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StarCraft Strategy Guide Version 0.6

May 17, 1999

StarCraft Strategy Guide 
Written by Scott Lee
(R415aZn895@aol.com)
E-mail me with anything you can tell me about the game that isn't 
included in this guide, I will add you to the credit.  But please read 
this guide first, cause I don't want to receive something that is 
already included on this guide.
 
Unpublished work Copyright 1999 Scott Lee

StarCraft is published by Blizzard, and here I give thanks to Blizzard 
for making this great game.  Also for providing Battle Net, it is the 
best place to play StarCraft.  Catch me there under the name of 
DaOnEnOnLeE, my stats are okay, feel free to whisper me for a game.

This guide is written by me, so I should get the credit for it.  So 
please don't take this and claim it yours.  And this is just a guide to 
help newb players to get an idea on how to play the game.  Hopefully 
this guide will aid those who will spend time reading this.  This guide 
should not be sold, if any company will pay money for this, I better 
get the money!

I got my copy of StarCraft for a while, so I consider myself to be an 
above average player.  I am not saying that I am the greatest, but I do 
okay.  This is my third Walkthrough/Guide I have written.  Also E-mail 
me with any problem that you may have in this document.

Version History 0.6 Change a little text, fix the mistake on Devour's 
attack name from Corrosive Venom to Corrosive Acid. 

Version History 0.5 I added Brood War units and buildings.

Version History 0.1 I just started on this today, I hope that I can 
finish this soon.

This FAQ is based on StarCraft Version 1.05 
(Patch downloadable from WWW.Battle.Net)

Introduction

If you are reading this guide, I assume you have the game and know the 
real basic idea of the game.  In case you don't, the game is you 
building an army, and killing your opponent(s).  This guide is used for 
players who don't use cheat, if you use cheat, than you really 
shouldn't play this game, there is no point.

StarCraft is very much like Warcraft; similar ideas since they are both 
created by Blizzard.  Those of you who played Warcraft before will able 
to fit right into StarCraft.  StarCraft is more difficult than 
Warcraft; it has many more elements in the game other than making more 
troops and start bum rushing your enemies.  

This guide will help you in the game, but I can't promise you that you 
will always win if you follow my strategy.  And you should practice 
against the computers to improve your game play.

I recommend you try out different maps, and have more than one CPUs 
against you (3-4 recommended).  This will improve your game play, and 
also play against friends that are better than you, you can learn from 
them by watching how they play.

Also I won't be updating this guide much unless there is a major 
mistake, if there is just a small typo, I probably won't update it for 
some time.  However I will be updating during the first few days after 
the guide has been posted.

Index

Part 1: Basic Strategy
Part 2: Advance Strategy
Part 3: Terran Units, and Buildings
Part 4: Zerg Units, and Buildings
Part 5: Protoss Units, and Buildings
Part 6: Various hints, useful ideas on playing StarCraft.
Part 7: Cheats for the game
Part 8: Credits 

Part 1: Basic Strategy

The basic idea is to kill your opponent(s) with your troops.  You have 
to choice of three different races, each have their own advantages and 
disadvantages.  I will start with the Protoss race.

Protoss has the highest technology in all three races, so they will 
last out in a long game.  The one major problem with Protoss are that 
they builds slow, especially with their troops, and their lack of long 
range troops.  Protoss has high power units, their most basic fighting 
unit the Zealots are not just powerful early on in the game, they can 
be upgraded and be very useful in the later stage of the game.  Protoss 
possess one major weakness, their buildings can be only built within 
short range of their pylons (all buildings other than the Nexus).  That 
can really affect the speed of expending sometimes, and it can really 
slow down the your early game rush.  But the pylons are also provides 
food supply that feed your troops, so you will need to build them 
anyway.  Another thing is if the pylon is destroyed, the buildings near 
by that require this pylon to be built will not function until you have 
built another pylon to replace it.  The best way to avoid this is to 
build pylons by twos and next to each other, so if one is destroyed, 
the other one can power the buildings while you replace the pylon.  One 
thing great about the Protoss building is once the building warp in 
starts, the worker can go back to work, unlike the other two races 
where the worker has to stay at the site until the building is 
finished.  Protoss has shields; their shields can be recovered in time, 
however Protoss HP will never recover other from ally's Terran Medic.  
However Protoss shields can recover quite fast, compare to Zerg's 
healing.

Terrans are people like us with medium technology, average troops and 
mediocre speed.  The Terran have units like our army today, e.g. tanks, 
airplanes.  Their weapons are also very much like what we have today, 
rifles, cannons, rockets, nuclear missiles, etc.  The Terran is an 
average race for a new player, but with an experienced player, Terran 
can be very dangerous.  Their Siege Tanks have the best range in all 
ground units, and it deals 70 damage to its target and various other 
damages to units near by the explosion.  Terrans also have awesome air 
units, and the Battle Cruisers are probably the best air unit anyone 
can have.  However, Terrans have slow building speed, so Terran doesn't 
work well in a rush.  The Terran buildings have a great ability, the 
buildings are able to lift off and fly over to another part of the map.  
Even though the building's movements are quite slow, they are however 
fast enough to expend in short period of time.  You should know that 
not all Terran buildings are able to fly, only big buildings with the 
same size as the Commend Center has this ability.  Terran building 
catch fire if they are damaged, the building will slowly burn down if 
it catches fire and have red hit points, you will need a SCV to repair 
the damaged building, or it will be burn down fast.  It would be easy 
for you if you keep a SCV near your front line, also have a few SCV 
when attacking with Tanks and other Mech. units, these units can be 
repaired with your SCVs.

Zerg are creatures with low technology, they fight with brutal force, 
and they will win no matter the sacrifice that needs to be made.  Their 
fast speed makes them a great race used for rush, but the Hatchery 
(evolve into Lair, and then Hive) are the only place where the Zerg 
units can be produced (so I suggest you build 3 or 4 later on when you 
have the extra minerals).  The Hatchery will produce Larva evolves into 
other units, and Larva that evolve into drones can mine and evolve into 
buildings.  The Drone will die when evolve into any buildings (actually 
it becomes that building).  All Zerg buildings and units will slowly 
regain HP when it has been damaged, it can take a while but it is 
automatic and free.  The Zergs are very easy to use, and I suggest to 
newbs that you begin playing as Zerg, once you master this race, you 
can go on ahead to play as other races, Zerg is simple to use, and 
there isn't that many things you need to master in Zerg.  Zerg players 
should always be on the offensive side, keep attacking until you have 
won, Zergs are very hard to defend, a Zealot rush can put your base 
back into the stone age.  The early game Zergling rush will be ver good 
if you can find your opponent fast enough, if not, your Zerglings will 
fry under Zealots and Bunkers.

*Note* The only way to move your unit is using the attack key (unless 
you want them to ignore any enemy unit on the way).  When you are 
attacking the enemy's base, don't just right click, enemy units on the 
way will attack your units, they can keep attacking along the way until 
you notice it.  So press A, then select any ground on the enemy's base 
(not on a building, click anywhere near the building, your troop will 
attack all enemy it sees on the way).  You should only use the right 
click if you are going for a direct building, (like Barrack or Pylon) 
remember your troops will ignore enemy attack if you just right click.


The most basic win is a fast rush game that over whelm your opponent.  
This is easily achieved by making more units than your opponent, and 
then just over powers them through out the game.  While you are 
creating chaos in their base, you should be preparing another army in 
your base ready to finish off your opponent.  The basic idea is have 
all workers mine minerals only, and build your fighters faster than 
your opponent.  If the enemy has some good defense, find some way to 
get around it, don't face it head on, you will not only lose all your 
people, you wont able to break through the defense.  The most basic 
rush idea is find your opponent before you attack, Zerg can use their 
Overlord to scout, but if you are using the other two races, you will 
have to use your workers.  

