_______ _______
| _____|_____ _____ / _____7_____ _______ _____
\-\ /_ __\ <\ <_ __\ |-/ <_ __\ <\ /_ ___//_ __\
\ \ \v| | /_\ | | \\ | | | | \\ /_\ | |_ \v| |
\ \ | | //_\\ | | // \ \ | | // //_\\ | _/ | |
\ \ | | / ___ \ | |< \ \ \ | |< \ / ___ \ | | | |
/\__\ \ |/ /_/ \_\|_| \_\ \ \____|_| \_\/_/ \_\|_| |/
/______/ \____/
StarCraft Title ASCII Art by Andrew Fielding a.k.a. a67sm
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Written by : A.K.A. and El Greco
Created : September 5, 2003
Version : 1.00
Updated : November 11, 2004
E-mail : REMOVED (El Greco)
arminjewell(at)yahoo.com (A.K.A)
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
* It is very much appreciated if you view the guide prior to asking me a
question. Most of your questions will be answered by this guide. Any
e-mails that ask about questions that are obviously answered in the guide
will be promptly deleted. No exceptions. The e-mail provided should only
be used to clarify information or ask about information not mentioned
hereon after.
* Have a contribution? Don't hesitate to send it in. I will accept most
submissions sent in to me as long as I can understand what you are
saying. To make sure I get it right explain it in full-detail before
sending it my way.
* One last thing. Please don't e-mail me with technical questions about
the game since my expertise is in the gameplay and nothing else. You'll
get a better answer at the game board and probably much quicker.
The latest updates of this guide can be found at GameFAQs:
www.gamefaqs.com
-----------------------------------------
--- WHAT'S NEW? (Version History) ----
-----------------------------------------
Version 1.00 | November 11, 2004 | 102 kb
First version of the guide. Probably the last one unless there is some kind
of glaring error pointed out.
-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_
-- -- -- -- -- -- -- -- -- -- -- -- -- -- --
T A B L E O F C O N T E N T S
-- -- -- -- -- -- -- -- -- -- -- -- -- -- --
01) The Units
1.1 Terran Units
1.2 Zerg Units
1.3 Protoss units
02) Legal Disclaimer
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01) The Units
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==============================================================================
1.1 Terran
==============================================================================
------------------------------------------------------------------------------
-- SCV --
-----------
Rank :
Supplies used : 1
Minerals : 50
Vespene Gas : 0
Hit Points : 60
Armor : 0
Ground Attack : Fusion Cutter
Damage : 5 Normal Damage
Cooldown Time : 15
Range : 1
Air Attack : none
Damage : n/a
Cooldown Time : n/a
Range : n/a
Building Time : 20
Size : Small
Cooldown Time : 15
Range : 1
Sight Range : 7
Requires : - Command Center
Basic Commands : - Move
- Stop
- Attack
- Gather
- Return
- Repair
- Build Basic Building
- Command Center
- Supply Depot
- Refinery
- Engineering Bay
- Turret
- Academy
- Bunker
- Build Advanced Building
- Factory
- Starport
- Science Facility
- Armory
Upgrades : The SCV is upgraded at the Terran Engineering Bay, each
weapons upgrade adds one damage point to the Fusion Cutter
and each armor upgrade adds one level of armor to the SCV's
plating.
Unit Description : The SCV is the Terran worker unit, basically it does all
the bitch work for the Terrans. Its primary functions are
to gather resources, minerals and vespene gas, and to
build buildings. When it builds a Refinery it will
automatically begin to collect the refined Vespene Gas and
bring it to the Command Center. The SCV is also the unit
that repairs damaged vehicles such as Siege Tanks or Battle
Cruisers, or even buildings.
Unit Quotes
-----------
When 100% complete : "SCV ready to go, sir!"
When Selected : "Reporting for duty."
"I read you."
"Orders, captain?"
"Yes, sir?"
When Irritated : "Come again, captain?"
"I'm not reading you clearly."
"You aren't from around here, are you?"
"I can't believe they've put me in one of these things!"
"And now I've got to put up with this too?"
"I told them I was claustrophobic, I gotta get out of
here!"
"(something unintelligible)."
When Ordered : "Orders received."
"Affirmative."
"Right away, sir."
"Roger that!"
------------------------------------------------------------------------------
-- Marine --
--------------
Rank : Private
Supplies used : 1
Minerals : 50
Vespene Gas : 0
Hit Points : 40
Armor : 0
Ground Attack : Gauss Rifle
Damage : 6 Normal Damage
Cooldown Time : 15/7.5 with Stimpack upgrade
Range : 4/5 with U-238 Shells
Air Attack : Gauss Rifle
Damage : 6 Normal Damage
Cooldown Time : 15/7.5 with Stimpack upgrade
Range : 4/5 with U-238 Shells
Building Time : 24
Size : Small
Cooldown Time : 15/7.5 with Stimpack
Range : 4/5 with U-238 Shells
Sight Range : 7
Requires : - Barracks
Basic Commands : - Move
- Stop
- Attack
- Hold Position
- Patrol
- Stim Pack
Upgrades : You can upgrade the Marine at two places, the Academy or
the Engineering Bay. At the Academy you can research Stim-
Packs and U-238 Shells. The Stim-Packs are a special
ability that is given to the Marine so that the time in
between his attacks are shorter, therefore dealing out
more damage. The Stim-Pack, however, takes away 10 Hit
points for the Marine each time it is used, so use this
carefully. The U-238 Shells increase the Marine's attack
range. This means...obviously...that he can attack units
that are further away. At the Engineering Bay the Marine's
Gauss Rifle and his armor can be upgraded, the Weapons
upgrade gives him one more damage point to his Gauss Rifle
and the Armor Upgrade gives him one more level of armor.
Unit Description : The Marine is probably the most versatile ground unit that
any of the races start out with. The Marine is trained at
the Terran Barracks and it can attack units that aren't
right next to it and it can also attack air units. The
Marine is physically weak though, it has only 40 hit points
and it is easily damaged, it must have a Medic around to
heal him. One marine will not win against a single Zerg
Zergling or a Protoss Zealot, neither will a dozen marines
stand up to 4 or 5 Protoss Zealots. To give a Marine more
hit points it can be placed in a bunker where the bunker
is damaged instead of the Marine, and the Bunker can also
be repaired. You can load up to 4 Marines or other small
units into a Bunker. The Marines best use is to provide
support for Siege Tanks or other Ground or Air attack
vehicles. Marines in huge numbers is also a good tactic
but they will suffer from splash damage and large numbers
of casualties.
Unit Quotes
-----------
When 100% Complete : "You want a piece of me, boy?"
When Selected : "Commander?"
"Give me something to shoot!"
"Standing by."
"Jacked up and ready to go!"
When Irritated : "We gotta move!"
"Are you gonna give me orders?"
"Oh my god! He's whacked!"
"How 'bout we frag this commander?"
"I don't know how to get out this chicken shit outfit!"
"You want a piece of me, boy?"
"If it weren't for these damned neural implants you'd be a
smoldering crater by now!"
When Ordered : "Go! Go! Go!"
"Let's move!"
"Outstanding!"
"Rock 'n roll!"
------------------------------------------------------------------------------
-- Firebat --
---------------
Rank : Corporal
Supplies used : 1
Minerals : 50
Vespene Gas : 25
Hit Points : 50
Armor : 1
Ground Attack : Flame Thrower
Damage : 16
Cooldown Time : 20/11 with Stimpacks
Range : 2
Air Attack : none
Damage : n/a
Cooldown Time : n/a
Range : n/a
Building Time : 24
Size : Small
Cooldown Time : 20/11 with Stimpacks
Range : 2
Sight Range : 7
Requires : - Barracks
- Academy
Basic Commands : - Move
- Stop
- Attack
- Hold Position
- Patrol
- Stim Pack
Upgrades : Just like the Marine the Firebat can be upgraded in the
same way as the Marine. The Firebat is upgraded with
Stimpacks at the Academy and at the Terran Engineering Bay
you can upgrade the Firebat's flamethrower and armor.
Unit Description : The main use of a Firebat in any game that you play is to
do major damage to ground units. The Firebat's
flamethrower is perfectly capable of inflicting large
amount of damage to any ground unit that it comes across..
Given that it is an infantry unit it can be placed in a
bunker just like the Marine and Ghost. When the Firebat is
combined with a strikeforce of Marines, they can be almost
unstoppable. The only way to stop a well coordinated
Marine-Firebat advance is a well prepared and equipped
defense. However, just like any other ground unit the
Firebat is physically weak. It will not stand up to much
damage so make sure you send them in to battle backed up by
mechanical units or other ground units.
Unit Quotes
-----------
When 100% Complete : "Need a light?"
When Selected : "Want to turn up the heat?"
"Yes?"
"You got my attention."
"Fire it up!"
When Irritated : "Is something burning?"
"AHAH, that's what I thought!"
"I love the smell of Napalm!"
"Nothing like a good smoke!"
"Are you trying to get invited to my next barbecue?"
"Got me questions about propane?"
"Or, propane accessories?"
When Ordered : "Naturally."
"Slammin'!"
"You've got it!"
"Let's burn!"
