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    Race Analysis by MHamlin

    Updated: 11/04/02 | Printable Version | Search Guide | Bookmark Guide

    Starcraft: Race Analysis Guide
                   By Mike Hamlin email: cmhamlin@mchsi.com 7/29/02
    
    
    Table of Contents
    =================
    1.	Copyright Info
    2.	Version History
    3.	Intro
    4.	Command Building Contrast
    5.	A look at the Terrans
    a.	Buildings
    b.	Units
    6.	A look at the Zerg
    a.	Buildings
    b.	Units
    7.	A look at the Protoss
    a.	Buildings
    b.	Units
    8.	Cheats
    9.	Outro
    10. Credits
    =================
    
    1.Copyright Info
    
    This document is protected by copyright 2002 to me, Mike Hamlin. So don't 
    even think about ripping off my work or something bad will happen. When I say 
    "rip-off" I mean taking this FAQ and putting it on your web site saying you 
    wrote it or just plain STEALING my work. If you want to use my FAQ or part of 
    my FAQ on your site, you may do so AS LONG AS YOU GIVE ME CREDIT. Also, 
    please contact me and tell me if you plan to post the FAQ on your site. As of 
    now, this guide should ONLY appear at gameFAQS.com. Plagiarism is a serious 
    crime.
    
    =================
    
    2.Version History
    
    v.01     7/29/02: Started FAQ. Finished several parts including the Terran 
    buildings.
    
    v.02     8/10/02: Finished Terran section. Beginning Zerg section.
    
    v.03     8/11/02: Finished Zerg section. Beginning Protoss section.
    
    v.04     8/12/02: After a quick revision, the rest of the sections are done. 
    YESSSSSS!!!! My first FAQ is finally complete!!!
    
    v.05     8/15/02: Made a few corrections in the information and fixed some 
    typos. Looks like I DID have some updating to do after all.
    
    v.06     8/22/02: Added an entry in the credits section, and fixed some 
    mistakes and added a section for the Archon.
    
    v.07     10/17/02: Fixed an error about the Dark Swarm as well as a few 
    spelling corrections.
    
    v.08     11/4/02: Last update. Everything's in place.
    
    =================
    
    3.Intro
    
    This guide is meant for beginners to get a grasp on the concepts of the 
    different races in this wonderful PC game called Starcraft. I know that it 
    comes a little late but, not only have I not seen a guide like this one, but 
    newbies often ask me which race is the best or which race should they pick, 
    etc. And what do I do about it? I write an FAQ. This is NOT a guide filled 
    with techniques and tactics, nor does it have any info on mineral/gas cost 
    etc. for the unit and building lists. I'll show you the ins and outs, ups and 
    downs, advantages and disadvantages of each race starting with the Terrans. 
    And by the way, the races in the game are the Terrans, Zerg, and the Protoss. 
    Just in case you didn't know.
    
    =================
    
    4.Command Building Contrast
    
    Each race has it's own "command building." This is usually the biggest and 
    toughest building for that race and is also where you produce worker units. 
    Let's take a look at each one.
    
    Terran Command Center
    This building, in my opinion, is the best of the three. It has plenty of hit 
    points (1500) and it has the ever-useful lift-off ability. Also, it provides 
    10 extra supply units, more so than any of the other buildings. And, of 
    course, the Comsat Station and Nuclear Silo add-ons have some nice abilities 
    as well. The only downside is that, like all Terran buildings, it will catch 
    fire and eventually burn down once its HP goes below 1/3.
    
    Zerg Hatchery
    The Zerg Hatchery is also pretty good. It packs 1250 hit points, but once it 
    becomes a Lair, it has 1800 and once it becomes Hive, it has a whopping total 
    of 2500. Therefore, the Zerg Lair or Hive has more hit points than any other 
    building. What I really hate about the Hatchery, though, is that it only 
    provides 1 supply unit and that is sometimes a problem. If the Hatchery is 
    all you have, then you'll have to build an Overlord right off.
    
