks, Academy
Hit Points: 50
Energy: N/A
Supply: 1 Armor: 1 (+3 upgradeable)
Build Time: 24 Range: 2
Ground Attack: 16 (+6 upgradeable) Sight: 7
Air Attack: N/A
Firebats lack the range of the Marines, but they make up for it in
sheer power. Their flamethrowers can hit enemies in an "arc"-like
pattern. If enemy units group up in front of you, you can devastate
them easily. This is particularly useful against Zerg rushes.
When Stim Packs are used, Firebats become that much more powerful;
their rate of fire increases significantly to deal very heavy
damage. Firebats, however, do suffer from a lack of anti-air
measures. That's why it's always best to group Firebats and Marines
together.
Upgrades:
* Infantry Weapons = Engineering Bay:
Level 1: Cost - 100 Minerals/100 V.Gas (Attack +2)
Level 2: Cost - 175 Minerals/175 V.Gas (Attack +4)
Level 3: Cost - 250 Minerals/250 V.Gas (Attack +6)
* Infantry Armor = Engineering Bay:
Level 1: Cost - 100 Minerals/100 V.Gas (Armor +1)
Level 2: Cost - 175 Minerals/175 V.Gas (Armor +2)
Level 3: Cost - 250 Minerals/250 V.Gas (Armor +3)
Special Abilities:
* Stim Packs = Academy:
Cost - 100 Minerals/100 V.Gas (Uses 10 HP to temporarily
increase speed and rate of fire for a few seconds)
Ghost ~
=---=
Cost: 25 Minerals/75 V.Gas
Built At: Barracks
Prerequisite/s: Barracks, Academy, Science Facility w/ Covert Ops
Hit Points: 45
Energy: 200 (+50 upgradeable)
Supply: 1 Armor: 0 (+3 upgradeable)
Build Time: 50 Range: 7
Ground Attack: 10 (+3 upgradeable) Sight: 9 (+2 upgradeable)
Air Attack: 10 (+3 upgradeable)
Ghosts are particularly useful when it comes to sneaking as opposed
to a blunt rush. After all, they can activate personal cloaking
and paint targets for nuclear missiles. Their Lockdown is
particularly useful against large mechanical targets. An entire
rush of Battlecruisers or Carriers can be stopped instantly by a
ready group of Ghosts. However, their attack power and rate of
fire leaves much to be desired.
Upgrades:
* Infantry Weapons = Engineering Bay:
Level 1: Cost - 100 Minerals/100 V.Gas (Attack +1)
Level 2: Cost - 175 Minerals/175 V.Gas (Attack +2)
Level 3: Cost - 250 Minerals/250 V.Gas (Attack +3)
* Infantry Armor = Engineering Bay:
Level 1: Cost - 100 Minerals/100 V.Gas (Armor +1)
Level 2: Cost - 175 Minerals/175 V.Gas (Armor +2)
Level 3: Cost - 250 Minerals/250 V.Gas (Armor +3)
* Ocular Implants = Covert Ops:
Cost - 100 Minerals/100 V.Gas (Sight +2)
* Moebius Reactor = Covert Ops:
Cost - 150 Minerals/150 V.Gas (Energy +50)
Special Abilities:
* Lockdown = Covert Ops:
Cost - 200 Minerals/200 V.Gas (Uses 100 energy to temporarily
immobilize any mechanical unit)
* Personal Cloaking = Covert Ops:
Cost - 100 Minerals/100 V.Gas (Uses 25 energy + 1 energy per
second to become invisible to all non-detecting units)
* Nuke = Nuclear Silo:
Cost - 200 Minerals/200 V.Gas (One time use; paints a target
for a nuclear strike to hit)
Medic ~
=---=
Cost: 50 Minerals/25 V.Gas
Built At: Barracks
Prerequisite/s: Barracks, Academy
Hit Points: 60
Energy: 200 (+50 upgradeable)
Supply: 1 Armor: 1 (+3 upgradeable)
Build Time: 30 Range: N/A
Ground Attack: N/A Sight: 9
Air Attack: N/A
Medics should become a staple unit in any infantry-related assault.
Their ability to heal any infantry unit back to full health is
invaluable. They also have the means to remove parasites passed on
by Queen, among other status abnormalities. Because Medics are
unarmed, they require strategic use. Needless to say, having your
Medics at the front of a rush isn't a very smart thing to do. Medics
do have one defensive mechanism - Optical Flare blinds enemies
temporarily, reducing the targets' range to 1 and disabling the
ability to detect.
Upgrades:
* Infantry Armor = Engineering Bay:
Level 1: Cost - 100 Minerals/100 V.Gas (Armor +1)
Level 2: Cost - 175 Minerals/175 V.Gas (Armor +2)
Level 3: Cost - 250 Minerals/250 V.Gas (Armor +3)
* Caduceus Reactor = Academy:
Cost - 150 Minerals/150 V.Gas (Energy +50)
Special Abilities:
* Heal:
Cost - N/A (Uses Energy to heal HP of infantry; 1 Energy for
every 2 HP healed)
* Restoration = Academy:
Cost - 100 Minerals/100 V.Gas (Uses 50 Energy to remove any
status abnormalities [bar Stasis Field] from a unit)
* Optical Flare = Academy:
Cost - 100 Minerals/100 V.Gas (Uses 75 Energy to effectively
reduce a targeted unit's range to 1, also disables enemy
ability to detect)
Vulture ~
=-----=
Cost: 75 Minerals
Built At: Factory
Prerequisite/s: Barracks, Factory
Hit Points: 80
Energy: N/A
Supply: 2 Armor: 0 (+3 upgradeable)
Build Time: 30 Range: 5
Ground Attack: 20 (+6 upgradeable) Sight: 8
Air Attack: N/A
The Vulture is primarily designed for scouting. With its speed, it
can outrun anything. Although its grenade launcher can be effective
against small groups of infantry, Vultures really can't hold their
own when it comes to fighting larger targets. Vultures can also
lay Spider Mines which deal 125 damage each! They are great for
defense and considering how cheap Vultures are, you're essentially
getting a mine for 25 minerals (Vultures are built with three
Spider Mines automatically). Later in the game, when Vultures
lose their usefulness in destroying targets, Spider Mines still
retain their effectiveness.
Upgrades:
* Vehicle Weapons = Armory:
Level 1: Cost - 100 Minerals/100 V.Gas (Attack +1)
Level 2: Cost - 175 Minerals/175 V.Gas (Attack +2)
Level 3: Cost - 250 Minerals/250 V.Gas (Attack +3)
* Vehicle Plating = Armory:
Level 1: Cost - 100 Minerals/100 V.Gas (Armor +1)
Level 2: Cost - 175 Minerals/175 V.Gas (Armor +2)
Level 3: Cost - 250 Minerals/250 V.Gas (Armor +3)
* Ion Thrusters = Machine Shop:
Cost - 100 Minerals/100 V.Gas (Increases Vulture speed)
Special Abilities:
* Spider Mines = Machine Shop:
Cost - 100 Minerals/100 V.Gas (Stocks Vultures with 3 Spider
Mines for deployment anywhere. Spider Mines cannot be
restocked)
Siege Tank ~
=--------=
Cost: 150 Minerals/100 V.Gas
Built At: Factory
Prerequisite/s: Barracks, Factory w/ Machine Shop
Hit Points: 150
Energy: N/A
-- Undeployed --
Supply: 2 Armor: 1 (+3 upgradeable)
Build Time: 50 Range: 6
Ground Attack: 30 (+9 upgradeable) Sight: 10
Air Attack: N/A
-- Siege Mode --
Ground Attack: 70 (+15 upgradeable) Range: 12
Air Attack: N/A
The Siege Tank is easily the most powerful unit in the game with
its destructive Arclite Cannon. When deployed in Siege Mode, it can
unleash a relentless barrage of shells that can tear through
enemy forces within seconds. For that reason, it can serve as good
base defense. However, Siege Tanks are more useful in base assaults.
Deploy a whole squad of them at the outskirts of an enemy base and
watch the fireworks commence. Siege Tanks lack anti-air capabilities,
making them easy picking for enemy aircraft. Always make sure that
you back up your Siege Tanks with Marines, Goliaths, or other units
with anti-air capabilities. Obviously, in order for Siege Tanks to
be effective, you need to research Siege Tech.
Upgrades:
* Vehicle Weapons = Armory:
Level 1: Cost - 100 Minerals/100 V.Gas (Attack +3/+5)
Level 2: Cost - 175 Minerals/175 V.Gas (Attack +6/+10)
Level 3: Cost - 250 Minerals/250 V.Gas (Attack +9/+15)
* Vehicle Plating = Armory:
Level 1: Cost - 100 Minerals/100 V.Gas (Armor +1)
Level 2: Cost - 175 Minerals/175 V.Gas (Armor +2)
Level 3: Cost - 250 Minerals/250 V.Gas (Armor +3)
Special Abilities:
* Siege Tech = Machine Shop:
Cost - 150 Minerals/150 V.Gas (Allows a Siege Tank to deploy
in Siege Mode: the tank will be immobile but its range and
weapon attack will drastically increase)
Goliath ~
=-----=
Cost: 100 Minerals/50 V.Gas
Built At: Factory
Prerequisite/s: Barracks, Factory, Armory
Hit Points: 125
Energy: N/A
Supply: 2 Armor: 1 (+3 upgradeable)
Build Time: 30 Range: 5 (+2 Air upgradeable)
Ground Attack: 12 (+3 upgradeable) Sight: 8
Air Attack: 20 (+12 upgradeable)
The Goliath Combat Walker is capable of attacking both air and
ground targets. However, it's particularly effective against air
targets. Although it can hold its own in a ground skirmish, its
auto-cannons aren't remarkably powerful. The Goliath's dexterity
makes for a great supporting unit, useful in defending Siege Tanks
from air assaults or covering resource piles. Not only that, but
they move fairly quickly, giving them an opportunity to chase down
enemy air units before they fly off.
Upgrades:
* Vehicle Weapons = Armory:
Level 1: Cost - 100 Minerals/100 V.Gas (Attack +1/+4)
Level 2: Cost - 175 Minerals/175 V.Gas (Attack +2/+8)
Level 3: Cost - 250 Minerals/250 V.Gas (Attack +3/+12)
* Vehicle Plating = Armory:
Level 1: Cost - 100 Minerals/100 V.Gas (Armor +1)
Level 2: Cost - 175 Minerals/175 V.Gas (Armor +2)
Level 3: Cost - 250 Minerals/250 V.Gas (Armor +3)
* Charon Boosters = Machine Shop:
Cost - 150 Minerals/150 V.Gas (Air Range +2)
Wraith ~
=----=
Cost: 150 Minerals/100 V.Gas
Built At: Starport
Prerequisite/s: Factory, Starport
Hit Points: 120
Energy: 200 (+50 upgradeable)
Supply: 2 Armor: 0 (+3 upgradeable)
Build Time: 60 Range: 5
Ground Attack: 8 (+3 upgradeable) Sight: 7
Air Attack: 20 (+6 upgradeable)
When it comes to attacking ground units, the Wraith isn't exactly
the best unit for the task. However, since the Wraith is capable of
cloaking itself, better some damage than no damage at all. Wraiths
are very versatile aircraft, quick, fast, and stealthy. When used
effectively, they can really be quite an annoyance to an enemy
force. Cloaked Wraiths can decimate enemy air forces of Carriers
or Battlecruisers, assuming there aren't any Observers or any sort
of detector nearby. They're also particularly useful in harassing
units without anti-air capabilities such as Siege Tanks or Zealots.
The only real disadvantage to Wraiths is their long build time and
cost.