The Protoss building order is four Probe start to mine, while you are 
making the fifth as soon as the game starts, when the probe finish, you 
should have around enough money to make another Probe, make it and have 
the fifth Probe mine.  The sixth Probe should wait for 100 minerals and 
build a Pylon, and go into mining.  Then once you have 50 minerals, 
make another probe while your Pylon is still building.  The seventh 
Probe will make your Gateway and go into mining.  Then you should make 
another Probe (your eighth), and build another Gateway and Pylon while 
scouting for your opponent.  Your first Gateway should finish and 
should start on Zealots, then you just make up to 10 or 12 Probes, 
possibly making another Gateway and more Pylons then go into mining.  
By the time you have around 6 Zealots, you should prepare your first 
rush, while making more Zealots.  Your first rush with your first group 
of Zealots will only able to break through your opponents' base, they 
probably won't able to finish off the job.  The time they all died, you 
should have around 10 new Zealots ready, rush with those while 
producing more.  This should finish off a Zerg opponent with no 
problem.  Terran might give you some trouble if they have tanks, but 
your second rush should able to finish them off.  If you are playing 
against a Protoss player, then expect them to have a few more Zealots 
than you.  Then you should ignore the Zealots and try to stop their 
mineral production, and then concentrate on the Zealots.  Your Zealots 
in your base should then rush in (and of course, you are making more 
while all this is happening) and help out.  Zealots are very powerful, 
one Zealot can take on 3 Zerglings or 3 Marines with no problem, and a 
group of 12 can break through almost any ground defense.  Zealots take 
awhile longer to make, but they can really finish the job.  If you see 
that Zealots aren't getting the job done, go into gas and build your 
Citadel of Adun, and improve Zealot speed, and also make a forge for 
Photon Cannon protection and ground unit upgrades.  Watch out for enemy 
flying units and cloak units (Dark Templar and Lurker), if you see that 
they have these units (you are in big trouble).  First protect your 
base, and then climb your tech tree and see if you can have an army 
(fully upgraded Carriers and 3 Arbiters would do it) powerful enough to 
break through.  If you keep rushing you will be just losing troops, if 
this is a multi exit map, try the other exit.  And about then, you 
should start expending.

Zerg is a basic rush race, so they don't do very well in late games.  
Zerg units can be created fast and they can rush faster than any other 
race.  Zerglings are hatched 2 per Larva, and that means 6 at a time 
with a full Hatchery.  Another advantage that Zerg possess is their 
Overlord (you start a game with an Overlord), they can scout for the 
enemy while you mine.  The basic building order is 4 Drones mines, make 
Drone as soon as the game starts, and your Overlord should start 
scouting.  The fifth Drone should start to mine minerals, and another 
Larva should start evolving to a Drone, this sixth Drone will build the 
Spawning Pool.  Then you just start making Zerglings, you should rush 
with your first six and hope that your opponent haven't got any kind of 
defense yet.  Once you got enough money, build another Hatchery near 
your base where it can be protected.  While you are making more 
Zerglings and keeps rushing them (even though you know they won't 
finish off the enemy, as long as they can stall their technology, the 
sacrifices should be made), as all the fighting is going on, your base 
should be flooded with Zerglings.  Eventually you will kill your 
opponent by just sending enough Zerglings to his/her base.  This 
strategy works well against all races, however Zealots are powerful 
enough to take on 3 Zerglings by himself, so with the help of Probes, 
your Zerglings will fry!  The best way to avoid this is going for the 
probes instead of the Zealots since Zerglings have better speed, six 
Zerglings should take out around 5 or 6 Probes before they all die.  
This should send your opponent back to where they start, they will have 
to replace all the Probes, and they won't have any money to make new 
Zealots.  Then a 12 Zerglings should able to finish off the enemy, if 
not, go for Hydarlisks, they can wipe out the weaken Protoss base.  
Cloak units or flyers shouldn't be a problem, so don't go into 
Hydralisk unless your opponent has a large group of Zealots or Bunkers.

Terran have a weak early game rush, their Marines are weak, their 
attacks are a pitiful 6 damage, and they will die very fast under any 
kind of attack.  However Firebats are extremely powerful, but they 
require Gas and Academy to be built.  Then that isn't a rush anymore, 
however I have seen players that rush with a combination of 8 Marines 
and 4 Firebats in less than 4 minutes.  I would just recommend that you 
use another race if you are rushing, Terran just don't have a good 
early game rush unit.  Also if you are playing Mutiplayer with allies, 
don't rush with Firebats, because their splash damage with hurt your 
ally's troops too.  Terran can however block in an opponent easily, 
with Siege Tanks, Bunkers and Missile Turrets, not many races can get 
through.

Part 2: Advance Strategy

The Advance Strategy is how you are going to win a late game.  The idea 
is similar to basic strategy, kill your opponent with your troops.  
Except this is probably no longer a ground war, it's air attacks.  
Knowing this, you should protect your base with both anti ground and 
anti air.

The Protoss most powerful late game unit is the Carrier, and a fully 
upgraded Carrier with 8 Interceptors deals 72 damages.  The Carrier 
possess 300 HP and 150 shields, they are very difficult to destroy, but 
they takes a long time to make.  Also, the Protoss has some awesome 
magic spells and technology, they should be researched and put into 
use.  Your best bet at winning a late game is 10 Carriers (fully 
upgraded!), a few Arbiters to cloak the Carrier and a Observer to 
detect cloak units (the Observer is useless against Zerg since they 
can't cloak, just add another Carrier or Arbiter).  This will require a 
large amount of time and money, and you will probably need to expend to 
another base to get gas faster.  The best way to speed up this is to 
build 4 or 5 Stargates, and have only Fleet Beacon and Stargates early 
on, once you have your 10 Carriers, then go into Arbiter, Observers, 
and your upgrades.  However I would recommend you to have a group of 
Zealots and Dragoons to rush the enemy base before you attack, so you 
can see what they have before you attack with your main forces.  You 
can also use a few Scouts to check out the enemy base but the odds are 
they will not come back.  Your base should be well defended through out 
the game, build Photon Cannons around your base, and a few near your 
buildings and Mineral fields.  Scatter Dragoons and Scouts around your 
base in case of transport drop attack.  Also Protoss Archons work well 
in both attacking and defending.  The only thing you should really 
watch out for is Terran Siege Tanks, Zerg Guardians, and Protoss 
Reavers.

Terrans have sum great mid/late game units, their Siege Tanks have the 
best range in all ground units, and their damage is awesome, too.  The 
Terran Battle Cruisers are the best air unit (Carriers slow firing rate 
make them the second best air unit), their 34 upgraded damage for both 
air and ground make them trustable, and their Yamato Gun dishes out 250 
damage with great range.  The best way to win against a computer is 
just build a few Supply Depots to block off the exit to your base.  
(This don't work in maps that have multi exits and against Terran CPU, 
since their Siege Tanks will attack your Supply Depot, you can still 
pull it off if you get Wraith fast enough), and build bunkers with 
Marines with Tanks in Siege Mode to back up the fire power.  The 
computers don't attack the Supply Depot, but they can't get to your 
bunker, so they just run around while you are shooting them.  But watch 
out for Hydralisk and Dragoons, they can attack your bunker straight, 
so have a SCV near by to repair it as soon as it gets damaged.  You 
should get Tanks fast or your bunker will be crash fast since Marines 
deal pitiful damage even if you upgraded to the max.  Once you have 
secured your base with Missile Turrets and ground units around your 
base, start on making Starports (4 or 5 recommended).  Then go on ahead 
to Armory (build three since upgrades takes awhile, but for those of 
you who wants Battle Cruisers fast, and build the Science Facility 
first, then go into Armory.  Another thing I found out that might be 
useful is when a SCV is building, you can cancel it on the SCV and have 
it do something else, and you can come back later and finish it off 
with another SCV.  So that means you can block off your exit faster now 
that you don't have to finish off the buildings.  A 11 Battle Cruiser 
and Science Vessel can probably take out any enemy base, the Science 
Vessel's Emp Shockwave is great against Protoss since it drains all 
energy and shield from that unit (make a Protoss Archon with only 10 
HP, your SCV can finish off the Archon).  If you are fighting against 
Zerg, don't bring the Science Vessel, just bring another Battle 
Cruiser.  If you are fighting against multi enemies, repair your Battle 
Cruiser before charging into another enemy base.  While defending your 
base, have Vultures lay Spider Mines outside your base, it can act as a 
detector for an attack.  Spider mines also workers well in major chock 
points on the map, but you have to really know the map if you are 
blocking choke points.

Zerg have some weak late game units, their Guardians are your best bet 
at winning, protected by Scourge and Mustlisk (Devour for Brood Wars), 
they can win the game.  Another easy way to win is fully upgrade your 
Hydralisk, and rush them by the 100s.  They can just over whelm your 
opponent and since they attack both land and air, you can just leave 
everything to them and just watch as they tear up your opponent's base.  
But remember this won't work unless you have a large amount of 
Hydralisks (above 80 recommended), and you should have some flyers to 
back up Hydralisks in case they can't finish it off.  They are great 
targets for Terran Spider mines and Siege Mode Tanks, Reavers works 
wonders on mass Hydralisk rush, I would recommend have an Overlord 
there to detect and a few Guardians to take out the Tanks before 
charging in.  And of course send a few Zerglings to rush to see how the 
enemy's base is defended first.  Zerg has some great attacking 
buildings, their Sunken Colony has 400 HP and deals 40 damage.  The 
Spores are however weaker, they deals only 15 damage, but your 
Hydralisks can patrol your base and they can take out almost any air 
unit.  Spread your Overlord around for cloaker.  Also send a Zergling 
to a further exit to your base, it can be used as early warning of an 
enemy attack, and have it burrow so enemies wont know about it.  But 
don't do this against the computer since they always know where to scan 
and they have everything perfect.  You should build your Sunkens and 
Spores close together, if built far apart, they won't work very well.  
When playing against another human player, send your Zerglings to all 
the mineral fields and have them burrow right next to the crystals.  If 
your player color is blue, it will work wonder in Twilight and other 
dark maps.  When your opponent decide to expend, and have all their 
main troops guarding their new base, attack their main base.  If their 
troops goes back trying to save their base, have your Zerglings attack 
the new base. 

