====-====-====-====-====-====-====-====-====-====-====-====-====-====-====-====
         =----=----=----=----=----=----=----=----=----=----=----=----=
                                   StarCraft                           
                                FAQ/Walkthrough
                           By: Dark Vortex (Quan Jin)
                            darkvortexfaqs@ymail.com
                                 Version 1.1
         =----=----=----=----=----=----=----=----=----=----=----=----=
====-====-====-====-====-====-====-====-====-====-====-====-====-====-====-====

This guide may be found on the following sites:

[http://www.gamefaqs.com]--------------------------------------------[GameFAQs]
[http://www.gamespot.com]--------------------------------------------[GameSpot]
[http://faqs.ign.com]------------------------------------------------[IGN FAQs]
[http://www.neoseeker.com]------------------------------------------[Neoseeker]
[http://www.dlh.net]--------------------------------------[Dirty Little Helper]
[http://www.cheats.de]----------------------------------------------[Cheats.de]
[http://www.supercheats.com]--------------------------------------[SuperCheats]
[http://www.honestgamers.com]------------------------------------[HonestGamers]

This guide is copyright (c)2007 Quan Jin

====-====-====-====-====-====-====-====-====-====-====-====-====-====-====-====
         +-+ Table Of Contents +-+
====-====-====-====-====-====-====-====-====-====-====-====-====-====-====-====

      1. Introduction...............................................[1000]
      2. FAQ........................................................[2000] 
      3. Hotkeys....................................................[3000]
      4. Walkthrough................................................[4000]
              4.1. Chapter I: Rebel Yell............................[4100]
              4.2. Chapter II: Overmind.............................[4200]
              4.3. Chapter III: The Fall............................[4300]
      5. Unit Overview..............................................[5000]
              5.1. Terran...........................................[5100]
              5.2. Zerg.............................................[5200]
              5.3. Protoss..........................................[5300]
      6. Building Overview..........................................[6000]
              6.1. Terran...........................................[6100]
              6.2. Zerg.............................................[6200]
              6.3. Protoss..........................................[6300]
      7. Version History............................................[7000]
      8. Legal Disclaimers..........................................[8000]
      9. Credits and Closing........................................[9000]

      To find a section quickly, press Ctrl-F and type in either the name 
      of the section along with its content number (ie. 1., 2., 3., etc.)
      OR you can use the codes on the far right. Simply type in the 
      brackets with the code number to get a jump. 

====-====-====-====-====-====-====-====-====-====-====-====-====-====-====-====
         +-+ 1. Introduction +-+                                      [1000]
====-====-====-====-====-====-====-====-====-====-====-====-====-====-====-====

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

This isn't a multiplayer guide. You'd cringe at the sight of my online melee 
skills. (But hey, I'm not Korean so I have an excuse.) Rather, this guide is
designed to provide a basic overview of every unit in the game. This guide is
primarily geared toward leading the player through the (somewhat challenging)
single player campaign. 

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

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

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

           [Q] What are the words on a StarCraft II?

           [A] StarCraft II has been confirmed. It will feature the same
               races with new and old units alike. It is set for release
               sometime after 2007. 

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

           [Q] I keep getting overrun by the AI. What can I do?

           [A] Apart from just getting better at the game, you can try slowing
               down the game speed. There's a noticeable difference between
               slow games and fast games. For starters, you can react much 
               faster. Even though games will take longer, you can plan your
               strategy with more time. 

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

           [Q] What does Dark Swarm do?

           [A] When Dark Swarm is cast, all units inside the cloud cannot be
               hit by ranged units firing from outside the cloud. However, 
               melee units can still damage units inside the cloud. 

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

           [Q] What does 'Parasite Detected' mean?

           [A] It means that a Queen has successfully latched a parasite on
               that unit. Whatever that unit happens to see, the enemy can
               also see. Unfortunately, a parasite will stay there until the
               unit dies. 

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

           [Q] How do I detect cloaked/burrowed/hidden units?