Upgrades:
* Ship Weapons = Armory:
Level 1: Cost - 100 Minerals/100 V.Gas (Attack +3)
Level 2: Cost - 150 Minerals/150 V.Gas (Attack +6)
Level 3: Cost - 200 Minerals/200 V.Gas (Attack +9)
* Ship Plating = Armory:
Level 1: Cost - 150 Minerals/150 V.Gas (Armor +1)
Level 2: Cost - 225 Minerals/225 V.Gas (Armor +2)
Level 3: Cost - 300 Minerals/300 V.Gas (Armor +3)
* Apollo Reactor = Control Tower:
Cost - 200 Minerals/200 V.Gas (Energy +50)
Special Abilities:
* Cloaking Field = Control Tower:
Cost - 150 Minerals/150 V.Gas (Uses 25 energy + 1 energy per
second to become invisible to all non-detecting units)
Dropship ~
=------=
Cost: 100 Minerals/100 V.Gas
Built At: Starport
Prerequisite/s: Factory, Starport w/ Control Tower
Hit Points: 150
Energy: N/A
Supply: 2 Armor: 1 (+3 upgradeable)
Build Time: 50 Range: N/A
Ground Attack: N/A Sight: 8
Air Attack: N/A
Dropships are unarmed, but they serve a very important role in
combat. Their eight slots can carry a number of units anywhere the
Dropship can go. Obviously, since they don't have defenses of their
own, it'd be best to steer clear of any enemy defenses that could
possibly destroy it. Remember that if you lose a fully-loaded
Dropship, not only do you lose the Dropship itself but also every
single unit inside of it. With the Dropship's vulnerability while
unloading coupled with its incredibly slow unloading speed, you'd
want to avoid dropping units in the middle of a chaotic battle.
Upgrades:
* Ship Plating = Armory:
Level 1: Cost - 150 Minerals/150 V.Gas (Armor +1)
Level 2: Cost - 225 Minerals/225 V.Gas (Armor +2)
Level 3: Cost - 300 Minerals/300 V.Gas (Armor +3)
Battlecruiser ~
=-----------=
Cost: 400 Minerals/300 V.Gas
Built At: Starport
Prerequisite/s: Factory, Starport w/ Control Tower, Science Facility
w/ Physics Lab
Hit Points: 500
Energy: 200 (+50 upgradeable)
Supply: 6 Armor: 3 (+3 upgradeable)
Build Time: 160 Range: 6
Ground Attack: 25 (+9 upgradeable) Sight: 11
Air Attack: 25 (+9 upgradeable)
The Battlecruiser is the pride of the Terran Sector. Heavily-armored
and heavily-loaded, it can take a good deal of punishment and dish
out pain. However, Battlecruisers also have their weaknesses. Like
any other mechanical unit, they can be affected by Lockdown, Stasis
Field, Ensnare, etc. Battlecruisers are particularly more effective
in large groups. With their slow rate of fire, a single Battlecruiser
falls easy prey to a small group of Marines with Stim Packs. It's
strongly recommended that you couple Battlecruisers with a Science
Vessel's Defensive Matrix to make them nearly invincible. Its Yamato
Gun can easily decimate buildings, making Battlecruisers quite a
force to be reckoned with.
Upgrades:
* Ship Weapons = Armory:
Level 1: Cost - 100 Minerals/100 V.Gas (Attack +3)
Level 2: Cost - 150 Minerals/150 V.Gas (Attack +6)
Level 3: Cost - 200 Minerals/200 V.Gas (Attack +9)
* Ship Plating = Armory:
Level 1: Cost - 150 Minerals/150 V.Gas (Armor +1)
Level 2: Cost - 225 Minerals/225 V.Gas (Armor +2)
Level 3: Cost - 300 Minerals/300 V.Gas (Armor +3)
* Colossus Reactor = Physics Lab:
Cost - 150 Minerals/150 V.Gas (Energy +50)
Special Abilities:
* Yamato Gun = Physics Lab:
Cost - 100 Minerals/100 V.Gas (Uses 150 Energy to launch a
devastating burst of energy)
Science Vessel ~
=------------=
Cost: 100 Minerals/225 V.Gas
Built At: Starport
Prerequisite/s: Factory, Starport, Science Facility
Hit Points: 200
Energy: 200 (+50 upgradeable)
</pre><pre id="faqspan-5">
Supply: 2 Armor: 1 (+3 upgradeable)
Build Time: 80 Range: N/A
Ground Attack: N/A Sight: 10
Air Attack: N/A
Science Vessels are capable of detecting cloaked units, making them
very effective in seeking out hidden enemies. They're also loaded
with an arsenal of skills particularly useful on the battlefield.
Defensive Matrix adds 250 HP to any given unit, Irradiate slowly
eats away at a biological unit's HP, and EMP Shockwave automatically
brings a targeted unit's energy/shields down to 0. Needless to say,
Science Vessels are quite the "utility" unit. The only downside is
their expensive Vespene Gas cost and of course, they're inability
to attack.
Upgrades:
* Ship Plating = Armory:
Level 1: Cost - 150 Minerals/150 V.Gas (Armor +1)
Level 2: Cost - 225 Minerals/225 V.Gas (Armor +2)
Level 3: Cost - 300 Minerals/300 V.Gas (Armor +3)
* Titan Reactor = Science Facility
Cost - 150 Minerals/150 V.Gas (Energy +50)
Special Abilities:
* Defensive Matrix:
Cost - N/A (Uses 100 Energy to generate a 250 HP shield to
protect a targeted unit. Wears off after 30 seconds)
* Irradiate = Science Facility:
Cost - 200 Minerals/200 V.Gas (Uses 75 Energy to blast a
target with radiation to constantly sap health for 30 seconds.
Affects a group of units and only damages biological units)
* EMP Shockwave = Science Facility:
Cost - 200 Minerals/200 V.Gas (Uses 100 Energy to bring
targeted unit's shield/energy down to zero)
Valkyrie ~
=------=
Cost: 250 Minerals/125 V.Gas
Built At: Starport
Prerequisite/s: Starport w/ Control Tower, Armory
Hit Points: 200
Energy: N/A
Supply: 3 Armor: 2 (+3 upgradeable)
Build Time: 60 Range: 6
Ground Attack: N/A Sight: 8
Air Attack: 6 (+3 upgradeable)
Valkyries completely dominate the air - there's no doubt about that.
Firing volleys of eight missiles each, a small group of Valkyries
can decimate clustered groups of small air targets with ease. Splash
damage allows each missile to affect more than one enemy as well.
However, Valkyries do lack means to attack ground targets and
against large groups of Battlecruisers or Carriers, their missiles
don't do much justice. Overall, Valkyries are great support units
for ground units and other air units as well.
Upgrades:
* Ship Weapons = Armory:
Level 1: Cost - 100 Minerals/100 V.Gas (Attack +1)
Level 2: Cost - 150 Minerals/150 V.Gas (Attack +2)
Level 3: Cost - 200 Minerals/200 V.Gas (Attack +3)
* Ship Plating = Armory:
Level 1: Cost - 150 Minerals/150 V.Gas (Armor +1)
Level 2: Cost - 225 Minerals/225 V.Gas (Armor +2)
Level 3: Cost - 300 Minerals/300 V.Gas (Armor +3)
-------------------------------------------------------------------------------
-+- 5.2. Protoss -+- [5200]
-------------------------------------------------------------------------------
Probe ~
=---=
Cost: 50 Minerals
Built At: Nexus
Prerequisite/s: Nexus
Hit Points: 20
Plasma Shields: 20
Energy: N/A
Supply: 1 Armor: 0 (+3 upgradeable)
Build Time: 20 Range: 1
Ground Attack: 5 Sight: 8
Air Attack: N/A
The Protoss Probe is the first step in establishing a Protoss base.
Probes are charged with gathering resources and warping in buildings.
When the need arises, they can put up a little fight, but their
weak plasma shields make them easy targets for more combat-oriented
units. The Probe does have an advantage to the other worker units
of the Terran and Zerg as they can simply warp in buildings. In
doing so, as long as the building is still warping, the Probe is
free to move away and initiate another task. Essentially, you can
build up an entire base quickly with just one Probe as opposed to
the multiple SCVs or Drones you'd probably need on Terran and Zerg,
respectively.
Upgrades:
* Ground Armor = Forge:
Level 1: Cost - 100 Minerals/100 V.Gas (Armor +1)
Level 2: Cost - 175 Minerals/175 V.Gas (Armor +2)
Level 3: Cost - 250 Minerals/250 V.Gas (Armor +3)
* Plasma Shields = Forge:
Level 1: Cost - 200 Minerals/200 V.Gas (Plasma Shields +1)
Level 2: Cost - 300 Minerals/300 V.Gas (Plasma Shields +2)
Level 3: Cost - 400 Minerals/400 V.Gas (Plasma Shields +3)
Zealot ~
=----=
Cost: 100 Minerals
Built At: Gateway
Prerequisite/s: Gateway
Hit Points: 100
Plasma Shields: 60
Energy: N/A
Supply: 1 Armor: 1 (+3 upgradeable)
Build Time: 40 Range: 1
Ground Attack: 16 (+6 upgradeable) Sight: 7
Air Attack: N/A
Zealots are the basic foot-soldiers of the Protoss forces. However,
they are certainly not to be underestimated. A single Zealot can
rip through a small group of Zerglings and eliminate stationary
Marines in seconds. Zealots are at a disadvantage against ranged
units however because their melee attack obviously doesn't have
much of a range. Also, be aware that Zealots cannot attack air
units. Coupling Zealots with Dragoons or other anti-air units would
certainly be a good idea.
Upgrades:
* Ground Weapons = Forge:
Level 1: Cost - 100 Minerals/100 V.Gas (Attack +2)
Level 2: Cost - 150 Minerals/150 V.Gas (Attack +4)
Level 3: Cost - 200 Minerals/200 V.Gas (Attack +6)
* Ground Armor = Forge:
Level 1: Cost - 100 Minerals/100 V.Gas (Armor +1)
Level 2: Cost - 175 Minerals/175 V.Gas (Armor +2)
Level 3: Cost - 250 Minerals/250 V.Gas (Armor +3)
* Plasma Shields = Forge:
Level 1: Cost - 200 Minerals/200 V.Gas (Plasma Shields +1)
Level 2: Cost - 300 Minerals/300 V.Gas (Plasma Shields +2)
Level 3: Cost - 400 Minerals/400 V.Gas (Plasma Shields +3)
* Leg Enhancements = Citadel of Adun:
Cost - 150 Minerals/150 V.Gas (Increases Zealot speed)
Dragoon ~
=-----=
Cost: 125 Minerals/50 V.Gas
Built At: Gateway
Prerequisite/s: Gateway, Cybernetics Core
Hit Points: 100
Plasma Shields: 80
Energy: N/A
Supply: 2 Armor: 1 (+3 upgradeable)
Build Time: 40 Range: 4 (+2 upgradeable)
Ground Attack: 20 (+6 upgradeable) Sight: 8
Air Attack: 20 (+6 upgradeable)
Whereas Zealots excel in eliminating enemies at close range,
Dragoons are effective at taking out enemy units from afar. Their
versatility makes them a key factor in an effective ground rush.
A large group of Dragoons can effectively counter large units such
as Battlecruisers and Carriers when used efficiently. Because of
their effectiveness against air units as well, it's always a good
idea to put Dragoons on guard duty around a base to aid Photon
Cannons and prevent any sort of Dropship rushes. The Dragoon's
greatest disadvantage is its slow firing speed. That's why it's
always best to have aiding Zealots or some other unit take the hits
while your Dragoons barrage back with their destructive anti-matter
particles.