------------------------------------------------------------------------------
-- Medic --
-------------
Rank : 1st Lieutenant
Supplies used : 1
Minerals : 50
Vespene Gas : 25
Hit Points : 60
Armor : 1
Ground Attack : none
Damage : n/a
Cooldown Time : n/a
Range : n/a
Air Attack : none
Damage : n/a
Cooldown Time : n/a
Range : n/a
Building Time : 30
Size : Small
Cooldown Time : N/A
Range : varies
Sight Range : 7
Requires : - Barracks
- Academy
Basic Commands : - Move
- Stop
- Attack
- Hold Position
- Patrol
- Optical Flare
- Restoration
- Heal
Upgrades : The Terran Engineering Bay can upgrade the Armor for the
Medic, it adds one armor level to the Medic. At the
Academy there are four upgrades available for the Medics..
The Caeducus Reactor will allow the Medic to have +50
energy. There are also two special ability upgrades for
the medic, the Optical Flare, and Restoration, both of
these will be explained in detail in the Unit Description
area.
Unit Description : The Medic is the life support unit for all of your combat
infantry units. It can heal the Marine, Firebat, Ghost,
and other Medics. When the need arises the Medic can be
ordered to send out an Optical Flare to blind other units
such as a Zerg overlord that is revealing the locations
of your cloaked units, the Optical Flare will reduce the
sight range of any unit down to 1. The Optical Flare can
be reversed by using the Restoration tool, Restoration will
restore a unit to restore sight or anything else that
shouldn't be in your units. The Medic is one of the most
useful units you will use as a Terran, don't underestimate
it, it can prolong the battle time for a whole group of
units by tens of seconds. The Medic is best used then
there is one Medic for every three combat units you have,
anything more is overdoing it and anything less will
probably be not enough.
Unit Quotes
-----------
When 100% Complete : "Prepped and ready!"
When Selected : "Need medical attention?"
"Did someone page me?"
"State the nature of your medical emergency!"
"Where does it hurt?"
When Irritated : "I've already checked you out commander."
"You want another physical?"
"Turn your head and cough."
"Ready for your sponge bath?"
"His EKG is flatlining! Get me a defib, stat!"
"CLEAR! *bzzzz*"
"He's dead, Jim."
When Ordered : "I'm on the job!"
"On my way"
"Stats!"
"Right away!"
------------------------------------------------------------------------------
-- Ghost --
-------------
Rank : Specialist
Supplies used : 1
Minerals : 25
Vespene Gas : 75
Hit Points : 45
Armor : 0
Ground Attack : C10 Canister Rifle
Damage : 10 Concussive Damage
Cooldown Time : 22
Range : 7
Air Attack : C10 Canister Rifle
Damage : 10 Concussive Damage
Cooldown Time : 22
Range : 7
Building Time : 50
Size : Small
Cooldown Time : 22
Range : 7
Sight Range : 9/11 with Ocular Implants
Requires : - Barracks
- Academy
- Science Facility w/ attached Covert Ops
Basic Commands : - Move
- Stop
- Attack
- Hold Position
- Patrol
- Cloak
- Decloak
- Nuclear Launch
- Lockdown
Upgrades : The Ghost is Upgraded at the Terran Engineering Bay, the
weapons upgrade will add one damage point to the Canister
Rifle and the Armor will add 1 armor level to the Ghost's
armor. At the Covert Ops, which is an add-on to the Terran
Science Facility, the Ghost can gain the Cloaking ability,
the Lockdown ability, increased sight range, and the
Moebius Reactor upgrade which will add-on 50 special
energy points to the Ghost's 150.
Unit Description : The Ghost is the most worthless infantry combat unit for
the Terrans, it has a near useless weapon for attacking
anything and it is pitifully weak. The main strengths of
the Ghost are its ability to Lockdown mechanical units,
which makes them cease functioning and makes them very
vulnerable to attack, and to make nuclear launches. The
Nuclear Launch is especially useful for decimating a fleet
of enemy ships, destroying the enemies main base, defenses,
and large attack forces. The Ghost will only be able to
make a Nuclear Strike if it is cloaked since whenever a
launch is detected by the enemy they will search the
immediate area for the Ghost and if he is not found then
they must bring in detectors to locate him, usually by
which time the strike has already occurred. The Ocular
Implants also the Ghost to attack the enemy from further
away and make Nuclear Strikes from further away, this will
also permit him to be outside of the blast zone when the
missile hits, and then you can reuse him. An armed Nuclear
Missile Silo is required for a Nuclear Strike to occur.
Unit Quotes
-----------
When 100% Complete : "Somebody called for an exterminator?"
When Selected : "Call the shots!"
"Ghost reporting"
"I'm here"
"Finally!"
When Irritated : "You callin' down the thunder?"
"Now reap the whirlwind!"
"Keep it up! I dare ya!"
"I'm about to overload my aggression inhibitors!"
When Ordered : "I hear that."
"I'm gone."
"Never know what hit him."
"I'm all over it."
------------------------------------------------------------------------------
-- Siege Tank --
------------------
Rank : Master Sergeant
Supplies used : 2
Minerals : 150
Vespene Gas : 100
Hit Points : 150
Armor : 1
Ground Attack : Arclite Cannon Damage
Damage : 30 Explosive Damage
Cooldown Time : 30
Range : 7
Ground Attack : Arclite Shock Cannon
Damage : 70 Explosive Damage
Cooldown Time : 75
Range : 12
Air Attack : none
Building Time : 50
Size : Large
Range (Tank) : 7
Range (Siege) : 12
Sight Range : 10
Requires : - Factory
- Factory w/ attached Machine Shop
Basic Commands : - Move
- Stop
- Attack
- Hold Position
- Patrol
- Siege Mode
- Normal Mode
Upgrades : Just like any other unit the Siege Tank can be upgraded.
At the Armory the Tank's armor and weapons can be upgraded
to a stronger level. At the Machine Shop the Tank can be
equipped with the ability to go into siege mode, this
allows the tank to shoot further and deal loads more
damage.
Unit Description : Siege Mode is really the only useful feature of the Siege
Tank. It is its most powerful attack and the only one that
will stop or slow down an enemy advance. The Shock Cannon
does a lot of splash damage and so when this is put up
against a group of ground units such as Zealots or
Hydralisks it can quickly eliminate a large group of them.
As a defensive unit the tank will do you great service by
quickly halting most enemy advances (except extremely
large ones). If you opt to use it as an offensive unit
then you will be quickly turned off to the idea, as they
will be quickly defeated unless they are in large,
overwhelming numbers.
Unit Quotes
-----------
When 100% Complete : "Ready to roll out!"
When Selected : "Orders sir!"
"Identify target!"
"Destination?"
"Yes sir?"
When Irritated : "(singing)"
"I'm about to drop the hammer!"
"And dispense some indiscriminate justice!!"
"What is your major malfunction??"
When Ordered : "Move it!"
"Absolutely!"
"Delighted to, sir!"
"Proceeding."
------------------------------------------------------------------------------
-- Vulture --
---------------
Rank : Sergeant
Supplies used : 2
Minerals : 75
Vespene Gas : 0
Hit Points : 80
Armor : 0
Ground Attack : Fragmentation Grenade
Damage : 20 Explosive Damage
Range : 5
Cooldown Time : 30
Air Attack : none
Damage : n/a
Range : n/a
Cooldown Time : n/a
Building Time : 30
Size : Medium
Cooldown Time : 30
Range : 5
Sight Range : 8
Requires : - Factory
Basic Commands : - Move
- Stop
- Attack
- Hold Position
- Patrol
- Spider Mines
Upgrades : The Vulture is upgraded at the Terran Machine Shop, which
is an add-on to the Terran Factory. The Machine Shop will
upgrade the Vulture's ability to lay down Spider Mines,
which are essentially land mines that attack targets within
their sight range. The plating and weapons can be upgraded
at the Terran Armory. The Vehicle Plating adds one Plating
level and the Weapons Upgrade will add two damage to the
Concussion Grenade.
Unit Description : The Vulture is a medium-sized land vehicle that can launch
damaging grenades at groups of enemies and lay down Spider
Mines in strategic locations where the enemy might attack
you. The Vulture is also very fast moving so it makes good
for reconnaissance.
Unit Quotes
-----------
When 100% Complete : "All right, bring it on!"
When Selected : "I read ya, sir."
"Somethin' on your mind?"
"Yeah?"
"What do you want?"
When Irritated : "Something you wanted??"
"I don't have time to fuck around!!"
"You keep pushing it boy..."
"and I'll scrap you along with the aliens!!!"
When Ordered : "Yeah, I'm going."
"I dig!"
"Oh! Is that it?"
"No problem!"
------------------------------------------------------------------------------
-- Goliath --
---------------
Rank : First Sergeant
Supplies used : 2
Minerals : 100
Vespene Gas : 50
Hit Points : 125
Armor : 1
Ground Attack : Twin Autocannons
Damage : 12 Normal Damage
Range : 5
Cooldown : 22
Air Attack : Hellfire Missile Pack
Damage : 20 Explosive Damage
Range : 5/8 with upgrade
Cooldown : 22
Building Time : 40
Size : Large
Cooldown Time : 22
Sight Range : 8
Requires : - Armory
- Factory
Basic Commands : - Move
- Stop
- Attack
- Hold Position
- Patrol
Upgrades : - Charon Boosters
- Vehicle Weapons
- Vehicle Plating
Unit Description: The Goliath is an excellent all-terrain/situation combat
vehicle. It has two very powerful attacks designed
especially for both ground and air units, making good for
all types of combat. The Goliath is best used to mop up the
remaining enemy units in an area since it cannot take an
especially large amount of damage. It is best used while
backed up by some other sort of combat unit such as Marines
or Wraiths.
