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        =----=----=----=----=----=----=----=----=----=----=----=----=
                                  StarCraft
                               FAQ/Walkthrough
                          By: Dark Vortex (Quan Jin)
                           [email protected]
                                Version 1.1
        =----=----=----=----=----=----=----=----=----=----=----=----=
====-====-====-====-====-====-====-====-====-====-====-====-====-====-====-====

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 I: Rebel Yell............................[4100]
             4.2. Chapter II: Overmind.............................[4200]
             4.3. Chapter III: The Fall............................[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]
====-====-====-====-====-====-====-====-====-====-====-====-====-====-====-====

StarCraft has been around for a long time. Even now, it still sees plenty of
players dishing it out in battles ranging from just normal online melees to
telecasted tournaments where the StarCraft masters fight for huge prizes. I
guess part of the reason it's been so successful is because StarCraft is one
of the most balanced real time strategies out there. That and it's loads of
fun to play.

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.

Also, don't forget to tell everyone you know to buy StarCraft (or StarCraft
II)!

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

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

          [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.

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

====-====-====-====-====-====-====-====-====-====-====-====-====-====-====-====
        +-+ 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

  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)

                           -+- Protoss Hotkeys -+-

  Units =
    [P] --- Probe
    [Z] --- Zealot
    [D] --- Dragoon
    [T] --- High Templar
    [S] --- Shuttle
    [V] --- Reaver
    [O] --- Observer
    [S] --- Scout
    [C] --- Carrier
    [A] --- Arbiter

  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)

                            -+- Zerg Hotkeys -+-

    [S] --- Select Larva

  Units =
    [D] --- Drone
    [Z] --- Zergling
    [O] --- Overlord
    [H] --- Hydralisk
    [M] --- Mutalisk
    [S] --- Scourge
    [Q] --- Queen
    [U] --- Ultralisk
    [F] --- Defiler

  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 first three chapters of the
StarCraft campaign. A Brood War walkthrough is currently in the works. When
it's finished, you'll find it on the Brood War page (obviously).

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 Terrans, Zerg,
and Protoss (in that order) as you progress.

   * Note: All special units (Raynor, Kerrigan, etc.) MUST be kept alive
     through the campaign.

-------------------------------------------------------------------------------
        -+- 4.1. Chapter I: Rebel Yell -+-                           [4100]
-------------------------------------------------------------------------------

           O=====================================================O
           O-----------------------------------------------------O
              In the decade  since the end  of the Guild  Wars,
              the  oppressive  Terran  Confederacy   has  stood
              unchallenged  in  its  supremacy  over  colonized
              space.

              All of that  changed four days  ago when a  large
              alien  fleet  emerged  from  warp-space and  laid
              waste to the  unsuspecting Confederate colony  of
              Chau Sara.

              The Confederacy,  fearing that the alien  fleet's
              next target will  be the colony of Mar Sara,  has
              sent you to intervene.  Acting as Magistrate, you
              are  to  safeguard the  colonists and keep  their
              state of panic from escalating any further.
           O-----------------------------------------------------O
           O=====================================================O

  +====================+
   TUTORIAL : BOOT CAMP
  +====================+

   >> Build 3 Supply Depots.

   This tutorial is designed to help familiarize any new players with the
   game. You start off with a few Marines and a somewhat established base.
   Begin by building a few SCVs. Have them acquire minerals from the pile
   nearby until you make enough money to purchase two more Supply Depots. One
   Supply Depot has already been built. While you wait for the funds, you can
   take your Marines and explore the map a bit. Trust me, your base won't be
   attacked. There are a few Zerglings just sitting around however. Entertain
   yourself by killing them if you'd like.

   >> Build a Refinery.

   Upon finishing the two Supply Depots, have a SCV construct a Refinery on
   top of the Vespene Gas geyser. Vespene Gas will become more important when
   building units higher up on the tech tree. You won't need any Vespene Gas
   to train Marines, for example.

   >> Gather 100 Vespene Gas.

   Just select all of your SCVs and have them gather Vespene Gas. Only one
   SCV can be inside the Refinery at any given moment. However, SCVs will
   automatically queue up and wait their turn. It shouldn't really take too
   long to complete this objective.

  +=======================+
   MISSION ONE : WASTELAND
  +=======================+

   >> Find Raynor

   You start off with five Marines and five SCVs. Select all of them and have
   them move southeast across the bridge. Then head south to find Raynor at
   the entrance to the base. There are a few Zerglings in the area, but with
   Raynor's help, you should have no trouble dispatching them.

   >> Build a Barracks.

   Have all of your SCVs begin gathering minerals. Construct a few more SCVs
   if you feel like it. Once you've acquired enough to build a Barracks, pick
   a suitable spot and erect it. While you're doing this, you shouldn't worry
   about any Zerg attacks. The few Zerglings in the area are apathetic and
   will only respond if you approach them.

   >> Train 10 Marines.

   You should already have the 5/10 Marines that you started with (unless you
   got them killed somehow). Just train however many more Marines you need.
   Obviously, if you don't have the minerals for it, your SCVs should stick
   with gathering more. Once you hit exactly 10 Marines, the mission will
   end.

  +===============================+
   MISSION TWO : BACKWATER STATION
  +===============================+

   >> Eradicate the alien infestation.

   The mission begins with your base in the southwest corner of the map.
   Start by constructing a few more SCVs and gathering some minerals to start
   up your base. Build up one or two more Supply Depots and train about two
   or three more Marines to add to your starting units (consisting of Marines
   and Raynor). Select your forces and begin to send them north where you
   should come across two ramps leading onto different plateaus. Have your
   units climb onto the plateau on the left and eliminate the Zerglings you
   find here. You'll notice the purple creep on the ground, signifying that
   a Zerg building is nearby. Destroy the Creep Colony you discover and
   continue to move north where you'll find a Terran installation. Acquire
   control of it and begin to use it as your main base. Have a few more SCVs
   built to gather minerals.

   For the most part, the minerals you are left with should be enough to
   build up a sizeable attack force to assault the Zerg base. However, if
   you feel like mining some more minerals, there's a lightly defended
   resource at the southeast corner of the map. You probably won't need it
   though.

   Research Stim Packs and U-238 Shells at the Academy to boost the
   effectiveness of your infantry. Begin to train a force of approximately
   6 Marines and 6 Firebats. The Zerg base takes up the northeast corner of
   the map. It's defended primarily by a number of Zerglings and Hydralisks.
   With Raynor's help, eliminate the defenders and destroy the Creep Colonies
   in the area. To finish the mission, take out the Infested Command Center
   at the very northeast corner of the map.

  +==================================+
   MISSION THREE : DESPERATE ALLIANCE
  +==================================+

   >> Survive for 30 minutes.

   30 minutes is plenty of time to set up a good defense against the Zerg.
   Keep in mind that the point of the mission is defense, not offense
   (although some experienced StarCraft players could easily overrun the
   Zerg base before they even get a chance to attack). Don't worry about
   scouting too much and focus on building up an effective barrier against
   the onslaughts of Zerg forces.

   Start by having your SCV repair the damaged Bunker (and the Vulture if you
   want) and putting the Marines into the Bunkers. Build up as many SCVs as
   you can and stockpile minerals. Once you have approximately 8 or so SCVs
   at minerals, construct a Refinery and some more Bunkers at the two
   entrances into your base. At the same time, build some more Supply Depots
   so that you have about six or seven. Try to end up with 3 Bunkers filled
   with Marines at each entrance. You'll also want to upgrade Infantry Armor
   and Infantry Weapons at the Engineering Bay. Also research U-238 Shells
   and Stim Packs.

   You'll see some sporadic Zerg rushes that shouldn't really distress your
   base in the first 20 minutes of the mission. Stop them efficiently and
   focus on building up defenses. Once you have your Bunkers and Marines set
   up, erect a Factory. Attach a Machine Shop to it and research Spider
   Mines. Spider Mines, dropped by Vultures, deal 125 damage each, making them
   perfect for base defense. However, don't drop the Spider Mines until the
   very end of the mission.

   Although the majority of the forces the Zerg has sent at you so far were
   easily dispatched, the final rush will be much more massive. Many first-
   time players take a lax approach to base defenses after seeing the pitiful
   preliminary rushes. At around the 3-minute mark, have your Vultures drop
   their Spider Mines at the Mars Sara road sign outside the north entrance
   of your base. Around 10 or so mines should be enough to do some significant
   damage. Immediately tell your SCVs to stop gathering and have them move to
   the north entrance as well. Move all your other units there too; the south
   entrance will remain relatively unscathed by the final rush.

   It should be pretty clear when the big rush comes. As soon as you see a
   wall of Zerglings and Hydralisks moving in, put your SCVs to work
   repairing immediately. The Spider Mines should do considerable damage
   before the Zerg manage to break through. With all of your SCVs repairing,
   your Bunkers are nearly invincible. If your Bunkers do get destroyed,
   Stim Pack your infantry immediately and hope for the best. Assuming you
   were diligent in your defenses, it shouldn't take too long before every
   last Zerg is dead. When the timer ends, the dropships will arrive,
   marking the end of the mission.

  +======================================+
   MISSION FOUR : THE JACOBS INSTALLATION
  +======================================+

   >> Retrieve data discs from the Confederate network.

   I love missions like these because they're so easy. That and they don't
   take forever to complete either. You start off with a sizeable group of
   Marines and Firebats. Select all and go through the gate. You'll notice
   another gate along the left wall. If you go through, you'll find nothing
   but a few SCVs and Civilians. Kill them if you feel like racking up more
   points. Watch out for the hidden missile launcher on the right wall.

   Continue and you'll arrive at two gates and an intersection. Send three
   units to the right and keep going until you come to a beacon. Have your
   units step on it to be teleported to another part of the installation.
   Kill the Marine here and step onto the white beacon to activate three
   security cameras. For reference's sake: the northwest camera shows a
   beacon that will open a gate revealing a few Zerglings (not important
   unless you're looking for some extra dialogue), the middle camera shows
   a beacon that will deactivate a few security gun turrets and missile
   launchers, and the final camera is on the location of the data disc you're
   looking for.

   Now, have those units return to the main party. There's two ways you can
   continue with the mission. You can either send your units through the two
   gates ahead of you and wreak havoc on the defenders inside (including a
   Goliath and some Marines) or you can be clever and send your units around
   down the left path to sneak up behind the defenders inside. Both methods
   will land you in the same spot, but the latter would leave you with less
   losses. To save time, I just went through the gates. You won't need that
   many soldiers to proceed through this mission anyway.

   After killing the Goliath and the Marines, head northwest along the path
   toward the middle security camera. Step onto it to deactivate the
   security weapon system. You can go up to the northwest beacon if you want
   though, as stated before, it isn't necessary to complete the mission.
   Regardless, head back to the main corridor and proceed northeast along the
   path. Dispatch any Marines you come across along the way. Eventually,
   you'll arrive at a staircase leading down. Have your units proceed but
   avoid opening the gates that are blocking a few Vultures. If you
   accidentally do open them, eliminate the Vultures quickly and proceed.
   Climb up the steps to the northwest and step onto the yellow beacon.

   You'll be teleported to another portion of the area. From here, head to
   the south end of the room and you'll be attacked by a hidden missile
   turret and a gun turret. Destroy those quickly and continue through the
   gate. Kill the 3 Marines here and follow the path. There's another
   hidden missile turret at the corner. Eventually, you'll come to the gate
   leading into the Confederate network area. Head through, kill the
   defenders (suggest killing the Ghost first) and secure the area of any
   more hidden security gun turrets. Now simply have a unit step onto the
   beacon to extract the data and finish the mission.

           O=====================================================O
           O-----------------------------------------------------O
              In the wake of the chaos  resulting from the Zerg
              invasion,  The Sons  of Korhal  escaped  with the
              stolen data discs.

              Fleeing to  the border  colony  of  Antiga Prime,
              Arcturus' group now  plans its next  crucial move
              against the Confederacy.

              Thirteen hours after the evacuation of Mars Sara,
              Protoss warships took up orbit around the  colony
              and unleashed a massive planetary bombardment.

              All life upon the surface was extinguished.
           O-----------------------------------------------------O
           O=====================================================O

  +=========================+
   MISSION FIVE : REVOLUTION
  +=========================+

   >> Bring Kerrigan to the Antigan Command Center.

   Along with Raynor, you are provided with 8 Marines at the start of the
   mission. Group them together and explore to the south. You won't be
   bothered by any enemies here. Soon, you'll come across Kerrigan. You will
   find her to be quite a useful unit. Her speed is unmatched by any other
   infantry unit and her ability to cloak is invaluable. Take your units
   and have them continue southeast across the bridge. There are three
   Missile Turrets here guarded by a lone Marine. Eliminate everything and
   proceed across the next bridge.

   Have Kerrigan use her Lockdown ability on the Vulture to incapacitate it.
   Following that, just destroy the Vulture. Proceed and you'll soon come
   across a pesky Wraith. Again, use Lockdown to make things a bit easier.
   Now, head east and you'll be outside of the Antigan base. First off,
   group your units and have them destroy the first Bunker and Missile
   Turret. It shouldn't really be much of an issue. Once the Missile Turret
   is down for the count, you can use Kerrigan's cloak ability without
   being detected. Do just that and have her sneak into the Antigan Command
   Center.

   >> Defend the Antigan rebels.

   As soon as you do that, the Bunkers and buildings on the plateau will
   acquiesce to your command. Let them destroy the unconverted Bunkers and
   Wraiths at the base of the plateau. Following that, use your SCVs to
   repair any damaged buildings and begin setting up your base. Put a bunch
   of SCVs on gathering. While you're at it, build a Bunker to the left of
   the Starport at the north end of your base and put the Marines at the
   south end into either of the two empty Bunkers at the base of the ramp
   there.

   Build an Academy to research U-238 Shells and Stim Packs. Also purchase
   an Engineering Bay to upgrade infantry armor and weapons. Lastly, attach
   a Control Tower to your Starport and a ComSat Station to your Command
   Center. Complete these tasks progressively as you gradually gain more
   minerals. Be sure to build a few more Supply Depots as well. Research
   the Wraith cloaking ability and power upgrade as well.

   The Confederate attacks you'll face won't be too distressing. A few
   Wraiths will occasionally assault your base directly. Your Bunkers should
   easily suppress that threat. Be wary of Dropships as well; they'll drop
   troops on your side of the river. If you want to eliminate that threat
   entirely, position a few Bunkers between the two road bridges (where the
   three Missile Turrets were) filled with Marines. You should be able to
   stop most, if not all, of the Dropships.

   The Confederate base is to the south. Since a river separates your base
   with it, you'll need to rely heavily on Wraiths and Dropships to
   eliminate it. There are two ideal spots that you can choose to drop
   troops at. The first is the Refinery, which is on a small island east of
   the main base. It isn't defended by any Missile Turrets so essentially,
   you can just send in a few cloaked Wraiths and wreak havoc. Another spot
   you can choose to land at is the second enemy Command Center east of the
   main base. All you need to do is clear the Wraiths guarding the
   waterline. It, too, isn't guarded by any Missile Turrets. Cloaked Wraiths
   can easily dispatch the Goliath and Marine defenders there.

   While you're using your Wraiths to clear a landing zone, you should be
   building up a sizeable force of Marines and Firebats. Vultures aren't
   really too useful in this mission. Be sure you have Stim Packs researched
   before you attempt any sort of assault. 3-4 full Dropships of infantry
   should be enough to destroy the enemy base. Even if it fails, you should
   be able to considerably damage the base enough to make any remaining
   enemy forces easy picking.