    Protoss Nexus
    The third building is the Nexus and frankly, I don't like it too much. The 
    Nexus has only 750 hit points, but 750 shields back it up. That adds up to 
    1500 total, but remember that an EMP Shockwave can remove all of those 
    shields and any damage the Nexus sustains, remains (not a great rhyme, is 
    it?). The good thing is that it provides 9 supply units. Not as good as the 
    Command Center's 10, but certainly a lot better than the measly 1 provided by 
    a Hatchery.
    
    So which one is the best? They're all good in some way, but I'll say that the 
    Command Center is best. 1500 HP, 10 supply units, useful add-ons, and lift-
    off ability. Plain and simple. The Hatchery, when upgraded to a Hive, is nice 
    because of all that HP but the real problem is that lack of supplies for 
    building one. And the Nexus with its 9 supply units seems good, but 750 HP 
    and 750 shields that can be eliminated in the blink of an eye are the real 
    problems. Of course, if you had a Nexus but you were not against Terran 
    opponents, then it would be a different story.
    
    =================
    
    5.A look at the Terrans
    
    The Terrans are a very good race to start out with. They have no distinct 
    advantages or disadvantages and their building and unit creation is easy to 
    get used to. They can be particularly sneaky and powerful if a competent 
    player takes advantage of the cloaking units. Note that most Terran buildings 
    can fly so if you suddenly get attacked, you can float your buildings to a 
    safe location without having to build them again. Also note that you can land 
    a building next to an unused add-on to take it over. The lift-off ability 
    also allows for easy space management in your base. A bad thing about the 
    defending your base is that Bunkers, the primary defensive structure, require 
    units to be in them, meaning you must devote a chunk of supplies toward 
    defense. The Terran's SCV can repair damaged buildings and units, and that's 
    a good thing, considering that Terran buildings can catch fire. If a 
    building's HP turns red, then it will slowly burn down until it is repaired 
    or destroyed.
    
    How the Terrans make buildings- The Terran worker, an SCV, just begins to 
    create the building and after a certain amount of time, the building is 
    complete. If you cancel construction of a building, the unfinished structures 
    will just sit there until an SCV comes back to continue. If you actually 
    click an incomplete building and cancel it, it will explode.
    
    The Terrans have no real big advantages, so you could say they are in between 
    the Zerg and Protoss.
    
    5a. Buildings
    
    Terran Command Center
    The main building for the Terrans where you produce SCVs.
    
    Comsat Station
    Add-on for the Command Center. Allows you to reveal parts of the map.
    
    Nuclear Silo
    Another Add-on for the Command Center. Build a nuke and have a Ghost 
    designate a target.
    
    Terran Supply Depot
    Provides 8 supplies.
    
    Terran Refinery
    Gas collector building.
    
    Terran Barracks
    Produce all your infantry units here.
    
    Terran Engineering Bay
    Develop weapon and armor upgrades for infantry units here.
    
    Terran Missile Turret
    A defense building that attacks only air targets. Also has detection 
    abilities to keep out cloaked units.
    
    Terran Academy
    Research infantry upgrades and abilities here.
    
    Terran Bunker
    This building will hold up to four infantry units. Once inside, the units 
    attack targets but are protected by the Bunker. Even if a Bunker is 
    destroyed, the units inside remain unharmed.
    
    Terran Factory
    Produce all your vehicle units here.
    
    Machine Shop
    Add-on for the Factory. Research vehicle upgrades and abilities here.
    
    Terran Armory
    Develop weapon and armor upgrades for vehicles and ships here.
    
    Terran Starport
    Produce all your ship units here.
    
    Control Tower
    Add-on for Starport. Research abilities and upgrades for ships here.
    
    Science Facility
    Research Science Vessel upgrades and abilities here. Makes it possible to 
    upgrade weapons and armor to level 2 or above.
    
    Physics Lab
    Add-on for Science Facility. Research abilities and upgrades for the Battle 
    cruiser here.
    
