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StarCraft
FAQ/Walkthrough
By: Dark Vortex (Quan Jin)
[email protected]
Version 1.1
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This guide may be found on the following sites:
[
http://www.gamefaqs.com]--------------------------------------------[GameFAQs]
[
http://www.gamespot.com]--------------------------------------------[GameSpot]
[
http://faqs.ign.com]------------------------------------------------[IGN FAQs]
[
http://www.neoseeker.com]------------------------------------------[Neoseeker]
[
http://www.dlh.net]--------------------------------------[Dirty Little Helper]
[
http://www.cheats.de]----------------------------------------------[Cheats.de]
[
http://www.supercheats.com]--------------------------------------[SuperCheats]
[
http://www.honestgamers.com]------------------------------------[HonestGamers]
This guide is copyright (c)2007 Quan Jin
====-====-====-====-====-====-====-====-====-====-====-====-====-====-====-====
+-+ Table Of Contents +-+
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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)!
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+-+ 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.
+-----------------------------------------------------------------------------+
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+-+ 3. Hotkeys +-+ [3000]
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Ask any StarCraft veteran and he'll tell you that knowing your hotkeys is key
to doing well in StarCraft. Memorize them, study them, and USE them to make
your game that much more efficient.
[-----------------------------------------------------------------------------]
[Left Mouse Button] --- Clicking on a unit will select that unit.
Clicking and dragging over an area will select all the units that the
area encompasses. Click anywhere else not occupied by a unit to
deselect any selections made.
[Right Mouse Button] --- When unit/s are selected, right clicking on an
enemy unit will send out an attack command. Right clicking on a
friendly or neutral unit will send out a follow command. Right
clicking anywhere else not occupied by a unit will send out a move
command.
[Ctrl] --- Holding down [Ctrl + Left-clicking] a unit will select all
units of that type; When a group of units is selected, a number can
be assigned to that group for easy selection by pressing [Ctrl + 0-9];
[Shift] --- Holding down [Shift + Left-clicking] and clicking on a unit
in your selection will remove that unit from the group; When you want
to save a location on the map, press [Shift + F2-F4] for easy recall;
When a unit is selected, you can assign waypoints by holding down
[Shift] and selecting a spot on the map (note that units traveling
along a waypoint WILL NOT attack enemies unless you use the attack-
move command instead of a regular move command); Holding down [Shift]
allows you to queue commands
[Alt] --- Holding down [Alt] and selecting an ungrouped unit will select
the most recent group that unit was a part of
[Spacebar] --- Immediately centers on the last transmission that appears
along the bottom of the screen ("Nuclear launch detected"; "Building
complete"; etc.)
-+- Terran Hotkeys -+-
[R] --- Repair
[L] --- Lift-off
Units =
[S] --- SCV
[M] --- Marine
[F] --- Firebat
[G] --- Ghost
[V] --- Vulture
[T] --- Tank
[G] --- Goliath
[W] --- Wraith
[D] --- Dropship
[V] --- Science Vessel
[B] --- Battlecruiser
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]
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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.
[-----------------------------------------------------------------------------]
____ __ _ __ __
/ __ \____ ______/ /__ | | / /___ _____/ /____ _ __
/ / / / __ `/ ___/ //_/ | | / / __ \/ ___/ __/ _ \| |/_/
/ /_/ / /_/ / / / ,< | |/ / /_/ / / / /_/ __/> <
/____.'\__,_/_/ /_/|_| |___/\____/_/ \__/\___/_/|_|
-= Game on Forever =-