*Note, an easy way to win against a Zerg computer is a Sunken Colony 
rush, this is easily accomplished by first have a Drone morph into a 
Spawning Pool, and while the Spawning Pool is still building.  Than 
have another Drone build a Creep Colony on enemy Zerg's Creep, upgrade 
the Creep Colony to Sunken and rush with your Zerglings, and this 
should be a very easy win.  This Strategy works for Protoss also, but 
their Photon Cannon only has 200 HP and require a Pylon and are easily 
killed by enemy workers.  Photon Cannon requires a Forge and a Pylon, 
but one Probe can build multi Cannons in a matter a seconds.  

Part 3: Terran Units and Buildings

Keys
 
Unit name:
Unit HP:
Unit armor:
Unit ground attack:
Unit air attack:
Unit cost:
Unit supply cost:
Unit attack range:
Unit upgrade:
Unit ability:
Unit requirement:
Unit summary:

Building name:
Building ability:
Building HP:
Building cost:
Building Summary:


1. Unit name: SCV
Unit HP: 60
Unit armor: 0
Unit ground attack: Fusion Cutter, 5 damage
Unit air attack: none
Unit cost: 50 minerals
Unit supply cost: 1
Unit attack range: 1
Unit upgrade: Infantry Armor Upgrade
Unit ability: build various buildings, mine minerals, mine gas
Unit requirement: Commend Center
Unit summary: this is the worker unit for Terran, the SCV builds all 
the building for the Terran race.  The SCV also repairs any damaged 
Mech. units and buildings.

Unit name: Marine
Unit HP: 40
Unit armor: 0
Unit ground attack: Gauss Rifle 6
Unit air attack: Gauss Rifle 6
Unit cost: 50 minerals
Unit supply cost: 1
Unit attack range: 4 (can be upgraded to 6)
Unit upgrade: attack, armor and range
Unit ability: Stim Packs, Marine takes a few damage, but it now fires 
twice as fast, and deals more damage.
Unit requirement: Barrack
Unit summary: the basic troop for the Terran race, with a bunker, 
Marines can be very useful.  However, it's low HP and low damage makes 
them less useful later on.  Stim Packs should be put into use, dropping 
with 8 Marines is useful and can be accomplished fast.

Unit name: Firebat
Unit HP: 50
Unit armor: 0
Unit ground attack: Flame Thrower, 16
Unit air attack: none
Unit cost: 50 minerals, 25 gas
Unit supply cost: 1
Unit attack range: 2
Unit upgrade: attack and armor
Unit ability: Stim Packs (see above for Marine's ability)
Unit requirement: Barrack, Academy 
Unit summary: a good unit used for protect your base, it can only 
attack ground, but it deals 16 damage without any upgrades, that is 
very good against Zerglings and Zealots rushes.  The Firebats also have 
splash damage, that is very good for a rush and going up against group 
of enemies, keep in mind that Firebats will also damage your ally's 
troops if they are near.

Unit name: Ghost
Unit HP: 45, 150 energy
Unit armor: 0
Unit ground attack: C-10 Canister Rifle, 10 damage
Unit air attack: C-10 Canister Rifle, 10 damage
Unit cost: 25 minerals, 75 gas
Unit supply cost: 1
Unit attack range: 6
Unit upgrade: Lock Down, Cloaking, Sight Range, +50 Energy, attack and 
armor
Unit ability: Lock Down stops a Mech. unit from moving and attacking, 
Cloaking cloaks the Ghost, Nuclear Strike nukes where ever you point, 
you will lose the Nuke if the Ghost dies.
Unit requirement: Barrack, Science Facility with Covert Orps.
Unit summary: The Ghost is a good unit to have, their low HP make them 
very easy to kill, but they have a great set of ability.  Lockdown 
works only against Mech. units in Terran and Protoss, all Zerg units 
are unaffected by that, and Nuclear Strike will Nuke a large area for 
500 damage.  Overall this is a good unit to have even if you don't plan 
to using Nukes.  Ghost's attack will decrease against almost all units, 
that means it doesn't actually deal 10 damage.  It mostly deal 3 to any 
unit with armor.

Unit name: Vultures
Unit HP: 80
Unit armor: 0
Unit ground attack: Fragmentation Grenade 20
Unit air attack: none
Unit cost: 75 minerals
Unit supply cost: 2
Unit attack range: 5
Unit upgrade: speed upgrade, spider mines, attack and armor
Unit ability: Spider Mines are mines that you plant, it deals 125 
damage when enemy steps on it.
Unit requirement: Factory
Unit summary: Vulture isn't that useful other than their Spider Mine 
ability, they can't really attack and are quite useless in rushes.  
Their good speed makes them good scouter, their 20 damage might look 
powerful, but they attacks are quite slow, and will get destroyed fast 
by enemy units.

Unit name: Siege Tanks
Unit HP: 150
Unit armor: 
Unit ground attack: Arclite Cannon 20 damage, Siege Mode 70 damage
Unit air attack: none
Unit cost: 150 minerals, 100 gas
Unit supply cost: 2
Unit attack range: 6, Siege Mode 12
Unit upgrade: Siege Mode, attack and armor
Unit ability: Siege Mode
Unit requirement: Machine Shop 
Unit summary: The Siege Tanks is one of the best ground unit in 
StarCraft, it has the best range when in Siege Mode (12), it has one of 
the best damage (70 without upgrade), but it is slow when switching 
from Tank mode to Siege Mode.  But this is one of the best ground unit 
you can have, with support from other close range units, Siege Tanks is 
your best bet at a win.  When it is in Siege Mode, it can't attack 
units too close, so bring along a few Marines, Firebats, Goliaths or 
Wraith to give Siege Tanks close up supports.  Siege Tanks also has 
splash damage up to 2 space away.  Siege Tanks next to Bunkers are 
awesome in your base protection, most opponent will try to avoid Siege 
Tanks when they are rushing (human players only), so this can be used 
to your advantage.  For opponents that rely on Photon Cannons and 
Sunkens, your Siege Tanks will shred those in no time.  However 
practice guessing your Tank's range before changing them from mode to 
mode.

Unit name: Goliath
Unit HP: 150
Unit armor: 1 
Unit ground attack: Twin Auto Cannon 12
Unit air attack: Hellfire Missile Pack 20
Unit cost: 100 minerals, 50 gas
Unit supply cost: 2
Unit attack range: 5
Unit upgrade: attack, armor and air attack range
Unit ability: none
Unit requirement: Armory, Machine Shop
Unit summary: this is a very good unit to have in both protecting your 
base and attacking.  Goliath have both good ground attack and air 
attack, a group of fully upgraded Goliath can easily protect your new 
expended base.  The only Weakness that the Goliath have is their low HP 
and their weak ground attack rate, but overall this is a good unit to 
have and you should have them patrol your base for protection.  Goliath 
makes great Siege Tanks escorts, and with SCVs, your troops should 
break through any defense.

Unit name: Wraith
Unit HP: 120, 200 energy
Unit armor: 0 
Unit ground attack: Burst Laser8
Unit air attack: Gemini Missile 20
Unit cost: 150 minerals, 50 gas
Unit supply cost: 2
Unit attack range: 5
Unit upgrade: attack, armor, cloaking, and +50 energy
Unit ability: Cloaking, cloak your Wraith, requires 25 energy to 
activate, and uses 1 energy per second.
Unit requirement: Starport
Unit summary: The Wraith is a basic air unit, it has good air attack, 
but weak ground attack.  It cloaking ability makes it a good unit to 
stop opponent's mineral production early on in the game, just cloak it 
and go into the mineral fields (does not work against Zerg, since their 
Overlord detects).  This strategy works well, but only early on, your 
opponent can get detectors the same time you get your Wraith, but most 
people don't.  Wraith are good escorts for Siege Tanks and Drop Ships, 
their air to air attack is good and with their cloaking ability they 
should last quite long.

