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        =----=----=----=----=----=----=----=----=----=----=----=----=
                             Starcraft: Brood War
                               FAQ/Walkthrough
                          By: Dark Vortex (Quan Jin)
                           [email protected]
                                 Version 1.0
        =----=----=----=----=----=----=----=----=----=----=----=----=
====-====-====-====-====-====-====-====-====-====-====-====-====-====-====-====

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

====-====-====-====-====-====-====-====-====-====-====-====-====-====-====-====
        +-+ Table Of Contents +-+
====-====-====-====-====-====-====-====-====-====-====-====-====-====-====-====

     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]
====-====-====-====-====-====-====-====-====-====-====-====-====-====-====-====

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.

====-====-====-====-====-====-====-====-====-====-====-====-====-====-====-====
        +-+ 2. FAQ +-+                                               [2000]
====-====-====-====-====-====-====-====-====-====-====-====-====-====-====-====

+-----------------------------------------------------------------------------+

          [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.

+-----------------------------------------------------------------------------+

====-====-====-====-====-====-====-====-====-====-====-====-====-====-====-====
        +-+ 3. Hotkeys +-+                                           [3000]
====-====-====-====-====-====-====-====-====-====-====-====-====-====-====-====

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]
====-====-====-====-====-====-====-====-====-====-====-====-====-====-====-====

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

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        -+- 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.

[-----------------------------------------------------------------------------]
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            / __ \____ ______/ /__   | |  / /___  _____/ /____  _  __
           / / / / __ `/ ___/ //_/   | | / / __ \/ ___/ __/ _ \| |/_/
          / /_/ / /_/ / /  / ,<      | |/ / /_/ / /  / /_/  __/>  <
         /____.'\__,_/_/  /_/|_|     |___/\____/_/   \__/\___/_/|_|

                            -= Game on Forever =-