Unit Quotes
-----------
When 100% Complete : "Goliath online"
When Selected : "Channel open."
"Go ahead tac-com."
"Com-link online."
"Systems functional."
When Irritated : "MilSpec ED209 online."
"Checklist protocol initiated."
"Primary level one diagnostic."
"USDA Selected."
"FDIC Approved."
"Checklist Completed. SOB."
When Ordered : "Target designated"
"Acknowledge HQ"
"Confirmed"
"Nav-com locked"
------------------------------------------------------------------------------
-- Wraith --
--------------
Rank : Captain
Supplies used : 2
Minerals : 150
Vespene Gas : 100
Hit Points : 120
Armor : 0
Ground Attack : Burst Lasers
Damage : 8 Normal Damage
Range : 5
Cooldown : 30
Air Attack : Gemini Missiles
Damage : 20 Explosive Damage
Range : 5
Cooldown : 22
Building Time : 60
Size : Large
Range : 5
Sight Range : 7
Requires : - Starport
Basic Commands: - Move
- Stop
- Attack
- Hold Position
- Patrol
- Cloak
- Decloak
Upgrades : - Ship Plating
- Ship Weapons
Unit Description: The Wraith is a good all-around air unit. Besides that
there isn't much to say.
Unit Quotes
-----------
When 100% Complete : "Wraith awaiting launch orders"
When Selected : "Standin' by."
"Reporting in."
"Transmit coordinates."
"Go ahead commander."
When Irritated : "My transmission...breaking up...come back..."
"I'm curious why I am so good!"
"I gotta get me one of these."
"You know the best starfighter in the fleet is?"
"Yours truly..."
"Everybody gotta die sometime, right?"
When Ordered : "Coordinates received"
"Sector locked-in"
"Roger"
"Attack formation"
------------------------------------------------------------------------------
-- Battle Cruiser --
----------------------
Rank : Commodore
Supplies used : 8
Minerals : 400
Vespene Gas : 300
Hit Points : 500
Armor : 3
Ground Attack : ATS Laser Battery 25 Normal Damage
Damage : 25 Normal Damage
Cooldown Time : 30
Range : 6
Air Attack : ATA Laser Battery
Damage : 25 Normal Damage
Cooldown Time : 30
Range : 6
Building Time : 160
Size : Large
Cooldown Time : 30
Range : 6
Sight Range : 11
Requires : - Starport
- Science Facility w/ attached Physics Lab
Basic Commands : - Move
- Stop
- Attack
- Hold Position
- Patrol
- Yamato Gun
Upgrades : - Ship Plating
- Ship Weapons
Unit Description: The Battlecruiser is the most powerful Terran unit. It
boasts considerable firepower on both fronts and it can be
rather indestructible when fully upgraded. Only use it with
supporting units because you do not want to lose any of
these, as they take forever to build.
Unit Quotes
-----------
When 100% Complete : "Battlecruiser operational"
When Selected : "Good day, commander!"
"Hailing frequencies open."
"Battlecruiser reporting."
"Receiving transmission."
When Irritated : "Identify yourself!"
"Shields up! Weapons online!"
"What? No shields? Well, buckle up!"
"We are getting WAY behind schedule."
"I really have to go...number one."
When Ordered : "Engage!"
"Make it happen."
"Take it slow."
"Set a course."
------------------------------------------------------------------------------
-- Drop Ship --
-----------------
Rank : Warrant Officer
Supplies used : 2
Minerals : 100
Vespene Gas : 100
Hit Points : 150
Armor : 1
Ground Attack : none
Damage : n/a
Cooldown Time : n/a
Range : n/a
Air Attack : none
Damage : n/a
Cooldown Time : n/a
Range : n/a
Building Time : 50
Size : Large
Cooldown Time : n/a
Range : n/a
Sight Range : 8
Requires : - Starport w/ attached Control Tower
Basic Commands : - Move
- Patrol
- Hold Position
- Stop
- Load
- Unload
Upgrades : - Ship Armor
Unit Description: There really isn't much to say here but the Drop Ship is a
very important unit when it is used correctly. The Drop
Ship is mainly used to transport units across the map
quickly or to places where they cannot go. When using it,
however make sure to scout ahead of it to make sure the
path is clear. If you lose a Drop Ship you also lose what
is inside it.
Unit Quotes
-----------
When 100% Complete : "Can I take your orders?"
When Selected : "Go ahead HQ"
"I'm listenin'"
"Destination"
"Input coordinates"
When Irritated : "When you're moving your overhead luggage, please be
careful"
"In case of a water landing, you may be used as a
flotation device."
"To curl chunks, please use the barfing bags in front of
you"
"Keep your arms and legs inside until this ride comes to
a full and complete stop"
When Ordered : "In the pipe, five by five."
"Hang on, we're in for some chops."
"In transit, HQ."
"Buckle up."
"Strap yourselves in, boys."
"I copy that."
------------------------------------------------------------------------------
-- Science Vessel --
----------------------
Rank : Detector
Supplies used : 2
Minerals : 100
Vespene Gas : 225
Hit Points : 200
Armor : 1
Ground Attack : none
Damage : n/a
Cooldown Time : n/a
Range : n/a
Air Attack : none
Damage : n/a
Cooldown Time : n/a
Range : n/a
Building Time : 80
Size : Large
Cooldown Time : n/a
Range : n/a
Sight Range : 10
Requires : - Starport
- Science Facility
Basic Commands : - Move
- Stop
- Attack
- Hold Position
- Patrol
- EMP Shockwave
- Defense Matrix
- Irradiate
Upgrades : - EMP Shockwave
- Defense Matrix
- Irradiate
Unit Description: The Science Vessel is really not much of any use, at least I
have found in my experiences. It can do some useful things
but I find that for the most part it is not worth producing.
It can fire out to a certain range an EMP Shockwave which
will immobilize any electronic or mechanical units for a
while (Protoss anyone?). Another thing that it can do is
cast a Defense Matrix over some of your units. This will
put up a defensive shield around your unit and it will
protect it from a small percentage of the damage coming its
way.
Unit Quotes
-----------
When 100% Complete : "Explorer reporting"
When Selected : "AH! Greetings commander!"
"Transmit orders."
"Receiving transmission."
"We have you on visual."
"Explorer reporting."
When Irritated : "I like the cut of your jib."
"E=MC...d'oh let me get my notepad."
"Mmm...Fusion A, I thought you'd remember that."
"Who let all these mad monkeys free?!" (Monkey noises)
"I think we may have a gas leak." (Funny voice)
"Do any of you fools know how to shut off this infernal
contraption?!" (Alarm ringing)
"Ah...., the ship.... out of danger..."
When Ordered : "Excellent!"
"Commencing!"
"Affirmative sir"
"Let's roll!"
------------------------------------------------------------------------------
-- Valkyrie --
----------------
Rank : Lieutenant Commander
Supplies used : 3
Minerals : 250
Vespene Gas : 125
Hit Points : 200
Armor : 2
Ground Attack : none
Damage : n/a
Cooldown Time : n/a
Range : n/a
Air Attack : Halo Rockets
Damage : 5 Normal Damage Per Rocket
Cooldown Time : 64 (between rocket volleys)
Range : 8
Building Time : 60
Size : Large
Cooldown Time : 64 (between rocket volleys)
Range : 6
Sight Range : 8
Requires : - Starport
- Control Tower
Basic Commands : - Move
- Stop
- Attack
- Hold Position
- Patrol
Upgrades : - Ship Plating
- Ship Weapons
Unit Description: The Valkyrie is probably the best air defense that you could
ask for. It fires air-to-air missiles only so don't make
the mistake of making them go after a contingent of
Hydralisks. The Valkyrie will fire salvos of six missiles
at any aircraft or unit in its vicinity, the totla damage
of these rockets will accumulate to 36 hit points, making
it a formidable opponent in battle. It is best used, just
like any other unit, in large groups so that they can
overwhelm the enemy and not be overwhelmed themselves.
Before sending them into a battle make sure to provide
them with some ground defense such as Marines or Goliaths..
Unit Quotes
-----------
When 100% Complete : "Valkyrie prepared."
When Selected : "Don't keep me waiting."
"Achtung!"
"Need something destroyed?"
"I'm here to help."
When Irritated : "This is very interesting...but stupid"
"I have ways of blowing things up."
"You're being very naughty."
"Who's your mommy?"
"???"
"(Horse noises)"
When Ordered : "Achtung!"
"Of course, mein herr."
"It's showtime!"
"Yavoul!"
"Perfect!"
------------------
Terran Unit Tables
------------------
T A B L E K E Y
Unit : Unit Name
Size : Size the unit takes up on the map
Sp : Supplies that the unit uses
Min : Minerals needed to construct unit
Gas : Gas needed to construct unit
Armor : Defeault armor carried on the unit
HP : Health points
GA : Ground attack
AA : Air attack
Cld : Cooldown time
Rg : Attack range
AtM : Attack Mod
St : Sight range
Tm : Time needed to construct the unit
* When there is an instance of a "/" assume that the number immediately
before is for the ground attack and the number immediately after is the
air attack.