Unit name: Drop Ship
Unit HP: 200
Unit armor: 
Unit ground attack: none
Unit air attack: none
Unit cost: 100 minerals, 100 gas
Unit supply cost: 2
Unit attack range: 0
Unit upgrade: armor
Unit ability: Load, Unload units
Unit requirement: Starport
Unit summary: this is a transport ship, it has medium speed, and make 
at least two since these will die when you make drops.  Drop Ship has a 
slow building speed compare to other Transports, but it can be repaired 
fast by your SCVs.  

Unit name: Science Vessel 
Unit HP: 200, 200 energy
Unit armor: 1
Unit ground attack: none
Unit air attack: none
Unit cost: 100 minerals, 225 gas 
Unit supply cost: 3
Unit attack range: 0
Unit upgrade: armor, Irritate, Emp Shockwave, +50 energy
Unit ability: Defensive Matrix, Emp Shockwave, and Irritate
Unit requirement: Starport, Science Facility 
Unit summary: Science Vessel is a very useful unit to have, Emp 
Shockwave drains energy from a enemy (it also drains Protoss Shields! 
And that can make a Archon have only 10 HP).  Irritate is a useful 
spell against Zerg, cast that on a unit and the unit begin to grow in a 
gas, the unit will run around and damage all units near him.  Defensive 
Matrix increase the Defense of a unit for some time, all damage assign 
to that unit will be reduced to 1.  The Science Vessel is also a 
detector, so bring to them along on a attack.

Unit name: Battle Cruiser
Unit HP: 500, 200 energy
Unit armor: 3
Unit ground attack: ATA Laser 25
Unit air attack: ATS Laser 25
Unit cost: 400 minerals, 300 gas
Unit supply cost: 8
Unit attack range: 8
Unit upgrade: Yamato Gun, +50 energy, attack and armor
Unit ability: Yamato Gun, a beam attack, deals 250 damage
Unit requirement: Starport, Science Facility with Physic Lab.
Unit summary: this is the best air unit in the game, the Battle 
Cruiser's Yamato Gun can take out a Photon Cannon in one shot, so these 
make great attackers.  Scourge doesn't work against Battle Cruisers 
unless you sent in a very large number, since one hit from a Battle 
Cruiser is just enough to kill a Scourge.  The biggest reason that the 
Battle Cruiser is the best air unit is because it's high firing rate, 
the Battle Cruiser can get in around 3 hits before a Carrier can finish 
launching.  Battle Cruisers movements are quite slow, but they can 
scare the hell out of opponents when in large numbers.

Unit name: Nuclear Missile
Unit HP: 0
Unit armor: 0
Unit ground attack: 500
Unit air attack: 500
Unit cost: 200 mineral, 200 gas
Unit supply cost: 8
Unit attack range: 9
Unit upgrade: none
Unit ability: none
Unit requirement: Commend Center, Science Facility with Covert Orps
Unit summary: this is the bad boy of StarCraft, it deals 500 damage, 
enough said right there!  This can knock out any unit near by and 
totally damage all buildings near the explosion.  It has a great range 
(9), and if used right, Nukes are your best weapon.  You use your 
Ghosts to launch your Nukes, and you can cloak your Ghost to make the 
job easy and fast.  However the Nuke will take around 20 or so seconds 
to be fired, and during that time your Ghost dies, you will not only 
lose your Ghost, you lose your Nuke too.

Building name: Commend Center
Building cost: 400 minerals
Building ability: Build SCV, attack Comsat Station, Nuclear Silo
Building HP: 1500
Building Summary: The Head Quarter for Terran race, it provide 10 
supply unit for you (instead of 9 for the other races), and it can fly 
like most other Terran Buildings.

Building name: Comsat Station
Building cost: 50 minerals, 50 gas
Building ability: Comsat Swipe (you scan target area) 50 per use
Building HP: 500, 200 energy
Building Summary: you will need one of these for both easy fast 
scouting and for cloaked enemy units.

Building name: Nuclear Silo
Building cost: 50 minerals, 50 gas
Building ability: arm nuke
Building HP: 600
Building Summary: you get this if you want nukes.  Have 3 Nuclear Silo 
is you plan to use nukes since nukes takes quite some time to build.

Building name: Supply Depot
Building cost: 100 minerals
Building ability: provide 8 supply units
Building HP: 500
Building Summary: just a boring old farm for you.

Building name: Refinery
Building cost: 100 minerals
Building ability: you can now collect gas
Building HP: 750
Building Summary: just a boring old gas collector.

Building name: Barrack
Building cost: 150 minerals
Building ability: create Marines, Firebats, Ghosts, and Medics
Building HP: 1000
Building Summary: this is where you make all your infantry units, you 
will need more than one Barrack if you plan on making large numbers of 
infantry units.  Keep in mind that all these units have low HP and will 
die very fast against Dark Templar, Lurkers, Siege Tanks, and Reavers.

Building name: Engineering Bay 
Building cost: 150 Minerals
Building ability: Upgrade Infantry Attack, Upgrade Infantry Armor 
Building HP: 850
Building Summary: the Engineering Bay is where you upgrade all your 
Infantry units.  The first level of upgrade doesn't have any 
requirements.  The next two levels of upgrade requires a Science 
Facility, but you will need it to build Missile Turrets anyway.

Building name: Missile Turrets
Building cost: 150 minerals
Building ability: Long Bolt Missile 20 damage 
Building HP: 200
Building Summary: this is a detector as well as an air defense 
building.  Build these close together and have a few Firebats around 
cause enemies can do a 3-4 drop ship at once, and have has a Protoss 
Archon running loose in your base.  Missile Turrets will get damaged, 
so have a SCV to repair it as soon as it gets damaged.

Building name: Factory
Building cost: 150 minerals, 100 gas
Building ability: build Vulture, Siege Tanks, Goliath, add-on Machine 
Shop
Building HP: 1250
Building Summary: this is where all Terran Mech. units are built.

Building name: Machine Shop
Building cost: 50 mineral, 50 gas
Building ability: Vulture speed upgrade, Spider Mines, Siege Mode 
Upgrade, Goliath air attack range upgrade 
Building HP: 750
Building Summary: it's cheap so get it, beside, this is the whole point 
of getting the Factory.

Building name: Starport
Building cost: 150 minerals, 15 gas 
Building ability: build Wraith, Drop Ship, Science Vessel, Battle 
Cruiser, and control tower add-on
Building HP: 1300
Building Summary: this is where you get all your air units for Terran.  
I usually get around 5 Starports or more once I have enough money, and 
all units here takes quite a long while to build.  

Building name: Control Tower
Building cost: 50 minerals, 50 gas
Building ability: Wraith Cloaking, +50 Wraith energy
Building HP: 500
Building Summary: you will need this if you plan on building Battle 
Cruisers and get Wraith upgrades.  It's cheap anyway, so get it.

Building name: Science Facility
Building cost: 200 minerals, 150 gas
Building ability:  Emp Shockwave, Irritate, +50 Science Vessel energy, 
Covert Orps add-on, and Physic's Lab add-on
Building HP: 850
Building Summary: you have to build this for a 20 plus minute game.  
Get the Physic's Lab first to get Battle Cruiser, then get Covert Orps 
to use Ghosts and Nukes.

Building name: Covert Orps
Building cost: 50 minerals, 50 gas
Building ability: Lockdown research, Personal Cloaking, Ghost Sight, 
Ghost + 50 energy
Building HP: 750
Building Summary: something you need if you plan on nuking someone.  

Building name: Physic's Lab
Building cost: 50 minerals, 50 gas
Building ability: Yamato Gun, +50 Battle Cruiser energy
Building HP: 600
Building Summary: get this if you want Battle Cruisers, Battle 
Cruiser's ability are also researched here, they are quite fast, so 
don't make two.

Building name: Armory
Building cost: 100 mineral, 50 gas
Building ability: 
Building HP: 750
Building Summary: this is where all Mech. units are upgraded, get two 
or more to make upgrades faster.  Remember to upgrade attack first, 
unless you are a defense only player.

Brood War Units and Buildings 

Unit name: Medic
Unit HP: 60, 150 energy
Unit armor: 1
Unit ground attack: none
Unit air attack: none
Unit cost: 50 minerals, 25 gas
Unit supply cost: 1
Unit attack range: 0
Unit upgrade: armor, Restoration, Optic Flare
Unit ability: Heal, heals any organic unit, Restoration removes all 
status ailments, and Optic Flare reduce a unit's sight range to 1, 
given that unit the Blind status.
Unit requirement: Academy, Barrack
Unit summary: the Medic is hard to use for human players, but the CPU 
takes full advantage of this great unit.  Medic will automatically heal 
all organic unit that are damaged nearby, have a few of these if you 
are attacking with all Infantry units.  One Medic and one Marine can 
kill a Sunken Colony.