    Covert Ops
    Another add-on for the Science facility. Research abilities and upgrades for 
    the Ghost here.
    
    5b. Units
    
    Terran SCV
    The Terran worker unit. It can gather resources, construct buildings, and 
    repair damaged buildings and vehicle or ship units. You'll find that it has 
    60 HP, more so than any of the other workers.
    No SCV upgrades
    
    Terran Marine
    A good point about Terrans is the fact that even their most basic attack unit 
    can hit air units as well. Marines are fairly easy to kill, but formidable if 
    in Bunkers or when used in massive (and I mean MASSIVE) numbers. 
    Marine upgrades
    U238 Shells- Increases attack range.
    Stimpacks- Increases movement and attack rate for a short time. Depletes 
    unit's HP by 10. You cannot use Stimpacks if the unit's HP is below 10.
    
    Terran Firebat
    Firebats cannot attack air targets and their weapon requires them to be 
    closer to enemies than is usually comfortable, but what they lack in range, 
    they make up for in firepower. Groups of Firebats are great for fighting off 
    melee attackers.
    Firebat upgrades
    Stimpacks- Increases movement and attack rate for a short time. Depletes 
    unit's HP by 10. You cannot use Stimpacks if the unit's HP is below 10.
    
    Terran Ghost
    The Ghost is probably the sneakiest unit around. It has the ever-useful Cloak 
    ability, so if an enemy is lacking in detection units, you can have Ghosts 
    wreak havoc, especially by sending nukes down on them. The only problem with 
    Ghosts, though, are that they are weaklings and do not cause much damage.
    Ghost upgrades
    Cloak- Allows Ghosts to Cloak.
    Lockdown- The Ghost freezes an enemy unit for a short time. Lockdown renders 
    unit useless and open to attack.
    Ocular Implants- Increase Ghost sight range. Allows them to designate nukes 
    from greater distances.
    Moebius Reactor- Increases Ghost maximum energy by 50.
    
    Terran Vulture
    The first vehicle unit, the Vulture is good for attacking ground units. It is 
    also a fast unit and can set Spider Mines, which makes them useful for 
    scouting and defense. Just keep in mind that each Vulture gets 3, and only 3 
    Spider mines, so surrounding your base with them requires a whole lot of 
    Vultures.
    Vulture upgrades
    Ion Thrusters- Increases speed.
    Spider Mines- Allows Vulture to set Spider Mines. Once set, they burrow under 
    ground unseen by enemies. When a foe gets close, they pop out, run over to 
    them, and explode.
    
    Terran Siege Tank
    This unit is probably what makes the Terrans dangerous. They are quite 
    powerful and, once in Siege Mode, they can easily punch trough enemy defenses 
    from a safe distance. The big drawback to Siege Tanks, though, is that they 
    cannot hit air units.
    Siege Tank upgrades
    Siege Tech- Allows Siege Tanks to enter Siege Mode. When in this mode, they 
    cannot move but their weapon gains incredible range and double the damage. In 
    Siege Mode, the tanks cannot hit anything too close to them.
    
    Terran Goliath
    This "mech" type unit is pretty versatile. It has excellent weapons for air 
    AND ground targets. They can be used for pretty much anything; attacking, 
    defending, backing up Siege Tanks, etc. They really have no major down sides.
    No Goliath upgrades
    
    Terran Wraith
    The basic air unit is actually pretty powerful if used correctly. They have 
    powerful air-to-air weaponry, but their air-to-ground attacks are weak, so 
    they aren't really suited for attacking buildings. Like Ghosts, they can 
    Cloak, so they are great for quick support.
    Wraith upgrades
    Cloak- Allows Wraiths to cloak.
    Apollo Reactor- Increases Wraith maximum energy by 50.
    