           [A] You need to have a "detector" unit in order to reveal any
               hidden units. Detectors include: Photon Cannons, Missile 
               Turrets, Spore Colonies, Science Vessels, Observers, Overlords,
               and the ComSat Station's Scanner Sweep. 

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

           [Q] What is the point of an "attack-move" command?

           [A] When you use attack-move (by selecting attack first and then
               moving), your units will move to the directed area, stopping
               to attack any enemy that wanders close. A regular move 
               command will send your units blindly moving to their 
               destination without paying any attention to enemies. 

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

           [Q] What is the creep?

           [A] The creep is that purple, slimy stuff found exclusively around
               Zerg bases. Note that all Zerg structures, apart from a 
               Hatchery and Extractor, must be constructed on top of the 
               creep. Other Hatcheries and the (aptly named) Creep Colonies
               serve to extend the creep. 

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

====-====-====-====-====-====-====-====-====-====-====-====-====-====-====-====
         +-+ 3. Hotkeys +-+                                           [3000]
====-====-====-====-====-====-====-====-====-====-====-====-====-====-====-====

Ask any StarCraft veteran and he'll tell you that knowing your hotkeys is key
to doing well in StarCraft. Memorize them, study them, and USE them to make
your game that much more efficient. 

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

     [Left Mouse Button] --- Clicking on a unit will select that unit. 
        Clicking and dragging over an area will select all the units that the
        area encompasses. Click anywhere else not occupied by a unit to 
        deselect any selections made.
     [Right Mouse Button] --- When unit/s are selected, right clicking on an
        enemy unit will send out an attack command. Right clicking on a 
        friendly or neutral unit will send out a follow command. Right 
        clicking anywhere else not occupied by a unit will send out a move
        command. 

     [Ctrl] --- Holding down [Ctrl + Left-clicking] a unit will select all 
        units of that type; When a group of units is selected, a number can
        be assigned to that group for easy selection by pressing [Ctrl + 0-9];
     [Shift] --- Holding down [Shift + Left-clicking] and clicking on a unit
        in your selection will remove that unit from the group; When you want
        to save a location on the map, press [Shift + F2-F4] for easy recall;
        When a unit is selected, you can assign waypoints by holding down
        [Shift] and selecting a spot on the map (note that units traveling
        along a waypoint WILL NOT attack enemies unless you use the attack-
        move command instead of a regular move command); Holding down [Shift]
        allows you to queue commands 
     [Alt] --- Holding down [Alt] and selecting an ungrouped unit will select
        the most recent group that unit was a part of 
     [Spacebar] --- Immediately centers on the last transmission that appears
        along the bottom of the screen ("Nuclear launch detected"; "Building
        complete"; etc.)

                             -+- Terran Hotkeys -+-

     [R] --- Repair
     [L] --- Lift-off

   Units =
     [S] --- SCV
     [M] --- Marine
     [F] --- Firebat
     [G] --- Ghost
     [V] --- Vulture
     [T] --- Tank
     [G] --- Goliath
     [W] --- Wraith
     [D] --- Dropship
     [V] --- Science Vessel
     [B] --- Battlecruiser

   Basic Buildings (First press [B], then...) =
     [C] --- Command Center
     [S] --- Supply Depot
     [R] --- Refinery
     [B] --- Barracks
     [E] --- Engineering Bay
     [T] --- Missile Turret
     [A] --- Academy
     [U] --- Bunker

   Advanced Buildings (First press [V], then...) =
     [F] --- Factory
     [S] --- Starport
     [I] --- Science Facility
     [A] --- Armory
 
   Add-On Buildings =
     [C] --- ComSat Station (Command Center)
     [N] --- Nuclear Silo (Command Center)
     [C] --- Machine Shop (Factory)
     [C] --- Covert Ops (Science Facility)
     [P] --- Physics Labs (Science Facility)