* In the Notes column you will see a possibility of three letters each
meaning a different thing:
D : Unit can detect cloaked and burrowed units
S : Unit has special abilities
T : Transport unit
W : Worker unit
A T T A C K S A N D A R M A M E N T
Unit Armor HP GdA ArA Cld RG AtM
=============================================================
Battlecruiser 3 500 25 25 30 6 3
Dropship 1 150 0 0 - 0 0
Firebat 1 50 16 0 22 2 2
Ghost 0 45 10 1 22 7 1
Goliath 1 125 12 20 22 5/8 1/4
Marine 0 40 6 6 15 1 7
Missile Turret 0 200 0 20 15 7 0
Science Vessel 1 200 0 0 - 0 0
SCV 0 60 5 0 15 1 0
Siege Tank 1 1 150 70 0 75 12 5
Siege Tank 2 1 150 30 0 37 7 3
Vulture 0 80 20 0 30 5 2
Wraith 0 120 8 20 30/22 5 1/2
G E N E R A L S T A T S
Unit Size Supplies Min Gas Sight Notes Time
===================================================================
Battlecruiser L 6 400 300 11 S 160
Dropship L 2 100 100 8 T 50
Firebat S 1 50 25 7 B 24
Ghost S 1 25 75 9/11 BS 50
Goliath L 2 100 50 8 40
Marine S 1 50 0 7 B 24
Missile Turret L 0 75 0 11 D 30
Science Vessel L 2 100 225 10 DS 80
SCV S 1 50 0 7 BW 20
Siege Tank 1 L 2 150 100 10 50
Siege Tank 2 L 2 150 100 10 50
Vulture M 2 75 0 8 S 30
Wraith L 2 150 100 7 S 60
==============================================================================
1.2 Zerg
==============================================================================
------------------------------------------------------------------------------
-- Drone --
-------------
Supplies Used : 1
Hit Points : 40
Minerals : 50
Vespene Gas : 0
Hit Points : 40
Armor : 0
Ground Attack : Claws Normal Damage 5
Damage : 5 Normal Damage
Cooldown Time : 22
Range : 1
Air Attack : n/a
Damage : n/a
Cooldown Time : n/a
Range : n/a
Size : Small
Cooldown Time : 22
Range : 1
Sight Range : 7
Requires : - Hatchery
Basic Commands : - Move
- Stop
- Attack
- Patrol
- Burrow
- Basic Mutation
- Hatchery
- Creep Colony
- Extractor
- Spawning Pool
- Evolution Chamber
- Hydralisk Den
- Advanced Mutation
- Spire
- Queen's Nest
- Nydus Canal
- Ultralisk Cavern
- Defiler Mound
Upgrades : - Burrow
- Ground Carapace
Unit Description: This is the basic worker drone for the Zerg. Like all other
Zerg units you must hatch one of these from the main hatchery
and there is one drone to each egg. The main purposes of the
Drone is to either harvest minerals, harvest gas, or to
transform into new buildings. That's right, transform. For
each building you have a new drone, and since they are very
inexpensive it'll work out great. As for the upgrades,
burrow is a very special ability that only Zerg have. It
allows them to burrow underground and remain harmless from
enemies. That upgrade can be obtained at the main hatchery.
Carapace is an upgrade that all Zerg units are affected by,
it is basically an upgrade for a higher defense or armor.
------------------------------------------------------------------------------
-- Overlord --
----------------
Supplies used : 1
Minerals : 100
Vespene Gas : 0
Hit Points : 200
Armor : 0
Ground Attack : n/a
Damage : n/a
Cooldown Time : n/a
Range : n/a
Air Attack : n/a
Damage : n/a
Cooldown Time : n/a
Range : n/a
Building Time : 40
Size : Large
Cooldown Time : n/a
Range : n/a
Sight Range : 9/11 after upgrade
Requires : - Hatchery
Basic Commands : - Move
- Stop
- Attack
- Hold Position
- Patrol
Upgrades : - Flyer Carapace
- Pneumatized Carapace
- Ventral Sacs
- Antennae
Unit Description: These Zerg units are suppliers for the Zerg Army. For every
Zerg created, there must be enough supply left in one of the
overlords. They don't attack, they are very docile, and
they just float around the colony. Another use that they
have is that they can transport troops once they get
upgraded with the Ventral Sacs. They have a total of 8
transport spots, and each spot holds one supply. Finally,
you can also detect cloaked or buried enemies with the
overlords. It is a very useful skill and can quickly
counter and major attack by any of the three races.
------------------------------------------------------------------------------
-- Drone --
-------------
Supplies used : 0
Minerals : 0
Vespene Gas : 0
Hit Points : 15
Armor : 10
Ground Attack : n/a
Damage : n/a
Cooldown Time : n/a
Range : n/a
Air Attack : n/a
Damage : n/a
Cooldown Time : n/a
Range : n/a
Building Time : n/a
Size : Small
Cooldown Time : n/a
Range : n/a
Sight Range : 4
Requires : - Hatchery
Basic Commands : - Drone
- Zergling
- Overlord
- Hydralisk
- Mutalisk
- Scourge
- Queen
- Ultralisk
- Defiler
Upgrades : - Ground Carapace
Unit Description: These are the basis of all life forms of the Zerg. Their
sole purpose is to transform into other Zerg life forms, and
they do that by changing into an egg and after a while into
a Zerg. They are amazingly tough to kill with their base
armor of 10, so they can withstand a beating if needed.
Mainly, they can change into any of the Zerg shown above.
------------------------------------------------------------------------------
-- Zergling --
----------------
Supplies used : 0.5
Minerals : 25
Vespene Gas : 0
Hit Points : 35
Armor : 0
Ground Attack : Claws
Damage : 5 Normal Damage
Cooldown Time : n/a
Range : n/a
Air Attack : none
Damage : n/a
Cooldown Time : n/a
Range : n/a
Building Time : 28
Size : Small
Cooldown Time : 8/6 with upgrade
Range : 1
Sight Range : 5
Requires : - Hatchery
- Spawning Pool
Basic Commands : - Move
- Stop
- Attack
- Hold Position
- Patrol
- Burrow
Upgrades : - Burrow
- Melee Attacks
- Ground Carapace
- Metabolic Boost
- Adrenal Glands
Unit Description: These are the basic warriors of the Zerg. They are tiny,
very cheap to make, and fairly useful. In very large
numbers, which is easy to get with these guys, an attack of
Zerglings is very effective. For every larva that is
designated to be a Zergling, two Zerglings come out of each
egg. This makes them a very fast and easy way of forming an
attack on an enemy. Keep in mind they are fairly weak, but </pre><pre id="faqspan-2">
large numbers are very effective. Since they also can
obtain the burrow ability, another useful tactic is to
completely surround an enemy with these Zerglings and then
back them up with Hydralisks and Mutalisks.
------------------------------------------------------------------------------
-- Hydralisk --
-----------------
Supplies used : 1
Minerals : 75
Vespene Gas : 25
Hit Points : 80
Armor : 0
Ground Attack : Needle Spines
Damage : 10 Normal Damage
Cooldown Time : 15
Range : 4/5 with upgrade
Air Attack : Needle Spines
Damage : 10 Normal Damage
Cooldown Time : 15
Range : 4/5 with upgrade
Building Time : 28
Size : Medium
Cooldown Time : 15
Range : 4/5 with upgrade
Sight Range : 6
Requires : - Hatchery
- Hydralisk Den
Basic Commands : - Move
- Stop
- Attack
- Hold Position
- Patrol
Upgrades : - Burrow
- Missile Attacks
- Ground Carapace
- Muscular Augments
- Grooved Spines
- Lurker Aspect
Unit Description: These are your basic second level Zerg warriors. Very
effective and very strong in large numbers, Hydralisks can
mow down enemies very fast with their spines. Their one
huge drawback is that they are very slow, and without
upgrade are very easy targets to hit. With upgrades they
are very tough to beat and even get close to. An attack
with these is effective if Zerglings are used as bait,
because if the Hydralisks go in alone, they could be picked
off easily. Also, a neat aspect of the Hydralisk in Brood
War is that they can change into Lurkers, if needed. This
requires an upgrade at the Hydralisk Den, and you can cancel
the upgrade as it is happening, but once it occurs, they
will stay as Lurkers.
------------------------------------------------------------------------------
-- Mutalisk --
----------------
Supplies used : 2
Minerals : 100
Vespene Gas : 100
Hit Points : 120
Armor : 0
Ground Attack : Glave Wurm
Damage : 9 Normal Damage
Cooldown Time : 30
Range : 3
Air Attack : Glave Wurm
Damage : 9 Normal Damage
Cooldown Time : 30
Range : 3
Building Time : 40
Size : Small
Cooldown Time : 30
Range : 3
Sight Range : 7
Requires : - Lair/Hatchery
- Spire
Basic Commands : - Move
- Stop
- Attack
- Hold Position
- Patrol
Upgrades : - Flyer Attack
- Flyer Carapace
- Guardian Aspect
- Devourer Aspect
Unit Description: These are the basic flying attackers for the Zerg, and the
only flyers that actually do physical damage. They shoot
out spines at the enemy, either on the ground or through the
air. They are fairly cheap to make for flying Zerg, and
because of that their attack suffers a little. Having these
guys in big numbers can really deflate an enemy base. When
the Spire is upgraded into the Greater Spire, you can
upgrade the Mutalisks into either a Guardian or a Devourer.