   Stim Packs are useful, but don't use them in excess. The idea is obviously
   to keep your infantry alive. You'll face resistance from enemy Wraiths,
   Vultures, Goliaths, and scattered infantry. Be sure to use your cloaked
   Wraiths as support. Just make sure that they don't wander into the range
   of a Missile Turret. Prioritize the enemy Barracks to prevent them from
   sending any more infantry back at you. Then focus on the Command Centers
   before you mop up the rest of the forces. Destroy every enemy structure
   to complete the mission.

  +======================+
   MISSION SIX : NORAD II
  +======================+

   >> Protect Battlecruiser Norad II.

   Group your units and take them north. Some Zerg will engage you. Try to
   have Raynor take most of the damage because he can be repaired. Acquire
   control of the base here and you'll be given the location of the crash
   site. Your defenses at Norad II consist of two Bunkers and three
   Goliaths. Send the Marines into the Bunkers and have your SCVs ready to
   repair the Goliaths. However, you're probably a bit short on resources
   right now. Repair the burning Engineering Bay immediately and send your
   other SCV to mineral gathering. Put about three SCVs on minerals and then
   construct a Refinery.

   Once your base begins to get into shape, start filling in the Bunkers
   surrounding the base. Make sure everything at Norad II is at full health;
   don't forget to repair the crashed Battlecruiser itself too! Norad II will
   see sporadic Zerg assaults, so you shouldn't worry too much about it. I'd
   suggest building another Bunker at the north end of your base, above your
   Refinery. You shouldn't need more Bunkers than that. Start upgrading
   your infantry weapons and armor and build a Factory, Armory, Academy, and
   Spaceport. I'd strongly recommend that you upgrade vehicle armor/weapons
   prior to ship armor/weapons. I personally don't find Wraiths too useful
   in this mission (considering how many Spore Colonies the Zerg have
   erected). Also, don't forget about the U-238 Shells and Stim Packs.

   When your base is in good shape, you can expand to a resource pile to the
   north along the west border. Go up the ramp you find there and eliminate
   the two Hydralisks. When you establish a base at this point, make sure
   you have enough defenses to hold off any Zerg that attempt to destroy
   your new base. The location is perfect, with the "blue" Zerg base to your
   east. I would recommend that you erect a few Missile Turrets for Mutalisk
   defense.

   Build up a strike force of Marines, backed up by some Goliaths and
   send them north of your secondary base to the northwest corner of the
   map. Around here is a Sunken Colony and Spore Colony you should destroy,
   along with a few Zerg.

   East of the Spore Colony is a ramp. This leads to a back entrance into
   the "blue" Zerg base. Compile another strike force of about 20 or so
   Marines and send them in this way. Wreak as much havoc as you can and put
   the base out of commission. East of the "remains" of this base is another
   ramp leading up to yet another Zerg brood. It's not important to the
   objective, so steer clear of it (unless you want to rack up more kills).
   Past it, you'll come across another resource area at the northeast
   corner. If you want, you can establish another base here.

   South of this point is a ramp leading up the plateau of Spore Colonies
   surrounding Norad II. Add a few more Marines to your strike force and
   send them around, destroy every single Spore Colony you come across.
   Once you finish up with that, the way is safe for air travel.

   >> Bring Raynor and 2 dropships to Norad II.

   Construct two Dropships and send Raynor over to the crashed Battlecruiser.
   Once both of them arrive, the mission will end.

  +==============================+
   MISSION SEVEN : THE TRUMP CARD
  +==============================+

   >> Bring the Psi Emitter to the enemy base.

   As soon as you gain control, have the Starport and Science Facility
   lift-off and land back at the main base to the south. Send Kerrigan
   and the other units back there as well. In a few seconds, the enemy
   Siege Tanks will lay waste to that area. The Supply Depots to the east
   of your base will suffer the same fate. It's best to just let them get
   destroyed and focus on building up your main base. You could try to
   intervene, but three Supply Depots won't really make a difference.

   The good thing is that you already begin with a good number of buildings.
   Begin constructing SCVs as usual and start gathering minerals. You can
   re-acquire the mineral field to the east later on. For now, build up
   your defenses. Construct a Bunker at each bridge entrance into your base.
   Also build Missile Turrets for detection (the enemy will be using cloaked
   Wraiths this time). Get some Supply Depots up to replace the ones that
   you lost.

   Attach a Machine Shop to your Factory and research the Siege Tech for
   your Siege Tanks. Siege Tanks are pretty good for defense. If you can
   spare the resources, deploy a Siege Tank at each entrance into your base
   to stop enemy rushes in their tracks. Be sure to give them ample anti-
   air support though because Siege Tanks cannot hit airborne targets. Build
   up an Armory and start upgrading on the double. It's suggested that you
   build two Armories for extra efficiency. At the same time, attach a
   Control Tower to your Starport and research the Wraith techs. When you
   can, purchase two or three Wraiths, cloak them, and send them to the
   mineral deposit you lost earlier. Take out the Siege Tank first and then
   focus on the Marines on top of the plateaus. Once the area is clear, you
   can send in your SCVs to establish a base there.

   Once your base is up and running optimally, you can begin to focus on
   assaulting the enemy base. The Command Center is crowded on the east side
   of the map. Enemy forces occupy the entire map though, putting you at
   quite a disadvantage. There are three ways into the main base and none
   of the methods are remarkably easy. Each of the three bridges out of your
   main base is a different path. The north path will lead you to the enemy's
   mineral deposit. However, in order to reach it, you'll have to eliminate
   a small fortification at the northwest corner consisting of some Siege
   Tanks, Bunkers, and Wraiths. You'll constantly be harassed by enemy units
   atop the plateau. At the northeast corner is another fortification
   consisting of Siege Tanks as well.

   The middle path leads straight to the middle of the main base. However,
   the entrance there is guarded by a Battlecruiser. I wouldn't recommend
   this path. The south path, in my opinion, is the best way to tackle this
   mission. East of your secondary base is an open field of Missile Turrets
   and a few scattered Siege Tanks; you won't have to deal with enemy forces
   atop plateaus with the higher ground advantage. The open field also makes
   enemy forces easy picking for deployed Siege Tanks.

   Build up a force of about five to six Siege Tanks backed up by Marines and
   Goliaths and send them to the east entrance of your secondary base. Send
   in a Science Vessel for detection and a few SCVs to carry out repairs.
   Use your ComSat Station to scout out the southeast area, taking particular
   note of any enemy Siege Tanks and Missile Turrets. Now, without moving
   your Siege Tanks in too far, deploy them at once and let them engage any
   targets moving toward you. Use your Marines to destroy any aircraft. Your
   Science Vessel should be able to reveal any pesky cloaked Wraiths.

   You'll see that Siege Tanks decimate ground forces easily. Wait until the
   defenders stop moving in before undeploying your Siege Tanks and moving
   them a wee bit closer to the main base. Repeat this process, eliminating
   ground forces with your Siege Tanks and air forces with your Marines and
   Goliaths until you get far into the base. If you have Kerrigan along, her
   Lockdown skill can be particularly useful against enemy vehicles. Should
   you be engaged by the Battlecruiser, simply have Kerrigan use Lockdown to
   put it out of commission.

   The rest of the mission, from this point, is easy. Your Siege Tanks should
   be able to handle any forces the enemy sends at you. Just make sure that
   you use your other units for support when necessary. If an enemy unit gets
   too close to your Siege Tanks, have your Marines and Goliaths dispatch it
   as you see fit. Lay waste to the rest of the base. When the way is clear,
   just send the SCV with the Psi Emitter to the beacon to plant it. Mission
   accomplished!

           O=====================================================O
           O-----------------------------------------------------O
              The Zerg,  lured  by the  Psi  Emitter's  signal,
              descended  upon  the   unsuspecting   Confederate
              forces and annihilated them.

              Once again, the Protoss fleet,  under the command
              of High Templar Tassadar, arrived and incinerated
              the planet.
           O-----------------------------------------------------O
           O=====================================================O

  +============================+
   MISSION EIGHT : THE BIG PUSH
  +============================+

   >> Eliminate the Confederate forces.

   At the start of the mission, load up your ground units onto the Dropships
   and send your Wraiths to the northwest to scout. You'll find two Nuclear
   Silos, a Machine Shop, a Covert Ops, and a Control Tower laying there.
   Land your preliminary structures next to their respective add-ons and
   begin building up your base as usual. Although you're up against a huge
   Confederate force, you won't see too many assaults on your base. However,
   do consider putting up a few Bunkers on the higher ground surrounding
   your base. A few Missile Turrets would do well to eliminate any Wraith
   threats.

   Since you have access to Nuclear Silos, you should be using nuclear
   missiles pretty often. They're extremely effective in leveling a small
   area. In order to use one, you must have a Ghost "paint" a target first
   and remain there until the missile hits. Luckily, you can have a Ghost
   paint a target while cloaked. For that reason, you definitely want to
   research Personnel Cloaking and the energy upgrade for your Ghosts. Also,
   improve their sight range and get Lockdown, which is simply too practical
   to skip.

   As soon as you have a free SCV, begin constructing a bunch of Supply
   Depots. The Vespene Gas geyser is located southwest of the west Command
   Center. It's relatively far from it, so try to have more SCVs manning the
   gas. Erect an Engineering Bay, Academy, and an Armory or two to upgrade
   your units. Research Siege Tech for your Siege Tanks and get the cloaking
   skill for your Wraiths. Needless to say, get those tasks done as soon
   as you make enough minerals.

   There is another mineral deposit at the northwest corner of the map.
   However, getting there requires that you eliminate a few Missile Turrets
   that may get in the way. The safest way to reach the northwest corner is
   by hugging the west wall. First, send Duke up there with his Battlecruiser
   and eliminate the two or three Missile Turrets that are directly in the
   path. Following that, clear any Goliaths or Marines in the area. The
   mineral deposit is lightly guarded by a Bunker and some Marines. Duke
   should have no problem dispatching the enemy units. Simply load up a
   Dropship with SCVs and follow suit. Establish a secondary base at that
   position.

   From your primary base, you can directly assault the "brown" Confederate
   force to the northwest. If you scout just a wee bit, you should make out
   the few Bunkers that make up the perimeter defenses. You can use Ghosts
   to paint the defenses with deadly nuclear missiles or you can simply
   utilize a Siege Tank barrage to level the enemy forces there. Whatever
   the case, eliminate the Bunkers and Missile Turrets and then send in Duke
   with a few cloaked Wraiths for support. If your rush fails at first, DO
   NOT let Duke get killed. The enemy is slow in rebuilding its defenses, so
   a second assault should do the base in pretty quickly.

   The enemy base to the northeast might pose a bit more of a challenge. It's
   guarded from the southwest by Siege Tanks atop raised platforms and a
   whole line of Missile Turrets. Try to eliminate the line of Missile
   Turrets and then send in cloaked Wraiths to deal with the Siege Tanks on
   the raised platforms. Doing this will make sending in ground forces that
   much easier. If you really want, you can use nuclear missiles on them
   as well.

   The northeast base can be entered from a path to its upper-left. Bring a
   few Ghosts and arm your Nuclear Silos. Siege Tanks are strongly
   recommended, supported of course by Marines and Goliaths (and a Science
   Vessel if you want). Have your Ghosts paint the base defenses and watch
   the Bunkers go up in flames. The AI is pretty predictable in that it will
   send its variou forces inside the base to the disturbance. This is where
   your Siege Tanks come into play. Before even the enemy Siege Tanks can
   deploy, yours should already be shelling them into debris. Slowly move
   your Siege Tanks in toward the base, destroying all of the scattered
   opposition.

   From this point, it's pretty simple. Scout out the remainder of the map
   and destroy any more Confederate buildings you come across. Note the
   Starport to the north of the "orange" base. If you haven't already been
   engaged by them, three Battlecruisers are stationed nearby. Note that
   there's another line of Missile Turrets toward the southwest corner of
   the map as well. Seek out any remaining Confederate forces and deal with
   them as you see fit.

           O=====================================================O
           O-----------------------------------------------------O
              Like  a beacon,  the combined  power  of the  Psi
              Emitters reached  out to the far  corners of  the
              Terran Sector,  luring  billions  of Zerg to  the
              capitol world of Tarsonis.

              The  Zerg,  overrunning  the  Confederacy's  best
              defences,  proceeded to  lay waste  to  Tarsonis'
              major cities and industrial centers.
           O-----------------------------------------------------O
           O=====================================================O

  +=============================+
   MISSION NINE : NEW GETTYSBURG
  +=============================+

   >> Destroy the Protoss force.
   >> All Zerg buildings must survive.

   Here's the deal: you start off to the southeast of the Zerg base you're
   given to protect. The Zerg will send attacks at you, but you cannot harm
   any one of their buildings. First off, send your Marines and Kerrigan
   toward the rear end of your base, where the ramps leading up to the
   Zerg base are located. That'll do before you can erect some Bunkers in
   its place. The mineral pile is awfully far from your Command Center.
   Unless you feel like dishing out 400 minerals to build another Command
   Center closer, you'll have to build more SCVs to compensate for the
   distance. When you obtain enough minerals, fortify your base by
   concentrating Bunkers toward the rear end of your base with a few Missile
   Turrets scattered here and there.

   You should see very sporadic attacks from the Protoss. Don't worry too
   much about really defending your forward side. Build up a few more Supply
   Depots, a Starport, the works. Be sure to get up two Armories to quickly
   upgrade your ship/vehicle weapons. Since the best way to tackle this
   mission is through the use of lumbering Battlecruisers, suggest upgrading
   your ships first. When you can, construct a Science Facility with an
   attached Physics Lab and research the Battlecruiser Yamato Gun and its
   energy upgrade.

   Load up a few SCVs into a Dropship and send them toward the center-left
   portion of the map. There, you'll find another mineral pile with a
   Vespene Gas geyser a bit off to the east. Build a Command Center here
   closer to the mineral pile. Be sure to construct a Bunker or two here as
   well because the Zerg will certainly attack this position too. Once
   you have this position fortified, you'll be acquiring a steady influx
   of resources.

   As I said, Battlecruisers are your best bet in this mission. However,
   they are only truly effective in large numbers. I'd suggest you build up
   a force of eight or so Battlecruisers. Ease the construction time by
   building two or three Starports. While you're waiting, work on upgrading
   ship armor/weapons, along with anything else you feel like upgrading.
   Since Battlecruisers take up an enormous amount of supplies, make sure
   that you have enough Supply Depots to account for them.

   Once your Battlecruisers are ready to go, begin to send them east toward
   the northeast corner. This is the location of the first Protoss base.
   Send some Wraiths and a Science Vessel or two as well. Battlecruisers are
   very slow and easy targets for quicker, more agile units. Watch out for
   any pesky Zerg Queens that seem to pop out of nowhere with their Ensnare
   skill. Considering how slow Battlecruisers already are, an Ensnared
   Battlecruiser is practically a sitting duck.

   The northeast Protoss base is defended primarily by Photon Cannons and
   Dragoons. Luckily for you, the base doesn't have too many air defenses.
   Don't worry about killing the Zealots on the ground; they are powerless
   to stop any air units. Use your Yamato Gun sparingly on big targets to
   avoid wasting valuable energy. Focus first on the Dragoons and stay out
   of the range of the Photon Cannons and then work your way slowly in.
   While you're wreaking havoc on the bae, load up a few SCVs into a
   Dropship and keep it on the outskirt of the base. Once you've eliminated
   all of the Protoss forces at the northeast base, unload your SCVs and </pre><pre id="faqspan-2">
   repair any damaged Battlecruisers.