Upgrades:
* Ground Weapons = Forge:
Level 1: Cost - 100 Minerals/100 V.Gas (Attack +2)
Level 2: Cost - 150 Minerals/150 V.Gas (Attack +4)
Level 3: Cost - 200 Minerals/200 V.Gas (Attack +6)
* Ground Armor = Forge:
Level 1: Cost - 100 Minerals/100 V.Gas (Armor +1)
Level 2: Cost - 175 Minerals/175 V.Gas (Armor +2)
Level 3: Cost - 250 Minerals/250 V.Gas (Armor +3)
* Plasma Shields = Forge:
Level 1: Cost - 200 Minerals/200 V.Gas (Plasma Shields +1)
Level 2: Cost - 300 Minerals/300 V.Gas (Plasma Shields +2)
Level 3: Cost - 400 Minerals/400 V.Gas (Plasma Shields +3)
* Singularity Charge = Cybernetics Core:
Cost - 150 Minerals/150 V.Gas (Range +2)
High Templar ~
=----------=
Cost: 50 Minerals/150 V.Gas
Built At: Gateway
Prerequisite/s: Gateway, Templar Archives
Hit Points: 40
Plasma Shields: 40
Energy: 200 (+50 upgradeable)
Supply: 2 Armor: 0 (+3 upgradeable)
Build Time: 50 Range: N/A
Ground Attack: N/A Sight: 7
Air Attack: N/A
The Protoss High Templar lacks a physical means of attacking.
Rather, it controls an arsenal of psionic powers. The usefulness
of Hallucination and the destructive power of Psionic Storm is
enough reason to consider producing High Templars. Psionic Storm
is very useful in both base defense and rushes. A targeted group
of units stuck in a Psionic Storm will take heavy damage for the
duration of the entire storm. Enemy rushes can be heavily damaged
within seconds. Hallucination can be useful, creating doubles of
any selected unit that obviously cannot attack. However, these
holograms can still scout and appear as if they're attacking. It's
useful in intimidating your enemy in ways such as sending in a faux
force of Carriers from one side to create panic when in reality,
you have your real Carriers moving in from a different direction.
When planned effectively, Hallucination can be one of the most
useful skills available to you. Last but not least, High Templars
are capable of fusing together to form an Archon.
Upgrades:
* Ground Armor = Forge:
Level 1: Cost - 100 Minerals/100 V.Gas (Armor +1)
Level 2: Cost - 175 Minerals/175 V.Gas (Armor +2)
Level 3: Cost - 250 Minerals/250 V.Gas (Armor +3)
* Plasma Shields = Forge:
Level 1: Cost - 200 Minerals/200 V.Gas (Plasma Shields +1)
Level 2: Cost - 300 Minerals/300 V.Gas (Plasma Shields +2)
Level 3: Cost - 400 Minerals/400 V.Gas (Plasma Shields +3)
* Khaydarin Amulet = Templar Archives:
Cost - 150 Minerals/150 V.Gas (Energy +50)
Special Abilities:
* Hallucination = Templar Archives:
Cost - 150 Minerals/150 V.Gas (Uses 100 Energy to create two
holographic doubles of any selected unit. The holographic
illusion can scout, move, and appear to attack, though it
cannot deal any damage by itself. All illusions disappear
after 180 seconds)
* Psionic Storm = Templar Archives:
Cost - 200 Minerals/200 V.Gas (Uses 75 Energy to create a
storm that deals devastating damage in an area of effect.
All units, not buildings, are affected)
Archon ~
=----=
Cost: N/A
Built At: N/A
Prerequisite/s: Two High Templars
Hit Points: 10
Plasma Shields: 350
Energy: N/A
Supply: 4 Armor: 0 (+3 upgradeable)
Build Time: 50 Range: 2
Ground Attack: 30 (+9 upgradeable) Sight: 8
Air Attack: 30 (+9 upgradeable)
The intimidating Archon is the result of two High Templars
sacrificing themselves to transform into a raw entity of pure
psionic energy. The new Archon lacks the previous psionic abilities
of High Templars, but instead carries the ability to attack ground
and air targets with a burst of relentless psionic energy. Since it
deals splash damage as well, groups of smaller units are easily
decimated by a few Archons. Its only weakness comes in the form of
its frail body. Although defended by a very powerful plasma shield,
watch out for Terran Science Vessels and their EMP Shockwaves. Once
the Archon's shield is brought down, it's an easy target for even
a single Marine.
Upgrades:
* Ground Weapons = Forge:
Level 1: Cost - 100 Minerals/100 V.Gas (Attack +3)
Level 2: Cost - 150 Minerals/150 V.Gas (Attack +6)
Level 3: Cost - 200 Minerals/200 V.Gas (Attack +9)
* Ground Armor = Forge:
Level 1: Cost - 100 Minerals/100 V.Gas (Armor +1)
Level 2: Cost - 175 Minerals/175 V.Gas (Armor +2)
Level 3: Cost - 250 Minerals/250 V.Gas (Armor +3)
* Plasma Shields = Forge:
Level 1: Cost - 200 Minerals/200 V.Gas (Plasma Shields +1)
Level 2: Cost - 300 Minerals/300 V.Gas (Plasma Shields +2)
Level 3: Cost - 400 Minerals/400 V.Gas (Plasma Shields +3)
Dark Templar ~
=----------=
Cost: 125 Minerals/100 V.Gas
Built At: Gateway
Prerequisite/s: Gateway, Templar Archives
Hit Points: 80
Plasma Shields: 40
Energy: N/A
Supply: 2 Armor: 1 (+3 upgradeable)
Build Time: 50 Range: 1
Ground Attack: 40 (+9 upgradeable) Sight: 7
Air Attack: N/A
Dark Templars, being permanently cloaked, can deal immeasurable
amounts of damage against vulnerable targets. The only way to detect
a Dark Templar is via detectors. However, should a Dark Templar be
revealed, he becomes extremely susceptible to being overwhelmed.
Dark Templars have a very slow rate of attack. It doesn't help much
that they need to be right next to a target in order to deal damage.
When used sensibly though, Dark Templars become quite a force to be
reckoned with. Also, much like the High Templar, Dark Templars can
also fuse together to form a Dark Archon.
Upgrades:
* Ground Weapons = Forge:
Level 1: Cost - 100 Minerals/100 V.Gas (Attack +3)
Level 2: Cost - 150 Minerals/150 V.Gas (Attack +6)
Level 3: Cost - 200 Minerals/200 V.Gas (Attack +9)
* Ground Armor = Forge:
Level 1: Cost - 100 Minerals/100 V.Gas (Armor +1)
Level 2: Cost - 175 Minerals/175 V.Gas (Armor +2)
Level 3: Cost - 250 Minerals/250 V.Gas (Armor +3)
* Plasma Shields = Forge:
Level 1: Cost - 200 Minerals/200 V.Gas (Plasma Shields +1)
Level 2: Cost - 300 Minerals/300 V.Gas (Plasma Shields +2)
Level 3: Cost - 400 Minerals/400 V.Gas (Plasma Shields +3)
Dark Archon ~
=---------=
Cost: N/A
Built At: N/A
Prerequisite/s: Two Dark Templars
Hit Points: 25
Plasma Shields: 200
Energy: 200 (+50 upgradeable)
Supply: 4 Armor: 1 (+3 upgradeable)
Build Time: 20 Range: N/A
Ground Attack: N/A Sight: 10
Air Attack: N/A
The glowing entity that results from the fusing of two Dark Templars
is a fearful sight to behold. The Dark Archon has no means of
attacking. However, it's usefulness comes from its skills, which can
have devastating effects. Feedback is especially useful against units
reliant on energy. It sucks away a unit's energy and deals physical
damage equal to that of the energy lost. Maelstrom works much like
a Ghost's Lockdown. It prevents an affected unit from moving, thus
making it vulnerable to attack. Lastly, Dark Archons are capable of
literally mind controlling a unit and putting it under your control.
If used properly, you can acquire an enemy SCV or Drone and
essentially acquire the the abilities and technology of the enemy.
Upgrades:
* Ground Armor = Forge:
Level 1: Cost - 100 Minerals/100 V.Gas (Armor +1)
Level 2: Cost - 175 Minerals/175 V.Gas (Armor +2)
Level 3: Cost - 250 Minerals/250 V.Gas (Armor +3)
* Plasma Shields = Forge:
Level 1: Cost - 200 Minerals/200 V.Gas (Plasma Shields +1)
Level 2: Cost - 300 Minerals/300 V.Gas (Plasma Shields +2)
Level 3: Cost - 400 Minerals/400 V.Gas (Plasma Shields +3)
* Argus Talisman = Templar Archives:
Cost - 150 Minerals/150 V.Gas (Energy +50)
Special Abilities:
* Feedback:
Cost - N/A (Uses 50 Energy to completely drain a targeted
unit's energy and deal physical damage equal to that of the
energy lost)
* Mind Control = Templar Archives:
Cost - 200 Minerals/200 V.Gas (Uses 150 Energy to assume
control over a targeted unit of the enemy)
* Maelstrom = Templar Archives:
Cost - 100 Minerals/100 V.Gas (Uses 100 Energy to freeze any
unit caught in its area of effect)
Shuttle ~
=-----=
Cost: 200 Minerals
Built At: Robotics Facility
Prerequisite/s: Robotics Facility
Hit Points: 80
Plasma Shields: 60
Energy: N/A
Supply: 2 Armor: 1 (+3 upgradeable)
Build Time: 40 Range: N/A
Ground Attack: N/A Sight: 8
Air Attack: N/A
Shuttles are airborne transports capable of bringing units from
here to there. Shuttles lack any weapon system so they're sitting
ducks if they sit still. Their eight slots can carry a number of
units anywhere the Shuttle can go. When fully upgraded, the Shuttle
becomes the fastest transport available in the game. With the slow
speed of certain units such as Reavers, Shuttles are very useful
in transporting units over to enemy bases or wherever you really
want.
Upgrades:
* Air Armor = Cybernetics Core:
Level 1: 150 Minerals/150 V.Gas (Armor +1)
Level 2: 225 Minerals/225 V.Gas (Armor +2)
Level 3: 300 Minerals/300 V.Gas (Armor +3)
* Plasma Shields = Forge:
Level 1: Cost - 200 Minerals/200 V.Gas (Plasma Shields +1)
Level 2: Cost - 300 Minerals/300 V.Gas (Plasma Shields +2)
Level 3: Cost - 400 Minerals/400 V.Gas (Plasma Shields +3)
* Gravitic Drive = Robotics Support Bay:
Cost - 200 Minerals/200 V.Gas (Increases Shuttle speed)
Reaver ~
=----=
Cost: 200 Minerals/100 V.Gas
Built At: Robotics Facility
Prerequisite/s: Robotics Facility, Robotics Support Bay
Hit Points: 100
Plasma Shields: 80
Energy: N/A
Supply: 4 Armor: 0 (+3 upgradeable)
Build Time: 70 Range: 8
Ground Attack: 100 (+25 upgradeable)Sight: 10
Air Attack: N/A
Reavers attack through small, explosive drones called scarabs.
Scarabs can only be manufactured by the Reaver, costing 15 Minerals
each. For that reason, Reavers cannot be used in an extended siege
that will run their scarab supplies dry. However, if used
effectively, their scarabs will devastate enemy troops and buildings
quite easily. The scarab's splash damage can make it very effective
against groups of oncoming Zerglings or Marines. Reavers, however,
are not capable of attacking air targets. Note that due to the
Reaver's incredibly slow speed, it'd be a good idea to utilize
Shuttles to transport Reavers back and forth.