Again, you can cancel while the transformation is taking
place, but after they have transformed it is irreversible..
------------------------------------------------------------------------------
-- Lurker --
--------------
Supplies used : 2
Minerals : 200
Vespene Gas : 200
Hit Points : 125
Armor : 1
Ground Attack : Spikes
Damage : 25 Normal Damage
Cooldown Time : 37
Range : 6
Air Attack : n/a
Damage : n/a
Cooldown Time : n/a
Range : n/a
Building Time : 40
Size : Medium
Cooldown Time : 37
Range : 6
Sight Range : 8
Requires : - Lair/Hatchery
- Hydralisk Den
Basic Commands : - Move
- Stop
- Attack
- Hold Position
- Patrol
- Burrow
Upgrades : - Missile Attacks
- Ground Carapace
Unit Description: The addition of the Lurker to the Zerg force created a huge
advantage for them that was previously possessed by both
other forces. These forces are the best unit of defense for
ground troops. They do a lot of damage and are almost
impossible to attack. To be able to use the attack, they
MUST be burrowed underground. If they are caught above
ground, say goodnight because they have very weak defenses.
Putting a group of these completely around a base is very
profitable, it will be very tough for enemies to cross
through that barrier of Lurkers.
------------------------------------------------------------------------------
-- Guardian --
----------------
Supplies used : 2
Minerals : 150
Vespene Gas : 200
Hit Points : 150
Armor : 2
Ground Attack : Acid Spore
Damage : 20 Normal Damage
Cooldown Time : 30
Range : 8
Air Attack : n/a
Damage : n/a
Cooldown Time : n/a
Range : n/a
Building Time : 40
Size : Large
Cooldown Time : 30
Range : 8
Sight Range : 10
Requires : - Hive/Lair/Hatchery
- Greater Spire/Spire
Basic Commands : - Move
- Stop
- Attack
- Hold Position
- Patrol
Upgrades : - Flyer Attack
- Flyer Carapace
Unit Description: Guardians are both a good defense and a good primary attack
force. The most effective use of the Guardian is to use its
range. Most of the units in the game cannot fire at that
long of a range, therefore, attacking stationary attack
forces such as bunkers will be very effective because the
bunker won't be able to attack back at the Guardians. Also,
they can shoot through any terrain. For example, if there
is a cliff, the Guardians stationed on the cliff can shoot
down at enemies below, while the enemies try to climb the
cliff to get to the Guardians.
------------------------------------------------------------------------------
-- Queen --
-------------
Supplies used : 2
Minerals : 100
Vespene Gas : 100
Hit Points : 120
Armor : 0
Ground Attack : n/a
Damage : n/a
Cooldown Time : n/a
Range : n/a
Air Attack : n/a
Damage : n/a
Cooldown Time : n/a
Range : n/a
Building Time : 50
Size : Medium
Cooldown Time : n/a
Range : 0
Sight Range : 10
Requires : - Lair/Hatchery
- Queen's Nest
Basic Commands : - Move
- Stop
- Attack
- Hold Position
- Patrol
Upgrades : - Flyer Carapace
- Gamete Meiosis
- Infest Command Center
- Parasite
- Ensnare
- Spawn Broodling
Unit Description: A Queen of the Zerg is a very powerful and almost elegant
creature. The Queen doesn't lower herself to physically
attack the enemy, it casts powerful poisons and toxins to
slow or slowly decay at the enemy. Since it is fairly
susceptible to physical damage with its low defense and lack
of physical attack, it is very very speedy, making it tough
to attack. With its ability to spawn broodlings, it got its
name of Queen. Finally, most people think that the only way
to destroy a command center is to blow it up, but now with
Infest Command Center, you can destroy it and make spawns
out of it.
------------------------------------------------------------------------------
-- Broodling --
-----------------
Supplies used : 0
Minerals : 0
Vespene Gas : 0
Hit Points : 30
Armor : 0
Ground Attack : Toxic Spores
Damage : 4 Normal Damage
Cooldown Time : 15
Range : 1
Air Attack : n/a
Damage : n/a
Cooldown Time : n/a
Range : n/a
Building Time : 0
Size : Small
Cooldown Time : 15
Range : 1
Sight Range : 5
Requires : Queen
Basic Commands : - Move
- Stop
- Attack
- Hold Position
- Patrol
Upgrades : - Melee Attacks
- Ground Carapace
Unit Description: Broodlings are the spawn of queens. When a queen targets an
enemy for its attack, the enemy dies and it changes into two
Broodlings which are free for you to command. They aren't
very good and they aren't that effective, but hey, can't go
wrong with free creatures. Use them to pull a fast one on
the enemy, or just as cannon fodder and to test out the
enemy's supplies.
------------------------------------------------------------------------------
-- Scourge --
---------------
Supplies used : 0.5
Minerals : 12
Vespene Gas : 38
Hit Points : 25
Armor : 0
Ground Attack : n/a
Damage : n/a
Cooldown Time : n/a
Range : n/a
Air Attack : Itself
Damage : 110 Explosive Damage
Cooldown Time : 0
Range : 1
Building Time : 30
Size : Small
Cooldown Time : 0
Range : 1
Sight Range : 5
Requires : - Lair/Hatchery
- Spire
Basic Commands : - Move
- Stop
- Attack
- Hold Position
- Patrol
Upgrades : - Flyer Carapace
Unit Description: These are your standard kamikaze units from the Zerg. They
are produced two at a time per egg, and they are very
powerful and cheap. Since they kill themselves, the supply
is replenishable, and the minerals and gas are very low.
These are a very underrated part of the Zerg squad and
essential to victory.
------------------------------------------------------------------------------
-- Ultralisk --
-----------------
Supplies used : 6
Minerals : 200
Vespene Gas : 200
Hit Points : 400
Armor : 1
Ground Attack : Kaiser Blades
Damage : 20 Normal Damage
Cooldown Time : 15
Range : 1
Air Attack : n/a
Damage : n/a
Cooldown Time : n/a
Range : n/a
Building Time : 60
Size : Large
Cooldown Time : 15
Range : 1
Sight Range : 7
Requires : - Hive/Lair/Hatchery
- Ultralisk Cavern
Basic Commands : - Move
- Stop
- Attack
- Hold Position
- Patrol
Upgrades : - Melee Attacks
- Ground Carapace
- Anabolic Synthesis
- Chitinous Plating
Unit Description: The Ultralisk is your heavy-duty warrior that is big and full
of strength. Slow and strong, these things pack a punch.
They have huge claws that they attack with and are very tough
to defeat in melee combat. Use them as a frontline for an
attack instead of all by themselves, because against ranged
or air attacks they are screwed. Their armor is also very
strong to help them defend against some ranged attacks. When
they are fully upgraded, these beasts are really very tough
to defeat.
------------------------------------------------------------------------------
-- Infested Terran --
-----------------------
Supplies used : 1
Minerals : 100
Vespene Gas : 50
Hit Points : 60
Armor : 0
Ground Attack : itself
Damage : 500 Explosive Splash Damage
Cooldown Time : 0
Range : 1
Air Attack : n/a
Damage : n/a
Cooldown Time : n/a
Range : n/a
Building Time : 40
Size : Small
Cooldown Time : 0
Range : 1
Sight Range : 5
Requires : - Infested Command Center
Basic Commands : - Move
- Stop
- Attack
- Hold Position
- Patrol
Upgrades : - Ground Carapace
Unit Description: When a Zerg Queen infests a Command Center these infested
Terrans are what is produced from it. These are also
kamikaze units, yet these are much slower and are very
defenseless. However, if they are able to reach their target
they are very deadly as they can provide up to 500 damage
that splashes to all nearby targets. The best way to ensure
this is to drop them off on a transport, so that if they do
get blown up all you lose is a transport. If used in
moderate doses, anything in its path will be wiped out
completely.
Unit Quotes
-----------
When 100% Ready : "Live for the swarm."
When Selected : "I am wretched."
"But I am strong."
"I am Zerg."
"I am the future."
When Irritated : "Ready to kill."
"Prepared to die."
"Sacrifice me."
When Ordered : "Yes."
"Immediately."
"Gladly."
"For the Overmind."
------------------------------------------------------------------------------
-- Defilers --
----------------
Supplies used : 2
Minerals : 50
Vespene Gas : 150
Hit Points : 80
Armor : 1
Ground Attack : n/a
Damage : n/a
Cooldown Time : n/a
Range : n/a
Air Attack : n/a
Damage : n/a
Cooldown Time : n/a
Range : n/a
Building Time : 50
Size : Medium
Cooldown Time : n/a
Range : n/a
Sight Range : 10
Requires : - Hive/Lair/Hatchery
- Defiler Mound
Basic Commands : - Move
- Stop
- Attack
- Hold Position
- Patrol
- Dark Swarm
- Consume
- Plague
Upgrades : - Burrow
- Ground Carapace
- Metasynaptic Mode
Unit Description: Defilers could be considered the King of Zergs, since its
counterpart the Queen is so similar. This unit cannot attack
physically, but it can unleash some nasty spells like Dark
Swarm that will completely demolish anyone who is unlucky
enough to be in its way. These guys are basically the
sorcerer of the Zerg, and if used effectively can whip out an
enemy force with very much ease. Along with Burrowing to
recharge its energy, you can create an effective attack of
casting a spell, burrowing and recovering, and then casting
again.