   The second Protoss base is at the southeast corner. There are a few
   Photon Cannons scattered around, but apart from that, there is very
   little resistance. Get rid of any Scouts flying around and work your
   way through the Photon Cannons on the ground. By now, you should see that
   Battlecruisers, when grouped together, decimate buildings within seconds.
   If any Dragoons happen to run in from other portions of the map, deal
   with as you see fit.

   If you still have your Science Vessels on hand, have them use their
   Defensive Matrix on your Battlecruisers (not like they really need it
   that much anyway). Cloak any supporting Wraiths and just cut through the
   remainder of the buildings. The Protoss shouldn't really put up much of
   a fight. Following the destruction of the last Protoss unit, a large
   force of Zerg will overrun your main base. You can try to retaliate, but
   I don't think you'd really get too far. Don't worry about it, the mission
   is already over.

  +==============================+
   MISSION TEN : THE HAMMER FALLS
  +==============================+

   >> Destroy the Ion Cannon.

   You have to remember that the objective of this mission is to destroy the
   Ion Cannon. Eliminating the Confederate and Korhal forces is not
   necessary to finishing the mission. Needless to say though, you'll need
   to cut a pretty wide path to make way for your forces to knock out the
   Ion Cannon. Just to remind you, if you find yourself in a desperate
   situation, just make a beeline for the Ion Cannon and hope to knock it
   out of commission before you're overrun.

   Focusing on defenses is very important in this mission. You'll be hit
   pretty hard by enemy Goliaths, cloaked Wraiths, and plenty of cloaked
   Ghosts with their annoying nuclear missiles. Get a bunch of SCVs on
   minerals immediately. You have plenty of resources to begin with. Build
   up four Bunkers on the raised platform northwest of your base. Couple
   that with a few Missile Turrets along the outskirts to detect any
   stealthed units. Research Siege Tech and U-238 Shells as soon as you can
   and deploy your Siege Tanks for defense. Use the infantry you started off
   with for the Bunkers. A line of four Bunkers should be enough to stop
   most of the enemy attacks dead in their tracks.

   Once your defenses are set up, you can begin building up the rest of the
   base. Like always, upgrade your units' armor/weapons at an Engineering
   Bay and Armory. Build up a Starport with a Control Tower and a Science
   Facility with attached Covert Ops. Be sure to research all of the Ghost
   techs. The two Terran bases you're up against are both very well-
   fortified. Anti-air units are everywhere, making air assaults too risky
   unless done effectively.

   The first base I'd suggest you take down is the Korhal base (red) to the
   northwest just because it's closer. With it out of the way, you can
   expand quickly. Try not to scout too far ahead because the enemy has
   Marines, Siege Tanks, and Goliaths scattered all over the place. The
   Korhal base does have a number of Marines and Goliaths scattered around
   for anti-air, but it doesn't have too many Missile Turrets. Cloaked units
   are therefore the most effective method in this case. Immediately build
   up a Nuclear Silo and train a few Ghosts for the task. The enemy is known
   for not being remarkably intelligent and you shouldn't really have much
   trouble landing a few nuclear missiles down. However, in the event that
   the base does use a Scanner Sweep on you, run your Ghosts out of there.

   Send your Ghosts northwest through a few platforms of Marines. Obviously,
   if you're cloaked, they shouldn't bother you. Try to stay as far to the
   left as possible to avoid the detection of the line of Missile Turret
   along the base's east flank. Watch out for any wandering Science Vessels
   as well; if you happen to see one coming, Lockdown it immediately. Use
   the nuclear missiles to put holes in the base and generate a good deal of
   chaos. Build up a strike force of Marines, Goliaths, and Siege Tanks to
   mop up. If possible, have a few Wraiths for support. You'll likely face a
   ton of resistance from defenders inside the base. Be wary of enemy Siege
   Tanks deploying and concentrate your fire on them.

   It shouldn't take too much to eliminate the Korhal base once and for
   all. Take out the line of Missile Turrets it has going to the northeast
   side as well. There are probably a ton of minerals remaining, so
   establish another base here as well. If you check to the northeast,
   you'll find yet another mineral resource. Establish this immediately and
   build up defenses to hold off the other base to the northeast. Again,
   enemy nuclear missiles will be used quite often. Make sure you set up
   your Missile Turrets along the outskirts. It wouldn't hurt to have a
   few Science Vessels around as well for detection.

   The northeast base has a few Nuclear Silos attached to its Command
   Centers. If you really want to stop nuclear missile attacks, you'll want
   to assault this base immediately. The best way, still, is the tried and
   true method of Siege Tanks. This time, however, you'll have to deal with
   enemy Ghosts and their pesky Lockdown. Try to have a few Science Vessels
   to seek out the Ghosts before they can do anything. Proceed to lay waste
   to the rest of the base.

   With that base out of the way, it's time to make a beeline for the Ion
   Cannon. Suggest lifting off your current Science Facility, detaching it
   from the Covert Ops, and landing it somewhere else to add-on a Physics Lab
   for Battlecruisers. At the same time, build up two more Starports and
   begin pumping out as many Battlecruisers as you can. Continue to fend off
   enemies at all three of your bases, making sure that no force manages to
   break through your defenses. By now, you should have a multitude of
   minerals at your disposal. Consider putting up a few extra Bunkers and
   deployed Siege Tanks with all of those resources. Once you have a well-
   sized force of six to eight Battlecruisers with a few Science Vessels,
   send them on a run toward the Ion Cannon. The Missile Turrets surrounding
   it should not pose much of a threat. Have your Science Vessel use
   Defensive Matrix on the Battlecruisers to extend their life.

   The only real issue would be the cloaked Ghosts, of whom certainly
   wouldn't hesitate to Lockdown your Battlecruisers. Luckily, there's
   only a few of them. Eliminate the infantry quickly (Science Vessel's
   Irradiate is particularly useful) before they can do anything. Dispatch
   the remaining units surrounding the Ion Cannon. Finally, concentrate all
   your fire on the Ion Cannon itself. Once it's destroyed, you'd have
   completed the mission.

                                    - - -

   This concludes Terran Campaign, Chapter I: Rebel Yell.

-------------------------------------------------------------------------------
        -+- 4.2. Chapter II: Overmind -+-                            [4200]
-------------------------------------------------------------------------------

           O=====================================================O
           O-----------------------------------------------------O
              The  Swarms   have  crushed  the   meager   human
              resistance and laid waste to nine of the thirteen
              Terran worlds.  Shortly  after the  fall  of  the
              Terrain  capitol  of Tarsonis,  the main  Protoss
              fleet abandoned  the Terran Sector.  Now, efforts
              continue  on  Tarsonis to weed  out the remaining
              Protoss forces.
           O-----------------------------------------------------O
           O=====================================================O

  +=============================+
   MISSION ONE : AMONG THE RUINS
  +=============================+

   >> Create a Spawning Pool.

   This mission serves to introduce new players to the Zerg race. You must
   protect the Chrysalis at all times and prevent it from being destroyed.
   Begin the mission by sending your starting Drones to gather resources.
   Select the larvae and create a few more Drones. Have at least five
   Drones on minerals before you build your Spawning Pool. Create Overlords
   to compensate for control. Once you finish that, you can create
   Zerglings. Note that you lose a Drone once it morphs into a structure.

   >> Create a Hydralisk Den.

   This isn't really much of a task. Select another Drone and have it morph
   into an Extractor. Put one or two more Drones on Vespene Gas gathering.
   Build a Hydralisk Den when you attain enough resources.

   >> Destroy the Terran encampment.

   The Terran base is to the northeast. It isn't really defended too well
   so assaulting it shouldn't be much of a problem. Leave a few Zerglings
   back at the Chrysalis and build up a force of Zerglings and Hydralisks.
   Morph the Creep Colony near the Chrysalis into a Sunken Colony for
   defense against ground troops. You can also build an Evolution Chamber to
   upgrade your Zerg attacks.

   Zerg typically fight in large numbers. You'll notice immediately that
   Zerglings are created in groups of two. It shouldn't take too long to
   create a good attack group of about 24 Zerglings. Have a few Hydralisks
   for support as well. Move your force east to find a small fortification
   consisting of a Barracks, some Missile Turrets, and a good deal of
   infantry. Focus on eliminating the infantry first. Goliaths should also
   move in to cause some trouble. You'll probably lose a lot of Zerglings
   in the process, but those are easily replaced.

   Destroy the Barracks and reinforce your current forces with a few more
   Zerglings. Move the force north to the main base. Destroy the defending
   units first and then work on dismantling the remainder of the base.
   There's a Starport you need to also eliminate to the west. Once the
   Terran forces have been dispatched, the mission will end.

  +=======================+
   MISSION TWO : EGRESSION
  +=======================+

   >> Bring the Chrysalis to the beacon.

   The way to the beacon is covered by Protoss Zealots, Dragoons, Photon
   Cannons, and Scouts. Obviously, you'll need to do quite a bit of work to
   clear a path for your Chrysalis to travel. First off, send a unit back
   toward the Chrysalis to gain control of the six Hunter Killers there.
   Hunter Killers are essentially powered-up Hydralisks. They deal very
   heavy damage. Note that they cannot be re-created by you should they get
   killed in battle. Use them to your advantage, but don't waste them.

   Begin setting up your base as usual. Turn the single Creep Colony you
   start with into a Sunken Colony and begin pumping out Drones. Put an
   Extractor on top of the Vespene Gas geyser to the north. While you're
   getting your base in order, group your Hunter Killers and scout the area
   around your base. Try to eliminate the scattered Protoss forces in the
   immediate vicinity. You'll mostly face Dragoons, Scouts, and a few Photon
   Cannons here and there. Your Hunter Killers should have no trouble taking
   out any threats. Common sense should tell you when to retreat your units
   back to base for healing if ever you're overwhelmed by forces.

   You might consider putting up a few more Sunken Colonies to stop any
   Protoss attack. Get up two Evolution Chambers up and start upgrading your
   units' weapons and carapaces. Transform one of your Hatcheries into a
   Lair so you can access the Spire building. Build a Hydralisk Den and
   upgrade Muscular Augments and Grooved Spines. Research Metabolic Boost at
   the Spawning Pool as well.

   The main Protoss base is at the southwest end of the map. However, suggest
   focusing your efforts on clearing out the rest of the map of all Protoss
   forces beforehand. There are a ton of Zealots and Dragoons just sitting
   around for you to destroy. Rely on your Hunter Killers, backed up by a
   few Hydralisks to run around and pillage any Protoss fortification you
   find. Prioritize Photon Cannons first and then get to eliminating any
   other attacking units.

   You can easily destroy the Protoss base with a good force about about 25+
   Zerglings backed up by Hydralisks and of course, your Hunter Killers.
   The Protoss won't really put up much of a fight. Again, prioritize Photon
   Cannons and try to eliminate the Gateways as well to stem any chance of
   reinforcement. Have your Hydralisks target air units and let your
   Zerglings swarm any attacking ground units. Once the area is clear of any
   immediate threat, have a Drone transport the Chrysalis to the beacon.
   Mission accomplished.

           O=====================================================O
           O-----------------------------------------------------O
              With the Protoss forces beaten and scattered, the
              Overmind  has withdrawn  the Swarm to the  remote
              ash world of Char.
           O-----------------------------------------------------O
           O=====================================================O

  +================================+
   MISSION THREE : THE NEW DOMINION
  +================================+

   >> Protect the Chrysalis.
   >> Eliminate the Terran presence.

   The Terrans won't be so lax in attacking this mission. When you start
   off, you'll want to immediately get some Drones on minerals and start
   putting up Sunken Colonies. I'd suggest having three or more altogether.
   Have one at the upper-left corner of the base, one along the north edge,
   and one along the west edge. Try to have some Hydralisks and Mutalisks
   at hand to stop any Terran rushes (they'll mostly consist of Marines and
   Firebats early on the mission and Siege Tanks and Wraiths later on in
   the mission).

   Construct an Extractor and upgrade your Hatchery to a Lair. All the while,
   create more Drones to speed up the mineral gathering process. When your
   income becomes steady, create a few more Hydralisks and group them with
   the Hydralisk and Mutalisks you started the mission with. Send them north
   and you'll find two ramps. Head up the one on the left to discover
   a second mineral pile. However, you'll face some resistance of Marines and
   possibly a Vulture. Get rid of the Marines quickly (they'll surely use
   Stim Pack) to clear the area. Send a few units back to base for defense,
   but leave a few there just to keep the area secure. Now bring in some
   Drones establish a secondary base here.

   The Terrans occupy the entire north section of the map. Their base lies
   along a raised plateau with ramps leading up into the base. With a whole
   brigade of Siege Tanks at their disposal, a ground assault up the ramps
   and into the base would be difficult to pull off. For that reason, I'd
   strongly suggest using Mutalisks to finish off the base. As soon as your
   Hatchery transforms into a Lair, construct two Spires and begin zipping
   off the flyer upgrades. Get a few more Drones on resource gathering if
   necessary. Begin creating a force composed primarily of Mutalisks. 24 or
   so should be enough for a preliminary rush. At the same time, make sure
   you keep both your bases fortified. A few Marines that manage to sneak in
   can deal quite a bit of damage before you manage to quell the
   disturbance.

   Before you use your Mutalisks, try to at least have them partially
   upgraded (carapace/weapons). Trust me, it helps a lot. Once you have a
   good force of Mutalisks, send them northeast where you'll find a Bunker
   next to a Siege Tank. Destroy the Bunker, killing every infantry inside
   it. Don't worry about the Siege Tanks for now and focus on killing any
   unit with anti-air capabilities at the moment. The northeast corner of
   the base is relatively unguarded, so there shouldn't be any problems.
   Try to stay along the northern edge of the map and progress to the west.
   Eliminate the Starport and cut in through the base. Try to eliminate the
   Marines in the ground. If they aren't dealt with swiftly, they can tear
   right through your Mutalisks. Also prioritize Missile Turrets.

   Should your first rush fail, begin building up yet another force of
   Mutalisks. You should have plenty of resources to fund that. Hopefully,
   you dealt quite some damage to the defenses at the Terran base, so a
   second rush could finish off the rest. Again, prioritize Marines and
   Missile Turrets (and the occasion Wraith if applicable). If you want,
   feel free to send in some Zerglings and Hydralisks for support. However,
   note that you'll have to deal with Siege Tanks should you choose to do
   that. Wipe out every single Terran structure on the map to complete the
   mission.

  +=================================+
   MISSION FOUR : AGENT OF THE SWARM
  +=================================+

   >> Protect the Chrysalis until it is ready to hatch.

   Don't worry about the ten-minute timer you start off with; that's just
   the amount of time you'll need to protect the Chrysalis until it hatches.
   Your base is located at the northwest corner of the map, with Terran
   forces scattered at the other three corners. You'll notice that Raynor's
   forces are also here.

   Start off your base by getting your resources running and putting up a
   Spawning Pool and Evolution Chamber. Defenses are pretty important in
   this mission because the Terrans will constantly drop units down with
   their Dropships. For that reason, you'll want to keep Sunken Colonies
   somewhat inside your base while having Spore Colonies along the outskirts
   of the "island" you start on. Enemies will drop east, north, and south of
   your base so make sure that your defenses are strong in every direction.
   Use your starting units to eliminate any attempted drops. If you possibly
   can, destroy the Dropship first.