Upgrades:
* Ground Armor = Forge:
Level 1: Cost - 100 Minerals/100 V.Gas (Armor +1)
Level 2: Cost - 175 Minerals/175 V.Gas (Armor +2)
Level 3: Cost - 250 Minerals/250 V.Gas (Armor +3)
* Plasma Shields = Forge:
Level 1: Cost - 200 Minerals/200 V.Gas (Plasma Shields +1)
Level 2: Cost - 300 Minerals/300 V.Gas (Plasma Shields +2)
Level 3: Cost - 400 Minerals/400 V.Gas (Plasma Shields +3)
* Scarab Damage = Robotics Support Bay:
Cost - 200 Minerals/200 V.Gas (Scarab damage +25)
* Reaver Capacity = Robotics Support Bay:
Cost - 200 Minerals/200 V.Gas (Scarab capacity +5)
Observer ~
=------=
Cost: 25 Minerals/75 V.Gas
Built At: Robotics Facility
Prerequisite/s: Observatory
Hit Points: 40
Plasma Shields: 20
Energy: N/A
Supply: 1 Armor: 0 (+3 upgradeable)
Build Time: 40 Range: N/A
Ground Attack: N/A Sight: 9 (+2 upgradeable)
Air Attack: N/A
Observers are permanently cloaked and serve as the literal spies of
the Protoss forces. They can detect other cloaked units, making
them invaluable in deploying around bases or scouting out suspicious
areas. Observers can be used to follow your own attack forces to
reveal incoming cloaked Wraiths or Ghosts. Assuming your enemy has
few detectors running, you can send in an Observer and not have to
worry about counter-attacks. However, be wary of obvious detectors
and of course, Scanner Sweeps. Still, the Observer's relatively
cheap cost makes replacing them easy. The Observer has no weapon
system.
Upgrades:
* Air Armor = Cybernetics Core:
Level 1: 150 Minerals/150 V.Gas (Armor +1)
Level 2: 225 Minerals/225 V.Gas (Armor +2)
Level 3: 300 Minerals/300 V.Gas (Armor +3)
* Plasma Shields = Forge:
Level 1: Cost - 200 Minerals/200 V.Gas (Plasma Shields +1)
Level 2: Cost - 300 Minerals/300 V.Gas (Plasma Shields +2)
Level 3: Cost - 400 Minerals/400 V.Gas (Plasma Shields +3)
* Sensor Array = Observatory:
Cost - 150 Minerals/150 V.Gas (Sight +2)
* Gravitic Booster = Observatory:
Cost - 150 Minerals/150 V.Gas (Increases Observer speed)
Scout ~
=---=
Cost: 275 Minerals/125 V.Gas
Built At: Stargate
Prerequisite/s: Stargate
Hit Points: 150
Plasma Shields: 100
Energy: N/A
Supply: 3 Armor: 0 (+3 upgradeable)
Build Time: 80 Range: 4
Ground Attack: 8 (+3 upgradeable) Sight: 8 (+2 upgradeable)
Air Attack: 28 (+6 upgradeable)
Scouts are useful for more than just direct combat. For one thing,
they're aptly named, as they make great scouts. Their speed and
versatility is effective in hit-and-run tactics or just revealing
enemy locations. Scouts absolutely decimate air targets, though
their ability to hold off ground units isn't as amazing. Try to
avoid getting into skirmishes with ground units that have anti-air
capabilities. A group of Marines can deal quite a bit of damage to
a group of Scouts before the latter can eliminate them. The Scout is
very expensive, so you'd want to avoid losing them too often.
Upgrades:
* Air Weapons = Cybernetics Core:
Level 1: 100 Minerals/100 V.Gas (Attack +1/+2)
Level 2: 175 Minerals/175 V.Gas (Attack +2/+4)
Level 3: 250 Minerals/250 V.Gas (Attack +3/+6)
* Air Armor = Cybernetics Core:
Level 1: 150 Minerals/150 V.Gas (Armor +1)
Level 2: 225 Minerals/225 V.Gas (Armor +2)
Level 3: 300 Minerals/300 V.Gas (Armor +3)
* Plasma Shields = Forge:
Level 1: Cost - 200 Minerals/200 V.Gas (Plasma Shields +1)
Level 2: Cost - 300 Minerals/300 V.Gas (Plasma Shields +2)
Level 3: Cost - 400 Minerals/400 V.Gas (Plasma Shields +3)
* Apial Sensors = Fleet Beacon:
Cost - 100 Minerals/100 V.Gas (Sight +2)
* Gravitic Thrusters = Fleet Beacon:
Cost - 200 Minerals/200 V.Gas (Increases Scout speed)
Carrier ~
=-----=
Cost: 350 Minerals/250 V.Gas
Built At: Stargate
Prerequisite/s: Stargate, Fleet Beacon
Hit Points: 300
Plasma Shields: 150
Energy: N/A
Supply: 8 Armor: 4 (+3 upgradeable)
Build Time: 140 Range: 8
Ground Attack: 6 (+3 upgradeable) Sight: 11
Air Attack: 6 (+3 upgradeable)
Carriers function through their Interceptors, little robotic flyers
that can be manufactured inside the Carrier for 25 Minerals each.
A Carrier relies not on its own weapons, but by deploying the
Interceptors to attack a target. When fully upgraded, a Carrier can
carry up to eight Interceptors. That alone is enough to deal a
significant amount of damage to any enemy force. Needless to say,
a group of Carriers is all the more powerful. Carriers have very
high sight ranges, so you can seek out targets before they can even
see you. Use this to your advantage and have your Interceptors
strike while your Carriers sit away from the battle. Of course, it'd
be a good idea to always send support with your Carriers in the
form of Scouts or Dragoons. An Observer would be a good investment
as well should you run into cloaked Wraiths or the like.
Upgrades:
* Air Weapons = Cybernetics Core:
Level 1: 100 Minerals/100 V.Gas (Attack +1)
Level 2: 175 Minerals/175 V.Gas (Attack +2)
Level 3: 250 Minerals/250 V.Gas (Attack +3)
* Air Armor = Cybernetics Core:
Level 1: 150 Minerals/150 V.Gas (Armor +1)
Level 2: 225 Minerals/225 V.Gas (Armor +2)
Level 3: 300 Minerals/300 V.Gas (Armor +3)
* Plasma Shields = Forge:
Level 1: Cost - 200 Minerals/200 V.Gas (Plasma Shields +1)
Level 2: Cost - 300 Minerals/300 V.Gas (Plasma Shields +2)
Level 3: Cost - 400 Minerals/400 V.Gas (Plasma Shields +3)
* Carrier Capacity = Fleet Beacon:
Cost - 100 Minerals/100 V.Gas (Increases Carrier capacity from
four Interceptors to eight Interceptors)
Arbiter ~
=-----=
Cost: 100 Minerals/350 V.Gas
Built At: Stargate
Prerequisite/s: Stargate, Arbiter Tribunal
Hit Points: 200
Plasma Shields: 150
Energy: 200 (+50 upgradeable)
Supply: 4 Armor: 1 (+3 upgradeable)
Build Time: 160 Range: 5
Ground Attack: 10 (+3 upgradeable) Sight: 9
Air Attack: 10 (+3 upgradeable)
The Arbiter, with its incredibly high cost and build time should
definitely be worth more than its puny weaponry. The Arbiter has the
ability to put all friendly units in its immediate vicinity in a
cloaked state. The Arbiter, however, cannot cloak itself (neither
can another Arbiter cloak it). This ability has an endless amount
of uses, for a cloaked group of Protoss forces can decimate enemies
without them even being able to fight back. Make sure that your
Arbiter is always protected and out of the way of significant
damage though! Two more skills that make the Arbiter a worthy
investment include the Recall ability, which allows you to teleport
a select group of units to where the Arbiter is located, and Stasis
Field, which locks a group of targeted units, preventing them from
attacking, moving, or getting damaged altogether.
Upgrades:
* Air Weapons = Cybernetics Core:
Level 1: 100 Minerals/100 V.Gas (Attack +1)
Level 2: 175 Minerals/175 V.Gas (Attack +2)
Level 3: 250 Minerals/250 V.Gas (Attack +3)
* Air Armor = Cybernetics Core:
Level 1: 150 Minerals/150 V.Gas (Armor +1)
Level 2: 225 Minerals/225 V.Gas (Armor +2)
Level 3: 300 Minerals/300 V.Gas (Armor +3)
* Plasma Shields = Forge:
Level 1: Cost - 200 Minerals/200 V.Gas (Plasma Shields +1)
Level 2: Cost - 300 Minerals/300 V.Gas (Plasma Shields +2)
Level 3: Cost - 400 Minerals/400 V.Gas (Plasma Shields +3)
* Khaydarin Core = Arbiter Tribunal:
Cost - 150 Minerals/150 V.Gas (Energy +50)
Special Abilities:
* Recall = Arbiter Tribunal:
Cost - 150 Minerals/150 V.Gas (Uses 150 Energy to teleport
a group of units to the caster)
* Stasis Field = Arbiter Tribunal:
Cost - 150 Minerals/150 V.Gas (Uses 100 Energy to trap a
group of units in a Stasis Field, preventing them from moving,
attacking, or being damaged for 40 seconds)
Corsair ~
=-----=
Cost: 150 Minerals/100 V.Gas
Built At: Stargate
Prerequisite/s: Stargate
Hit Points: 100
Plasma Shields: 80
Energy: 200 (+50 upgradeable)
Supply: 2 Armor: 1 (+3 upgradeable)
Build Time: 40 Range: 5
Ground Attack: N/A Sight: 9
Air Attack: 5 (+3 upgradeable)
Corsairs serve as a relatively inexpensive means of taking out air
targets. It's quick rate of fire can put down small aircraft quite
easily. However, Corsairs also have one of the most useful abilities
in the game. Disruption Web can be used to completely disable static
defenses and enemy units from shooting accurately. Any unit caught
in its area of effect will have its circuitry disrupted. By
disabling Photon Cannons, Missile Turrets, Spore Colonies, etc, one
can launch an assault against an otherwise insurmountable defensive
fortification.
Upgrades:
* Air Weapons = Cybernetics Core:
Level 1: 100 Minerals/100 V.Gas (Attack +1)
Level 2: 175 Minerals/175 V.Gas (Attack +2)
Level 3: 250 Minerals/250 V.Gas (Attack +3)
* Air Armor = Cybernetics Core:
Level 1: 150 Minerals/150 V.Gas (Armor +1)
Level 2: 225 Minerals/225 V.Gas (Armor +2)
Level 3: 300 Minerals/300 V.Gas (Armor +3)
* Plasma Shields = Forge:
Level 1: Cost - 200 Minerals/200 V.Gas (Plasma Shields +1)
Level 2: Cost - 300 Minerals/300 V.Gas (Plasma Shields +2)
Level 3: Cost - 400 Minerals/400 V.Gas (Plasma Shields +3)
* Argus Jewel = Fleet Beacon:
Cost - 100 Minerals/100 V.Gas (Energy +50)
Special Abilities:
* Disruption Web = Fleet Beacon:
Cost - 200 Minerals/200 V.Gas (Uses 125 Energy to disable all
units inside its area of effect and prevent them from firing)
-------------------------------------------------------------------------------
-+- 5.3. Zerg -+- [5300]
-------------------------------------------------------------------------------
Drone ~
=---=
Cost: 50 Minerals
Built At: Hatchery
Prerequisite/s: Hatchery
Hit Points: 40
Energy: N/A
Supply: 1 Armor: 0 (+3 upgradeable)
Build Time: 20 Range: 1
Ground Attack: 5 Sight: 7
Air Attack: N/A
The Drone is the basic gathering/building unit of the Zerg, but it
differs from the SCVs and Probes of the Terran and Protoss. Instead
of actually constructing a building, the Drone "morphs" into a
building. For that reason, by putting up a building, you are
essentially losing a Drone in the process. Apart from that, they're
basic gathering units, capable of mining minerals and Vespene Gas.
Drones are also capable of burrowing (once it is researched), making
them somewhat more effective at staying alive. Assuming an enemy
doesn't unearth your burrowed Drones, you can have them re-emerge
at a safer time.