    Terran Dropship
    This is the Terran transport unit. Moderate speed and plenty of HP to protect 
    itself and the units it carries.
    No Dropship upgrades
    
    Terran Science Vessel
    The Science Vessel is extremely useful. Not only is it a mobile Detection 
    unit, but it also has a host of useful abilities. It has no attacking power 
    and is best not left alone. Its innate ability is the Defensive Matrix, which 
    places a protective barrier on one of your units. This unit will receive 1 
    damage form any attack for 30 seconds, or until the units has sustained 250 
    damage, whichever comes first.
    Science Vessel upgrades
    Irradiate- Floods an enemy unit with radiation, causing it to take damage 
    slowly and go out of control. Units that come into contact with the affected 
    unit take damage also. Only works on "biological" units (Marines, any Zerg 
    unit, Zealot, etc.).
    EMP Shockwave- Hits an area with an electromagnetic pulse. Units in the 
    affected area are completely drained of energy and shield. EMP Shockwave also 
    destroys hallucinated units.
    Titan Reactor- Increase Science Vessel maximum energy by 50.
    
    Terran Battlecruiser
    This bruiser is the mother of all Terran units. Its weaponry is very powerful 
    and hits air and ground units. Battlecruisers are slow and can easily be 
    overwhelmed, so it's best to have them on the attack with escorts.
    Battlecruiser upgrades
    Yamato Gun- This powerful weapon fires a single shot that causes 250+ damage 
    to the target. It requires a great deal of time to recharge, but you can 
    easily take out a Missile Turret or Photon Cannon with it.
    Colossus Reactor- Increase Battlecruiser maximum energy by 50.
    
    =================
    
    6.A look at the Zerg
    
    The Zerg are a pretty grotesque race. However, they are the best example of 
    "strength in numbers." The Zerg's strength is the ability to reproduce very 
    rapidly. The way they build their units and buildings is also unique. All 
    Zerg units are spawned from Larva, which is always coming out of a Hatchery. 
    Therefore, the Zerg Hatchery is the ONLY Zerg building that creates units. 
    All of the other buildings are dedicated to evolving upgrades and special 
    abilities for the units. Zerg units generally are not very powerful. Their 
    attacks are fairly weak and most of them do not pack many hit points. That's 
    exactly why a good Zerg player must learn to create units very quickly, and 
    that's just what the Zerg do best. Think about this: Let's say a Terran 
    player wanted to create 3 Marines at a time. To do that, he must build 3 
    Barracks. For the Zerg, though, all the player has to do is select the three 
    larva and they begin hatching at the same time thus, if the other races did 
    not build a TON of unit production buildings, then the Zerg can produce 
    troops 3 times faster. "Sacrifice" is a good word to describe the Zerg as 
    well; think of just considering your troops as "born to die." The Zerg create 
    units and essentially, throw them away. Every Zerg unit is "biological" and, 
    like other living things, can heal their wounds. All Zerg units AND buildings 
    slowly, but constantly, recover HP.
    
    How the Zerg create buildings- One of the most annoying quirks about the Zerg 
    is the way they create buildings. They have to use their workers, like the 
    other races, but in a different way. The Zerg Drone simply doesn't build a 
    structure; it actually BECOMES the structure. So every time you want to make 
    a building, you must build a Drone first. Also, Zerg buildings can only be 
    constructed on Creep, a purple substance created by Hatcheries (because 
    Hatcheries do not have to be on the Creep). The Zerg Creep Colonies can 
    EXTEND Creep, but not create it. If you cancel construction of a building, it 
    will turn back into a Drone.
    
    6a.Buildings
    
    Zerg Hatchery
    The building where every Zerg unit can be created provided you the 
    prerequisite buildings for a particular unit. You can also research the 
    Burrow ability here.
    
    Zerg Lair
    An upgraded version of the Hatchery. Here, you can research Overlord 
    upgrades. Makes it possible to upgrade weapons and armor to level 2.
    
    Zerg Hive
    An upgraded version of the Lair. Makes it possible to upgrade weapons and 
    armor to level 3.
    