   A line of Sunken Colonies along the east side of your base should keep
   Terran units out for the most part. Keep the area reinforced with some
   Hydralisks of course. Upgrade your units if you haven't already and get
   a Spire up after mutating your Hatchery into a Lair.

   By now, your timer should have run through. The Chrysalis will finally
   open to reveal... Kerrigan!

   >> Infest or destroy Raynor's Command Center.

   With your Lair up, build up a force of around four Mutalisks and send
   them southeast where you'll find an island full of resources. Secure the
   area of any Terran stragglers and transport a group of Drones over to
   establish a secondary base on the island. Be sure to build up some Spore
   Colonies on this island as well to fend off any oncoming Dropships.

   Since there are no direct land routes to the enemy Terran bases, you'll
   need to utilize air units. Start mass-producing Mutalisks and position
   most of them over your secondary base in the middle of the map. Order
   them to hold position there to take out any enemy Dropships. By now, your
   main base in the northwest corner should be well-fortifed enough to hold
   off any more drops there.

   Upgrade your flyer carapaces and attacks to boost their effectiveness. At
   the same time, build up a Queen's Lair if you haven't already and research
   their skills. I personally find that the best place to start your assault
   is along the north edge of the map, west of Raynor's base. Bring your
   first group of Mutalisks (supported by a few Queens if you're up to it)
   to the upper-center portion of the map and move east. You'll be attacked
   by a ton of Goliaths. Prioritize those and the various Missile Turrets
   you come across.

   Queens can be useful because they can use Spawn Broodling on the Goliaths
   you come across. That, and the resulting Broodlings that appear will be
   sure to cause some chaos among the other units on the ground. Don't worry
   about Siege Tanks or any other unit that cannot attack air. There's no
   point in destroying those for obvious reasons. Be sure to destroy any
   Factories you come across to prevent further manufacturing of Goliaths.
   Eventually, the Goliaths will stop coming and you can freely move in
   toward Raynor's Command Center. Again, prioritize Missile Turrets,
   destroying them before they can really inflict too much damage on your
   Mutalisks. When you finally arrive at Raynor's Command Center, destroy
   it to finish the mission.

           O=====================================================O
           O-----------------------------------------------------O
              Kerrigan,  the newest and most powerful agent  of
              the  Overmind,  has  arisen  from  her  embyronic
              Chrysalis,  but her formidable  powers are  still
              not fully functional.

              Kerrigan  must now  seek  to  unravel  the  Ghost
              conditioning  that  keeps  her  powers  in check.
              Once done, she will  lead the Overmind's  minions
              to  complete  domination  over  the  unsuspecting
              Protoss.
           O-----------------------------------------------------O
           O=====================================================O

  +==========================+
   MISSION FIVE : THE AMERIGO
  +==========================+

   >> Bring Kerrigan to the Supercomputer.

   This mission is another one of those maze things. Yeah, those incredibly
   linear maze missions. Start by grouping together Kerrigan, your two Hunter
   Seekers, and the Zerglings at the base of the platform. Head southwest
   through the gate. Use the Hunter Seekers to kill the Ghost on top of the
   ledge and have your other units eliminate the wall-mounted defense
   systems. Once those are out of the way, proceed up the steps through
   another gate. You'll meet a few Marines that you can easily kill. Past
   that, you'll find a beacon. Step on it to reveal the location of the
   Supercomputer.

   Head southwest through the gate (kill the civilians if you'd like) and
   down the hall. Descend the first staircase you come across and kill the
   Vulture at the bottom. Now, head southeast through the long hallway while
   keeping your units along the left wall to avoid the infantry on top of the
   opposite ledge. You'll eventually arrive at another gate. Leave your other
   units in the small pocket next to the gate and cloak Kerrigan before
   sending her in. Eliminate all of the Goliaths in this room before bringing
   in your other units.

   Go through the next gate into a relatively empty room. If you head
   northeast, you'll find a room full of civilians and a single Marine. If
   you want to up your kill count, slaughter all of them. Proceed by heading
   to the southeast end of the room and killing the few Marines hanging
   around there. Head up the steps, kill the Ghost, and proceed southwest,
   ignoring any branches off the path until the path turns to the southeast.
   No need to panic when the automated gun turrets pop up. Quickly destroy
   them and continue.

   Go through the gate that you find and proceed southeast along the path.
   A bit past that will be three Marines having some fun killing Zerglings
   trapped in a prison cell. Move your units and show those Marines who's
   boss. Unlock the prison door by stepping on the beacon at the very
   southeast corner of the map. Move the trapped Zerglings out of their
   pit and have them join your forces. Be sure to eliminate any gun turrets
   that happen to pop up. Now, group your units and have them go southwest.

   When you round the corner, be prepared to engage a blockade of Marines.
   You can't just send in Kerrigan cloaked because the automated missile
   turrets act as detectors. Therefore, doing that would equate to a bad
   experience. Even so, your Hunter Killers, along with Kerrigan, should not
   have too much trouble dispatching the Marines. Don't worry about your
   Zerglings; they're expendable.

   Once you've turned those Marines into a pool of blood, group your units
   and continue down the hallway. Descend the staircase to find a gate that
   is apparently locked. Head north into an area infested with Firebats. Now
   would be a great time to cloak Kerrigan and showcase some sneaky fighting.
   Once the Firebats are out of the question, search the area for an open
   gate with three Marines already inside. Once you step into the room, the
   gates will close and a wall of Marines will close in on you. Try to get
   up the staircase before really engaging the Marines. With Kerrigan's
   vitality, you should have no trouble quelling these Marines. If you fear
   for the safety of your Hunter Killers, simply send in Kerrigan by herself.
   Cloak her, destroy the two automated missile turrets, and tear apart the
   remaining dumbfounded Marines.

   Past that will be two beacons. The one on the left will reveal a
   teleporter southwest of your position and the other will unlock ALL doors.
   Bring your units back south to the gate that was previously locked and
   head through. Go up the stairs, kill the Firebats, and step into the blue
   beacon to teleport to Sector 6. Finally, you can kill those annoying
   Marines and Ghosts that were harassing you before from the top of the
   ledge. They're still waiting to the north. Cloak Kerrigan and give them
   hell.

   Dispatch any remaining Marines in the area and descend the staircase to
   the southwest. You're in the home stretch now. Bring your units southeast
   and up the staircase there. You'll face quite some resistance from some
   Ghosts and Marines, plus a few automated missile turrets. If things start
   to get ugly, eliminate the missile turrets immediately and cloak Kerrigan.
   Simply waltz into the beacon to finish the mission.

  +==============================+
   MISSION SIX : THE DARK TEMPLAR
  +==============================+

   >> Exterminate the Protoss intruder.

   This map is roughly split up into two parts separated by two choke points
   at the northeast and southwest corners of the map. Your base occupies the
   northwest side of the map and the main Protoss base lies within the other
   side. The bad news is, both choke points are held by a multitude of
   Dragoons. For that reason, it'd be a bad idea to send an assault force
   early in the game to be ripped apart by the stationed Dragoons. Instead,
   focus on building up your base and moving up the tech tree before trying
   anything. Another thing to note: Kerrigan has acquired the Psionic Storm
   ability. Feel free to use it with extreme prejudice. Hehe...

   Defenses are fairly important in this mission. Put up Sunken Colonies at
   first to stem any Zealot or Dragoon rushes. Later, you might consider
   erecting a few Spore Colonies just to stop any Scouts. Get Drones on
   resource collecting and start building up your base. Put an Extractor on
   the nearby Vespene Gas geyser. Whenever you can, start upgrading your
   ground units at an Evolution Chamber. Transform your Hatchery into a Lair
   and get to building up a Spire for Mutalisks. It's your choice as to
   whether or not to transform your Spire into a Greater Spire immediately
   or wait to upgrade your Mutalisks. You now have access to Guardians, a
   mutated form of Mutalisks capable of dealing very heavy damage against
   ground units from far away. However, Guardians lack anti-air capabilities.

   Regardless of what you choose to do, get a small force of Mutalisks going
   and send them east of your base. Evolve Ventral Sacs if you haven't
   already and send a small group of Drones to establish another base at
   the resource pile you find there. Leave the Mutalisks there for now to
   hold off any Protoss forces. There is also another resource area south of
   your base. However, this one is guarded by a few Dragoons and some
   Reavers. Create a few more Mutalisks and eliminate the small force there.
   As always, send some more Drones down and establish your third base.

   With three bases running, you should have a pretty good supply of
   resources coming in. Make sure that you build up an effective line of
   defense at all three of them. Expect Protoss attacks at all three of
   your bases (put emphasis on defending your southern-most base). If you
   haven't already, evolve your Lair into a Hive and your Spire into a
   Greater Spire and fully upgrade flyer carapaces and attacks. Also make
   sure that your ground units are fully upgraded as well. Mutate a few of
   your Mutalisks into Guardians and have them defend your bases. Position
   your Mutalisks accordingly to stop any Scouts and Shuttles from getting
   through.

   You can choose to attack either choke point, but I prefer the northeast
   one because it's less concentrated and it's right by a mineral pile. Get
   a good force of Guardians going (six should be able to complete this task)
   and send them southeast of your eastern base. As soon as you see the
   first of the Dragoons, let loose. With the Guardian's range, the Dragoons
   should, for the most part, fall before they even reach you. When you see
   that the Dragoons have stopped coming, continue to move your Guardians
   southeast and destroy the Photon Cannon there. Get rid of the Reavers last
   because they can't attack back. Finally, level the buildings to clear this
   area.

   The mission is pretty open-ended from this point on. I'd suggest, at this
   point, to establish another Hatchery at that location. This would give you
   a nice location to directly assault the Protoss base that's further to
   to the south. The best way to go about finishing the mission would be to
   build up a force of mixed ground/air units. Guardians are devastating,
   but let's face it, their rate of fire is slow as anything. Suggest
   supporting your Guardians with some Hydralisks, along with Mutalisks of
   course.

   Don't worry about building up a gigantic assault force. It's not necessary
   to destroy the base on the first rush (although it would be nice). Since
   you're already rolling in the resources at this point, creating a second
   assault force shouldn't be much of a problem. I'd suggest around 12
   Mutalisks and 12 Guardians as a preliminary assault, backed up by a number
   of Hydralisks. The Protoss base is laden with Photon Cannons and Dragoons.
   If you aren't careful, a few Dragoons can easily spell doom for your
   entire force. As always, prioritize anti-air units first.

   Simply piece away at the rest of the base until you've leveled every
   building. Should the mission not end, search around the southwest corner
   of the map for any buildings. Upon clearing every Protoss building off
   the map, Tassadar will challenge Kerrigan to a duel. Get her in an
   Overlord and send her to the middle island where you'll face off against...
   an illusion! With that, the mission ends.

  +===========================+
   MISSION SEVEN : THE CULLING
  +===========================+

   >> Eradicate every last remnant of the Garm Brood.

   In this mission, it's the Zerg that you're facing off against. You start
   off with a fairly sizeable force of Hydralisks and Mutalisks, but no
   base in sight. Bring your attacking units to the first of the enemy
   bases and take out the defenses. There's a good deal of resistance, but
   it's nothing your units should have any trouble with. Once the defenses
   are eliminated, immediately move in your Drones and start establishing a
   base. Try to utilize the enemy creep before it disappears after you
   destroy the enemy Lair.

   The key to this mission is making good use of the limited resources
   available to you. You're surrounded at all directions by the Garm Brood.
   The entire map is practically covered by them. Because you start off with
   almost nothing in this mission, you'll be off to a slow start. Make sure
   you build Sunken Colonies and Spore Colonies all around your base. Cover
   any holes with Hydralisks and Mutalisks for defense. Once your defenses
   are established, you can begin to focus on building up your base as
   usual. Upgrade your ground units at an Evolution Chamber and make sure
   that you research the Hydralisk and Zergling upgrades immediately.

   When you get the chance, transform your Hatchery into a Lair and start
   running up the advanced tech tree of buildings. Note that you now have
   access to Defilers. However, due to possible resource shortage, you might
   want to ignore Defilers during this mission. Anyway, build up a sizeable
   force (16-20) of Hydralisks, group them together, and send them to the
   west. Go up the ramp and you'll come across a slightly fortified Zerg
   encampment. There are some Sunken Colonies you'd want to eliminate
   immediately along with a good deal of burrowed Hydralisks, among other
   annoyances. As soon as you establish a foothold on this southwest base,
   send in reinforcements immediately and hold the position against any
   incoming Hydralisks from the north.

   Once you've established supremacy in that sector, level the remaining
   Zerg buildings and start up a secondary base at this position. You'll be
   hit with frequent attacks from the Garm Brood from the north so get a few
   Sunken Colonies going up there.

   By now, you should have a Greater Spire up and running. With the southwest
   base out of the way, you can avert your attention elsewhere. Get a force
   of approximately six Guardians and eight Mutalisks going and send them
   over to the southeast corner. From here, head north until you come across
   another base. This one is far less fortified than the last one you
   assaulted, but because it's closer to the main base, there's a chance
   that you'll eat some resistance from there. Even so, your Guardians should
   have little trouble removing the Garm Brood from this area. Transport
   some Drones in and get another base going here.

   Now the last thing to do is to assault the main base itself. Since the
   area is full of Ultralisks and Guardians, you might find it to be easier
   using air units such as Guardians and Mutalisks. If you want, use
   Hydralisks as support, but be wary of any Ultralisks. If they get too
   close, they'll rip your units apart. I'd suggest building up a large
   force around 12 Guardians and Mutalisks. Start your run at the northeast
   corner because there are virtually no static defenses located there.

   Move your Guardians in toward the main base while the Mutalisks follow.
   Since you out-range all static defenses, you should be able to proceed
   relatively unscathed until the defending Hydralisks and Mutalisks come
   in. Get your own supporting Mutalisks to defend your Guardians while they
   lay down volleys on the buildings below. Enemy resistance shouldn't pose
   too much of a problem. Destroy every last building to finish the mission.

  +==============================+
   MISSION EIGHT : EYE FOR AN EYE
  +==============================+

   >> Destroy the Protoss bases.
   >> Let no Dark Templar escape.

   The objective here is to destroy the Protoss bases while preventing any
   Dark Templars from escaping. There are three possible exit points for
   them and they're already marked on your maps by a beacon. Since Dark
   Templars are permanently cloaked, you'll need to position your Overlords
   above the beacon to reveal them. Split up your starting units equally,
   sending the two Ultralisks to a particular beacon. Utilize the Nydus
   Canals, which allows your units to immediately transfer to the exit canal,
   for easy movement.

   Put a few Hydralisks and other units at each beacon to prevent Dark
   Templars from escaping. If one happens to get through, the mission is
   over. Try to keep the Overlord protected as well. Should one fall, get
   another Overlord to the beacon immediately. While you're fortifying the
   beacon positions, get your base running as usual. Create Drones at your
   outlying Hatcheries and send them back to your main base through the
   Nydus Canals.

   The good news is, with your units positioned by the beacons, you shouldn't
   have to worry about Protoss forces being able to break through to your
   base. Still, it'd be a good idea to maybe put up a few Sunken Colonies
   just in case. Be sure to watch the beacons constantly, making sure that
   there are enough units there to hold off whatever units the Protoss
   happens to send at you. Dark Templars themselves have a pretty powerful
   melee attack which might deal quite some damage to your defending forces.
   Make it a habit to fortify and re-fortify the beacons methodically. Note
   that later in the mission, you'll be hit pretty often by High Templars
   and their Psionic Storm.