Unit name: Valkyrie Frigate
Unit HP: 200
Unit armor: 2
Unit ground attack: none
Unit air attack: Halo Rockets, 5 
Unit cost: 200 minerals, 125 gas
Unit supply cost: 3
Unit attack range: 5
Unit upgrade: attack, and armor
Unit ability: none
Unit requirement: Stargate, Armory, and Control Tower
Unit summary: only attacks air, but still a good defensive unit, as 
well as supporting other attacking units like Siege Tanks.  The 
Valkyrie has splash damage up to 2 spaces away.  If you upgrade their 
attack up to level three, Valkyrie will deal 64 damage (8 Halo Rockets 
times 8 damage).



Part 4: Zerg Units and Buildings

Unit name: Larva
Unit HP: 25
Unit armor: 20
Unit ground attack: none
Unit air attack: none
Unit cost: 0
Unit supply cost: 0
Unit attack range: 0
Unit upgrade: 0
Unit ability: Evolve into other Zerg units
Unit requirement: Hatchery/Lair/Hive
Unit summary: this is a little bug that evolves into big bugs.

Unit name: Drone
Unit HP: 50
Unit armor: 0
Unit ground attack: Spines 5
Unit air attack: none
Unit cost: 50 minerals
Unit supply cost: 1
Unit attack range: 2
Unit upgrade: Carapace 
Unit ability: Evolve into various Buildings, mine minerals, mine gas, 
and burrow
Unit requirement: Larva
Unit summary: the basic work unit for the Zerg race.

Unit name: Zergling
Unit HP: 45
Unit armor: 0
Unit ground attack: Claws 5
Unit air attack: none
Unit cost: 50 minerals 
Unit supply cost: 1
Unit attack range: 2
Unit upgrade: speed, attack speed, Carapace, melee attack, carapace
Unit ability: burrow
Unit requirement: Spawning Pool, Larva
Unit summary: this basic ground unit for Zergs, each Larva will hatch 
into two Zerglings.  These are great for a early game rush, since the 
other two races need a Barrack or Gateway and it will only able to 
produce one attacker.  While you will have 6 Zerglings.  Zerglings are 
quite useless later on, so don't bother with their upgrades.

Unit name: Overlord
Unit HP: 200
Unit armor: 0
Unit ground attack: none
Unit air attack: none
Unit cost: 100 minerals
Unit supply cost: 0
Unit attack range: 0
Unit upgrade: speed, sight, transport, Carapace
Unit ability: transport, detector, 8 supply units
Unit requirement: Larva
Unit summary: this is a unit for Zerg, the Overlord is a Supply unit, a 
Detector, and a Transport.  However the Overlord is not all that useful 
since all the upgrades for it takes time and money, but you have to get 
them in order to have a transport that moves faster than a Battle 
Cruiser.  Your Overlord shouldn't be cramped all together, Valkyries 
and Corsairs can kill your Overlords fast if they aren't protected 
well.

Unit name: Hydralisk
Unit HP: 80
Unit armor: 0
Unit ground attack: Needle Spines 10
Unit air attack: Needle Spines 10
Unit cost: 75 minerals, 25 gas
Unit supply cost: 2
Unit attack range: 5
Unit upgrade: movement, attack range, missile attack, carapace
Unit ability: burrow
Unit requirement: Hydralisk Den, Larva
Unit summary: a good defense unit as well as a offense unit, a group of 
fully upgraded Hydralisks can be quite dangerous.  Have a few burrow a 
bit further out in front of your Sunkens and Spores, they can pop up 
and do a quick kill.

Unit name: Mutalisk
Unit HP: 120
Unit armor: 0
Unit ground attack: Glave Wurm 9
Unit air attack: Glave Wurm 9
Unit cost: 100 minerals, 100 gas
Unit supply cost: 2
Unit attack range: 4
Unit upgrade: attack, armor
Unit ability: evolve Guardian/Devour
Unit requirement: Spire, Larva
Unit summary: a basic flyer unit for Zerg, this can be quite good in 
groups, their attack will damage another enemy unit near by when fired.  
Mutalisks is however quite useless when alone, and will get killed by 
many other units.  The whole point of getting Mutalisk is evolving them 
into Guardians.

Unit name: Scourge
Unit HP: 25
Unit armor: 0
Unit ground attack: 0
Unit air attack: Suicide 110
Unit cost: 25 minerals, 75 gas
Unit supply cost: 1
Unit attack range: 1
Unit upgrade: attack, armor
Unit ability: none
Unit requirement: Spire, Larva
Unit summary: Scourge is great against Carriers and other slow big air 
unit, two Scourge hatch from one Larva.  Scourge is especially good 
against Carrier since Carriers takes a bit of time to launch and deal 
damage.  Scourge can also scare away enemy Carriers, since Carriers 
will die against Scourge unless they have Arbiter.

Unit name: Queen
Unit HP: 150
Unit armor: 0
Unit ground attack: 0
Unit air attack: 0
Unit cost: 100 mineral, 150 gas
Unit supply cost: 2
Unit attack range: 0
Unit upgrade: armor, Spawn Brooding, Ensnare
Unit ability: Infest Commend Center, infests a damaged Commend Center 
with HP750 or below, allowing you to make Infested Terran.  Parasite 
lets you see what target unit sees. Spawn Broodling, destroy target 
unit and make two Broodling units for you.  Ensnare slows down target 
unit and units near by.
Unit requirement: Queen's Nest, Larva
Unit summary: A good unit to have, but the queen is hard to use against 
a well defended base.  Use Queen against Terran base, since Spawn 
Broodling is awesome against Terran Siege Tanks when in Siege Mode.  
Ensnare will also detect cloaked and burrow units near by when fired, 
that includes your units.

Unit name: Ultralisk
Unit HP: 400
Unit armor: 1
Unit ground attack: Kaiser Blade 20
Unit air attack: none
Unit cost: 200 minerals, 200 gas
Unit supply cost: 4
Unit attack range: 3
Unit upgrade: speed, attack, armor
Unit ability: none
Unit requirement: Ultralisk Cavern, Larva
Unit summary: good attacker, but doesn't worth the time and money put 
into it.  You should get Hydralisks instead.  It high HP allows it to 
last long, but Ultralisk can not attack air.  Ultralisk will shred 
under Siege Tanks with Bunkers.  And Ultralisk is too fat, so it can't 
burrow.

Unit name: Defiler
Unit HP: 80, 200 energy
Unit armor: 1
Unit ground attack: none
Unit air attack: none
Unit cost: 50 minerals, 150 gas
Unit supply cost: 3
Unit attack range: 0
Unit upgrade: Plaque, Consume
Unit ability: Dark Swarm nullify target area.  Plaque reduces HP of 
units in that area slowly to 1, this also works on buildings too, 
Plaque will not kill the units but you should finish them off once the 
Plaque is finished.  Consume sacrifice a unit to add 50 energy to 
Defiler, burrow 
Unit requirement: Defiler's Mound, Larva
Unit summary: they can be quite good in a hand of a pro, they take 
quite long to make but are quite useful.  Plaque is very useful against 
Terran, since all Terran units require a SCV or a Medic to heal.  
Plaque is also good against Protoss, since their HP can't be recovered 
at all, but Plaque will not damage their shields.

Unit name: Guardian
Unit HP: 150 
Unit armor: 1
Unit ground attack: Acid Spore 20 
Unit air attack: none
Unit cost: 50 minerals, 100 gas
Unit supply cost: 4
Unit attack range: 11
Unit upgrade: attack, armor
Unit ability: none
Unit requirement: Greater Spire, Mutalisk
Unit summary: the Guardians have the best air range in StarCraft, it's 
heavy damage and long range makes it a good unit.  However the Guardian 
can't not attack air, and it easily killed by Scouts, Wraiths, and 
other air units.  It's best if you have Guardians in large number, and 
have some anti-air unit defending your Guardians.

*Note all Zerg buildings requires a Drone, so the building really 
requires 50 minerals more.

Building name: Hatchery
Building cost: 300 minerals
Building ability: Burrow upgrade, Lair Upgrade, produce Larva at a slow 
rate
Building HP: 1250
Building Summary: this is where the Larva required for all Zerg Units 
are produced.  Be sure to have 3 or 4 Hatchery so you can produce more 
and faster.

Building name: Lair
Building cost: 150 minerals, 100 gas
Building ability: Burrow upgrade, Hive Upgrade, Overlord transport, 
sight, speed upgrade, and produce Larva at a slow rate
Building HP: 1750
Building Summary: this is where the Larva required for all Zerg Units 
are produced. 