    Zerg Creep Colony
    Extends the Creep. Can be mutated into any 1 of the 2 Zerg defensive 
    structures.
    
    Zerg Sunken Colony
    Extends the Creep. Also attacks ground targets.
    
    Zerg Spore Colony
    Extends the Creep. Also has detection abilities and attacks air targets.
    
    Zerg Extractor
    Gas collector building for the Zerg.
    
    Zerg Spawning Pool
    Evolve Zergling abilities here.
    
    Zerg Evolution Chamber
    Evolve weapon and armor upgrades for ground units here.
    
    Zerg Hydralisk Den
    Evolve Hydralisk abilities here.
    
    Zerg Spire
    Evolve weapon and armor upgrades for air units here.
    
    Zerg Greater Spire
    Upgraded version of the Spire. Evolve weapon and armor upgrades for air units 
    here. Also makes it possible to create Guardians.
    
    Zerg Queen's Nest
    Evolve upgrades for Queens here.
    
    Zerg Nydus Canal
    Once the other end of the canal is built, will provide safe and quick 
    underground transport for ground units.
    
    Zerg Ultralisk Cavern
    No abilities can be evolved here, but you must have one to build Ultralisks.
    
    Zerg Defiler Mound
    Evolve upgrades for Defilers here.
    
    Infested Terran Command Center
    Only possible to create when there is another Terran player, this building 
    can be used to make Infested Terrans. It recovers life like any other Zerg 
    building and it can lift off.
    
    5b.Units
    
    Zerg Zergling
    
    The Zergling is the prime example of "strength in numbers." Each egg yields 
    two Zerglings, so making an army of these critters is fairly easy. The 
    problem, though, is that they are weak and die quickly. They're nice for 
    quick rushes, but are not wonderful units to have around unless you have a 
    lot of them.
    Zergling upgrades
    Metabolic Boost- Makes Zerglings move faster.
    Adrenal Glands- Makes Zerglings attack faster.
    Burrow- Allows the unit to burrow underground, unseen by enemies. Burrowed 
    units cannot take any action.
    
    Zerg Hydralisk
    The Hydralisk is a pretty useful unit. It has good air and ground attack 
    abilities which makes it great for attacking. Hydralisks are especially 
    dangerous when used in big numbers. Plus, they're relatively cheap to make.
    Hydralisk upgrades
    Muscular Augments- Makes Hydralisks move faster.
    Grooved Spines- Increases Hydralisk attack range.
    Burrow- Allows the unit to burrow underground, unseen by enemies. Burrowed 
    units cannot take any action.
    
    Zerg Ultralisk
    The big bad Ultralisk is a hulking creature just waiting to maul his 
    opponents. As you might have guessed, these are the most expensive Zerg units 
    and they are very tough and very powerful. They take down any ground unit or 
    building with ease, but are easily killed by anything airborne.
    No Ultralisk upgrades
    
    Zerg Defiler
    This unit has no attacking power, but it has some REALLY useful abilities. 
    Its innate ability, Dark Swarm, will cover an area with an orange cloud. Any 
    ground units or buildings in the cloud will be immune to attacks originating 
    form air units or any other ranged attack.
    Defiler upgrades
    Plague- Covers an area with a red gooey substance. Units and buildings 
    affected will take damage until it wears off. Plague will stop short of 
    killing enemies, but it can bring Terran buildings down easily, because they 
    will burn. Plague will ignore Protoss shields. Affected Cloaked units will be 
    revealed, as well.
    Burrow- Allows the unit to burrow underground, unseen by enemies. Burrowed 
    units cannot take any action.
    Consume- The Defiler eats a friendly unit and gains 50 energy.
    Metasynaptic Node- Increases Defiler maximum energy by 50.
    