Upgrades:
* Zerg Carapace = Evolution Chamber:
Level 1: Cost - 150 Minerals/150 V.Gas (Armor +1)
Level 2: Cost - 225 Minerals/225 V.Gas (Armor +2)
Level 3: Cost - 300 Minerals/300 V.Gas (Armor +3)
Special Abilities:
* Burrow = Hatchery
Cost - 100 Minerals/100 V.Gas (Allows the unit to burrow
underground and become invisible to all non-detector units)
Overlord ~
=------=
Cost: 100 Minerals
Built At: Hatchery
Prerequisite/s: Hatchery
Hit Points: 200
Energy: N/A
Supply: N/A Armor: 0 (+3 upgradeable)
Build Time: 40 Range: 0
Ground Attack: N/A Sight: 9 (+2 upgradeable)
Air Attack: N/A
The Zerg Overlord is responsible for a number of tasks. Their most
important function is providing the supply for the Zerg base they're
affiliated with. Basically, they take on the function of Terran
Supply Depots and Protoss Pylons. Every Overlord is responsible for
eight controls. Obviously, in order to expand your growth, you need
to consistently build Overlords. Another function that Overlords are
particularly useful for is transporting units. Once an Overlord
acquires the Ventral Sacs upgrade (and preferably the Pneumatized
Carapace or else your Overlord would move incredibly slow), it can
serve as a transport for ground units. Finally, Overlords are
detectors, meaning they can reveal cloaked or burrowed units. It's
always recommended to have an excess of Overlords lest an enemy
happen to shoot a few down. It's also not recommended to group all
of your Overlords in a corner for obvious reasons. That's just
stupid.
Upgrades:
* Flyer Carapace = Spire:
Level 1: Cost - 150 Minerals/150 V.Gas (Armor +1)
Level 2: Cost - 225 Minerals/225 V.Gas (Armor +2)
Level 3: Cost - 300 Minerals/300 V.Gas (Armor +3)
* Antennae = Lair:
Cost - 150 Minerals/150 V.Gas (Sight +2)
* Pneumatized Carapace = Lair:
Cost - 150 Minerals/150 V.Gas (Increases Overlord speed)
Special Abilities:
* Ventral Sacs = Lair:
Cost - 200 Minerals/200 V.Gas (Allows Overlord to carry up to
eight slots and transport units)
Zergling ~
=------=
Cost: 25 Minerals
Built At: Hatchery
Prerequisite/s: Hatchery, Spawning Pool
Hit Points: 35
Energy: N/A
Supply: 0.5 Armor: 0 (+3 upgradeable)
Build Time: 28 Range: 1
Ground Attack: 5 (+3 upgradeable) Sight: 5
Air Attack: N/A
Zerglings are produced in groups of two from a single larva. For
that reason, it should not take long at all to amass a huge force
of Zerglings for a massive rush. Not only that, but Zerglings are
relatively cheap. When fully upgraded, they easily become one of
the most powerful forces in the game when used in large numbers.
Their extremely low attack is countered by a very quick attack.
Although a single Zergling can't hold off much, a group of Zerglings
can mob, overwhelm, and completely tear apart enemey targets. When
used effectively, Zerglings become quite a force to be reckoned
with.
Upgrades:
* Melee Attacks = Evolution Chamber:
Level 1: Cost - 100 Minerals/100 V.Gas (Attack +1)
Level 2: Cost - 150 Minerals/150 V.Gas (Attack +2)
Level 3: Cost - 200 Minerals/200 V.Gas (Attack +3)
* Zerg Carapace = Evolution Chamber:
Level 1: Cost - 150 Minerals/150 V.Gas (Armor +1)
Level 2: Cost - 225 Minerals/225 V.Gas (Armor +2)
Level 3: Cost - 300 Minerals/300 V.Gas (Armor +3)
* Metabolic Boost = Spawning Pool:
Cost - 100 Minerals/100 V.Gas (Increases Zergling speed)
* Adrenal Glands = Spawning Pool:
Cost - 200 Minerals/200 V.Gas (Faster Zergling attack)
Special Abilities:
* Burrow = Hatchery
Cost - 100 Minerals/100 V.Gas (Allows the unit to burrow
underground and become invisible to all non-detector units)
Hydralisk ~
=-------=
Cost: 75 Minerals/25 V.Gas
Built At: Hatchery
Prerequisite/s: Hatchery, Hydralisk Den
Hit Points: 80
Energy: N/A
Supply: 1 Armor: 0 (+3 upgradeable)
Build Time: 28 Range: 4 (+1 upgradeable)
Ground Attack: 10 (+3 upgradeable) Sight: 6
Air Attack: 10 (+3 upgradeable)
Hydralisks are versatile, being able to attack both air and ground
targets with equal prejudice. Their fast rate of fire and ranged
attack makes them deadly in groups even against large units such as
Battlecruisers or Carriers. Due to their relatively low cost,
Hydralisks are the best support unit you can count on. Though they
are eventually overpowered by other units higher up on the tech
tree, a legion of Hydralisks can still wreak havoc if used properly.
Hydralisks also have the ability to mutate into a Lurker.
Upgrades:
* Missile Attacks = Evolution Chamber:
Level 1: Cost - 100 Minerals/100 V.Gas (Attack +1)
Level 2: Cost - 150 Minerals/150 V.Gas (Attack +2)
Level 3: Cost - 200 Minerals/200 V.Gas (Attack +3)
* Zerg Carapace = Evolution Chamber:
Level 1: Cost - 150 Minerals/150 V.Gas (Armor +1)
Level 2: Cost - 225 Minerals/225 V.Gas (Armor +2)
Level 3: Cost - 300 Minerals/300 V.Gas (Armor +3)
* Muscular Augments = Hydralisk Den:
Cost - 150 Minerals/150 V.Gas (Increases Hydralisk speed)
* Grooved Spines = Hydralisk Den:
Cost - 150 Minerals/150 V.Gas (Range +1)
Special Abilities:
* Burrow = Hatchery
Cost - 100 Minerals/100 V.Gas (Allows the unit to burrow
underground and become invisible to all non-detector units)
Lurker ~
=----=
Cost: 50 Minerals/100 V.Gas
Built At: N/A
Prerequisite/s: Hydralisk, Hydralisk Den, Lair
Hit Points: 125
Energy: N/A
Supply: 2 Armor: 1 (+3 upgradeable)
Build Time: 40 Range: 6
Ground Attack: 20 (+6 upgradeable) Sight: 8
Air Attack: N/A
Lurkers attack by burrowing underground and using their spines to
impale any units attempting to cross over it. Due to its
inconspicuous method of attacking, Lurkers make for great ambushing
units and its ability to defend bases is invaluable. Lurkers
cannot attack air units and are extremely vulnerable to them should
they be detected.
Upgrades:
* Missile Attacks = Evolution Chamber:
Level 1: Cost - 100 Minerals/100 V.Gas (Attack +2)
Level 2: Cost - 150 Minerals/150 V.Gas (Attack +4)
Level 3: Cost - 200 Minerals/200 V.Gas (Attack +6)
* Zerg Carapace = Evolution Chamber:
Level 1: Cost - 150 Minerals/150 V.Gas (Armor +1)
Level 2: Cost - 225 Minerals/225 V.Gas (Armor +2)
Level 3: Cost - 300 Minerals/300 V.Gas (Armor +3)
Mutalisk ~
=------=
Cost: 100 Minerals/100 V.Gas
Built At: Hatchery
Prerequisite/s: Hatchery, Spire
Hit Points: 120
Energy: N/A
Supply: 2 Armor: 0 (+3 upgradeable)
Build Time: 40 Range: 3
Ground Attack: 9 (+3 upgradeable) Sight: 7
Air Attack: 9 (+3 upgradeable)
Although the Mutalisk's ground attack is comparable to the attacks
of Wraiths and Scouts, Mutalisks will be ripped apart in air-to-air
combat. Its air attack is easily overpowered by the anti-air
missiles of other single-pilot aircraft. However, Mutalisks do have
a distinct advantage in their weapon. The projectiles that they
launch are capable of "ricocheting" off of a target and hitting
another target in close proximity. Mutalisks, for that reason, are
very effective when dealing with enemies grouped closely together.
Mutalisks make a great unit to harass the enemy with. Although not
particularly powerful individually, they can deal quite some damage
in larger groups. Mutalisks are also used to mutate into Guardians
and Devourers.
Upgrades:
* Flyer Attack = Spire:
Level 1: Cost - 100 Minerals/100 V.Gas (Attack +1)
Level 2: Cost - 150 Minerals/150 V.Gas (Attack +2)
Level 3: Cost - 200 Minerals/200 V.Gas (Attack +3)
* Flyer Carapace = Spire:
Level 1: Cost - 150 Minerals/150 V.Gas (Armor +1)
Level 2: Cost - 225 Minerals/225 V.Gas (Armor +2)
Level 3: Cost - 300 Minerals/300 V.Gas (Armor +3)
Special Abilities:
* Guardian Aspect = Greater Spire:
(Uses up 50 Minerals/100 V.Gas to transform Mutalisk into a
Guardian; see Guardian entry for more information)
Guardian ~
=------=
Cost: 50 Minerals/100 V.Gas
Built At: N/A
Prerequisite/s: Mutalisk, Greater Spire
Hit Points: 150
Energy: N/A
Supply: 2 Armor: 2 (+3 upgradeable)
Build Time: 40 Range: 8
Ground Attack: 20 (+9 upgradeable) Sight: 11
Air Attack: N/A
Guardians are one of the most powerful units in the game if used
effectively. Note that as soon as the Mutalisk transforms into the
Guardian, it loses all anti-air capabilities. For that reason,
anti-air support is a must. Considering how slowly the Guardian
moves, it can become easy meat for some air units to take down.
However, Guardians do excel in terms of range and sight. Their range
exceeds that of all static base defenses, so you can sit on the
outskirts and fire barrage after barrage without getting touched.
When used in large groups, Guardians are capable of leveling bases
in almost no time at all.
Upgrades:
* Flyer Attack = Spire:
Level 1: Cost - 100 Minerals/100 V.Gas (Attack +1)
Level 2: Cost - 150 Minerals/150 V.Gas (Attack +2)
Level 3: Cost - 200 Minerals/200 V.Gas (Attack +3)
* Flyer Carapace = Spire:
Level 1: Cost - 150 Minerals/150 V.Gas (Armor +1)
Level 2: Cost - 225 Minerals/225 V.Gas (Armor +2)
Level 3: Cost - 300 Minerals/300 V.Gas (Armor +3)
Devourer ~
=------=
Cost: 150 Minerals/50 V.Gas
Built At: N/A
Prerequisite/s: Mutalisk, Greater Spire
Hit Points: 250
Energy: N/A
Supply: 2 Armor: 2 (+3 upgradeable)
Build Time: 40 Range: 6
Ground Attack: N/A Sight: 10
Air Attack: 25 (+6 upgradeable)
Devourers are an anti-air unit that has a unique means of attacking.
Apart from being able to deal heavy damage to enemy air units, their
acid spores that come as an added benefit hinder the movements and
attacking abilities of any unit that happens to be splashed by it.
The more acid spores that become attached to a unit, the slower the
unit becomes. As an added benefit, a unit attached with acid spores
will take more damage from every hit that it takes. Devourer raiding
parties are therefore extremely effective against enemy air targets.
Upgrades:
* Flyer Attack = Spire:
Level 1: Cost - 100 Minerals/100 V.Gas (Attack +2)
Level 2: Cost - 150 Minerals/150 V.Gas (Attack +4)
Level 3: Cost - 200 Minerals/200 V.Gas (Attack +6)
* Flyer Carapace = Spire:
Level 1: Cost - 150 Minerals/150 V.Gas (Armor +1)
Level 2: Cost - 225 Minerals/225 V.Gas (Armor +2)
Level 3: Cost - 300 Minerals/300 V.Gas (Armor +3)
Scourge ~
=-----=
Cost: 12.5 Minerals/37.5 V.Gas
Built At: Hatchery
Prerequisite/s: Hatchery, Spire
Hit Points: 25
Energy: N/A
Supply: 0.5 Armor: 0 (+3 upgradeable)
Build Time: 30 Range: 1
Ground Attack: N/A Sight: 5
Air Attack: 110
Scourges serve as kamikaze vessels that fly into enemy aerial ships
for devastating damage. A single larva can spawn into two Scourges,
making the mass production of these ruthless flyers quick and easy.