   Special Abilities =
     [S] --- Scanner Sweep (ComSat Station)
     [T] --- Stim Pack (Marines & Firebats)
     [Y] --- Yamato Gun (Battlecruisers)
     [L] --- Lockdown (Ghosts)
     [N] --- Nuclear Strike (Ghosts)
     [O] --- Siege/Tank Mode (Siege Tanks)
     [I] --- Use Spider Mines (Vultures)
     [C] --- Cloaking (Ghosts & Wraiths)
     [D] --- Defensive Matrix (Science Vessels)
     [I] --- Irradiate (Science Vessels)
     [E] --- EMP (Science Vessels)

                            -+- Protoss Hotkeys -+-

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

   Basic Buildings (First press [B], then...) =
     [N] --- Nexus
     [P] --- Pylon
     [A] --- Assimilator
     [G] --- Gateway
     [F] --- Forge
     [C] --- Photon Cannon
     [Y] --- Cybernetics Core
     [B] --- Shield Battery

   Advanced Buildings (First press [V], then...) =
     [R] --- Robotics Facility
     [S] --- Stargate
     [C] --- Citadel of Adun
     [B] --- Robotics Support Bay
     [F] --- Fleet Beacon
     [T] --- Templar Archives
     [O] --- Observatory
     [A] --- Arbiter Tribunal

   Special Abilities = 
     [T] --- Psionic Storm (Templar)
     [L] --- Hallucination (Templar)
     [R] --- Recall (Arbiter)
     [T] --- Stasis Field (Arbiter)
     [I] --- Build Interceptors (Carriers)
     [R] --- Build Scarabs (Reavers)

                             -+- Zerg Hotkeys -+-

     [S] --- Select Larva

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

   Basic Buildings (First press [B], then...) =
     [H] --- Hatchery
     [C] --- Creep Colony
     [E] --- Extractor
     [S] --- Spawning Pool
     [V] --- Evolution Chamber
     [D] --- Hydralisk Den

   Advanced Buildings (First press [V], then...) =
     [S] --- Spire
     [Q] --- Queen's Nest
     [N] --- Nydus Canal
     [U] --- Ultralisk Cavern
     [D] --- Defiler Mound
 
   Building Upgrades = 
     [L] --- Upgrade to Lair (Hatchery)
     [H] --- Upgrade to Hive (Lair)
     [G] --- Upgrade to Greater Spire (Spire)

   Special Abilities =
     [U] --- Burrow
     [G] --- Guardian Aspect (Mutalisk)
     [R] --- Parasite (Queen)
     [B] --- Spawn Broodling (Queen)
     [E] --- Ensnare (Queen)
     [I] --- Infest Command Center (Queen)
     [W] --- Dark Swarm (Defiler)
     [G] --- Plague (Defiler)
     [C] --- Consume (Defiler)

====-====-====-====-====-====-====-====-====-====-====-====-====-====-====-====
         +-+ 4. Walkthrough +-+                                       [4000]
====-====-====-====-====-====-====-====-====-====-====-====-====-====-====-====

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

Understandably, there are bound to be multiple ways to finish a mission. The
strategies listed in this walkthrough are tried and true. In my opinion, 
they're the ideal way to complete each mission efficiently (without using any
sort of cheap method). But hey, you're under no obligation to follow the 
text word-by-word. Feel free to bend my words or completely ignore some
strategies altogether. It's up to you really. 

Each chapter is aligned to a certain race. You'll play as the Terrans, Zerg,
and Protoss (in that order) as you progress. 

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

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

            O=====================================================O
            O-----------------------------------------------------O
               In the decade  since the end  of the Guild  Wars, 
               the  oppressive  Terran  Confederacy   has  stood
               unchallenged  in  its  supremacy  over  colonized 
               space. 
 
               All of that  changed four days  ago when a  large 
               alien  fleet  emerged  from  warp-space and  laid
               waste to the  unsuspecting Confederate colony  of
               Chau Sara. 
 