------------------------------------------------------------------------------
-- Egg --
-----------
Supplies used : 0
Minerals : 0
Vespene Gas : 0
Hit Points : 200
Armor : 10
Ground Attack : n/a
Damage : n/a
Cooldown Time : n/a
Range : n/a
Air Attack : n/a
Damage : n/a
Cooldown Time : n/a
Range : n/a
Building Time : 0
Size : Large
Cooldown Time : n/a
Range : n/a
Sight Range : 4
Requires : - Hatchery
Basic Commands : - Cancel
Upgrades : n/a
Unit Description: These are the intermediate stage from the larva to whatever
you decided to create. These are very, very tough to defeat,
and sometimes (depending on the unit being created) it is
easier to let it hatch. Having 200 hit points and 10 armor
you will have a tough time penetrating its tough shell.
------------------------------------------------------------------------------
-- Devourer --
----------------
Supplies used : 2
Minerals : 250
Vespene Gas : 150
Hit Points : 250
Armor : 2
Ground Attack : n/a
Damage : n/a
Cooldown Time : n/a
Range : n/a
Air Attack : Acid Spores
Damage : 25 Explosive Damage
Cooldown Time : 100
Range : 6
Building Time : 40
Size : Large
Cooldown Time : 100
Range : 6
Sight Range : 10
Requires : - Greater Spire
Basic Commands : - Move
- Stop
- Attack
- Hold Position
- Patrol
Upgrades : - Flyer Attack
- Flyer Carapace
Unit Description: The other Brood War exclusive is a big advantage to the Zerg
colonies. A huge flying mammoth, these things can do a whole
lot of damage and quickly. Although these things are very
large, they can move fairly quickly, making them not too much
of a burden to lug around. Better used as a defense though,
they can withstand a lot and deal out a lot of damage. Also
the Acid Spores do more than just explode. It attaches
spores onto the enemy, increasing their cooldown time. This
unit is very advantageous and is a must for any Zerg army..
==============================================================================
1.3 Protoss
==============================================================================
------------------------------------------------------------------------------
-- Probe --
-------------
Supplies used : 1
Minerals : 50
Vespene Gas : 0
Hit Points : 20
Armor : 0
Plasma Shield : 20
Ground Attack : Particle Beam
Damage : 5 Normal Damage
Cooldown Time : 22
Range : 1
Air Attack : n/a
Damage : n/a
Cooldown Time : n/a
Range : n/a
Building Time : 20
Size : Small
Cooldown Time : 22
Range : 1
Sight Range : 8
Requires : - Nexus
Basic Commands : - Move
- Stop
- Attack
- Hold Position
- Patrol
- Warp Basic Structure
- Warp Advanced Structure
Upgrades : - Ground Armor
- Plasma Shields
Unit Description: This is the basic worker unit for the Protoss. As all other
worker units for the other two, these little robots' main
purposes are to teleport in buildings, and gather resources.
Be thankful as these units are the only ones in the Protoss'
arsenal that needs less than two supply, so take that for
granted. As all other Protoss have, these units have a
Plasma Shield. This is basically an addition to their HP,
which can be regenerated. It is very helpful and it is a huge
advantage the Protoss have. For the Unit Quotes, all they do
is beep, hence the beep noise.
Unit Quotes
-----------
When 100% Ready : "*Beep*"
When Selected : "*Beep*"
When Irritated : "*Beep*"
When Ordered : "*Beep*"
------------------------------------------------------------------------------
-- Zealot --
--------------
Supplies used : 2
Minerals : 100
Vespene Gas : 0
Hit Points : 100
Armor : 1
Plasma Shield : 60
Ground Attack : Psi Blades
Damage : 16 Normal Damage
Cooldown Time : 22
Range : 1
Air Attack : n/a
Damage : n/a
Cooldown Time : n/a
Range : n/a
Building Time : 40
Size : Small
Cooldown Time : 22
Range : 1
Sight Range : 7
Requires : - Gateway
Basic Commands : - Move
- Stop
- Attack
- Hold Position
- Patrol
Upgrades : - Ground Weapons
- Ground Armor
- Plasma Shields
- Leg Enhancements
Unit Description: These are your basic ground unit troops for the Protoss.
They are strong, versatile, and relatively cheap, for a
Protoss unit anyway. These can be used to quickly mount an
attack or even a quick defense if needed. Although they
cannot attack air units, when coupled with Dragoons they form
the very essence of the Protoss. Also, a weakness of the
Zealots is that they cannot attack from afar, as other ground
units are able to do, which puts them at a disadvantage.
Unit Quotes
-----------
When 100% Ready : "My life for Aiur!"
When Selected : "What now calls?"
"I long for combat."
When Irritated : "All for the Empire."
"Doom to all who threaten the homeworld."
When Ordered : "Thus I serve."
"For Adun!"
"Honor guide me."
------------------------------------------------------------------------------
-- Dragoon --
---------------
Supplies used : 2
Minerals : 125
Vespene Gas : 50
Hit Points : 100
Armor : 1
Shield : 150
Ground Attack : Phase Disrupter
Damage : 20 Explosive Damage
Cooldown Time : 30
Range : 4/6 with upgrade
Air Attack : Phase Disrupter
Damage : 20 Explosive Damage
Cooldown Time : 30
Range : 4/6 with upgrade
Building Time : 40
Size : Large
Cooldown Time : 30
Range : 4/6 with upgrade
Sight Range : 8
Requires : - Cybernetics Core
Basic Commands : - Move
- Stop
- Attack
- Hold Position
- Patrol
Upgrades : - Ground Weapons
- Ground Armor
- Plasma Shields
- Singularity Charge
Unit Description: These units are one of the most underrated of the Protoss
force. They are strong, can attack both air and ground, and
both do a damage of 20, which is very key. There are many
uses for Dragoons, especially with Zealots they make a very
balanced and strong attack against many enemies. Their
downfall is their cooldown time. The time between each shot
is fairly lengthy so it can get sort of vulnerable, but
otherwise it is very effective. Do not underestimate them.
Unit Quotes
-----------
When 100% Ready : "I have returned."
When Selected : "Receiving."
"Input command."
"Make use of me."
"Awaiting instructions."
"I am needed?"
When Irritated : "Unauthorized transmission."
"Incorrect protocol."
"Drop your weapon, you have 15 seconds to comply."
"5...4...3...2...1...ZAP."
When Ordered : "Confirmed."
"Commencing."
"Initiating."
"For vengeance."
------------------------------------------------------------------------------
-- Dark Templar --
--------------------
Supplies used : 2
Minerals : 125
Vespene Gas : 100
Hit Points : 80
Armor : 1
Shield : 40
Ground Attack : Warp Blades
Damage : 40 Normal Damage
Cooldown Time : 30
Range : 1
Air Attack : n/a
Damage : n/a
Cooldown Time : n/a
Range : n/a
Building Time : 50
Size : Small
Cooldown Time : 30
Range : 1
Sight Range : 7
Requires : - Templar Archives
Basic Commands : - Move
- Stop
- Attack
- Hold Position
- Patrol
Upgrades : - Ground Weapons
- Ground Armor
- Plasma Shields
Unit Description: Dark Templar are the evil more shadowed form of the High
Templar. They do not use their Psionic abilities to cast
spells, instead they use them to attack with the blades they
possess. Very damaging and strong against ground units their
Warp Blades are very effective. Again, they cannot attack
air units, but they are very effective against ground units.
The best part about them, however, is that they have a
permanent cloak on them without any need to recharge it.
This makes for a great sneak attack if the enemy is unaware.
Much like the High Templar, two of these can combine with
each other to form a Dark Archon, which are very powerful as
well. Overall, these are very powerful units to have.
Unit Quotes
-----------
When 100% Ready : "*Gibberish*"
When Selected : "Yes?"
"I'm waiting."
When Irritated : "Your council is ill-advised, templar."
"Do not revoke us to violence."
"You could not evade my wrath."
"And you'd kill your own shadow."
When Ordered : "Very Well."
"For Aiur."
"So be it."
------------------------------------------------------------------------------
-- Dark Archon --
-------------------
Supplies used : 4
Minerals : 250
Vespene Gas : 200
Hit Points : 25
Armor : 1
Plasma Shield : 200
Ground Attack : n/a
Damage : n/a
Cooldown Time : n/a
Range : n/a
Air Attack : n/a
Damage : n/a
Cooldown Time : n/a
Range : n/a
Building Time : 20
Size : Large
Cooldown Time : n/a
Range : 0
Sight Range : 10
Requires : - 2 Dark Templar
Basic Commands : - Move
- Stop
- Attack
- Hold Position
- Patrol
Upgrades : - Ground Armor
- Plasma Shields
- Argus Talisman
Unit Description: The combination of two Dark Templar forms a Dark Archon.