Successfully flying a Scourge into an enemy vessel results in 110
points of damage. Still not impressed? Consider this: you only need
five Scourges to take down a Protoss Carrier! Having a swarm of
Scourges patrolling your base would certainly discourage any would-
be enemy air assaults. However, be aware that Scourges are easily
destroyed and that they are easy prey for ground units.
Upgrades:
* Flyer Carapace = Spire:
Level 1: Cost - 150 Minerals/150 V.Gas (Armor +1)
Level 2: Cost - 225 Minerals/225 V.Gas (Armor +2)
Level 3: Cost - 300 Minerals/300 V.Gas (Armor +3)
Queen ~
=---=
Cost: 100 Minerals/100 V.Gas
Built At: Hatchery
Prerequisite/s: Hatchery, Queen's Nest
Hit Points: 120
Energy: 200 (+50 upgradeable)
Supply: 2 Armor: 0 (+3 upgradeable)
Build Time: 50 Range: N/A
Ground Attack: N/A Sight: 10
Air Attack: N/A
Though they are not armed with conventional weaponry, Queens are a
terrifying sight on the battlefield. For one, Queens are the
stepping stone to two special Zerg units: the Infested Terran and
the Broodling. Queens are capable of capturing heavily damaged
Terran Command Centers and utilize them to produce Infested Terrans,
of which serve as mobile bombs (see Infested Terran entry). Queens</pre><pre id="faqspan-6">
can also launch a deadly projectile that automatically kills any
non-robotic ground unit and spawns two Broodlings, weak Zerg units
that deal miniscule damage, serving more as an annoyance than a
threat. However, the utility in that ability is that a Queen can
instantly kill any non-robotic ground unit regardless of remaining
health. Siege Tanks and Ultralisks make great targets for the Spawn
Broodling ability. The huge sight range that Queens bear also make
them great for scouting because they can also speed away quickly.
Upgrades:
* Flyer Carapace = Spire:
Level 1: Cost - 150 Minerals/150 V.Gas (Armor +1)
Level 2: Cost - 225 Minerals/225 V.Gas (Armor +2)
Level 3: Cost - 300 Minerals/300 V.Gas (Armor +3)
* Gamete Meiosis = Queen's Nest:
Cost - 150 Minerals/150 V.Gas (Energy +50)
Special Abilities:
* Infest Terran Command Center:
Cost - N/A (Takes over heavily damaged Command Centers to
produce Infested Terran as long as the Infested Command
Center stands)
* Parasite:
Cost - N/A (Uses 75 Energy to attach a parasite to an enemy
unit that allows the Queen to see what the attached unit sees)
* Ensnare = Queen's Nest:
Cost - 100 Minerals/100 V.Gas (Uses 75 Energy to launch a
green fluid that significantly impairs the speed and movement
of all units caught in the spray)
* Spawn Broodling = Queen's Nest:
Cost - 100 Minerals/100 V.Gas (Uses 150 Energy to launch a
spore cluster to any non-robotic unit. The unit will die and
spawn two weak Broodlings)
Infested Terran ~
=-------------=
Cost: 50 Minerals/150 V.Gas
Built At: Infested Command Center
Prerequisite/s: Infested Command Center
Hit Points: 60
Energy: N/A
Supply: 1 Armor: 0 (+3 upgradeable)
Build Time: 40 Range: 1
Ground Attack: 500 Sight: 5
Air Attack: N/A
Once you have a Queen infest a Terran Command Center, you'll have
the option of producing the Infested Terran, a walking bomb. A few
of these can lay waste to even the most fortified buildings before
your enemy even knows what's going on. However, due to their
relatively high cost and build time, they should be used as
efficiently as possible. If an Infested Terran is killed before he
reaches his target, it'd be a huge waste. Needless to say, Infested
Terran lack anti-air capabilities and should be supported in the
heat of battle.
Upgrades:
* Zerg Carapace = Evolution Chamber:
Level 1: Cost - 150 Minerals/150 V.Gas (Armor +1)
Level 2: Cost - 225 Minerals/225 V.Gas (Armor +2)
Level 3: Cost - 300 Minerals/300 V.Gas (Armor +3)
Defiler ~
=-----=
Cost: 50 Minerals/150 V.Gas
Built At: Hatchery
Prerequisite/s: Hatchery, Defiler Mound
Hit Points: 80
Energy: 200 (+50 upgradeable)
Supply: 2 Armor: 1 (+3 upgradeable)
Build Time: 50 Range: N/A
Ground Attack: N/A Sight: 10
Air Attack: N/A
Defilers are fitted with a variety of effective skills. Though
unarmed, they are capable of casting some of the most useful skills
on the battlefield. Dark Swarm, for example, acts as a shroud that
prevents outside units from targetting into the cloud. When cast
over a friendly ground of units, the units inside the cloud can
attack from inside though they cannot be hit from outside the cloud.
Plague is another devastating skill that can sap the lifeforce from
anything. Affected objects will gradually lose HP until they are
down to 1 or have taken 300 points of damage.
Upgrades:
* Zerg Carapace = Evolution Chamber:
Level 1: Cost - 150 Minerals/150 V.Gas (Armor +1)
Level 2: Cost - 225 Minerals/225 V.Gas (Armor +2)
Level 3: Cost - 300 Minerals/300 V.Gas (Armor +3)
* Metasynaptic Node = Defiler Mound:
Cost - 150 Minerals/150 V.Gas (Energy +50)
Special Abilities:
* Consume = Defiler Mound:
Cost - 100 Minerals/100 V.Gas (Consumes a friendly unit to
acquire 50 more of Energy)
* Dark Swarm:
Cost - N/A (Uses 100 Energy to cast a cloud over a targeted
area, preventing outside ranged units from accurately
targeting into the cloud)
* Plague = Defiler Mound:
Cost - 200 Minerals/200 V.Gas (Uses 150 Energy to launch
corrosive spores at a target to deal gradually significant
damage)
* Burrow = Hatchery
Cost - 100 Minerals/100 V.Gas (Allows the unit to burrow
underground and become invisible to all non-detector units)
Ultralisk ~
=-------=
Cost: 200 Minerals/200 V.Gas
Built At: Hatchery
Prerequisite/s: Hatchery, Ultralisk Cavern
Hit Points: 400
Energy: N/A
Supply: 4 Armor: 1 (+5 upgradeable)
Build Time: 60 Range: 1
Ground Attack: 20 (+9 upgradeable) Sight: 7
Air Attack: N/A
The massive Ultralisk is certainly a sight to behold. Its massive
jaws are capable of inflicting immense amounts of damage to its
target. Couple that with a fairly quick attack speed, and you have
one of the most powerful units in the game. The drawbacks to the
Ultralisk's power is, of course, its high cost and build time. Also,
consider that Ultralisks are incapable of attacking air units.
That's why it's always best to back a group of Ultralisks up with
Hydralisks or some other form of anti-air support.
Upgrades:
* Melee Attacks = Evolution Chamber:
Level 1: Cost - 100 Minerals/100 V.Gas (Attack +3)
Level 2: Cost - 150 Minerals/150 V.Gas (Attack +6)
Level 3: Cost - 200 Minerals/200 V.Gas (Attack +9)
* Zerg Carapace = Evolution Chamber:
Level 1: Cost - 150 Minerals/150 V.Gas (Armor +1)
Level 2: Cost - 225 Minerals/225 V.Gas (Armor +2)
Level 3: Cost - 300 Minerals/300 V.Gas (Armor +3)
* Chitinous Plating = Ultralisk Cavern:
Cost - 150 Minerals/150 V.Gas (Armor +2)
* Anabolic Synthesis = Ultralisk Cavern:
Cost - 200 Minerals/200 V.Gas (Increases Ultralisk speed)
====-====-====-====-====-====-====-====-====-====-====-====-====-====-====-====
+-+ 6. Building Overview +-+ [6000]
====-====-====-====-====-====-====-====-====-====-====-====-====-====-====-====
Building up a force in StarCraft begins with the construction of a base. The
following is a list of each race's respective set of structures and their
purpose.
-------------------------------------------------------------------------------
-+- 6.1. Terran -+- [6100]
-------------------------------------------------------------------------------
* NOTE: All Terran structures EXCEPT for the Refinery, Supply Depot,
Academy, Bunker, Missile Turret, Armory, and any add-on
structures are capable of lifting off and moving themselves
to another suitable location (albeit at a painfully slow pace).
Command Center ~
=------------=
Cost: 400 Minerals
Prerequisite/s: N/A
Hit Points: 1500
The Terran Command Center is the commanding structure in a Terran
base and easily one of the most important. It produces SCVs, which
are essential to constructing a base and harvesting the resources
to make progress. All resources gathered are then transferred to
the Command Center for processing. The Command Center can also have
a ComSat Station and Nuclear Silo attached. Due to the significance
of this structure, it's always a good idea to have more than one.
Produces:
* Space Construction Vehicle:
Cost - 50 Minerals
Add-ons:
* ComSat Station:
Prerequisite/s - Academy
Cost - 50 Minerals/50 V.Gas (Uses 50 Energy to reveal a
portion of the map)
* Nuclear Silo:
Prerequisite/s - Science Facility w/ Covert Ops
Cost - 100 Minerals/100 V.Gas (Spends 200 Minerals/200 V.Gas
to produce a nuclear missile that can then be painted via a
Ghost and launched)
Refinery ~
=------=
Cost: 100 Minerals
Prerequisite/s: Command Center
Hit Points: 500
A Refinery is key to being able to utilize Vespene Gas geysers.
Before gas can be harvested, a Refinery must first be built over
the geyser. Following that, the gas can then be transferred to a
nearby Command Center by a SCV. Refineries are fairly fragile,
though they are cheap to build.
Supply Depot ~
=----------=
Cost: 100 Minerals
Prerequisite/s: Command Center
Hit Points: 500
The Supply Depot adds 8 more units onto the supply count. This is
required to build more units. You'd want to go to some lengths to
protect your Supply Depots. Losing too many can be devastating to
your ability to produce more units.
Barracks ~
=------=
Cost: 150 Minerals
Prerequisite/s: Command Center
Hit Points: 1000
The Barracks is the primary training facility for infantry on the
battlefield. From here, your infantry can be produced. For bigger
bases, more than one Barracks may serve well to rapidly produce
infantry at a faster rate.
Produces:
* Marine:
Cost - 50 Minerals
* Firebat:
Cost - 50 Minerals/25 V.Gas
Academy ~
=-----=
Cost: 150 Minerals
Prerequisite/s: Barracks
Hit Points: 500
The Academy is the location of a few mandatory skills for infantry.
Its usefulness early in the game alone warrants its construction.
Upgrades:
* U-238 Shells:
Cost - 150 Minerals/150 V.Gas
* Stim Packs:
Cost - 100 Minerals/100 V.Gas
* Restoration:
Cost - 100 Minerals/100 V.Gas
* Optical Flare:
Cost - 100 Minerals/100 V.Gas
* Caduceus Reactor:
Cost - 150 Minerals/150 V.Gas
Bunker ~
=----=
Cost: 100 Minerals
Prerequisite/s: Barracks
Hit Points: 350
Bunkers can be fitted with up to four infantry units that can then
attack from inside the Bunker, safe from enemy fire from the
outside (until, obviously, the Bunker is destroyed). Suggest placing
these in key locations such as mineral piles and choke points to
fend off devastating enemy attacks.
Engineering Bay ~
=-------------=
Cost: 125 Minerals
Prerequisite/s: Command Center
Hit Points: 850
The Engineering Bay serves to upgrade infantry armor and weapons.
Should you become reliant on infantry, having two Engineering Bays
will allow to research both armor and weapons at the same time.