Building name: Hive
Building cost: 200 minerals, 150 gas
Building ability: Burrow upgrade, Overlord transport, sight, speed 
upgrade, and produce Larva at a slow rate
Building HP: 2500
Building Summary: this is where the Larva required for all Zerg Units 
are produced. 

Building name: Creep Colony
Building cost: 75 minerals
Building ability: evolve into Sunken Colony, Spore Colony
Building HP: 400
Building Summary: where the basic Zerg base defense building, the Creep 
Colony can't attack, but can be upgraded into Sunkens and Spores.

Building name: Sunken Colony
Building cost: 50
Building ability: Subterranean Tentacle, 40 damage
Building HP: 400
Building Summary: a good defense unit, build these close together and 
it will protect your base quit well.  Sunkens deal 40 damage and has 
400 HP, it is good against any early game rush.  Sunken Colonies will 
die rather fast against Terran Siege Tanks, but have some Zerglings 
burrowed further out, so it can take out the Tanks when they do attack.  
Sunken Colony has 400 HP, but they can't have any shields or 
protection.  Their attack speed is also quite slow, so 2 fully upgraded 
Zealot can take out a Sunken easily.  It's 40 damage might seem big, 
but actually it greatly decreases against almost all unit.  That's why 
Zerglings can take out Sunkens, it will take Sunken 2 hits to kill a 
Zergling even when Zergling has only 35 HP.

Building name: Spore Colony
Building cost: 50 minerals
Building ability: Seeker Spores, 15 damage
Building HP: 400
Building Summary: the air defense building for Zerg, the Seeker Spores 
deals poor damage but it is also a detector (you won't really need this 
since you got your Overlords).

Building name: Extractor
Building cost: 50 minerals
Building ability: Gas collector
Building HP: 750
Building Summary: just collects gas

Building name: Spawning Pool
Building cost: 150 minerals
Building ability: upgrade Zergling attack speed, speed
Building HP: 750
Building Summary: this is the first building you should get.  This 
allows you to make Zerglings and Sunken Colony.

Building name: Evolution Chamber
Building cost: 75 minerals
Building ability: upgrade melee attack, missile attack, carapace
Building HP: 750
Building Summary: the upgrade place for Zerg ground units, you should 
have two so you can upgrade faster.  This is really a must get 
building, since Hydralisk is probably the basic fighting unit you are 
getting.  And you must get this for Spore Colony.  You don't need this 
early on, get these later at a Lair or even maybe Hive stage.

Building name: Hydralisk Den
Building cost: 150 minerals, 50 gas
Building ability: upgrade Hydralisk speed, range, Lurker Aspect
Building HP: 850
Building Summary: get this if you want Hydralisks and Lurkers.  You 
should only build one of these since all upgrades are rather fast and 
there are only 3 upgrades total.  First upgrade the Range, then the 
speed, the Lurker Aspect is only for Brood Wars. 

Building name: Spire
Building cost: 200 minerals, 100 gas
Building ability: upgrade air attack, armor (x3), evolve into Greater 
Spire
Building HP: 600
Building Summary: this is another must get building for Zerg is you 
plan on using any air unit.  Have two Spire since the upgrade time is 
long and one will needed to be evolve into Greater Spire.

Building name: Greater Spire
Building cost: 100 mineral, 150 gas
Building ability: same as Spire 
Building HP: 1000
Building Summary: this allows you to get Guardians and Devours.  A 
group of 36 Guardians and 24 Devours that are fully upgraded can really 
wipe out almost any well defended base.  This is how I win with Zerg, 
it's either this or 180 Hydralisk swarm, and Guardians seems more fun.

Building name: Queen's Nest
Building cost: 200 minerals, 200 gas
Building ability: Spawn Broodlings, Ensnare
Building HP: 850
Building Summary: you need this to get the Hive, you can get a few 
Queens here, but Queens are really hard to use.  Get Queens and Defiler 
early so they can charge their energy.

Building name: Neduls Canal
Building cost: 150 minerals
Building ability: create Canal Exit on Creep
Building HP: 250
Building Summary: this is a good building to have, but only when you 
are playing against a computer since human players tends to be more 
careful.  This building can build a canal exit on any Creep (Creep are 
the purple ground that Zerg requires to build on), and once the exit 
built, you can send any unit there as long as the exit remains alive.  
This can be used to your advantage when playing against computer, build 
the exit near their mineral fields and just send a large group of 
Ultralisks and Hydralisks there.  This will badly damage your opponent 
and you will have a good chance of winning the game if you pull this 
off.

Building name: Ultralisk Cavern
Building cost: 150 mineral, 200 gas
Building ability: armor and speed
Building HP: 600
Building Summary: this give you access to Ultralisk, but I would rather 
use the money on Hydralisks.  Some people can do a Devour Ultralisk 
rush pretty good, but it's hard to pull off.  In Brood Wars, you can 
upgrade your Ultralisk's armor and speed in here.

Building name: Defiler Mound
Building cost: 100 mineral, 100 gas
Building ability: Plaque, Consume, +50 Defiler energy
Building HP: 850
Building Summary: this is used for Defilers.  Just like Queens, Defiler 
is very hard to use.

Brood War Zerg Units

Unit name: Lurker
Unit HP: 150
Unit armor: 1
Unit ground attack: Subterranine Spines, 20
Unit air attack: none
Unit cost: 50 minerals, 100 gas
Unit supply cost: 2
Unit attack range: 
Unit upgrade: attack, armor
Unit ability: burrow
Unit requirement: Hydralisk, Hydralisk Den, Lair, Lurker Aspect
Unit summary: a good Zerg unit, good damage, and attacks while 
burrowed.  The Spines deals good damage against rushing enemies (splash 
damage).  However Lurkers can only attack when burrowed, also it deals 
damage to your ground units near by when attacking.  So don't have 
anything else attacking when your Lurkers are burrowed and attacking.  
The Lurker can't attack air and it's attack has a slow recovery rate, 
so Lurkers are more of a defense unit than a offense unit.  A group of 
12 Lurkers do wonder against 
Zergling/Zealot/Firebat/Ultralisk/Goliath/Hydralisk/Archon rush.  
Basically Lurker is perfect against any kind of ground swarm attack.

Unit name: Devour
Unit HP: 250 
Unit armor: 1
Unit ground attack: none
Unit air attack: Corrosive Acid, 25
Unit cost: 150 minerals, 50 gas
Unit supply cost: 4
Unit attack range: 6
Unit upgrade: attack, armor
Unit ability: none
Unit requirement: Greater Spire, Mutalisk
Unit summary: good anti air unit, if the enemy unit is hit by the 
Devour, it will slow down in speed and attacking.  But since the Devour 
attacks are quite slow, it is best to have them in large groups.  Also 
the Devour can't attack ground, so just one Marine can kill your 
Devour.  Always have Guardians before Devours, since you can use 
Scourge to defend your Guardians and Devour takes a lot more resources 
and time.  Devour also splash poison spore when attacking, enemy unit 
will slow down depending on how many spore it has.  These spores will 
go away in a few minutes.  

*Note, Devour splash only poison spore, it doesn't splash any damage.  
On a side note here, have you ever tried fighting two Devour with level 
armor and level 0 attack, it took years for these two to get killed.



Part 5: Protoss Units and Buildings

Building name: Nexus
Building cost: 400 minerals
Building ability: make Probes
Building HP: 750/750 
Building Summary: the HQ for Protoss units.  Nexus is the weakest HQ 
out of the three races, since Terran Commend Center provide 10 supply 
while Nexus provide 9.  Zerg Hatchery will eventually evolve into Lair 
and than Hive, Hive has 2500 HP compare to Nexus 1500 and only 750 
recoverable.  

Building name: Pylon
Building cost: 100 minerals
Building ability: provide 8 Psi for Protoss unit
Building HP: 300/300
Building Summary: you have to build a lot of these, and remember if 
this gets destroyed, all buildings that are powered by this one will 
not function.  So build 2 Pylons together, and if one gets destroyed 
the other one will still power the buildings until you replaces it.

Building name: Gateway
Building cost: 150 minerals
Building ability: build Zealot, Dragoon, High Templar, Dark Templar
Building HP: 500/500
Building Summary: the place where Protoss makes their basic ground 
units.  Get more than one if you are planning to rush.

Building name: Forge
Building cost: 150 minerals
Building ability: upgrade ground attack, ground armor, and Plasma 
Shields
Building HP: 550/550
Building Summary: get this so you can have Photon Cannons.  Also the 
upgrades a good for a ground based attack.