    Zerg Broodling
    These little guys can only be created when a Queen uses the Spawn Broodlings 
    ability. They run around hitting enemies with a weak attack until they die. 
    Also, once their energy runs, they die so don't expect them to do tremendous 
    damage.
    No Broodling upgrades
    
    Infested Terran
    Infested Terrans attack by running into an enemy and exploding, causing 500 
    damage!! Problem is, they are easily killed and they only cause damage if 
    they attack, not if they are killed.
    Burrow- Allows the unit to burrow underground, unseen by enemies. Burrowed 
    units cannot take any action.
    
    Zerg Overlord
    This unit is necessary for providing control for your forces. Each one will 
    add 8 control to your total. They are also mobile detectors and transports, 
    but they fly painfully slow and they need to be upgraded first in order to 
    transport. Overlords make it difficult for enemies to sneak cloaked units 
    into your base.
    Overlord upgrades
    Ventral Sacs- Grants transporting abilities.
    Antennae- Increase Overlord detection range.
    Pneumatized Carapace- Makes Overlords move MUCH faster.
    
    Zerg Mutalisk
    This is an excellent air unit, combining speed, air attacks, and ground 
    attacks. The weapon it uses is unique because when you hit a unit, the attack 
    bounces off and hits another unit. Mutalisks cannot stand up to big units, 
    but are good escorts for Guardians.
    No Mutalisk upgrades
    
    Zerg Guardian
    It seems that each race has it's own long-range attacker. For the Zerg, it 
    would be the Guardian. These guys are slow, but their weapon is very powerful 
    and can hit defensive structures from a safe distance. However, they are 
    strictly air-to-ground, so always back them up with air support.
    No Guardian upgrades
    
    Zerg Scourge
    Scourges are a lot like Infested Terrans; they are kamikaze type fighters who 
    ram into their opponents and explode, causing massive damage. Scourge can 
    only hit air target, but three or four hits are all it takes to cripple or 
    destroy even Battlecruisers. Each egg yields two Scourges because they are 
    easy to kill and you need a lot of them to make them effective.
    No Scourge upgrades
    
    Zerg Queen
    The Queen is an excellent unit for scouting. It's fast and its innate 
    Parasite ability will allow you to see anything the affected unit sees. Also, 
    it can infest a severly-damaged Terran Command Center, putting it under your 
    control.
    Queen upgrades
    Ensnare- Covers an area with a green gooey substance. Units affected will 
    have their movement and attack rates cut in half. Affected Cloaked units will 
    be revealed, as well.
    Spawn Broodlings- The Queen hits an opponent with an egg, killing it 
    instantly. Two Broodlings come out of the dead enemy and will be yours to 
    command. Only works on ground, non-mechanical units (but will work on Terran 
    vehicles and the Protoss Dragoon).
    Gamete Meiosis- Increases Queen maximum energy by 50.
    
    =================
    
    7.A look at the Protoss
    
    The Protoss are almost the opposite of the Zerg. The Zerg have the ability to 
    produce units quickly, but you'll find that the Protoss are quite slow in 
    that department. However, Protoss units are very powerful and long lasting. 
    Take a look at each races basic ground unit: The Terran Marine, Zerg 
    Zergling, and Protoss Zealot. The Marine does 6 damage and has 40 HP. The 
    Zergling does 5 damage and has 35 HP. But the Zealot does 16 damage and has 
    100 HP, plus 60 shields! This obviously makes the Zealot more powerful, 
    capable of taking down multiple Marines or Zerglings. However, the Zealot 
    costs twice as much in the way of resources and supplies, and it certainly 
    takes a lot longer to build it. So, in short, if the Zerg are characterized 
    by "quantity over quality," then the Protoss are "quality over quantity." 
    Unless you have a TON of unit production buildings, you won't be able to make 
    many units, but each one is a LOT more powerful when compared to the other 
    two races. Each unit and building has shields that always regenerate, thus 
    adding more to the unit's lifespan. Even a Zealot with 1 HP can be formidable 
    because it still has 60 shields.
    How the Protoss make buildings- The Protoss can make buildings very quickly. 
    They warp in buildings using a Probe. But when a Probe starts a warp rift, 
    the building will finish on its own, thus allowing the Probe to do something 
    else, like make another building. Provided you have the resources, you make a 
    bunch of buildings all at once. All Protoss buildings, except for the Nexus 
    and Pylon, must be built within an energy field that is produced by a Pylon. 
    If a Pylon is destroyed, any buildings that lose the energy field become 
    unpowered. Unpowered buildings recover shields, but you cannot do anything 
    with them until another Pylon is built.
    