Upgrades:
* Infantry Weapons:
Level 1: Cost - 100 Minerals/100 V.Gas
Level 2: Cost - 175 Minerals/175 V.Gas
Level 3: Cost - 250 Minerals/250 V.Gas
* Infantry Armor:
Level 1: Cost - 100 Minerals/100 V.Gas
Level 2: Cost - 175 Minerals/175 V.Gas
Level 3: Cost - 250 Minerals/250 V.Gas
Missile Turret ~
=------------=
Cost: 75 Minerals
Prerequisite/s: Engineering Bay
Hit Points: 200
Air Attack: 20
Missile Turrets act primarily as anti-air fortifications, but they
are also stationary detectors. For that reason, it's very important
to place a number of Missile Turrets around your bases to fend off
any cloaked units. Because Missile Turrets cannot hit ground
targets, it's strongly suggested that you support them with ground
units.
Factory ~
=-----=
Cost: 200 Minerals/100 V.Gas
Prerequisite/s: Barracks
Hit Points: 1250
All Terran mechanical ground units are produced at the Factory. The
building can be upgraded with an attached Machine Shop that unlocks
a few more upgrades.
Produces:
* Vulture:
Cost - 75 Minerals
* Siege Tank:
Cost - 150 Minerals/100 V.Gas
* Goliath:
Cost - 100 Minerals/50 V.Gas
Add-ons:
* Machine Shop:
Cost - 50 Minerals/50 V.Gas (Provides upgrades: Vulture Ion
Thrusters, Vulture Spider Mines, Siege Tank Siege Tech, and
Goliath Charon Boosters)
Starport ~
=------=
Cost: 150 Minerals/100 V.Gas
Prerequisite/s: Factory
Hit Points: 1300
Air units are produced at the Starport. Since most air units have
a fairly long build time, it's suggested that you have more than
one Starport running for maximum efficiency. A Control Tower can be
attached to provide upgrades and more advanced units.
Produces:
* Wraith:
Cost - 150 Minerals/100 V.Gas
* Dropship:
Cost - 100 Minerals/100 V.Gas
* Battlecruiser:
Cost - 400 Minerals/300 V.Gas
* Science Vessel:
Cost - 100 Minerals/225 V.Gas
Add-ons:
* Control Tower:
Cost - 50 Minerals/50 V.Gas (Provides upgrades: Wraith
Cloaking Field and Wraith Apollo Reactor)
Armory ~
=----=
Cost: 100 Minerals/50 V.Gas
Prerequisite/s: Factory
Hit Points: 750
All mechanical unit upgrades are researched at the Armory. It's
strongly recommended that you have multiple buildings running at
one time to research upgrades much more efficiently.
Upgrades:
* Vehicle Weapons:
Level 1: Cost - 100 Minerals/100 V.Gas
Level 2: Cost - 175 Minerals/175 V.Gas
Level 3: Cost - 250 Minerals/250 V.Gas
* Vehicle Plating:
Level 1: Cost - 100 Minerals/100 V.Gas
Level 2: Cost - 175 Minerals/175 V.Gas
Level 3: Cost - 250 Minerals/250 V.Gas
* Ship Weapons:
Level 1: Cost - 100 Minerals/100 V.Gas
Level 2: Cost - 150 Minerals/150 V.Gas
Level 3: Cost - 200 Minerals/200 V.Gas
* Ship Plating:
Level 1: Cost - 150 Minerals/150 V.Gas
Level 2: Cost - 225 Minerals/225 V.Gas
Level 3: Cost - 300 Minerals/300 V.Gas
Science Facility ~
=--------------=
Cost: 100 Minerals/150 V.Gas
Prerequisite/s: Starport
Hit Points: 850
Much of the upgrades for the most advanced Terran units can be
researched at the Science Facility. Its two add-ons allow you
construct Battlecruisers and unlock the some of the most
devastating upgrades available to you.
Upgrades:
* Irradiate:
Cost - 200 Minerals/200 V.Gas
* EMP Shockwave:
Cost - 200 Minerals/200 V.Gas
* Titan Reactor:
Cost - 150 Minerals/150 V.Gas
Add-ons:
* Physics Lab:
Cost - 50 Minerals/50 V.Gas (Provides upgrades: Battlecruiser
Yamato Gun and Battlecruiser Colossus Reactor)
* Covert Ops:
Cost - 50 Minerals/50 V.Gas (Provides upgrades: Ghost
Lockdown, Ghost Ocular Implants, Ghost Cloaking Field, Ghost
Moebius Reactor)
-------------------------------------------------------------------------------
-+- 6.2. Protoss -+- [6200]
-------------------------------------------------------------------------------
Nexus ~
=---=
Cost: 400 Minerals
Prerequisite/s: N/A
Hit Points: 750
Plasma Shields: 750
The primary command structure for Protoss forces, the Nexus serves
to produce Probes for base construction and collects resources from
delivering Probes. Due to the structure's importance, it's strongly
recommended that you defend all of your Nexuses with as much
vigilance as possible.
Produces:
* Probe:
Cost - 50 Minerals
Assimilator ~
=---------=
Cost: 100 Minerals
Prerequisite/s: Nexus
Hit Points: 450
Plasma Shields: 450
Assimilators are built atop Vespene Gas geysers to allow Probes to
harvest the gas from the geyser. Once the building is constructed,
the gas can then be transferred by a Probe to a nearby Nexus and
processed.
Pylon ~
=---=
Cost: 100 Minerals
Prerequisite/s: Nexus
Hit Points: 300
Plasma Shields: 300
Pylons serve two main purposes. First off, in order to expand your
base, you have to build buildings within the powered radius of a
Pylon. If, for any reason, a building loses its Pylon connection,
it becomes unpowered and incapable of functioning. Pylons also add
8 to the supply count. In order to expand your forces, more Pylons
must therefore be constructed.
Gateway ~
=-----=
Cost: 150 Minerals
Prerequisite/s: Nexus
Hit Points: 500
Plasma Shields: 500
Infantry units are trained and produced at the Gateway. Due to the
slow speed of Protoss infantry production, it's always recommended
that you have more than one Gateway to greatly speed up unit
creation.
Produces:
* Zealot:
Cost - 100 Minerals
* Dragoon:
Cost - 125 Minerals/50 V.Gas
* High Templar:
Cost - 50 Minerals/150 V.Gas
Forge ~
=---=
Cost: 150 Minerals
Prerequisite/s: Nexus
Hit Points: 550
Plasma Shields: 550
The ground unit upgrades can be researched at the Forge. It's
strongly recommended that you upgrade Plasma Shields because that
effects every unit. Suggest building more than one Forge to speed
up research.
Upgrades:
* Ground Weapons:
Level 1: Cost - 100 Minerals/100 V.Gas
Level 2: Cost - 150 Minerals/150 V.Gas
Level 3: Cost - 200 Minerals/200 V.Gas
* Ground Armor:
Level 1: Cost - 100 Minerals/100 V.Gas
Level 2: Cost - 175 Minerals/175 V.Gas
Level 3: Cost - 250 Minerals/250 V.Gas
* Plasma Shields:
Level 1: Cost - 200 Minerals/200 V.Gas
Level 2: Cost - 300 Minerals/300 V.Gas
Level 3: Cost - 400 Minerals/400 V.Gas
Cybernetics Core ~
=--------------=
Cost: 200 Minerals
Prerequisite/s: Gateway
Hit Points: 500
Plasma Shields: 500
All air unit upgrades can be researched at the Cybernetics Core.
Should you find it necessary to construct two Cybernetics Cores to
speed up research, don't hesitate to do so. The Dragoon's essential
Singularity Charge can also be researched here.
* Air Weapons:
Level 1: 100 Minerals/100 V.Gas
Level 2: 175 Minerals/175 V.Gas
Level 3: 250 Minerals/250 V.Gas
* Air Armor:
Level 1: 150 Minerals/150 V.Gas
Level 2: 225 Minerals/225 V.Gas
Level 3: 300 Minerals/300 V.Gas
* Singularity Charge:
Cost - 150 Minerals/150 V.Gas
Shield Battery ~
=------------=
Cost: 100 Minerals
Prerequisite/s: Gateway
Hit Points: 200
Plasma Shields: 200
Energy: 200
Shield Batteries can be an incredible asset both defensively and
offensively. The purpose of the structure is to recharge the shields
of any selected unit that you lead to it. When built along the
perimeter of your base, you can use it on your defending units to
extend their lifeforce. On the other hand, Shield Batteries can be
effective when assaulting an enemy base, especially when they're
built very close to the enemy's front lines.
Photon Cannon ~
=-----------=
Cost: 200 Minerals
Prerequisite/s: Forge
Hit Points: 100
Plasma Shields: 100
Ground Attack: 20
Air Attack: 20
Photon Cannons are incredibly fragile. However, they can deliver
quite a punch against both air and ground targets. Their detector
status allows them to see cloaked units and reveal them. Although
fairly expensive, Photon Cannons are an invaluable defensive
measure to any base.
Robotics Facility ~
=---------------=
Cost: 200 Minerals/200 V.Gas
Prerequisite/s: Cybernetics Core
Hit Points: 500
Plasmas Shields: 500
The Robotics Facility serves to produce the robotic units in the
Protoss arsenal. In times of need, considering constructing more
than one Robotics Facility to speed up unit production.
Produces:
* Shuttle:
Cost - 200 Minerals
* Reaver:
Cost - 200 Minerals/100 V.Gas
* Observer:
Cost - 25 Minerals/75 V.Gas
Robotics Support Bay ~
=------------------=
Cost: 150 Minerals/100 V.Gas
Prerequisite/s: Robotics Facility
Hit Points: 450
Plasma Shields: 450
The Robotics Support Bay is responsible for all things related to
the Reaver and Shuttle. The various upgrades the Robotics Support
Bay provides are crucial to Reavers and Shuttles.
Upgrades:
* Scarab Damage:
Cost - 200 Minerals/200 V.Gas
* Reaver Capacity:
Cost - 200 Minerals/200 V.Gas
* Gravitic Drive:
Cost - 200 Minerals/200 V.Gas
Observatory ~
=---------=
Cost: 50 Minerals/100 V.Gas
Prerequisite/s: Robotics Facility
Hit Points: 250
Plasma Shields: 250
Yes, the little Observer is so important that it gets its own
building. The two upgrades the building provides are very important
to Observers. Keep in mind that the Observatory is a very fragile
building and should be protected with that in mind.
Upgrades:
* Sensor Array:
Cost - 150 Minerals/150 V.Gas
* Gravitic Booster:
Cost - 150 Minerals/150 V.Gas
Stargate ~
=------=
Cost: 150 Minerals/150 V.Gas
Prerequisite/s: Cybernetics Core
Hit Points: 600
Plasma Shields: 600
All non-robotic aircraft are warped in via the Stargate. Due to the
high build time for Protoss air units, more than one Stargate is
recommended.
Produces:
* Scout:
Cost - 300 Minerals/150 V.Gas
* Carrier:
Cost - 350 Minerals/250 V.Gas
* Arbiter:
Cost - 100 Minerals/350 V.Gas
Fleet Beacon ~
=----------=
Cost: 300 Minerals/200 V.Gas
Prerequisite/s: Stargate
Hit Points: 500
Plasma Shields: 500
The Protoss Fleet Beacon is one of the most expensive buildings in
the game. It's for good reason though because the Fleet Beacon is
responsible for some of the most important upgrades regarding air
units and is the primary stepping stone to build Carriers.
Upgrades:
* Apial Sensors:
Cost - 100 Minerals/100 V.Gas
* Gravitic Thrusters:
Cost - 200 Minerals/200 V.Gas
* Carrier Capacity:
Cost - 100 Minerals/100 V.Gas
* Disruption Web:
Cost - 200 Minerals/200 V.Gas
* Argus Jewel:
Cost - 100 Minerals/100 V.Gas
Citadel of Adun ~
=-------------=
Cost: 150 Minerals/100 V.Gas
Prerequisite/s: Cybernetics Core
Hit Points: 450
Plasma Shields: 450
The Citadel of Adun provides the Leg Enhancement upgrade for
Zealots. Along with that, it is also a prerequisite for the Templar
Archives.