Building name: Photon Cannon
Building cost: 150 minerals
Building ability: STA Photon Cannon 20 damage, STS Photon Cannon 20 
damage
Building HP: 100/100
Building Summary: a good defense unit, this will detect, attack both 
air and ground for good damage, so surround your base with these and 
only Reavers, Guardians, and Siege Tanks have better range than this.

Building name: Cybernetic Core 
Building cost: 200 Minerals
Building ability: upgrade air attack, air armor, upgrade Dragoon attack 
range
Building HP: 500/500
Building Summary: get two to make upgrades faster.  This upgrades all 
your air units and also your Dragoons attack range.  You need to build 
this to wrap in any advance buildings.

Building name: Shield Battery 
Building cost: 100 minerals 300 energy
Building ability: charge shields 200 energy
Building HP: 200/200
Building Summary: not really useful since Protoss Shields recover quite 
fast.  The battery will charge target Protoss unit's Shield, and all 
extra energy will go to any other units near by.  This is only good for 
Archons and units with high Shields.


Building name: Robotic Facility
Building cost: 200minerals, 200 gas
Building ability: make Shuttles, Reavers, Observers
Building HP: 500/500
Building Summary: where you make some unit with special ability.

Building name: Stargate
Building cost: 150 minerals, 150 gas
Building ability: make Scouts, Carriers, Arbiter, and Corsair
Building HP: 600/600
Building Summary: this is where all the flying units are made for 
Protoss, you should get 4 or 5 Stargates when playing a long game, all 
units here takings awhile to make.

Building name: Citadel of Adun
Building cost: 150 minerals, 100 gas 
Building ability: upgrade Zealot speed.
Building HP: 450/450
Building Summary: you need this if you are planning on doing Zealot 
rush, the upgrade increase Zealots walking speed greatly.  This is also 
needed for Templar Archive.

Building name: Robotics Supporting Bay
Building cost: 200 minerals, 200 gas
Building ability: Reaver damage, Reaver Capacity, Shuttle speed 
Building HP: 450/450
Building Summary: this is for Shuttle and Reaver upgrades.

Building name: Fleet Beacon
Building cost: 300 minerals, 200 gas
Building ability: upgrade scouts sight, scout speed, Carrier capacity, 
Disruption Web, plus 50 Corsair energy
Building HP: 500/500
Building Summary: here you can upgrade your Scout's movement and sight, 
also you can upgrade your Carrier's capacity to 8 (you really should 
get this if you are planning on using Carriers).  In Brood Wars, you 
also upgrade your Corsair's ability.

Building name: Templar Archives
Building cost: 200 minerals, 200 gas
Building ability: Pisonic Storm, Hallucination, +50 energy High 
Templar, Mind Control, Maelstrom, +50 energy Dark Archon
Building HP: 500/500
Building Summary: all Templar and Dark Archon spell upgrades.

Building name: Observatory
Building cost: 50 mineral, 100 gas
Building ability: upgrade Observer sight range, speed 
Building HP: 250/250
Building Summary: get this for Observers.

Building name: Arbiter Tribunal
Building cost: 200 mineral, 150 gas
Building ability: Recall upgrade, Stasis Field upgrade, +50 energy
Building HP: 500/500
Building Summary: this is the last building you should build when using 
Protoss, most games you won't need this since this building has a lot 
of requirements.  The Arbiter it provide takes the longest to make 
(160), but however Arbiter can cloak all near by unit controlled by 
you, so it is very useful with Carriers and Archons.  

Unit name: Probe
Unit HP: 20/20
Unit armor: 0
Unit ground attack: Particle Beam 5
Unit air attack: none
Unit cost: 50 minerals
Unit supply cost: 1
Unit attack range: 1
Unit upgrade: armor and Protoss shield
Unit ability: warp in various buildings, collect minerals and gas
Unit requirement: Nexus
Unit summary: your basic worker unit.  Probes small size make them 
better in mineral collection than Drones and SCVs.

Unit name: Zealot
Unit HP: 80/80
Unit armor: 1
Unit ground attack: PSI Blades 16
Unit air attack: none
Unit cost: 100 minerals
Unit supply cost: 2
Unit attack range: 2
Unit upgrade: speed, attack, Protoss shield and armor
Unit ability: none
Unit requirement: Gateway
Unit summary: your basic fighting unit for Protoss, great damage and 
HP.

Unit name: Dragoon
Unit HP: 80/100
Unit armor: 1
Unit ground attack: Phase Disrupter 20
Unit air attack: 20
Unit cost: 100 mineral, 50 gas
Unit supply cost: 2
Unit attack range: 6
Unit upgrade: attack range, attack, Protoss shield and armor
Unit ability: none
Unit requirement: Gateway, Cybernetic Core
Unit summary: attack both air and ground, however Dragoons attacks are 
very slow.  So have these in large groups, Dragoons make very good anti 
air unit with their heavy damage.  Once you get their range upgrade, 
Dragoons gets a lot more useful.

Unit name: High Templar
Unit HP: 40/40
Unit armor: 0
Unit ground attack: none
Unit air attack: none
Unit cost: 50 minerals, 150 gas
Unit supply cost: 2
Unit attack range: 0
Unit upgrade: Psionic Storm, Hallucination, armor, Protoss shield, plus 
50 energy, Archon Mold  
Unit ability: Psionic Storm deals heavy damage in target area, 
Hallucination makes two clone of target unit, the clones will not able 
to deal damage, the clone will die when the power runs out on it's 
stats.  Two High Templar can transform into one Archon.
Unit requirement: Templar Archive
Unit summary: good decent unit, Psionic Storm is very useful against 
slow enemy that are together.  Badly damaged High Templar can transform 
into a semi healthy Archon.  Hallucination can scare away enemy by 
pretending you have a large number of Carriers.

Unit name: Archon
Unit HP: 350/10
Unit armor: 0
Unit ground attack: Psionic Shockwave 30
Unit air attack: Psionic Shockwave 30
Unit cost: 2 High Templar 
Unit supply cost: 4
Unit attack range: 3
Unit upgrade: attack, Protoss shield and armor
Unit ability: none
Unit requirement: Gateway, Templar Archive 
Unit summary: Archon is one of the most powerful ground unit in 
StarCraft, enough said right there.  These can really kick some behind, 
drop these with a Reaver and you can just watch the two tear up the 
enemy's base from the in side.

Unit name: Shuttle
Unit HP: 60/80
Unit armor: 1
Unit ground attack: none
Unit air attack: none
Unit cost: 200 minerals
Unit supply cost: 2
Unit attack range: 0
Unit upgrade: speed, Protoss shield and armor
Unit ability: load, unload
Unit requirement: Robotic Facility
Unit summary: a very expensive transport, but with good speed once 
upgraded.

Unit name: Reaver
Unit HP: 80/100
Unit armor: 0
Unit ground attack: Scarab 100
Unit air attack: none
Unit cost: 200 mineral, 100 gas 
Unit supply cost: 4
Unit attack range: 10
Unit upgrade: Scarab Capacity, Scarab damage, Protoss shield and armor  
Unit ability: build Scarab
Unit requirement: Robotic Facility, Robotic Supporting Bay
Unit summary: a good anti ground unit, great damage, but need Scarab to 
fire.  Each Scarab is 15 minerals, but they don't take long to build.  
Reaver probably has the slowest speed in StarCraft, so use Shuttles and 
do the all famous Reaver drop.

Unit name: Observer
Unit HP: 20/40
Unit armor: 0
Unit ground attack: none
Unit air attack: none
Unit cost: 25 mineral, 75 gas
Unit supply cost: 1
Unit attack range: 0
Unit upgrade: sight, speed, Protoss shield and armor
Unit ability: none
Unit requirement: Observatory
Unit summary: a good scouting unit, the Observer is always cloaked, and 
if you hide it in the corner, it will be very hard for human enemy to 
see, put them rite next to the minerals if your color is blue, best 
next to a gas site.

Unit name: Scout
Unit HP: 100/150
Unit armor: 0
Unit ground attack: Dual Photon Blaster 8
Unit air attack: Anti-Matter Missile 28
Unit cost: 300 minerals, 150 gas
Unit supply cost: 3
Unit attack range: 5
Unit upgrade: speed, sight, attack, Protoss shield and armor
Unit ability: none
Unit requirement: Stargate
Unit summary: this is a very expensive flying unit compare to Mutalisk 
and Wraith.  Scout has a lot of useful upgrades and in large groups, 
these can really kill.  I don't use Carriers a lot, I rather use Scout 
since Carrier is slow and is a good target for Scourges.  And Scouts 
can scout, their fast speed is one of their main advantages, you can 
just do a few hits and run.