    7a.Buildings
    
    Protoss Nexus
    The main Protoss building. Produce Probes here.
    
    Protoss Pylon
    Provides 8 psi and creates an energy field on which other buildings can be 
    constructed.
    
    Protoss Assimilator
    Gas collector building for the Protoss.
    
    Protoss Gateway
    Produce basic ground units here.
    
    Protoss Forge
    Upgrade ground weapons and armor here. Can also upgrades shields.
    
    Photon Cannon
    Defensive structure. Has detection abilities and will attack air and ground 
    targets.
    
    Protoss Cybernetics Core
    Research several upgrades as well as air weapon and armor upgrades here. Also 
    makes it possible to upgrades shields to level 2 or above.
    
    Protoss Shield Battery
    Recharges a unit's shields. Shield Batteries expend energy to charge shields.
    
    Protoss Robotics Facility
    Produce robotic units here.
    
    Protoss Stargate
    Produce air units here.
    
    Protoss Citadel of Adun
    Research a Zealot upgrade here.
    
    Protoss Robotics Support Bay
    Research various upgrades for robotic units here.
    
    Protoss Observatory
    Research Observer upgrades here.
    
    Protoss Fleet Beacon
    Research various upgrades for air units here.
    
    Protoss Templar Archives
    Research upgrades for the High Templar here. Also makes it possible to 
    upgrade weapons and armor to level 2 or above.
    
    Protoss Arbiter Tribunal
    Research upgrades for the Arbiter here.
    
    7b.Units
    
    Protoss Probe
    Used for gathering resources and making buildings.
    No Probe upgrades
    
    Protoss Zealot
    The basic ground unit packs quite a punch when compared to others. Even late 
    in a game, they are excellent for razing buildings.
    Zealot upgrades
    Leg Enhancements- Makes Zealots move faster.
    
    Protoss Dragoon
    A great unit for defense, the Dragoon has a powerful weapon for air and 
    ground targets. In "hold position," it is a good makeshift Photon Cannon.
    Dragoon upgrades
    Singularity Charge- Increases Dragoon attack range.
    
    Protoss High Templar
    These guys have no attack ability, but three pretty useful "spells" that can 
    tip the odds in your favor.
    High Templar upgrades
    Psionic Storm- Releases a wave of energy that severly damages units within 
    the effect area.
    Hallucination- Creates two copies of a unit. The copies can attack but do no 
    damage. Hallucinated units can be killed but will always die when their 
    energy runs out. EMP Shockwave can destroy hallucinations instantly.
    Khaydarin Amulet- Increase High Templar maximum energy by 50.
    
    Protoss Archon
    These devastators are really powerful. Their weapons pack quite a punch and 
    can hit air or ground targets. They are also hard to kill; each one has 350 
    shields. The downside? They only have 10 HP. So, yep, an EMP Shockwave will 
    reduce an Archon into a wimp that even a Marine could take out. Archons can 
    only be created through the merging of 2 High Templar.
    No Archon upgrades
    
    Protoss Reaver
    This unit resembles a caterpillar and moves just as slow. However, it's 
    attack does 100+ damage. This makes it great for taking down buildings 
    because it has a very long range as well. Reavers cannot attack until they 
    build Scarabs. Reavers can hold up to five Scarabs.
    Reaver upgrades
    Upgrade Scarab damage- Increase Scarab damage from 100 to 125.
    Reaver Capacity- Increase Scarab capacity from 5 to 10.
    
    Protoss Shuttle
    The Protoss transport unit.
    Shuttle upgrades
    Gravatic Drive- Makes Shuttles move faster.
    