               The Confederacy,  fearing that the alien  fleet's
               next target will  be the colony of Mar Sara,  has
               sent you to intervene.  Acting as Magistrate, you
               are  to  safeguard the  colonists and keep  their
               state of panic from escalating any further. 
            O-----------------------------------------------------O
            O=====================================================O

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

    >> Build 3 Supply Depots. 

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

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

    >> Gather 100 Vespene Gas. 

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

   +=======================+
    MISSION ONE : WASTELAND
   +=======================+
 
    >> Find Raynor

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

    >> Build a Barracks.

    Have all of your SCVs begin gathering minerals. Construct a few more SCVs 
    if you feel like it. Once you've acquired enough to build a Barracks, pick 
    a suitable spot and erect it. While you're doing this, you shouldn't worry 
    about any Zerg attacks. The few Zerglings in the area are apathetic and 
    will only respond if you approach them. 
 
    >> Train 10 Marines.

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

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

    >> Eradicate the alien infestation.

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

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

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

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

    >> Survive for 30 minutes.

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

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

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

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

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

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

    >> Retrieve data discs from the Confederate network.

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

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

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

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

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

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

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

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

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

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

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

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

    >> Defend the Antigan rebels. 

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

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

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

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

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

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

   +======================+
    MISSION SIX : NORAD II
   +======================+
    
    >> Protect Battlecruiser Norad II.

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

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

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

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

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

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

    >> Bring Raynor and 2 dropships to Norad II.
  
    Construct two Dropships and send Raynor over to the crashed Battlecruiser.
    Once both of them arrive, the mission will end.

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

    >> Bring the Psi Emitter to the enemy base.

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

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

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

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

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

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

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

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

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

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

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

    >> Eliminate the Confederate forces. 

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

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

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

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

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

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

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

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

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

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

   +=============================+
    MISSION NINE : NEW GETTYSBURG
   +=============================+
  
    >> Destroy the Protoss force.
    >> All Zerg buildings must survive.

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

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

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

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

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

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

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

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

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

    >> Destroy the Ion Cannon.

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

    Focusing on defenses is very important in this mission. You'll be hit
    pretty hard by enemy Goliaths, cloaked Wraiths, and plenty of cloaked
    Ghosts with their annoying nuclear missiles. Get a bunch of SCVs on 
    minerals immediately. You have plenty of resources to begin with. Build 
    up four Bunkers on the raised platform northwest of your base. Couple 
    that with a few Missile Turrets along the outskirts to detect any 
    stealthed units. Research Siege Tech and U-238 Shells as soon as you can 
    and deploy your Siege Tanks for defense. Use the infantry you started off 
    with for the Bunkers. A line of four Bunkers should be enough to stop 
    most of the enemy attacks dead in their tracks.
  
    Once your defenses are set up, you can begin building up the rest of the
    base. Like always, upgrade your units' armor/weapons at an Engineering
    Bay and Armory. Build up a Starport with a Control Tower and a Science 
    Facility with attached Covert Ops. Be sure to research all of the Ghost
    techs. The two Terran bases you're up against are both very well-
    fortified. Anti-air units are everywhere, making air assaults too risky
    unless done effectively.

    The first base I'd suggest you take down is the Korhal base (red) to the
    northwest just because it's closer. With it out of the way, you can 
    expand quickly. Try not to scout too far ahead because the enemy has
    Marines, Siege Tanks, and Goliaths scattered all over the place. The 
    Korhal base does have a number of Marines and Goliaths scattered around 
    for anti-air, but it doesn't have too many Missile Turrets. Cloaked units
    are therefore the most effective method in this case. Immediately build 
    up a Nuclear Silo and train a few Ghosts for the task. The enemy is known
    for not being remarkably intelligent and you shouldn't really have much
    trouble landing a few nuclear missiles down. However, in the event that
    the base does use a Scanner Sweep on you, run your Ghosts out of there.
  