Unit name: Carrier
Unit HP: 150/300
Unit armor: 4
Unit ground attack: 6
Unit air attack: 6
Unit cost: 450 minerals, 300 gas
Unit supply cost: 8
Unit attack range: 9
Unit upgrade: Carrier Capacity, attack, Protoss shield, and armor 
Unit ability: build Interceptors 
Unit requirement: Stargate, Fleet Beacon
Unit summary: the biggest unit for the Protoss race, very powerful, but 
attacks quite slow.  These will crack from Scourge, Wraith and Scout.  
But with Arbiters, these can really kill.

Unit name: Arbiter
Unit HP: 150/200
Unit armor: 1
Unit ground attack: Phase Disrupter Cannon 10
Unit air attack: Phase Disrupter Cannon 10
Unit cost: 100 mineral, 300 gas
Unit supply cost: 4
Unit attack range: 4
Unit upgrade: Recall, Stasis Field, plus 50 energy, attack, Protoss 
shield and armor
Unit ability: Recall let you select a small section of the map and warp 
all units within the section warp next to the Arbiter.  Stasis Field 
will freeze a unit, this unit will not deal any damage, as will as 
receiving any damage.  Stasis Field will also affect up to 2 spaces 
away from target unit.
Unit requirement: Stargate, Arbiter Tribunal 
Unit summary: the Arbiter will cloak all units near by controlled by 
you.  This is a very useful unit for both defending and attacking.  
Recall is prefect for a sneak in attack when used correctly, Stasis 
Field is useful for attacking and defending.  Have a Arbiter follow 
your attacking unit, this works well with Carriers and Archons.

Brood War Protoss units 

Unit name: Dark Templar
Unit HP: 40/60
Unit armor: 0
Unit ground attack: Warp Blade 40
Unit air attack: none
Unit cost: 125 mineral, 100 gas
Unit supply cost: 2
Unit attack range: 1
Unit upgrade: attack, armor, Protoss Shield
Unit ability: Dark Archon Merge
Unit requirement: Templar Archive, Gateway 
Unit summary: the Dark Templar is always cloaked, this is a very good 
unit against Terran, since their Detector is Missile Turrets, and you 
can easily avoid them.  Their strong attack make them good in defending 
against ground rush, however they can not attack air and have Dragoon 
defending.

Unit name: Dark Archon
Unit HP: 200/25
Unit armor: 0
Unit ground attack: none
Unit air attack: none
Unit cost: 2 Dark Templar
Unit supply cost: 4
Unit attack range: 0
Unit upgrade: Mind Control, Maelstrom, plus 50 energy, Protoss shield 
and armor
Unit ability: Mind Control always you to take control of target unit, 
so it is possible to control all three races at the same time.  Mind 
Control takes a lot of energy and drains Dark Archon's Shield empty, so 
have a Shield Battery when you are using Dark Archons.  Maelstrom 
freezes a unit, make it very easy for you to kill.  Feed Back will 
drain all energy from a unit and deal that much damage to that unit 
equal to the amount of energy drained.
Unit requirement: 2 Dark Templar
Unit summary: a good unit, hard to use for human player.  Only use Mind 
Control on something that is worth the heavy price, like a Battle 
Cruiser, Carrier, or Arbiter.  

Unit name: Corsair
Unit HP: 80/100
Unit armor: 1
Unit ground attack: none
Unit air attack: Neutron Flare 5
Unit cost: 150 mineral, 100 gas
Unit supply cost: 2
Unit attack range: 4
Unit upgrade: Disruption Web, plus 50 energy, attack, Protoss shield 
and armor
Unit ability: Disruption Web, freeze all units and buildings with in 
the web
Unit requirement: Stargate, Fleet Beacon
Unit summary: Corsair only attacks air, even though their attack is 
only 5 damage, their attack is very fast it's splash damage.  Corsair 
can get in around 10 attacks for Devour's one.  Remember to use the Web 
wisely, this way you can get past the Cannons and Spores easily.


Part 6: Various hints, useful ideas on playing StarCraft

It is very important that you defend your base with troops and not with 
all buildings.  E.g. Protoss Photon Cannon is used to back up your 
defense, your real defense should be Dragoons line up with Photon 
Cannons.  Another important thing is be prepared for a unit with long 
range (Tanks, Reavers, Guardians), have something that can take out 
those unit fast before they can really put major damage into your base.  
Against Tanks and Reavers, have Zealot with speed upgrade and have them 
station near your front line defense, when Tanks come, just rush with 
your Zealots.  Don't forget to replace your Zealots if you got the 
money.  Against Guardians, just have a few Scouts, but watch out for 
Scourge and other anti air unit. 

If you are playing rush, don't stop even if you know that all your 
troops will die, as long as they can make things easier for your next 
rush, you should do it.  The most important rush is the first one, if 
done correctly you will able to make your opponent either lose a 
Barrack/Gateway, or kill a large number of workers.  Both of these is a 
successful rush, if they lose the Barrack/Gateway, it will take them 
time to rebuild while you can finish them off.  The most important 
element in the game is mineral control, if you control more fields, you 
get more money and you will able to make more troops.  When playing 
with cheap maps (resources of 1500), it is very important that you move 
to another resource field before your first field empties.  You should 
expend when you feel you have enough money to start a new base while 
your first base is well defended.  If you are using any race, take 
advantage of their long range units and get some free hits off your 
opponent.  If their base is next to yours, use your long range unit and 
hit building that they built near you.  If they don't know that you are 
right next to them, have a few troops attack their front line, and that 
should divide their attention.  While the attack is still going on, 
have some kind of drop, best with big powerful units( Ultralisk, 
Archon, Dark Templar, Siege Tanks, Ghost with a nuke).  When your units 
is running lose in their base, you should prepare to attack, right 
there is your best chance of winning.  First have all your units break 
through their front line defense, and just rush everyone in.  However, 
if their front line is powerful enough to stop you, don't stop 
swarming.  Get more Gateway/Barrack if needed, just don't stop because 
your opponent is not some idiot that will let you keep making Drop on 
them.  

You should take advantage of your opponent's mistake, when you know 
that they have a small gap where you can get through, use it before 
they seal it up.  You should not expect to win with your first set of 
attackers, while attacking, keep pumping out more.  Taking a choke 
point is very important, if you can block in your enemy, and you are 
very likely to win against them.  When playing as Zerg, sent out 
Zerglings and have them burrow around the map, that way you can take 
good control of the map and know when your opponent is planning to 
attack you.  

One of the most important thing is you should practice against some 
computer controlled opponents, best is you against 3 CPU, one of each 
race.  Don't cheat during the practice, not even the map code, one of 
the most important idea is to find your opponent and have control over 
the map.


Part 7: Cheats for the game

You enter the codes in single player game during game play, press 
return, enter the code and press return again.  Saved games will not 
save your cheats.



Power Overwhelming-This code is for unlimited HP for all your units.

Black Sheep Wall-This allows you to view the entire map.

Operation CWAL-This is the code for super fast building.

Show Me The Money-This gives you 10,000 mineral and 10,000 gas.

Breathe Deep-You will get 500 gas.

Food For Thought-You will not need any Supply buildings or units to 
support your troops.

Modify The Phase Variance-This code let you build anything you can 
afford. 

Noglues-this will prevent your enemy from using Psionics (food 
supplies).

Medieval Man-this allows one second upgrades.

Something for Nothing-get all free upgrades right here.

The Gathering-all your units will have unlimited energy.

Game Over Man-you lose right away.

Staying Alive-you won't win any game, you won't get the victory sign.

There Is No Cow Level-instant win.

Ophelia-level select, after you have entered this code, enter desire 
level. E.g. Protoss 8 for Protoss level 8, Terran 3, for Terran level 
3.

War Aint What It Use To Be-this removes the fog of war, you still can't 
really see that well.

Whats Mine is Mine-this will give you 500 minerals.

Radio Free Zerg-this code allows you to listen to a different music, 
this code only works for Zerg.

Part 6: Credits

First of all, I want to thank Blizzard for making this game.

I want to thank Ray2001@Juno.com for giving me a lot of hints on the 
game.  

Then I want to thank AzNxKaNgTa@aol.com for hooking me up with this 
game, keep on selling.

I have to really thank my friend Xu here for telling me many trigger 
keys, hot keys, and many other things, thanks a lot.

And I have to thank LiLsHy for sending me the information about the 
Zerg sound tip.

Another person I need to mention is Rcarlos's FAQ, I fixed some small 
bugs from reading his FAQ (all the mistakes are small like a unit's 
starting armor, I put down a wrong number).

Also I want to thank my clan on Battle.Net, Da Agents, you people 
really need to stop playing this game, lolz.  

A lot of information I obtained is from the game and Blizzard's 
official StarCraft site.

Copyright 1999, June 19,1999 Scott Lee 11:46 am Saturday mourning.