   When you mine enough resources, get a good team of Hydralisks going at
   your northwest base. If you're that far up the tech tree already, create
   a few Ultralisks as well. Due east of your northwest base is a resource
   pile guarded by two Scouts, some Dragoons, and a Photon Cannon. You should
   have no trouble wiping out this puny force. Once the Protoss are clear of
   this area, establish another base at this position. Avert your attention
   to your southeast base and build up a force of Mutalisks and Guardians.
   Around six Guardians and eight Mutalisks should be enough for the next
   task. Send them north with your Mutalisks in front. Take out the two
   Scouts you come across and eliminate the Photon Cannon. Transport some
   more Drones over and establish another base at this location.

   Now, select your Guardians and Mutalisks again and send them slightly
   to the northwest. This small Protoss base has a few Dragoons and Photon
   Cannons defending it. Try to avoid having your Guardians getting in the
   range of the Photon Cannons. Eliminate the ground units quickly, leaving
   the Reavers for last. Following that, level every remaining building.
   If you want, you can establish yet another base here. However, I'm sure
   you already have a good supply of resources coming in from the three
   mineral piles you already have.

   With the destruction of that Protoss base, you'd completely cleared the
   east side of the map of all Protoss forces. Now, you can avert your
   attention to the west side. Get a group of Ultralisks (around five to
   six) at your northwest base and send them south. You'll immediately run
   into another Protoss base around the area. Produce a few Hydralisks to
   help back up your Ultralisks should they be attacked by Scouts. With your
   Ultralisks, kill any Reavers in the area immediately and then focus on
   leveling any base defenses.

   Create a few more Ultralisks to add to your current force so that you have
   around 12 of them in all. At the same time, create a few Mutalisks and
   Hydralisks to back your Ultralisks up. The last Protoss base is located
   at the southwest corner of the map. It's guarded primarily by Photon
   Cannons, Reavers, and High Templars. It's a tough defense, but with 12
   Ultralisks, you should be able to crack it.

   As always, prioritize Reavers before they can launch too many scarabs.
   A few scarab hits can easily bring down your Ultralisk force before you
   can really do too much damage. Try not to group your Ultralisks together
   too closely either. High Templars are all over the place and they
   certainly wouldn't hesitate to use Psionic Storm. However, since there
   are also other Protoss units in the area, Psionic Storm may benefit you
   by damaging enemy units that happen to step into their own friendly
   Psionic Storms.

   An alternative way of assaulting the Protoss main base would be to clear
   the lightly defended area at the very southwest corner. Doing so would
   allow you to build a Hatchery very close to the enemy base. If you're
   quick, you can rapidly establish a force of Guardians to bombard the
   main base from its own backyard. Regardless of whichever way you choose
   to attack the base, destroying it will result in the mission's end.

           O=====================================================O
           O-----------------------------------------------------O
              Tassadar  and the Dark  Templar Zeratul  survived
              Kerrigan's  vicious  attacks,  but their  Templar
              armies have been decimated. Kerrigan, left behind
              to hunt down and eradicate the remaining  Protoss
              warriors, begins to scour the  burning wastelands
              of Char for her elusive prey.

              Meanwhile,  the  entirety of  the  extended  Zerg
              swarm teleported through space-time and began its
              long  awaited  invasion  of  the  hated   Protoss
              Homeworld of Aiur.
           O-----------------------------------------------------O
           O=====================================================O

  +===================================+
   MISSION NINE : THE INVASION OF AIUR
  +===================================+

   >> Bring a Drone to the Khayardin Crystal Formation.

   You're up against plenty of Protoss forces in this mission so don't dawdle
   or else you'll find yourself in quite a rut. For starters, know that the
   Protoss won't hesitate to throw all they've got at you. Watch out for
   Dragoon and Zealot rushes. Later in the game, prepare to be hit by Reavers
   and Carriers. Make sure that you have the necessary measures of defending
   your base against any possible attacks.

   Your start off the mission with plenty of minerals; don't hesitate to put
   up some Sunken Colonies for defense right now. Get your units upgraded at
   the Evolution Chamber and begin creating other buildings as well. Work
   your way up and evolve your Hatchery into a Lair and finally, a Hive.
'   Try to have at least two Spore Colonies along the outlying edge of your
   base to hold off any air assaults along with a few Sunken Colonies strewn
   here and there. Consider investing in some Scourges to hold off any
   incoming Carriers.

   The Protoss have a pretty tight perimeter around your base. If you explore
   too far, you'll likely run into one of the many Photon Cannons they have
   deployed around the area. Resources shouldn't be a prime concern for much
   of the mission considering how rich the mineral deposit you start with
   is. However, eventually, you'll need to expand. Better earlier than later
   for that matter. Build a force of approximately eight Mutalisks and send
   them due east. You'll run into a Photon Cannon that you should clear out
   of the way immediately. Fly past that and you'll come across a mineral
   deposit. Have your Overlords transfer some Drones over and establish a
   second base at this location.

   Get to fortifying your secondary base quickly as you'll probably take
   some resistance from the nearby Protoss forces. Put a few Hydralisk and
   Mutalisks on guard duty to hold off any attempted attacks. Once you have
   that base set up, load some more Drones into an Overlord and send them
   southeast of your secondary base. There, you'll find a relatively
   unguarded resource deposit as well. Set up your third base here.

   With the resources flowing in, you should have enough to run up the tech
   tree. Create a sizeable group (12+) of Guardians and be prepared for an
   all-out siege against the nearest Protoss base. Bring your Guardians to
   the upper-center portion of the map, clearing out any stray Photon
   Cannons or Dragoons in the area. It's strongly recommended that you back
   them up with Hydralisks or Mutalisks to aid against air targets should
   you run into them. From that position, have your Guardians fly to the
   south, destroying everything in their path. When you reach the Protoss
   Nexus of the "aqua" base, attack it with extreme prejudice. Mop up any
   remaining units in the immediate vicinity.

   What you've essentially done by destroying the Nexus there is clear a path
   directly to the Khayardin Crystal. Although there are outlying Protoss
   bases to the side of the path, if you just send a Drone due south of the
   Nexus you just destroyed, you can retrieve the Khayardin Crystal without
   a problem. Before you do just that though, build up a sizeable force of
   Ultralisks and Hydralisks to escort a Drone down there. Send your
   Guardians there as well. You'll see why later on. Upon getting your Drone
   to the beacon, you'll be told that the crystal is in the process of being
   harvested. A ten-minute countdown will commence.

   >> Hold off the Protoss while the Drone harvests the Khayardin Crystal.

   By now, you've probably attracted the attention of the outlying Protoss
   forces. They'll move in with a plethora of Reavers, Dragoons, some
   Carriers, and the occasional Archon. Rally your units and hold off the
   enemy forces to the best of your ability. Have your Guardians, with their
   superior range, eliminate the Reavers and let your Ultralisks take out
   the other units. The remaining Hydralisks and Mutalisks should focus on
   any Carrier threats.

   Should your force get eliminated, don't panic. Even if the timer runs out
   and your Drone emerges with Khayardin Crystal in tow, it will drop the
   crystal on the ground if it's killed. Once the crystal is dropped, another
   Drone can come by later to pick it up. The Protoss will just ignore the
   crystal.

   To make it clear, there's no reason to assault any of the surrounding
   Protoss bases unless you feel like needlessly wasting resources. All you
   really need to do is to create a path back to base, so the Drone can step
   into the beacon with the crystal. Once that task is finished, the mission
   will be complete.

  +=========================+
   MISSION TEN : FULL CIRCLE
  +=========================+

   >> Destroy the Protoss Temple.

   The odds are really stacked against you in this mission. Protoss forces
   outnumber you significantly, but by playing strategically, you can finish
   the mission quite efficiently. The first of the Protoss bases lies
   adjacent to your base, to your east and west. The Protoss Temple itself
   is surrounded by a separate base and lastly, there's a third Protoss base
   north of the temple. Remember, the objective of the mission isn't to
   eliminate all Protoss forces. There's no need to get yourself into any
   unnecessary confrontations.

   Start off by setting up your base. Get all the basic structures up and
   create more Drones to more quickly acquire resources. The Vespene Gas
   geyser is north of your base (a horrible spot for an Extractor, I know).
   Make sure you build a few more Sunken Colonies and Spore Colonies. Try to
   have your Spore Colonies are scattered throughout the base; the Protoss
   often send Observers to sit around. Later in the mission, you'll have to
   face Carriers. It'd be a good idea to prepare now. Get two Evolution
   Chambers going and start upgrading your units immediately. Eventually,
   you'll want to get a second Hatchery going at the other mineral field at
   the east end of your base. Remember, don't wander too far to the east or
   west. Protoss Photon Cannons along the cliffs will rip your units apart.

   The faster you can take out the two bases to your west and east, the
   better. Destroying it quickly will allow you to hijack the resource piles
   before they're all used up. Also, you'll be seeing only sporadic attacks
   once the nearest base is out of the way. The quickest way would be to
   just overpower them with Zerglings and Hydralisks. Build up a huge force
   of around 24 Zerglings plus a few Hydralisks for support. Send them west
   of your base until you find a ramp leading up to the plateau. By now, you
   will probably be seeing some intense resistance from Zealots. If they
   engage you before you get into the base, try to lure the Zealots away from
   the base and out of the range of the Photon Cannons. Then eliminate the
   Zealots quickly.

   Once they're out of the way, order all your units to climb up the ramp and
   start wreaking havoc. Prioritize the Photon Cannons first and then focus
   on clearing out any other resistance in the area. Try to destroy the
   Gateway and Robotics Facility to prevent any more units from coming in.
   With your forces, you should have little trouble leveling the remaining
   buildings in the vicinity. The Protoss Nexus is at the very southwest
   corner. Destroy it quickly along with the Probes nearby. There should
   still be plenty of minerals nearby, so send over an Overlord with some
   Drones to colonize the area.

   Send more units over to the new base to protect it. You'll likely face</pre><pre id="faqspan-3">
   a few Shuttles dropping in Reavers and the like. Set up defenses to
   counter any Protoss retaliation. Once you're settled in, build up a
   sizeable force of Hydralisks (12+) and add them to your group of surviving
   Zerglings. Send them northeast of your main base. Have climb up the ramp
   onto the plateau. This Protoss base is significantly smaller, but it's
   still very well defended. Kill any High Templars in the area immediately
   and then focus on taking out the Scouts up in the air.

   Upon taking out those two bases, you won't really see too many ground
   attacks anymore. Therefore, step up on your air defense to counter any
   more Scouts and Carriers that are sent at you. Also note that there is
   another Vespene Gas geyser north of the east base (that you just razed).
   If you do choose to colonize that area, make sure you defend it. Again,
   focus mostly on air defense at the moment.

   A river in the middle of the map divides the battlefield into two
   sections. The southern section is obviously now controlled by your Zerg
   swarm. Two landbridges connect the two sides. If you haven't already,
   transform your Spire into a Greater Spire and start pumping out Mutalisks
   by the dozen. With 3-4 Hatcheries running, you should have no trouble
   building up a sizeable force in little time. Mutate about 12 of those
   into Guardians and couple them with a good force of supporting Mutalisks.

   If you have any resources left over, create some more Hydralisks to
   support your air units. Select your attack force and send them north
   toward the temple. Try to keep your units together without letting your
   Mutalisks and Hydralisks get too far ahead. Once you cross the river, you
   might run into some Dragoon resistance. Let your Guardians tear down any
   ground units you come across.

   Once you enter the ruins area, you'll meet resistance in the form of
   Dragoons and Scouts. There may be a Carrier lying in wait in the area as
   well. Use your Mutalisks (and Hydralisks if you have them at hand) to
   destroy any air resistance you come across. The Guardians should have no
   trouble taking out the units on the ground with their superb range. What
   you want to essentially do is cut a swath through the Protoss base up to
   the Protoss Temple. Once you reach it, eliminate the two Archons nearby
   and let loose on any remaining enemies in the area. Have your Mutalisks
   at hand in case any more Protoss come in while your Guardians lay down a
   barrage on the Protoss Temple.

   >> Bring Khaydarin Crystal to the remains of the Protoss Temple.

   This is a simple task. Simply load the Drone holding the Khaydarin Crystal
   in an Overlord and send it north to the remains. Unload the Drone at the
   beacon site and let it drop the crystal. With that, the mission will end.

                                    - - -

   This concludes Zerg Campaign, Chapter II: Rebel Overmind.

-------------------------------------------------------------------------------
        -+- 4.3. Chapter III: The Fall -+-                           [4300]
-------------------------------------------------------------------------------

           O=====================================================O
           O-----------------------------------------------------O
              The Zerg Overmind has  succeeded in invading  the
              Protoss Homeworld of Aiur and has embedded itself
              into the crust of the planet.

              Now,  as  the  agents  of  the sinister  Overmind
              spread chaos and  destruction across the faces of
              Aiur,  the  stalwart  Protoss  defenders  prepare
              themselves for the oncoming onslaught.
           O-----------------------------------------------------O
           O=====================================================O

  +==========================+
   MISSION ONE : FIRST STRIKE
  +==========================+

   >> Meet Fenix at Antioch.

   You start off the mission with a small group of Zealots and Dragoons.
   Group your units together and send them down the ramp to the north. You
   should see Antioch directly to the west. From there, head north along the
   edge of the river. Three Zerglings should attack you around this area.
   Have your units dispose of them and continue. Cross the narrow landbridge
   to the north and you'll come across a small group of more Zerglings and
   some Hydralisks. Again, they shouldn't be much of a problem to eliminate.

   Head northwest across the stone bridge to the other side of the river.
   From here, just send your units back to the southwest, killing any Zerg
   that get in your way, and reclaim Antioch. Praetor Fenix will greet you
   at the entrance. Assume control of the Protoss structures and start
   getting the base back into shape.

   >> Destroy the Zerg base.

   Build some Probes and begin gathering the minerals nearby. Fenix will hint
   at constructing Photon Cannons at the base entrance. There's really no
   need to build any during this mission. Just put a few Zealots and Dragoons
   on defense and leave it at that. Construct a Pylon near your Gateway to
   power it and begin producing more Zealots. You can research weapon, armor,
   and shield upgrades at the Forge. Later on, build a Cybernetics Core so
   you can produce Dragoons.

   The Zerg base occupies the northwest corner of the map. The entrance is
   a ramp directly north of your base. You really don't need too many units
   to eliminate it. All you really need is a well-sized force of Zealots.
   Leave some Zealots back at the base for defense and send a sizeable force
   of 10+ Zealots and a few Dragoons toward the Zerg base. Take Fenix along
   because his damage far exceeds that of a regular Zealot. Make sure that he
   stays alive though.

   You'll face resistance from three Sunken Colonies that defend the base.
   Focus on eliminating those as quickly as possible. There will also be a
   bunch of Zerglings and Hydralisks that will unburrow and ambush your
   attack force. Fenix will really be a huge asset because he can kill
   Zerglings in a single hit. Just piece away at and level the base. Should
   any Mutalisks fly in, have your Dragoons take them out immediately. Once
   every Zerg unit is killed, the mission will be complete.

  +=============================+
   MISSION TWO : INTO THE FLAMES
  +=============================+

   >> Distract the Zerg while Fenix gets into position.