    Send your Ghosts northwest through a few platforms of Marines. Obviously,
    if you're cloaked, they shouldn't bother you. Try to stay as far to the
    left as possible to avoid the detection of the line of Missile Turret
    along the base's east flank. Watch out for any wandering Science Vessels
    as well; if you happen to see one coming, Lockdown it immediately. Use 
    the nuclear missiles to put holes in the base and generate a good deal of 
    chaos. Build up a strike force of Marines, Goliaths, and Siege Tanks to 
    mop up. If possible, have a few Wraiths for support. You'll likely face a 
    ton of resistance from defenders inside the base. Be wary of enemy Siege 
    Tanks deploying and concentrate your fire on them. 
    
    It shouldn't take too much to eliminate the Korhal base once and for
    all. Take out the line of Missile Turrets it has going to the northeast
    side as well. There are probably a ton of minerals remaining, so 
    establish another base here as well. If you check to the northeast, 
    you'll find yet another mineral resource. Establish this immediately and
    build up defenses to hold off the other base to the northeast. Again,
    enemy nuclear missiles will be used quite often. Make sure you set up
    your Missile Turrets along the outskirts. It wouldn't hurt to have a 
    few Science Vessels around as well for detection.

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

    With that base out of the way, it's time to make a beeline for the Ion 
    Cannon. Suggest lifting off your current Science Facility, detaching it 
    from the Covert Ops, and landing it somewhere else to add-on a Physics Lab 
    for Battlecruisers. At the same time, build up two more Starports and 
    begin pumping out as many Battlecruisers as you can. Continue to fend off 
    enemies at all three of your bases, making sure that no force manages to 
    break through your defenses. By now, you should have a multitude of 
    minerals at your disposal. Consider putting up a few extra Bunkers and 
    deployed Siege Tanks with all of those resources. Once you have a well-
    sized force of six to eight Battlecruisers with a few Science Vessels, 
    send them on a run toward the Ion Cannon. The Missile Turrets surrounding 
    it should not pose much of a threat. Have your Science Vessel use 
    Defensive Matrix on the Battlecruisers to extend their life. 
    
    The only real issue would be the cloaked Ghosts, of whom certainly 
    wouldn't hesitate to Lockdown your Battlecruisers. Luckily, there's
    only a few of them. Eliminate the infantry quickly (Science Vessel's 
    Irradiate is particularly useful) before they can do anything. Dispatch 
    the remaining units surrounding the Ion Cannon. Finally, concentrate all 
    your fire on the Ion Cannon itself. Once it's destroyed, you'd have 
    completed the mission.
    
                                     - - -

    This concludes Terran Campaign, Chapter I: Rebel Yell. 

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

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

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

    >> Create a Spawning Pool.

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

    >> Create a Hydralisk Den.

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

    >> Destroy the Terran encampment.

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

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

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

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

    >> Bring the Chrysalis to the beacon.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

    >> Infest or destroy Raynor's Command Center.

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

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

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

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

            O=====================================================O
            O-----------------------------------------------------O
               Kerrigan,  the newest and most powerful agent  of 
               the  Overmind,  has  arisen  from  her  embyronic 
               Chrysalis,  but her formidable  powers are  still
               not fully functional.
 
               Kerrigan  must now  seek  to  unravel  the  Ghost
               conditioning  that  keeps  her  powers  in check.
               Once done, she will  lead the Overmind's  minions
               to  complete  domination  over  the  unsuspecting 
               Protoss. 
            O-----------------------------------------------------O
            O=====================================================O

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

    >> Bring Kerrigan to the Supercomputer.

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

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

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

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

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

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

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

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

   +==============================+
    MISSION SIX : THE DARK TEMPLAR
   +==============================+
    
    >> Exterminate the Protoss intruder.

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

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

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

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

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

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

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

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

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

    >> Eradicate every last remnant of the Garm Brood.

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

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

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

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

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

    Now the last thing to do is to assault the main base itself. Since the
    area is full of Ultralisks and Guardians, you might find it to be easier 
    using air units such as Guardians and Mutalisks. If you want, use 
    Hydralisks as support, but be wary of any Ultralisks. If they get too 
    close, they'll rip your units apart. I'd suggest building up a large 
    force around 12 Guardians and Mutalisks. Start your run at the northeast 
    corner because there are virtually no static defenses located there. 
 