Weak physically like the Archon, it also has its high energy
shields making it tough to defeat. Unlike its Dark Templar
counterpart these cannot attack physically, but they have now
acquired spells to aid them in their fight. Maelstrom is a
spell that renders a group of anything caught inside it
motionless for about 5 seconds. It is very effective if a
quick relief is needed from battle. Feedback is another
spell that affects units with energy. It takes the energy of
the targeted unit and does that much damage to its HP, which
could damage it or destroy it. Finally, my favorite, is Mind
Control. With this spell, you can control any controllable
unit in the entire game. The drawbacks are great however.
When this spell is cast, it completely depletes the Dark
Archon's plasma shield, making in completely vulnerable.
This can be worth it however, if the unit is good enough.
Overall, this is a very valuable member of the Protoss team.
Unit Quotes
-----------
When 100% Ready : "We are as one."
When Selected : "We hear you."
"Thoughts in chaos."
"Must feed."
"Must have energy."
When Irritated : "Must consume."
"Or oblivion will take us."
"Adun, save me."
"Darkness overpowering."
When Ordered : "We move."
"Oblivion waits."
"We move."
------------------------------------------------------------------------------
-- High Templar --
--------------------
Supplies used : 2
Minerals : 50
Vespene Gas : 150
Hit Points : 40
Armor : 0
Plasma Shield : 40
Ground Attack : n/a
Damage : n/a
Cooldown Time : n/a
Range : n/a
Air Attack : n/a
Damage : n/a
Cooldown Time : n/a
Range : n/a
Building Time : 50
Size : Small
Cooldown Time : n/a
Range : 0
Sight Range : 7
Requires : - Templar Archives
Basic Commands : - Move
- Stop
- Attack
- Hold Position
- Patrol
Upgrades : - Ground Armor
- Plasma Shields
- Khaydarin Amulet
Unit Description: A High Templar is basically the spell caster of the Protoss.
With the deadly Psionic Storm that rips apart any enemy along
with Hallucination they are a threat that cannot be ignored.
Psionic Storm is a large energy field cast upon enemies that
will rip them apart and heavily damage, even destroy them.
The only set back is that it affects both friendly and enemy
units, so be aware of where you cast this spell.
Hallucinations create a mirror image of anything live being
in the game, whether it is a enemy, friend, ally, or even a
critter. They are not as strong and are good for scouting
out enemy territories and such. These units are invaluable,
especially with their ability, with two of them, to combine
and form into one Archon.
Unit Quotes
-----------
When 100% Ready : "*Gibberish*"
When Selected : "Your thoughts?"
"I heed thy call."
"State thy bidding."
When Irritated : "Your thoughts betray you."
"I see you have an appetite for destruction."
"And you learn to use your illusion."
"But I find your lack of control disturbing."
When Ordered : "It shall be done."
"My path is set."
"You think as I do."
------------------------------------------------------------------------------
-- Archon --
--------------
Supplies used : 4
Minerals : 100
Vespene Gas : 300
Hit Points : 10
Armor : 0
Plasma Shield : 350
Ground Attack : Psionic Shockwave
Damage : 30 Splash Damage
Cooldown Time : 20
Range : 2
Air Attack : Psionic Shockwave
Damage : 30 Splash Damage
Cooldown Time : 20
Range : 2
Building Time : 20
Size : Large
Cooldown Time : 20
Range : 2
Sight Range : 8
Requires : - 2 High Templar
Basic Commands : - Move
- Stop
- Attack
- Hold Position
- Patrol
Upgrades : - Ground Weapons
- Ground Armor
- Plasma Shields
Unit Description: The Archon is the greatest attack unit that the Protoss have
to offer. By merging two High Templar, they will eventually
form an Archon. These terrifying units are very strong, and
they are protected by an immense energy shield. Though their
HP is low, their shields are high enough where it shouldn't
matter too much. Their Psionic Shockwave is very deadly,
affecting both air and ground units with 30 Splash Damage.
Their one weakness is if they are affected with EMP Shockwave
because then they will be left with only 10 HP of health.
Other than that, you can't go wrong with an Archon.
Unit Quotes
-----------
When 100% Ready : "The merging is complete."
When Selected : "Power overwhelming."
"We burn."
"We focus."
When Irritated : "It looks so different on this side."
"Break on through."
"It's beautiful!"
"They should have sent a poet."
When Ordered : "Eradicate."
"Annihilate."
"Destroy."
"Obliterate."
------------------------------------------------------------------------------
-- Reaver --
--------------
Supplies used : 4
Minerals : 200
Vespene Gas : 100
Hit Points : 100
Armor : 0
Plasma Shield : 80
Ground Attack : n/a
Damage : n/a
Cooldown Time : n/a
Range : n/a
Air Attack : n/a
Damage : n/a
Cooldown Time : n/a
Range : n/a
Building Time : 70
Size : Large
Cooldown Time : n/a
Range : 0
Sight Range : 10
Requires : - Robotics Support Bay
Basic Commands : - Move
- Stop
- Attack
- Hold Position
- Patrol
Upgrades : - Ground Armor
- Plasma Shields
- Scarab Damage
- Increased Reaver Capacity
Unit Description: The Reaver is one of the most creative units in the game.
All alone, it is very vulnerable, but with its scarabs it is
a very effective offensive strategy. The damage created by
these Scarabs is very high, and it splashes onto nearby units
which makes it very effective in the early stages of a game.
There are, however, many weaknesses. First of all is that it
is unable to attack air units. Secondly, the rate of Scarab
fire is very low, and it makes for vulnerability inbetween.
Finally, the Reaver is the slowest unit in the entire game,
so if caught off guard it will not have a chance to run for
cover. Overall, it is very effective, especially with other
units to help it out.
Unit Quotes
-----------
When 100% Ready : "*Beep*"
When Selected : "*Beep*"
When Irritated : "*Beep*"
When Ordered : "*Beep*"
------------------------------------------------------------------------------
-- Observer --
----------------
Supplies used : 1
Minerals : 25
Vespene Gas : 75
Hit Points : 40
Armor : 0
Plasma Shield : 20
Ground Attack : n/a
Damage : n/a
Cooldown Time : n/a
Range : n/a
Air Attack : n/a
Damage : n/a
Cooldown Time : n/a
Range : n/a
Building Time : 40
Size : Small
Cooldown Time : n/a
Range : 0
Sight Range : 9/11 with upgrade
Requires : - Observatory
Basic Commands : - Move
- Stop
- Attack
- Hold Position
- Patrol
Upgrades : - Air Armor
- Plasma Shields
- Sensor Array
- Gravitic Booster
Unit Description: Though the Observer in the beginning seems like a useless
unit, it really does come in handy when on the battlefield.
Not only is it very speedy and can scope out many things with
its very large sight range, but also it can detect cloaked or
burrowed units, making it very helpful to have. Since they
have such high-tech scanning equipment, there is practically
no defense on these units, but they are very quick, making
them tough to kill. Overall these are very valuable to have
on the battlefield.
Unit Quotes
-----------
When 100% Ready : "*Beep*"
When Selected : "*Beep*"
When Irritated : "*Beep*"
When Ordered : "*Beep*"
------------------------------------------------------------------------------
-- Scout --
-------------
Supplies used : 3
Minerals : 275
Vespene Gas : 125
Hit Points : 150
Armor : 0
Plasma Shield : 100
Ground Attack : Dual Photon Blasters
Damage : 8 Normal Damage
Cooldown Time : 30
Range : 4
Air Attack : Anti Matter Missiles
Damage : 28 Explosive Damage
Cooldown Time : 22
Range : 4
Building Time : 80
Size : Large
Cooldown Time : 30/22
Range : 4
Sight Range : 8/10 with upgrade
Requires : - Stargate
Basic Commands : - Move
- Stop
- Attack
- Hold Position
- Patrol
Upgrades : - Air Weapons
- Air Armor
- Plasma Shields
- Apial Sensors
- Gravitic Thrusters
Unit Description: These are the standard aviation units for the Protoss. Like
the Wraiths, they are weak against ground units and strong
against air units. The damage is much more effective through
the air. Since they are fairly quick and very strong, they
come at a pretty high price. They need 3 supply, many
minerals and gas, as well as a long time to produce. But it
is well worth it because these machines are very versatile
and very strong. In large numbers they can form a very large
threat against any enemy.
Unit Quotes
-----------
When 100% Ready : "Teleport successful."
When Selected : "Contact."
"Awaiting command."
"Standing by."
When Irritated : "Signal unstable."
"Psionic link dissipating."
"Adjusting neural transmission."
When Ordered : "It will be done."
------------------------------------------------------------------------------
-- Carrier --
---------------
Supplies used : 6
Minerals : 350
Vespene Gas : 250
Hit Points : 300
Armor : 4
Plasma Shield : 150
Ground Attack : n/a
Damage : n/a
Cooldown Time : n/a
Range : n/a
Air Attack : n/a
Damage : n/a
Cooldown Time : n/a
Range : n/a
Building Time : 140
Size : Large
Cooldown Time : n/a
Range : n/a
Sight Range : 11
Requires : - Fleet Beacon
Basic Commands : - Move
- Stop
- Attack
- Hold Position
- Patrol
Upgrades : - Air Weapons
- Air Armor
- Plasma Shields
- Carrier Capacity
Unit Description: The Carrier is one of the most unique and effective air units
of the Protoss fleet. Since they have incredible armor, HP,
and Plasma Shields they are very tough to defeat, and they
will take a while. As the enemy is trying to defeat them,
their Interceptors rip the enemy apart before they have a
chance to do any real damage to it. Using these is a key
part of employing a successful attack on a base because they
are so tough to beat. Their one weakness is that they are
slow, but in a good attack, you should be okay if you time
things right. As it is compared with the Battlecruiser, it
is something to be dealt with.