   The fifteen-minute timer signifies the amount of time remaining until
   Fenix arrives with a strike force to take out the Zerg Cerebrate in the
   area. All you essentially have to do is sit tight and build up a force
   to assault the base. At the same time, you'll need to fend off Zerg
   attacks. The first thing you'll want to do is to use your starting units
   to scout on and around the plateau you start atop. It's possible that
   there are some Zerg burrowed underground lying in wait. Try to weed these
   out early on to avoid having them pop out when you least expect them to.

   There are two ramps leading up to your base, one is north of your base
   and the other is at the lower-right corner of the plateau. Most Zerg
   attacks will rush up the southern ramp; for that reason, keep most of
   your defenses there. Consider constructing a few Photon Cannons for
   defense. You'll need some anti-air support against the Mutalisks that'll
   appear.

   Set up your base as you normally would. Get a bunch of Probes on resource
   gathering and start moving up the tech tree. You'll definitely want to
   spread out Pylons to make room for more buildings as you proceed. Have a
   Gateway up as soon as possible and begin pumping out Zealots. Since
   you'll be relying mostly on ground units during this mission, upgrade
   their shields, weapons, and armor at the Forge (in that order). Lastly,
   construct a Cybernetics Core for Dragoons. Don't bother with Shield
   Batteries during this mission; there really isn't too much of a use for
   them.

   If you're feeling up for it, send a team of Probes, escorted by Zealots to
   fend off any Zerg ambushes, south of your base. There, you'll find another
   plateau rich in minerals (no Vespene Gas geyser though). Establish a
   secondary base here. By now, the timer should be nearing its end. Don't
   worry, there's really no rush to assault the Zerg base anytime soon. Get
   a force of Zealots and Dragoons going. Build more Gateways to speed up the
   process.

   >> Kill the Zerg Cerebrate.

   Fenix will arrive at the northeast corner with a sizeable force of
   Zealots, Dragoons, and Scarabs. His position is above a ramp that leads
   directly into the unguarded back door of the Zerg base. Although it's
   possible to simply run in and catch them off surprise, you don't want to
   rush all the way in at the moment. Build some scarabs for your Reavers to
   fire and have your units move down the ramp. Stay in this general area
   for now and harass the Zerg forces to the south. Use your Reavers to
   bombard the structures from afar. You can easily destroy the Hydralisk
   Den that is closest to you without drawing up too much attention.

   While you have Fenix waiting there, you should already be building up a
   force of Zealots and Dragoons. Make sure you have enough Dragoons to fend
   off the numerous Mutalisks that are on guard inside the base. Consider
   having around 12 Zealots at hand and about 8 Dragoons following. From your
   main base, group your units together and send them down the middle of the
   map. You'll run into a Zerg blockade of Sunken Colonies. First, lure the
   Mutalisks away and have your Dragoons clip them out of the air. Once the
   air threat is out of the way, move in your Zealots and destroy the Sunken
   Colonies as quickly as possible.

   Once you manage to break through, have Fenix's team converge on the base.
   Use the Reavers to take out the Sunken Colonies because they outrange
   them. At the same time, have the strike force you built move in to assist
   in the assault. There are a number of Zerg units inside the base. If
   possible, use the Reaver's splash damage to eliminate as many Zerg units
   as possible with a single scarab. Fenix should stay back until the coast
   is clear of any Sunken Colonies. When the base is leveled, head to the
   southeast corner of the map. Use the Reavers again to knock out the three
   Sunken Colonies defending the Zerg Cerebrate. The rest is history. Once
   the Cerebrate is gone, the mission will end.

  +=============================+
   MISSION THREE : HIGHER GROUND
  +=============================+

   >> Destroy the Zerg colonies.

   Your base is already established in the lower-right corner of the map.
   This position is ideal because it's fairly easy to defend. Zerg attacks
   will only come from the north and west. Form your starting units in a
   suitable defensive perimeter around your base for the time being. You'll
   first see small attacks that will gradually increase in size and
   frequency. Start up your base as you normally would, establishing a
   Gateway, Forge, and Cybernetics Core. Also get an Assimilator running and
   have plenty of Probes gathering minerals. When you get the chance, build
   up clusters of Photon Cannons along the northern/western border of your
   base. As the mission progresses, consider building more and more Photon
   Cannons as your resources pile up.

   While your base is getting into shape, start building up a small force of
   Zealots and Dragoons (6 Zealots and 3 Dragoons would do the job). Group
   them together and send them toward the southwest corner of the map. There,
   you'll find a huge resource pile. However, it's very likely that there are
   Zerg units burrowed underground in this area. Scout the southwest segment
   of the map and try to uncover any hidden units. Once the area is clear,
   send in some reinforcements plus a few Probes to start up a secondary
   base in that sector. Build up Photon Cannons and set up defenses to
   counter any Zerg attacks.

   You have access to the Stargate and Scouts during this mission. Once you
   have enough resources, construct a Stargate and start pumping out Scouts.
   Consider building more than one Stargate to significantly increase
   efficiency. Research the various air upgrades over at the Cybernetics Core
   to get the most out of your Scouts. Also be sure to take into account how
   expensive Scouts are. Don't drag your Scouts into battles that they cannot
   win. I find it best to just use them as Overlord seekers and killers when
   they're idle.

   There are two primary Zerg colonies in this map. One is just north of your
   southwest base and the other is at the northeast corner of the map. Both
   bases are defended with an exorbitant amount of Sunken Colonies. Ground
   assaults will be tough. Air attacks via Scouts may be a better idea, but
   the Hydralisks lying in wait inside the bases will be sure to tear them
   to shreds. There are many ways you can go about removing the Zerg threat,
   but I personally find it best to use a combination of air and ground
   units.

   I'd suggest attacking the base to the west just because it's closer and
   easier to reach. Get about 2-3 Gateways going and start mass-producing
   Zealots. You want to have maybe 16+ ready before you actually attack the
   base. Produce a number of Dragoons and Scouts as well. Zealots will carry
   the brunt of the assault while the other units provide support. When you
   are ready, send your units in. Have your Zealots immediately zone in on
   the nearest Sunken Colony and work your way down. Let your Dragoons fire
   from a distance and have your Scouts work on killing Hydralisks and any
   nearby Sunken Colonies. Obviously, don't let them get in the range of
   Spore Colonies.

   It's not necessary to eliminate every single Sunken Colony inside the
   base. All you really want to do is cut a safe path to the Hive in the
   middle of the colony. Once your Zealots manage to break through, go
   straight for the Hive and try to destroy it. The rest is self-explanatory.
   Just piece away at the remaining structures until this colony is
   destroyed. Should your first rush fail, immediately get another force
   going and clean up what you weren't able to kill the first time. The
   second rush should definitely be able to finish the job.

   If you feel that you're running low on resources, establish a third base
   in the location of the leveled Zerg colony. Also note that if you head
   north to the upper-left corner of the map, you'll find yet another
   resource pile complete with a Vespene Gas geyser. Since you're in no
   rush to finish the mission, utilize these if you really need to. Doing
   so would also give you a closer position to the final Zerg colony.

   The only problem with the northeast Zerg colony is that it's enclosed in
   walled area with only two entrances to the southwest and northwest.
   Create more Zealots to add to your pre-existing force and buy more Scouts
   and Dragoons. You want a force comparable to the first one you built up.
   Again, send them in and use the same strategy you used for the first
   base. Be sure to have your Zealots move in on the base from both openings
   in the stone wall simultaneously. Utilizing this pincer strategy will
   split up the Zerg resistance, thus making your job that much easier. There
   is really not much else to say. Should your rush fail, simply build up
   another one. By now, the Zerg are so far back on their feet that you
   should have no trouble removing what little threat remains.

           O=====================================================O
           O-----------------------------------------------------O
              The Zerg Hive cluster near the Scion province was
              destroyed,  but the  Protoss forces  paid a  high
              price for their victory.

              Praetor Fenix,  hero and Steward of the  Templar,
              was killed  during  the  assault.  The  Conclave,
              convinced that its strategems are winning the war
              against the Zerg,  have let down their guard  and
              turned their  attention to personal matters.  The
              Judicator Aldaris was  ordered to find and arrest
              the wayward Tassadar  and bring him home to stand
              trial for his crimes of treason.

              Now,  with  only a  small fleet  for  protection,
              Aldaris and the Executor have traveled to the ash
              world  of  Char,  hoping that  Tassadar is  still
              somewhere to be found.
           O-----------------------------------------------------O
           O=====================================================O

  +====================================+
   MISSION FOUR : THE HUNT FOR TASSADAR
  +====================================+

   >> Find Tassadar.

   You begin with a small group of Protoss units at the southeast corner of
   the map. Included among the units is a High Templar, capable of casting
   Psionic Storm to deal heavy damage to enemy groups. Tassadar is situated
   along the northwest corner of the map. There are different paths branching
   to his location. All of them are covered by Zerg units and the occasional
   Creep Colony.

   For starters, group up your units and head northwest. Almost immediately
   you'll run into a few burrowed Hydralisks. There really aren't enough to
   make a good use of Psionic Storm. Just have your Zealots rip them apart
   and continue. Soon, you'll run across a Sunken Colony. However, don't
   engage it right away. Instead, draw a single unit up until you reveal a
   huge group of burrowed Zerglings. As soon as they pop up, cast a Psionic
   Storm over them. If it doesn't kill them all, any remaining Zerglings
   could easily be picked off. Once they're dispatched, send in your Zealots
   and Dragoons and eliminate the Sunken Colony.

   From this point, you can choose to take the southwest path or the north-
   east path. Both will lead you to Tassadar in the end, but I'd recommend
   the southwest path just because you can steer clear of a Sunken Colony.
   Group your units together again and take them down that way. You'll soon
   notice a ramp next to some creep. Staying as far east as you can, climb
   up the ramp and try to avoid getting in the range of the Sunken Colony
   nearby. You'll probably need to deal with some extra Zerg units in the
   immediate vicinity.

   From your current position, head northwest along this raised portion. Try
   to stay as far right as possible to avoid getting hit by the Sunken
   Colony nearby. You will soon arrive at two more ramps leading back down.
   Opt for the ramp on the left and head north from there. You'll meet some
   more resistance in the form Zerglings in the area. When the opportunity
   presents itself, unleash some more Psionic Storms on the opposition to
   quickly clear them out. Be careful not to let your own units (or your own
   Templar!) wander into the storm. Simply head north until you reach the
   upper-left corner of the map. Deal with any resistance you meet
   accordingly. Once you meet up with Tassadar, a scene will occur between
   Aldaris, Tassadar, and of all people, Jim Raynor.

   >> Bring Tassadar and Raynor to the beacon.

   The Zerg, however, aren't going to let you get away so easily. The path
   back to the beacon is now fortified with Zerglings, Hydralisks,
   Ultralisks, and Mutalisks clustered tightly in groups. In order to fight
   your way back, you'll need to establish a force of your own. That should
   not prove to be too tough because you now have a fully functioning base
   at your hand.

   Get some Probes on resource gathering immediately and build up a
   Cybernetics Core. Also get a Stargate running and consider constructing
   the Templar Archives to have access to High Templars. Psionic Storm is
   an invaluable skill that'll certainly help clear the path of Zerg. Note
   that you'll be hit with attacks from the Zerg base further to the east
   occasionally. Put up a few Photon Cannons for defense but don't dote on
   fortifying your base too much. The objective of the mission is to return
   Tassadar and Raynor to the beacon. Hold the Zerg base as a secondary
   priority.

   You can be as creative as you'd like. A force of Zealots backed by
   Dragoons can work if you buy enough of them. If you're planning on using
   infantry to rush, construct more Gateways to speed up the process. Scouts
   are invaluable as well due to their air advantage. They can easily tear
   up any Mutalisks that give you any trouble and provide cover fire for
   your ground units. Lastly, think about carrying a few High Templars along
   as well - Psionic Storm can make short work of tightly clustered Zerg
   units.

   Remember, don't put Tassadar and Raynor in any sort of danger. If they
   die, the mission will be a failure. First, send a large group of Protoss
   units to clear the path of any Zerg units. There will be plenty of
   Hydralisks, among other units, covering the path. Let your forces
   dispatch any opposition. When the path is clear, send Tassadar and Raynor
   down to the beacon to complete the mission.

  +=============================+
   MISSION FIVE : CHOOSING SIDES
  +=============================+

   >> Bring Tassadar and two Zealots to the installation entrance.

   Your forces begin deployed toward the northwest corner of the map. The
   installation entrance is located at the very southeast corner of the map.
   As expected, the way to the beacon is plagued with Zerg. In order to
   safely get there, you'll need to pave a path to the installation. Since
   the entire map is nearly impossible to traverse via ground units, you
   will need to utilize Scouts and Shuttles to effectively combat and
   dispatch the Zerg.

   Get your base running, putting a bunch of Probes on resource gathering
   and building up Photon Cannons for defense whenever your funds allow for
   it. Construct an Assimilator over the Vespene Gas geyser to the north and
   try to keep the area fortified with some Photon Cannons. At the same time,
   use the Shuttle you start with to scout the area to the immediate north-
   east. You'll find an undefended resource pile there teeming with minerals.
   Load up some Probes into the Shuttle and send them over to establish
   another Nexus there. Now that you have two resource piles running at full
   capacity, your funds should be flowing in. Be sure to keep your secondary
   base defended as well.

   Start working your way up the tech tree and concentrate on getting a few
   Stargates running. You'll need a Robotics Facility to construct Shuttles
   obviously. If you want to enlist the help of High Templars and their
   devastating Psionic Storm, get a Templar Archives structure functioning
   as well. I strongly recommend that you invest in a Robotics Support Bay
   for the support of Reavers. All the while, continue to build more Photon
   Cannons along the outskirts of your base to fend off Zerg attacks. It's
   best to keep them a bit outside of your base because you'll frequently
   see Overlords dropping ground units for an assault. If you manage to kill
   the Overlord before it can unload it's cargo, then you've effectively
   eliminated the threat it presented.

   It should be noted that there is a hostile Terran presence at the upper-
   right corner of the map. The fortification is basically made up of only
   Supply Depots and Missile Turrets. There's a huge mineral deposit at the
   very northeast corner. However, if you choose to attack it, General Duke
   will intervene with a huge fleet of Wraiths and a Battlecruiser. You can
   choose to steer clear of the Terran installation if you want to avoid a
   confrontation. Still, I find it more beneficial to assault them.

   Before you do anything, gather up a well-sized force of Dragoons (enough
   to combat 8 or so Wraiths and a Battlecruiser) and position them at your
   northeast base in preparation for the attack. Put some Zealots in a
   Shuttle, transport them to the very northeast island, drop off the
   Zealots before the Missile Turrets make short work of the Shuttle, and
   fly away. Because there's no defenders inside, your Zealots can just work
   your way through and destroy the Missile Turrets and Supply Depots in the
   area. As stated, Duke will appear to cause some trouble and then turn on
   your base. Have your Dragoons stationed there make short work of his
   pathetic fleet. Build a third Nexus at the mineral deposit and consider
   putting up Photon Cannons for more defense.