Upgrades:
* Leg Enhancement:
Cost - 150 Minerals/150 V.Gas
Templar Archives ~
=--------------=
Cost: 150 Minerals/200 V.Gas
Prerequisite/s: Citadel of Adun
Hit Points: 500
Plasma Shields: 500
The Protoss Templar Archives is the key to the production of High
Templars and Dark templars. Needless to say, it becomes one of the
more important Protoss structures higher up the tech tree.
Upgrades:
* Psionic Storm:
Cost - 200 Minerals/200 V.Gas
* Hallucination:
Cost - 150 Minerals/150 V.Gas
* Mind Control:
Cost - 200 Minerals/200 V.Gas
* Maelstrom:
Cost - 100 Minerals/100 V.Gas
* Khaydarin Amulet:
Cost - 150 Minerals/150 V.Gas
* Argus Talisman:
Cost - 150 Minerals/150 V.Gas
Arbiter Tribunal ~
=--------------=
Cost: 200 Minerals/150 V.Gas
Prerequisite/s: Fleet Beacon, Templar Archives
Hit Points: 500
Plasma Shields: 500
Upon construction of this building, the invaluable Arbiter becomes
unlocked. The essential upgrades for said unit are all available in
this building.
Upgrades:
* Recall:
Cost - 150 Minerals/150 V.Gas
* Stasis Field:
Cost - 150 Minerals/150 V.Gas
* Khaydarin Core:
Cost - 150 Minerals/150 V.Gas
-------------------------------------------------------------------------------
-+- 6.3. Zerg -+- [6300]
-------------------------------------------------------------------------------
Hatchery ~
=------=
Cost: 300 Minerals
Prerequisite/s: N/A
Hit Points: 1250
The Hatchery represents the epicenter of the Zerg swarm. Here, the
Drones are produced and any resources gathered are transferred to.
The Hatchery also produces creep, the essential living ground that
Zerg structures cannot be built without. The Hatchery can be
upgraded into a Lair and Hive.
Produces:
* Drone:
Cost - 50 Minerals
Upgrades:
* Burrow:
Cost - 100 Minerals/100 V.Gas
Extractor ~
=-------=
Cost: 50 Minerals
Prerequisite/s: Hatchery
Hit Points: 750
When an Extractor is built over a Vespene Gas geyser, the resource
becomes accessible to your Drones. Harvested Vespene Gas will then
be transferred to the nearest Hatchery/Lair/Hive.
Spawning Pool ~
=-----------=
Cost: 200 Minerals
Prerequisite/s: Hatchery
Hit Points: 750
The Spawning Pool is a very important early-game structure. For
starters, it allows the Hatchery to morph into a Lair. It's also
responsible for Zergling upgrades as well.
Upgrades:
* Metabolic Boost:
Cost - 100 Minerals/100 V.Gas
* Adrenal Glands:
Cost - 200 Minerals/200 V.Gas
Hydralisk Den ~
=-----------=
Cost: 100 Minerals/50 V.Gas
Prerequisite/s: Spawning Pool
Hit Points: 850
As the name implies, the Hydralisk Den is responsible for all
Hydralisk upgrades. Once this structure is built, you will be
allowed to produce Hydralisks.
Upgrades:
* Muscular Augments:
Cost - 150 Minerals/150 V.Gas
* Grooved Spines:
Cost - 150 Minerals/150 V.Gas
Evolution Chamber ~
=---------------=
Cost: 75 Minerals
Prerequisite/s: Hatchery
Hit Points: 750
The Evolution Chamber provides the upgrades for all ground units.
Due to its relatively low cost, it's strongly suggested that you
construct more than one to greatly speed up the upgrading process.
Upgrades:
* Melee Attacks:
Level 1: Cost - 100 Minerals/100 V.Gas
Level 2: Cost - 150 Minerals/150 V.Gas
Level 3: Cost - 200 Minerals/200 V.Gas
* Missile Attacks:
Level 1: Cost - 100 Minerals/100 V.Gas
Level 2: Cost - 150 Minerals/150 V.Gas
Level 3: Cost - 200 Minerals/200 V.Gas
* Zerg Carapace:
Level 1: Cost - 150 Minerals/150 V.Gas
Level 2: Cost - 225 Minerals/225 V.Gas
Level 3: Cost - 300 Minerals/300 V.Gas
Creep Colony ~
=----------=
Cost: 75
Prerequisite/s: Hatchery
Hit Points: 400
Apart from the Hatchery, the Creep Colony is the only other
structure that produces and extends the creep, the essential living
ground that other structures must be built on. Creep Colonies are
also responsible for morphing into static defense systems should
they be needed.
Sunken Colony ~
=-----------=
Cost: 50
Prerequisite/s: Pre-existing Creep Colony, Spawning Pool
Hit Points: 300
Ground Attack: 40
Sunken Colonies are a static defense mechanism that attacks only
ground units with a deadly subterranean tentacle. Although it acts
as static defense, the Sunken Colony is not a detector and cannot
reveal cloaked or burrowed units.
Spore Colony ~
=----------=
Cost: 50 Minerals
Prerequisite/s: Pre-existing Creep Colony, Evolution Chamber
Hit Points: 400
Air Attack: 15
Spore Colonies are essentially air defense fortifications. Their
spores can rip apart enemy air units in seconds, especially when
they're built in tight clusters. Spore Colonies are also detectors,
meaning that they can detect invisible units. For that reason,
Spore Colonies should be placed along the outskirts of bases.
Lair ~
=--=
Cost: 150 Minerals/100 V.Gas
Prerequisite/s: Pre-existing Hatchery, Spawning Pool
Hit Points: 1800
The Lair is the upgraded form of the Hatchery. It's more durable and
comes with three special upgrades specifically made for Overlords.
Upgrading a Hatchery to a Lair is a must in medium to long games.
Upgrades:
* Antennae:
Cost - 150 Minerals/150 V.Gas
* Pneumatized Carapace:
Cost - 150 Minerals/150 V.Gas
* Ventral Sacs:
Cost - 200 Minerals/200 V.Gas
Spire ~
=---=
Cost: 200 Minerals/150 V.Gas
Prerequisite/s: Lair
Hit Points: 600
Apart from allowing you to create Mutalisks and Scourges, you can
upgrade flyer weapons and carapaces as well. The Spire can
eventually be upgraded into a Greater Spire once requirements are
met.
Upgrades:
* Flyer Attack:
Level 1: Cost - 100 Minerals/100 V.Gas
Level 2: Cost - 150 Minerals/150 V.Gas
Level 3: Cost - 200 Minerals/200 V.Gas
* Flyer Carapace:
Level 1: Cost - 150 Minerals/150 V.Gas
Level 2: Cost - 225 Minerals/225 V.Gas
Level 3: Cost - 300 Minerals/300 V.Gas
Queen's Nest ~
=----------=
Cost: 150 Minerals/100 V.Gas
Prerequisite/s: Lair
Hit Points: 850
The Queen's Nest is one of the most important Zerg structures. Not
only is it required to upgrade Lairs to Hives, but of course, the
various upgrades and special abilities of the Queen can be
developed here.
Upgrades:
* Ensnare:
Cost - 100 Minerals/100 V.Gas
* Spawn Broodling:
Cost - 100 Minerals/100 V.Gas
* Gamete Meiosis:
Cost - 150 Minerals/150 V.Gas
Hive ~
=--=
Cost: 200 Minerals/150 V.Gas
Prerequisite/s: Pre-existing Lair, Queen's Nest
Hit Points: 2500
The final upgrade for the Hatchery is the Hive. With 2500 HP, it's
the most durable structure in all of StarCraft. The Hive unlocks
three more Zerg structures, the Nydus Canal, Defiler Mound, and
Ultralisk Cavern. These structures make up the top of the tech tree.
Greater Spire ~
=-----------=
Cost: 100 Minerals/150 V.Gas
Prerequisite/s: Pre-existing Spire, Hive
Hit Points: 1000
The sole purpose of the Greater Spire is to unlock the ability to
produce Guardians. Mutalisks will be given the option to morph into
Guardians. The Greater Spire is also considerably more durable than
a regular Spire.
Nydus Canal ~
=---------=
Cost: 150 Minerals
Prerequisite/s: Hive
Hit Points: 250
Nydus Canals serve as gateways between distanced segments of the
map. When you build one, you first construct an entrance node.
Once that is built, an exit node must be built elsewhere on the map
to serve as an exit point for all units entering the Nydus Canal.
The exit MUST be built on creep (note that it can be built on enemy
creep). Once your system is set up, you can transfer units from one
end of the Nydus Canal to the other end. If used effectively, Nydus
Canals can become a significant advantage.
Defiler Mound ~
=-----------=
Cost: 100 Minerals/100 V.Gas
Prerequisite/s: Hive
Hit Points: 850
Defiler Mounds allow you to spawn the dreaded Defiler. All upgrades
related to Defilers (Plague, Consume, Metasynaptic Node) can be
researched here.
Upgrades:
* Consume:
Cost - 100 Minerals/100 V.Gas
* Plague:
Cost - 200 Minerals/200 V.Gas
* Metasynaptic Node:
Cost - 150 Minerals/150 V.Gas
Ultralisk Cavern ~
=--------------=
Cost: 150 Minerals/200 V.Gas
Prerequisite/s: Hive
Hit Points: 600
The Ultralisk Cavern allows you to spawn Ultralisks. There are two
upgrades that can be researched designed specifically to benefit
Ultralisks.
Upgrades:
* Chitinous Plating:
Cost - 150 Minerals/150 V.Gas
* Anabolic Synthesis:
Cost - 200 Minerals/200 V.Gas
====-====-====-====-====-====-====-====-====-====-====-====-====-====-====-====
+-+ 7. Version History +-+ [7000]
====-====-====-====-====-====-====-====-====-====-====-====-====-====-====-====
Version 1.0 - The guide is complete. 289 KB
Version 1.1 - Updated some entries in the Unit Overview section. 290 KB
====-====-====-====-====-====-====-====-====-====-====-====-====-====-====-====
+-+ 8. Legal Disclaimers +-+ [8000]
====-====-====-====-====-====-====-====-====-====-====-====-====-====-====-====
This FAQ is the property of its author, Quan Jin. All rights reserved.
Any stealing, selling for profit or altering of this document without the
author's expressed consent is strictly prohibited. You may download this file
for personal and private use only.
StarCraft: Brood War is a registered trademark of Blizzard. The author
(Quan Jin) is not affiliated with Blizzard in any way or form. All other
trademarks are the property of their respective owners.
====-====-====-====-====-====-====-====-====-====-====-====-====-====-====-====
+-+ 9. Credits and Closing +-+ [9000]
====-====-====-====-====-====-====-====-====-====-====-====-====-====-====-====
I hope you enjoyed the guide. Log onto Battle.net sometime and we might see
each other sometime. Email me for my tag.
[-----------------------------------------------------------------------------]
Jake Groves - Submitted a tidbit involving the Optical Flare (Medic) ability.
Battle.net - Provided stats for some of the units/buildings in the appendices.
GameFAQs - I've been with them for almost four years now. Don't plan on
quitting anytime soon.
The FCSB - They didn't help too much but what can I say, where would I be
without a few of them? Major props to these great board members who
are also prized FAQ writers.
[-----------------------------------------------------------------------------]
____ __ _ __ __
/ __ \____ ______/ /__ | | / /___ _____/ /____ _ __
/ / / / __ `/ ___/ //_/ | | / / __ \/ ___/ __/ _ \| |/_/
/ /_/ / /_/ / / / ,< | |/ / /_/ / / / /_/ __/> <
/____.'\__,_/_/ /_/|_| |___/\____/_/ \__/\___/_/|_|
-= Game on Forever =-