    Protoss Observer
    The Observer is a cloaked detector, so as its name implies, it is a great 
    watchdog/spy.
    Observer upgrades
    Sensor Array- Increases Observer detection range.
    Gravatic Boosters- Makes Observers move faster.
    
    Protoss Scout
    The Scout is a formidable air unit. Like Wraiths, it has weak ground attack, 
    but its air weapon is very powerful. Fully upgraded Scouts are pretty 
    dangerous.
    Scout upgrades
    Gravatic Thrusters- Makes Scouts move faster.
    Apial Sensors- Increases Scout sight range.
    
    Protoss Carrier
    This huge ship has incredible power. First, you need to use it to build 
    Interceptors. Interceptors are units that fly out of the Carriers and fly in 
    erratic loops and circles firing their small guns. Carriers can easily swarm 
    and overwhelm opponents. Carriers can hold up to 4 Interceptors.
    Carrier upgrades
    Carrier Capacity- Increases Carrier's Interceptor capacity form 4 to 8.
    
    Protoss Arbiter
    The Arbiter is a great Protoss unit. It has a number of very useful 
    abilities, air and ground weapons, and it creates a cloaking field. Any of 
    your units close to it will be cloaked.
    Arbiter upgrades
    Stasis Field- Encases units in a blue crystal. Affected units cannot attack 
    or be attacked, but it eliminates the unit temporarily. Stasis field also 
    reveals cloaked units and units that have detection abilities will disabled 
    while the unit is trapped.
    Recall- Brings your units from anywhere on the map directly to your Arbiter.
    Khaydarin Core- Increase Arbiter maximum energy by 50.
    
    =================
    
    8.Cheats
    
    Just for fun, I've added a section with all the cheat codes used in single 
    player mode. To use a cheat, hit enter to type a message. Then type in the 
    code and hit enter again. If done correctly, "Cheat Enabled" will appear at 
    the bottom of the screen. Enter a cheat again to disable it. Resource cheats 
    can be entered multiple times for a cumulative effect.
    
    "power overwhelming"= invincibility
    "operation cwal"= fast building and instance upgrades
    "medieval man"= instant technology upgrades
    "something for nothing"= upgrades all weapons, armor, and shields to the next 
    level
    "the gathering"- infinite energy. Also works on the computer
    "modify the phase variance"- disable technology tree
    "there is no cow level"- skip to the next level
    "breathe deep"- gives 500 Vespene Gas
    "whats mine is mine"- gives 500 minerals
    "show me the money"- gives 10000 minerals and gas
    "food for thought"- build past supply limit (cannot go beyond 200)
    "game over man"- instantly be defeated
    "staying alive"- continue playing even after victory or defeat
    "noglues"- disables the Psionic Storm ability
    "black sheep wall"- reveals the entire map
    "war aint what it used to be"- disables fog of war. Anything you reveal, 
    stays revealed
    "ophelia"- level warp*
    *type in "ophelia", then type the race and level you want to go to. (i.e. 
    Terran4, Protoss7, etc.)
    
    =================
    
    9.Outro
    
    So now that you understand each race in a more in-depth kind of way, do you 
    feel like a better player? Maybe, maybe not. But whatever the case, I hope 
    you enjoyed reading this FAQ and I hope that you have an even better grasp on 
    this game.
    
    =================
    
    10.Credits
    
    I would like to thank myself for coming up with this idea, myself for writing 
    the FAQ, and gameFAQS.com for being such an awesome site. Also, if anyone e-
    mails me about a mistake in the guide or something left out, then I'll be 
    sure to include that person's name here as well. Here's the list of people 
    who have my thanks and recognition:
    
    Cesar A. Canias- Big thanks for pointing out some mistakes in the guide, 
    mostly about the unit capabilities and the Protoss Archon, which I completely 
    left out for some reason.
    
    Until we meet again...
    Mike Hamlin
    ==EOF==