   The mission gets a bit more open-ended past this point. The Zerg occupy
   the island in the middle of map and, of course, the southeast island. The
   way down there is covered by a ton of Spore Colonies, making air travel
   quite dangerous. However, there's an ideal way to complete the mission
   without even needing to touch the middle base. All it requires are a few
   Scouts to clear out just one Spore Colony to create a suitable landing
   spot for a ground assault. Get six Scouts running and start producing
   Reavers, Zealots, Dragoons, and Shuttles. While you're building up your
   strike force, move your six Scouts down along the very east edge of the
   map. You may run into some Zerg flyers along the way. Kill the first Spore
   Colony you come to (make sure you do not wander too far to the south) and
   then move a bit to the west. You should come across a group of three
   Guardians. Eliminate them and hold that position.

   You should have your Shuttles ready with Reavers, Zealots, and Dragoons
   soon. The southeast base isn't too well-fortified with ground units, so
   your ground assault does not need to be too big (I used 12 Zealots, 8
   Dragoons, and 4 Reavers). When you're ready, send the Shuttles down the
   same way the Scouts traveled. Have them drop off the units EXACTLY where
   the Scouts are. Anywhere else would probably be in the range of the
   nearby Spore Colonies. If you accidentally wander into one's range, get
   out immediately.

   Once the units are on the ground, you should have no trouble working your
   way down to the beacon. The Zerg ground units will be slow to react to
   your entry and will likely come in broken groups. Let your Reavers take
   out large groups of Zerglings and Hydralisks from afar. Try to clear out
   some of the nearby Spore Colonies as well to allow your Scouts nearby to
   get a piece of the action. Work your way down to the middle of the base,
   killing anything that gets in your way until you've cleared a path to the
   beacon. Load up Tassadar and have two Zealots accompany him. Send the
   Shuttle down to the beacon and have him step in. Mission accomplished!

  +===============================+
   MISSION SIX : INTO THE DARKNESS
  +===============================+

   >> Rescue Zeratul.

   You start off with a rather small force consisting of Tassadar and two
   Zealots. Don't worry though - you'll soon be reinforced with more units.
   Bring your units southeast along the path until you're ambushed by a group
   of Zerglings and Hydralisks. In case you weren't already aware, Tassadar,
   unlike other High Templars, is capable of physically attackin an enemy.
   Use your Zealots and Tassadar to put down the Zerg threat and proceed.

   Move your units down the steps and through the gates. Here, you'll find
   five Marines that will ask to tag along. Let them join your group because
   you're going to need all the help you can get. If you head west, kill a
   few Hydralisks, and go through the gate you find there, you'll find four
   more Marines to add to your party. It should be noted at this point that
   there are a number of Infested Terrans hiding in the area. Take care not
   to let these Infested Terrans approach you! A single one can take out
   Tassadar in a swift explosion. If you happen to find that you're being
   followed by one, immediately open fire with your Marines or use Tassadar's
   Hallucination to create a double that you can use to lure the Infested
   Terran away.

   Once you've collected those Marines, head back to the first gate you went
   through and continue southeast. Go through the following gate and be
   ready for a Zergling ambush. Be wary of another Infested Terran somewhere
   in the area as well. As soon as you see it, have your Marines concentrate
   all their fire on it to kill it quickly. When the area is clear, go
   through the next two gates and proceed northeast. You'll find a staircase
   leading up to a beacon. Watch out for any wall-mounted defense mechanisms
   and step on the beacon to teleport two more Zealots and a Dragoon in.

   Now that you have a pretty sizeable force, backtrack through the very
   last gate you went through and head southeast along the unexplored path.
   One of your Marines will hear something up ahead. At that point, an
   Infested Terran and some Hydralisks will pop up. Kill them quickly and
   continue down the path. Eventually, you'll arrive at a four-way
   intersection. Take Tassadar to the southeast, where you'll find about a
   dozen Marines. However, as soon as you meet up with them, a huge group
   of Zerglings will unburrow. Immediately cast Psionic Storm on the group
   (don't worry if you "accidentally" kill a few Marines in the process) and
   mop up any remaining units. The only things further south are more Zerg
   so just gather up the units and head back to the intersection.

   Head northwest until your Marines remark yet again about a sound. Just
   like before, an Infested Terran, along with some Zerg units, will
   unburrow. Quickly kill the Infested Terran and work on dispatching the
   remaining Zerglings. Advance down the pathway until you reach a staircase
   leading up a beacon. Step onto it to unlock some security doors elsewhere
   in the facility. Now, have your units return all the way to the four-way
   intersection again and take the southwest path.

   Along the way, you'll encounter plenty of Infested Terrans just sitting
   in the middle of the path. You'll want to keep some of your ranged units
   in front to quickly quell the threat before it gets too close. You'll
   also have to contend with wall-mounted cannons. At the end of the path,
   you'll reach a staircase that leads up to the security doors you just
   unlocked. Head through and have Tassadar cast a Psionic Storm on the big
   group of Zerg units up ahead. Again, be wary of the Infested Terrans
   standing around. Go through the gate leading southwest to find a huge
   group of Terran reinforcements. Return to the main path and proceed.

   Now, before you round the corner, put Tassadar behind the other units and
   form a wall. As soon as you walk far enough, an enormous group of
   Zerglings and Hydralisks will run in. An Infested Terran or two will also
   be a part of the pack. Try to prevent the Zerg units from getting too far
   in and use Tassadar's Psionic Storm immediately. You will likely need to
   cast more than one to really significantly hurt the group. Have your
   other units clean up any remaining Zerglings.

   Don't worry if you lost most of your force in that last skirmish; you
   won't really need to do much fighting from this point on. Continue down
   the path, ignoring the open doors (those were the cells holding the Zerg
   units you were just battling). There will be one door on the right that's
   still locked. At the end of the path, you'll find a beacon guarded by
   six floor gun-turrets. Destroy each of them and step onto the beacon to
   unlock the door you just walked by. Bring your units back there. Simply
   step on the beacon there to finally find Zeratul.

  +========================+
   MISSION SEVEN : HOMELAND
  +========================+

   >> Destroy the heart of the Conclave.

   You're thrust immediately into battle with the start of this mission.
   Retreat your units back to your base and let the Photon Cannons clear out
   any attackers. You have Tassadar, Zeratul, AND Fenix fighting alongside
   you this time around. You also start off with plenty of minerals so focus
   first on establishing your base. Suggest getting another Forge going to
   more efficiently research upgrades. You'll see attacks from multitudes of
   Reavers, Scouts, and Dragoons. The Photon Cannons you already have
   established are nowhere near enough. Keep Dragoons and Scouts in the area
   to fend off any of these relentless rushes. Go up the tech tree, building
   a Robotics Facility, Robotics Support Bay, Templar Archives, and an
   Observatory.

   There are plenty of minerals available to be gathered. Get at least ten
   Probes running on that and start pumping out more units. It's best to
   use a conjunction of ground units and air units to complete this mission.
   The Conclave has bases set up along the northeast, southwest, and
   southeast corners of the map. In order to finish the mission, you must
   destroy the Nexus of the southeast base.

   As for enemies, you'll be hit by dozens of Dragoons and Scouts quite
   frequently. Later in the mission, you'll be rushed by Reavers and huge
   Carriers. In order to survive, you'll need to extend your defenses past
   Photon Cannons and start stationing Reavers and Dragoons along the
   outskirts of your base. It wouldn't be a bad idea to have some Observers
   stationed around the map to scout out any incoming rushes before they
   manage to reach your base.

   As soon as your Robotics Facility is up, build some Shuttles and put some
   Probes inside. Send the Shuttle directly east of your base. You'll find
   a mineral deposit here that should be colonized quickly. Erect a Nexus
   and put Photon Cannons all around to discourage any attacks. You can be
   sure that the enemy will pound that position quite heavily. Get that base
   into shape and start building up a force of Zealots and Dragoons. Your
   secondary base is in a prime position for an assault against the northeast
   enemy base. Construct another Robotics Facility at your secondary base
   and begin to pump out about 3-4 Reavers in preparation for a Reaver rush.
   Also have some Observers ready to reveal any units cloaked by elusive
   Arbiters.

   The bridge leading right into the enemy base is to the south. The entrance
   is guarded by four Photon Cannons. Let your Reavers, with their superior
   range, eliminate the Photon Cannons while you're supporting units keep the
   air and ground clear of any units that try to approach. Once the Photon
   Cannons are gone, send in your supporting units first and start wreaking
   havoc inside the base. Let your Reavers stay along the outskirts and clear
   large groups of enemy units and buildings. Try to prioritize any Arbiters
   that are in the area to remove their cloaking field. It's very important
   to have an Observer at hand.

   Should your first rush fail, start another one. Get another force up and
   running as quickly as possible and resume the assault. Once you've
   successfully cleared out the base, you can build a third Nexus in its
   original location. Put a Gateway and Stargate here as well. As always,
   fortify it with Photon Cannons and plenty of Dragoon defenders. Directly
   south of here is the main base of the Conclave. By putting a base here,
   you can build up an assault force right outside their doorstep.

   Getting in there won't be easy. The entire base is teeming with defenders.
   However, if you can survive wave after wave of Scouts, Carriers, and
   Dragoons, then you're fine. After all, with three Nexuses up and running,
   you should never be short on minerals. Your target is the Protoss Nexus
   in the middle of the southeast base. You might want to get rid of the
   Dragoons on the walls first. Use Scouts and try to clear them off.

   South of your third base is a line of Stargates. There are plenty of
   Scouts stationed there. Now, you're going to need a lot of Scouts of your
   own to effectively combat them and remove the enemy presence around there
   long enough for a suitable Shuttle drop. Manufacture approximately 12
   Scouts and start rallying some Reavers and Dragoons for a Shuttle drop.
   Have around four Reavers and ten Dragoons and load them into Shuttles.
   Now, send your Scouts south and destroy the enemy Scouts and ground units
   in the area. Don't wander too far off. Once you've essentially cleared a
   path for your Shuttles to travel, send your Shuttles in and have them
   fly past all the way to the very southeast corner of the map. Quickly let
   off your Reavers and concentrate all your fire on the nearby Nexus.
   Destroy it to finally complete the mission.

           O=====================================================O
           O-----------------------------------------------------O
              Tassadar was  taken  into  Judicator custody  and
              sentenced to stand trial  for his crimes  against
              the  Conclave.  Fenix,  Raynor,  and   Tassadar's
              followers escaped from the Conclave's agents,  as
              the Dark Templar slipped away in the chaos.
           O-----------------------------------------------------O
           O=====================================================O

  +=====================================+
   MISSION EIGHT : THE TRIAL OF TASSADAR
  +=====================================+

   >> Destroy the Stasis Cell.

   Your base is set up quite strategically. It's surrounded by a wall with
   two openings to the northeast and southwest. Concentrating your defenses
   in those two openings should be enough to fend off all enemy ground
   attacks. However, air attacks can still fly over the wall. You start the
   mission with a Carrier and Raynor's Battlecruiser, the Hyperion. In order
   to make full use of the Carrier, you must build Interceptors, little
   robotic flyers that fly out of the Carrier and attack air and ground
   targets. Place Raynor at one entrance and the Carrier at the other
   entrance for now. They should be able to fend off any immediate attacks.
   Eventually, you'll want to move them along the southeast wall of your
   base to fend off Carriers and the like.

   Get your Probes running on resource collecting. Focus on getting your base
   into shape but make sure that your defenses can effectively hold off
   enemy attacks. A few more Photon Cannons should do the job if they're
   supported by Dragoons and, of course, Hyperion and the Carrier. Be sure to
   replace destroyed Photon Cannons quickly as well. As you progress up the
   tech tree, get a Stargate and Fleet Beacon to gain access to Carriers.
   Make sure that you purchase all of the Carrier upgrades.

   The Stasis Cell you're targetting is in the middle of a huge base toward
   the general southeast. Needless to say, it's fortified and defended quite
   heavily. In order to break through, you're going to need a large force
   of units. Carriers are your best bet to breaking through and successfully
   reaching the Stasis Cell.

   When you finally get your Robotics Facility up, build a Shuttle and put
   some Probes inside. It'd be a good idea to have some Scouts escort the
   Shuttle as well. Along the east edge of the map is a resource deposit that
   is resting a little bit north of the middle of the map. Enemy bases
   occupy the northeast corner so try to steer clear of there. Bring your
   Shuttle a bit to the southeast until you hit the middle of the map. From
   there, head east until you find a plateau. You may need to do some
   searching a bit to the north. Drop off your Probes here and set up a base
   quickly. When you get the chance, put up defenses in the form of Photon
   Cannons.

   This position puts you in a prime position to directly assault the base
   holding the Stasis Cell. As it's getting set up, get two Stargates running
   and begin to pump out Carriers. You can bet that you'll see attacks here.
   Suggest putting up a Shield Battery to help your Carriers defend this
   position. Send in Dragoons for reinforcement as well. When you have a
   force of about ten Carriers (fully upgraded with eight Interceptors
   each), you're ready for the first assault. Be sure to build more Pylons
   to compensate for the Carrier's huge supply requirement.

   The main base is teeming with Arbiters and their cloaking fields. If you
   haven't already, put up an Observatory and start building a few Observers
   to accompany your Carriers. At the same time, send Raynor's Hyperion over
   to join the party. His Yamato Gun will prove to be very effective in
   clearing a path to the Stasis Cell. Also, if you have any High Templars
   at hand, use them to cast Hallucination on your Carriers. You'll be
   surprised at how much that'll help your Carriers survive. Lastly, before
   you head on in, make sure that your air weapons/air armor are fully
   upgraded. Because the upgrade affects every single Interceptor, the
   difference will be quite noticeable.

   Gather up your units and send them southwest. When you arrive at the
   edge of the base, you'll be met with concentrated fire from Dragoons and
   (likely) the Psionic Storm of a nearby High Templar. Immediately kill
   the High Templar and proceed. You'll notice some Arbiters and Carriers
   converging on your position as well. Concentrate on killing the Arbiters
   first (their Stasis Field can be particularly annoying) and then focus on
   individual Carriers. Don't waste Raynor Yamato Gun on these yet. You'll
   want to save it for the Stasis Cell itself.

   Focus only on eliminating the biggest threats to your Carriers. Make sure
   you kill any Arbiter that happens to wander in. Stasis Field will lock
   down your Carriers and prevent them from attacking. However at the same
   time, they're impervious to all weapons fire. Anyway, progress in toward
   the center of the base. The good thing about Carriers is that they can
   move while the Interceptors still attack. Eventually, you'll reach the
   center of the base and the location of the Stasis Cell. Let Raynor unleash
   a Yamato Gun on the installation and have all your Carriers concentrate
   their fire on it. Once it's destroyed, the mission will end.

  +=============================+
   MISSION NINE : SHADOW HUNTERS
  +=============================+

   >> Use Zeratul to destroy the Zerg Cerebrates.

   I guess Protoss vs. Protoss missions were finally getting old. Now you're
   back to killing what the Protoss originally set out to eliminate. Your
   base actually isn't established at the start of the mission. There are
   two locations you can choose. One is at the very southwest corner and the
   other is directly opposite that at the southeast corner. I'd suggest you
   colonize the former because there appears to be more minerals available
   for mining.

   The two Cerebrates you're targetting are located along the north edge of
   the map. In order to reach them, you'll need to cut a swath right through
   the Zerg broods in the way. Now that you have access to every single
   Protoss unit, pushing through shouldn't be too tough. You should find the
   abilities of the Arbiter quite useful.