Unit Quotes
-----------
When 100% Ready : "Carrier has arrived."
When Selected : "Instructions."
"Your command."
When Irritated : "Our enemies our legion."
"And still you procrastinate."
"Command or you will be relieved."
"This is not an idle threat."
When Ordered : "Commencing."
"Affirmative."
------------------------------------------------------------------------------
-- Interceptor --
-------------------
Supplies used : 0
Minerals : 25
Vespene Gas : 0
Hit Points : 40
Armor : 0
Plasma Shield : 40
Ground Attack : Pulse Cannon
Damage : 6 Normal Damage
Cooldown Time : n/a
Range : 8
Air Attack : Pulse Cannon
Damage : 6 Normal Damage
Cooldown Time : n/a
Range : 8
Building Time : Unknown
Size : Small
Cooldown Time : n/a
Range : 8
Sight Range : 11
Requires : - Carrier
Basic Commands : - Move
- Stop
- Attack
- Hold Position
- Patrol
Upgrades : n/a
Unit Description: These are the little buggers that Carriers hold. They are
very tiny spaceships that shoot their pulse cannons. While
at first it doesn't seem like much, if you go and face these
in their groups they are tough to beat because they dart
around so much. They can be created by the hundreds with
enough Carriers, and that will really take care of any enemy.
Unit Quotes
-----------
When 100% Ready : n/a
When Selected : n/a
When Irritated : n/a
When Ordered : n/a
------------------------------------------------------------------------------
-- Arbiter --
---------------
Supplies used : 4
Minerals : 100
Vespene Gas : 350
Hit Points : 200
Armor : 1
Plasma Shield : 150
Ground Attack : Phase Disruptor Cannon
Damage : 10 Explosive Damage
Cooldown Time : 45
Range : 5
Air Attack : Phase Disruptor Cannon
Damage : 10 Explosive Damage
Cooldown Time : 45
Range : 5
Building Time : 160
Size : Large
Cooldown Time : 45
Range : 5
Sight Range : 9
Requires : - Arbiter Tribunal
Basic Commands : - Move
- Stop
- Attack
- Hold Position
- Patrol
Upgrades : - Air Weapons
- Air Armor
- Plasma Shields
- Khaydarin Core
Unit Description: The Arbiter is one of the most valued units in the Protoss'
fleet. Its attack is not that great, and it should actually
only be used as a last resort. The Arbiter has a much
greater use to it. When any unit is close to the Arbiter, it
will be cloaked. It is a great way to bring in shuttles and
especially large armies, under the cloaking field that the
Arbiter casts upon the units. Thankfully it does have some
attack, which makes it able to defend it if needed. Also,
another terrific ability of the Arbiter is its ability to
create a Statis Field. This is a terrific offensive tool
that renders anyone caught in it stuck in one place for about
40 seconds. Be careful, as it affects all units, including
friendly units. The last terrific use of the Arbiter is the
ability to Recall. This is a little portal to another place
that teleports any friendly unit to that place. First, the
Arbiter creates the field and you should pack as many units
as you can into that space, then move the Arbiter into the
spot you want them, then do a recall, and all of the units in
that space will be teleported to the Arbiter's position. The
Arbiter's many uses make it an invaluable member of the
Protoss fleet.
Unit Quotes
-----------
When 100% Ready : "Warpfield stabilized."
When Selected : "We feel your presence."
"We are vigilant."
When Irritated : "We search a soul in search of answers."
"Do you seek knowledge of time travel?"
"We'll take that as a yes."
"And now for your first lesson, hahaha."
"*rewinding sound*..do you seek knowledge of time travel?"
When Ordered : "*Gibberish*"
------------------------------------------------------------------------------
-- Corsair --
---------------
Supplies used : 2
Minerals : 150
Vespene Gas : 150
Hit Points : 100
Armor : 1
Plasma Shield : 80
Ground Attack : n/a
Damage : n/a
Cooldown Time : n/a
Range : n/a
Air Attack : Neutron Flare
Damage : 5 Explosive Splash Damage
Cooldown Time : 8
Range : 5
Building Time : 40
Size : Medium
Cooldown Time : 8
Range : 5
Sight Range : 9
Requires : - Stargate
Basic Commands : - Move
- Stop
- Attack
- Hold Position
- Patrol
Upgrades : - Air Weapons
- Air Armor
- Plasma Shields
- Argus Jewel
Unit Description: This unit is a very good offensive and defensive air strike
unit. It has many good qualities about it, most of all its
Disruption Web. This skill effects all Ground units, and it
is much needed as the Corsair cannot attack Ground units in
general. Their air attack is fairly strong, and in numbers
can take down most threats fairly easily. All in all, it is
a good air unit to have on the offensive front and even on
the defensive front.
Unit Quotes
-----------
When 100% Ready : "It is a good day to die."
When Selected : "Ready for battle."
"May I be of service?"
"I stand ready."
"Let us attack."
When Irritated : "Look at all the pretty lights."
"*Presses a button* I think this was a big mistake."
"Zephram Cochran, is that you?"
"What did you do to your hair?"
When Ordered : "Excellent."
"Ah, at last!"
"I thought you'd see it my way."
------------------------------------------------------------------------------
-- Scarab --
--------------
Supplies used : 0
Minerals : 15
Vespene Gas : 0
Hit Points : n/a
Armor : n/a
Plasma Shield : n/a
Ground Attack : Itself
Damage : 100 Splash Damage/125 Splash Damage with upgrade
Cooldown Time : 60
Range : 8
Air Attack : n/a
Damage : n/a
Cooldown Time : n/a
Range : n/a
</pre><pre id="faqspan-3">
Building Time : Unknown
Size : Small
Cooldown Time : 60
Range : 8
Sight Range : 10
Basic Commands : - Move
- Stop
- Attack
- Hold Position
- Patrol
Upgrades : - Scarab Damage
Unit Description: These are basically the missiles of the Reaver. They have
mind of their own however, as they can home in certain
enemies and move around buildings and such. This, in my
opinion, would be absolutely devastating if its range was
even higher. Their damage is suberb, and can really pack a
punch if used right. Their creation needs to be monitored
because if a Reaver is caught without Scarabs, it is toast.
Unit Quotes
-----------
When 100% Ready : n/a
When Selected : n/a
When Irritated : n/a
When Ordered : n/a
------------------------------------------------------------------------------
-- Shuttle --
---------------
Supplies used : 2
Minerals : 200
Vespene Gas : 0
Hit Points : 80
Armor : 1
Plasma Shield : 60
Ground Attack : n/a
Damage : n/a
Cooldown Time : n/a
Range : n/a
Air Attack : n/a
Damage : n/a
Cooldown Time : n/a
Range : n/a
Building Time : 60
Size : Large
Cooldown Time : n/a
Range : n/a
Sight Range : 8
Requires : - Robotics Facility
Basic Commands : - Move
- Stop
- Attack
- Hold Position
- Patrol
Upgrades : - Air Armor
- Plasma Shields
- Gravitic Drive
Unit Description: The Shuttle is he basic carrying unit of the Protoss. Like
the other carrying units of the game, they have a maximum of
8 carrying spots, and the way to tell the units carrying
slots are that it is different for each unit. For example,
it can hold 4 Zealots because the Zealot needs two supply to
be created and takes up two slots. A Dragoon however, takes
4 slots. These are fairly fast, as they need to be fast
enough so that they can get in and out without getting
destroyed. Make sure you get your units unloaded if it is
about to be destroyed, because if a Shuttle is destroyed with
the units inside, the units will also be destroyed. Escorting
Shuttles is the best way to guarantee safe travels.
Unit Quotes
-----------
When 100% Ready : "*Beep*"
When Selected : "*Beep*"
When Irritated : "*Beep*"
When Ordered : "*Beep*"
_____________________________________________________________________________
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02) Legal Disclaimer
_____________________________________________________________________________
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This document is Copyright 2003-2004 Don Fleming and Armin Jewell. It may
not be reproduced nor retransmitted in any form without prior consent from
the author. It may not be altered, published, sold, given as an incentive
to buy, etc. without advance permission from the author. All outside sources
which have contributed to the making of this guide in some form have been
cited in the guide.
Violation of the above terms can and will result in a lawsuit.
------------------------------------
SITES WHERE THIS GUIDE MAY BE HOSTED
------------------------------------
- GameFAQs.com
http://www.gamefaqs.com/
- Gamespot.com
http://www.gamespot.com/
- Neoseeker.com
http://www.neoseeker.com/
- IGN
http://faqs.ign.com
- Gamerhelp
http://www.gamerhelp.com
----------------------------------------
SITES WHERE THIS GUIDE MAY NOT BE HOSTED
----------------------------------------
- CheatCodeCentral
http://www.cheatcc.com/
^ Yes, I am pointing directly at your site, Dave, and not with my index finger
either.
______________________________________________________________________________
Copyright 2004 Don Fleming and Armin Jewell