   Build a Nexus and begin to build up your base from the ground up. Keep
   your Arbiter nearby and try to keep your starting units cloaked for the
   time being. Because of the tight space, you're going to have build
   length-wise. Put up some Photon Cannons for defense and scatter Dragoons
   all around your base. All ground assaults will come from the middle of
   the map - position Zealots there. When you acquire access to Reavers, have
   them help defend the middle as well. One thing you should be aware of: the
   Zerg will constantly use Defilers to harass your units. Plague is
   devastating as it slowly eats away at a unit's HP, usually to the point of
   near death (though Plague cannot kill by itself). Because Protoss units
   cannot be repaired beyond their shields, Plague's effects are
   irreversible. Take careful caution not to get hit by Plague too often and
   be on the lookout for Defilers on the move.

   When you have the resources, build a Shuttle and send a team of Probes
   over to the southeast corner of the map (or vice-versa if you chose to
   colonize the southeast corner first) and build another Nexus there. For
   now, just work toward fortifying both of your baes from enemy attacks.
   Don't focus as much on Photon Cannons - instead, put more Dragoons, Scouts,
   and Reavers on defensive duty. While you're doing that, get a Shuttle and
   put Zeratul and some Zealots inside it. North of both of your bases is a
   plateau with Sunken/Spore Colonies on top of it. Above your southeast base
   is a huge mineral pile and above your southwest base is a Vespene Gas
   geyser. Zeratul and his permanent cloaking should have no trouble killing
   the Sunken Colonies. Bring an Observer along to unveil burrowed Zerg units
   as well for Zeratul to weed out. When both plateaus are clear of Sunken
   Colonies, put some Probes there and set up a Nexus by the Vespene Gas
   geyser to the west and the mineral pile to the east.

   Build up a line of Photon Cannons at your upper two bases to fend off Zerg
   attacks for now. The upper ground is an enormous advantage, especially
   against ground units. Focus primarily on anti-air defenses in the form of
   Dragoons and Scouts. At the same time, start gathering resources from both
   spots. Now, with your resources flowing in, begin constructing a fleet of
   Carriers. When you have about eight Carriers, all fully upgraded with
   eight Interceptors each, send them due north along the east edge of the
   map.

   The first base you'll come across is lightly defended by Spore Colonies.
   However, there are plenty of Hydralisks inside that you want to kill off
   as quickly as possible. Even so, with eight Carriers, you shouldn't have
   much trouble leveling this base. Should any of your Carriers be in need of
   shield recharging, send them back temporarily. Have your fleet continue
   all the way to the very northeast corner of the map. From here, slowly
   make your way west into yet another base (white). This base houses the
   first of the two Cerebrates.

   Move in toward the center of the base, eliminating the Spore Colonies
   first and then any remaining Hydralisks. When you see the Cerebrate, just
   have your Carriers hold their position. Although the resistance is strong,
   your eight Carriers shouldn't have too much of an issue just sitting there
   and gunning down any incoming Hydralisks. While that's going, load Zeratul
   and some Zealots in a Shuttle and have it follow the same path that the
   Carriers managed to clear.

   Drop off Zeratul and the Zealots at the location of the first Cerebrate.
   There should be little resistance left in the area thanks to the Carriers.
   Let Zeratul kill the first Cerebrate. While he's busy with that, send the
   Carriers west toward the second Cerebrate. The next base will be
   noticeably easier to get through because most of the Hydralisks inside
   were already killed trying to assist in holding off your Carriers at the
   other base. Again, clear out any Spore Colonies and let your Carriers
   just sit in the middle. Be sure to level any Sunken Colonies to create a
   safe path for Zeratul. Once the area is secure, send Zeratul in to kill
   the second Cerebrate. Doing so finishes the mission.

  +==============================+
   MISSION TEN : EYE OF THE STORM
  +==============================+

   >> Destroy the Overmind.

   Well, here we are, the final battle. You also have the help of Raynor as
   well and all Terran technology is under your command. However, two bases
   that are at opposite ends of the map can be tough to defend effectively.
   You'll need to make sure that both your main bases are protected from the
   relentless Zerg attacks that you'll face. Also keep in mind that Raynor,
   Tassadar, and Fenix MUST survive the mission.

   It should be noted that this mission requires a lot of micromanagement.
   You need to be able to effectively manage two bases, keeping them defended
   from every attack the Zerg throw at you. The toughest part is surviving
   the first few waves of attacks while you're still building up your bases.
   Usually, once you've gotten settled in, the mission becomes that much
   easier. If you find that you're being overrun and literally tinkering on
   the edge of defeat, you'll need to rethink your plan.

   Begin by setting up both your bases at the same time. Have SCVs and Probes
   gathering resources and building up defenses in the form of Bunkers and
   Photon Cannons. Have your Marines fill up the two Bunkers already built.</pre><pre id="faqspan-4">
   Don't think that that will be enough for defense though. Put up at least
   six more Bunkers along the edge of the plateau. Missile Turrets are a must
   as well against the Mutalisks you'll face. When the technology becomes
   available, put up a lot of Siege Tanks to fend off even the toughest of
   rushes. As for the Protoss base, set up a line of Photon Cannons along the
   edge of the base backed up by plenty of Dragoons and eventually Scouts,
   Reavers, and a High Templar or two. Don't hesitate to airlift Siege Tanks
   down to the Protoss base to assist them. The map is only occupied by Zerg
   in the middle - if you travel along the edges of the map, you shouldn't
   meet any resistance.

   The Zerg will attack hard with huge rushes. Early on, you'll face
   Zerglings and Hydralisks in large numbers. Try to counter these with
   Firebats on the Terran side and High Templars (Psionic Storm) on the
   Protoss side. Luckily, there are plenty of resource deposits that are
   untouched by the Zerg in this mission. As stated before, only the middle
   is occupied by the Zerg. As the mission progresses, send Probes/SCVs in
   transports to the southwest and northeast corners of the map. Note that
   the northeast corner is extremely rich in Vespene Gas (*FOUR GEYSERS!*)
   and the southwest corner is likewise in minerals. Build a Nexus or Command
   Center at each site. As always, make sure that they're all defended as
   best as possible.

   Because you have two races available, this mission can be quite open-ended.
   For starters, you might want to establish a Nuclear Silo and knock off a
   few nukes at the bases along the outskirts of the Overmind. This strategy
   can be used to eliminate some of the static defense surrounding the base.
   The Zerg usually don't rebuild destroyed Spore/Sunken Colonies. The
   main Overmind base is surrounded by four smaller bases. By clearing out
   those bases, getting into the Overmind will be that much easier.

   I'd suggest using a combination of units to finish the mission. Siege
   Tanks are certainly a must. When they're teamed up with air support from
   Carriers and Battlecruisers, they're almost unstoppable. However, building
   a huge force of Siege Tanks, Carriers, and Battlecruisers will prove to
   be tough and time-consuming especially with the Zerg at your throat every
   second.

   Get two Stargates running to pump out some Carriers and Scouts. It also
   wouldn't be a bad idea to have Observers floating around to seek out
   burrowed units. On the Terran side, have two Factories pumping out Siege
   Tank after Siege Tank. You'll need as many as you can get (10+ would be a
   good idea) to guarantee your victory. Bring a ton of SCVs for Siege Tank
   repairs. If your funds allow, support units such as Goliaths (for anti-
   air), Zealots, and Archons wouldn't be a bad investment. Just consider
   this: you really should not have any money left at all when you're done;
   if you do, you haven't spent enough!

   Pick a spot for all your units to rendezvous and prepare for the final
   push. Before you send them in, make sure that everything that can be
   upgraded IS upgraded. This means energy shields, weapons, and armor for
   the Protoss and armor and weapons for the Terran. You can really assault
   the base from any direction. I would personally go with the path that
   leads into the base from the west. This sets you on a straightaway with
   the Zerg Overmind right in front of you. Once all your Siege Tanks are
   ready to rumble, have them inch slowly toward the Zerg base. As soon as
   the first signs of Zerg appear at the edge of the shroud, deploy them and
   let loose.

   Expect some serious resistance from the Zerg defenders. Use your Carriers
   to take out incoming units. Pay particular attention to air units because
   Siege Tanks cannot hit them. When there isn't a Zerg target remaining on
   the ground, undeploy your Siege Tanks and have them inch closer to the
   Overmind. Deploy them again when you're in the range of anymore structures
   and repeat the process until you're at the very footstep of the Overmind.
   Have the support units follow and protect the Siege Tanks as best they
   can. When you finally get in range, concentrate all of your fire on the
   mother. When you've depleted it of all HP, the mission will end!

                                    - - -

   Congratulations! You've just completed StarCraft! Enjoy your well-deserved
   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.

-------------------------------------------------------------------------------
        -+- 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)

    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
         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 run 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)

    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)

         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)

-------------------------------------------------------------------------------
        -+- 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, 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)

    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: 300 Minerals/150 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)

-------------------------------------------------------------------------------
        -+- 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</pre><pre id="faqspan-5">
         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.

         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)

    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.

         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: Mutalisk (mutates from)
         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)

    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
         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 (+3 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)

====-====-====-====-====-====-====-====-====-====-====-====-====-====-====-====
        +-+ 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

    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: 100 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, and Siege Tank Siege Tech)

    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

    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. 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
          * Khaydarin Amulet:
               Cost - 150 Minerals/150 V.Gas

    Arbiter Tribunal ~
    =--------------=
         Cost: 200 Minerals/150 V.Gas
         Prerequisite/s: Fleet Beacon, Templar Archives
         Hit Points: 500
         Plasma Shields: 500

         Upon construction of this building, the invaluable Arbiter becomes
         unlocked. The essential upgrades for said unit are all available in
         this building.

         Upgrades:
          * Recall:
               Cost - 150 Minerals/150 V.Gas
          * Stasis Field:
               Cost - 150 Minerals/150 V.Gas
          * Khaydarin Core:
               Cost - 150 Minerals/150 V.Gas

-------------------------------------------------------------------------------
        -+- 6.3. Zerg -+-                                            [6300]
-------------------------------------------------------------------------------

    Hatchery ~
    =------=
         Cost: 300 Minerals
         Prerequisite/s: N/A
         Hit Points: 1250

         The Hatchery represents the epicenter of the Zerg swarm. Here, the
         Drones are produced and any resources gathered are transferred to.
         The Hatchery also produces creep, the essential living ground that
         Zerg structures cannot be built without. The Hatchery can be
         upgraded into a Lair and Hive.

         Produces:
          * Drone:
               Cost - 50 Minerals

         Upgrades:
          * Burrow:
               Cost - 100 Minerals/100 V.Gas

    Extractor ~
    =-------=
         Cost: 50 Minerals
         Prerequisite/s: Hatchery
         Hit Points: 750

         When an Extractor is built over a Vespene Gas geyser, the resource
         becomes accessible to your Drones. Harvested Vespene Gas will then
         be transferred to the nearest Hatchery/Lair/Hive.

    Spawning Pool ~
    =-----------=
         Cost: 200 Minerals
         Prerequisite/s: Hatchery
         Hit Points: 750

         The Spawning Pool is a very important early-game structure. For
         starters, it allows the Hatchery to morph into a Lair. It's also
         responsible for Zergling upgrades as well.

         Upgrades:
          * Metabolic Boost:
               Cost - 100 Minerals/100 V.Gas
          * Adrenal Glands:
               Cost - 200 Minerals/200 V.Gas

    Hydralisk Den ~
    =-----------=
         Cost: 100 Minerals/50 V.Gas
         Prerequisite/s: Spawning Pool
         Hit Points: 850

         As the name implies, the Hydralisk Den is responsible for all
         Hydralisk upgrades. Once this structure is built, you will be
         allowed to produce Hydralisks.

         Upgrades:
          * Muscular Augments:
               Cost - 150 Minerals/150 V.Gas
          * Grooved Spines:
               Cost - 150 Minerals/150 V.Gas

    Evolution Chamber ~
    =---------------=
         Cost: 75 Minerals
         Prerequisite/s: Hatchery
         Hit Points: 750

         The Evolution Chamber provides the upgrades for all ground units.
         Due to its relatively low cost, it's strongly suggested that you
         construct more than one to greatly speed up the upgrading process.

         Upgrades:
          * Melee Attacks:
               Level 1: Cost - 100 Minerals/100 V.Gas
               Level 2: Cost - 150 Minerals/150 V.Gas
               Level 3: Cost - 200 Minerals/200 V.Gas
          * Missile Attacks:
               Level 1: Cost - 100 Minerals/100 V.Gas
               Level 2: Cost - 150 Minerals/150 V.Gas
               Level 3: Cost - 200 Minerals/200 V.Gas
          * Zerg Carapace:
               Level 1: Cost - 150 Minerals/150 V.Gas
               Level 2: Cost - 225 Minerals/225 V.Gas
               Level 3: Cost - 300 Minerals/300 V.Gas

    Creep Colony ~
    =----------=
         Cost: 75
         Prerequisite/s: Hatchery
         Hit Points: 400

         Apart from the Hatchery, the Creep Colony is the only other
         structure that produces and extends the creep, the essential living
         ground that other structures must be built on. Creep Colonies are
         also responsible for morphing into static defense systems should
         they be needed.

    Sunken Colony ~
    =-----------=
         Cost: 50
         Prerequisite/s: Pre-existing Creep Colony, Spawning Pool
         Hit Points: 300
         Ground Attack: 40

         Sunken Colonies are a static defense mechanism that attacks only
         ground units with a deadly subterranean tentacle. Although it acts
         as static defense, the Sunken Colony is not a detector and cannot
         reveal cloaked or burrowed units.

    Spore Colony ~
    =----------=
         Cost: 50 Minerals
         Prerequisite/s: Pre-existing Creep Colony, Evolution Chamber
         Hit Points: 400
         Air Attack: 15

         Spore Colonies are essentially air defense fortifications. Their
         spores can rip apart enemy air units in seconds, especially when
         they're built in tight clusters. Spore Colonies are also detectors,
         meaning that they can detect invisible units. For that reason,
         Spore Colonies should be placed along the outskirts of bases.

    Lair ~
    =--=
         Cost: 150 Minerals/100 V.Gas
         Prerequisite/s: Pre-existing Hatchery, Spawning Pool
         Hit Points: 1800

         The Lair is the upgraded form of the Hatchery. It's more durable and
         comes with three special upgrades specifically made for Overlords.
         Upgrading a Hatchery to a Lair is a must in medium to long games.

         Upgrades:
          * Antennae:
               Cost - 150 Minerals/150 V.Gas
          * Pneumatized Carapace:
               Cost - 150 Minerals/150 V.Gas
          * Ventral Sacs:
               Cost - 200 Minerals/200 V.Gas

    Spire ~
    =---=
         Cost: 200 Minerals/150 V.Gas
         Prerequisite/s: Lair
         Hit Points: 600

         Apart from allowing you to create Mutalisks and Scourges, you can
         upgrade flyer weapons and carapaces as well. The Spire can be
         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. The structure
         lacks any upgrades (well, before Brood War at least) and basically
         serves only the task of allowing the creation of Ultralisks.

====-====-====-====-====-====-====-====-====-====-====-====-====-====-====-====
        +-+ 7. Version History +-+                                   [7000]
====-====-====-====-====-====-====-====-====-====-====-====-====-====-====-====

    Version 0.8 - The guide is complete except for approximately six missions
                  in the Protoss campaign. 212 KB

    Version 1.0 - The guide is complete. 250 KB

    Version 1.1 - Fixed a few formatting issues. 250 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 is a registered trademark of Blizzard. The author (Quan Jin) is not </pre><pre id="faqspan-6">
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.

[-----------------------------------------------------------------------------]

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 =-