    Move your Guardians in toward the main base while the Mutalisks follow.
    Since you out-range all static defenses, you should be able to proceed
    relatively unscathed until the defending Hydralisks and Mutalisks come
    in. Get your own supporting Mutalisks to defend your Guardians while they
    lay down volleys on the buildings below. Enemy resistance shouldn't pose
    too much of a problem. Destroy every last building to finish the mission.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

    >> Bring a Drone to the Khayardin Crystal Formation.

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

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

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

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

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

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

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

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

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

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

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

    >> Destroy the Protoss Temple. 

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

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

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

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

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

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

    A river in the middle of the map divides the battlefield into two 
    sections. The southern section is obviously now controlled by your Zerg
    swarm. Two landbridges connect the two sides. If you haven't already,
    transform your Spire into a Greater Spire and start pumping out Mutalisks
    by the dozen. With 3-4 Hatcheries running, you should have no trouble
    building up a sizeable force in little time. Mutate about 12 of those
    into Guardians and couple them with a good force of supporting Mutalisks.
    
    If you have any resources left over, create some more Hydralisks to 
    support your air units. Select your attack force and send them north 
    toward the temple. Try to keep your units together without letting your
    Mutalisks and Hydralisks get too far ahead. Once you cross the river, you
    might run into some Dragoon resistance. Let your Guardians tear down any
    ground units you come across. 

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

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

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

                                     - - -

    This concludes Zerg Campaign, Chapter II: Rebel Overmind.  

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

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

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

   +==========================+
    MISSION ONE : FIRST STRIKE
   +==========================+
 
    >> Meet Fenix at Antioch.

    You start off the mission with a small group of Zealots and Dragoons. 
    Group your units together and send them down the ramp to the north. You
    should see Antioch directly to the west. From there, head north along the
    edge of the river. Three Zerglings should attack you around this area. 
    Have your units dispose of them and continue. Cross the narrow landbridge
    to the north and you'll come across a small group of more Zerglings and
    some Hydralisks. Again, they shouldn't be much of a problem to eliminate.
  
    Head northwest across the stone bridge to the other side of the river.
    From here, just send your units back to the southwest, killing any Zerg
    that get in your way, and reclaim Antioch. Praetor Fenix will greet you
    at the entrance. Assume control of the Protoss structures and start 
    getting the base back into shape. 

    >> Destroy the Zerg base. 

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

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

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

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

    >> Distract the Zerg while Fenix gets into position.

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

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

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

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

    >> Kill the Zerg Cerebrate.

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

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

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

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

    >> Destroy the Zerg colonies.

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

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

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

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

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

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

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

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

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

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

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

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

    >> Find Tassadar.

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

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

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

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

    >> Bring Tassadar and Raynor to the beacon. 

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

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

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

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

   +=============================+
    MISSION FIVE : CHOOSING SIDES
   +=============================+
 
    >> Bring Tassadar and two Zealots to the installation entrance.

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

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

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

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

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

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

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

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

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

    >> Rescue Zeratul.

    You start off with a rather small force consisting of Tassadar and two
    Zealots. Don't worry though - you'll soon be reinforced with more units.
    Bring your units southeast along the path until you're ambushed by a group
    of Zerglings and Hydralisks. In case you weren't already aware, Tassadar,
    unlike other High Templars, is capable of physically attackin an enemy.
    Use your Zealots and Tassadar to put down the Zerg threat and proceed. 
    
    Move your units down the steps and through the gates. Here, you'll find
    five Marines that will ask to tag along. Let them join your group because
    you're going to need all the help you can get. If you head west, kill a
    few Hydralisks, and go through the gate you find there, you'll find four
    more Marines to add to your party. It should be noted at this point that
    there are a number of Infested Terrans hiding in the area. Take care not
    to let these Infested Terrans approach you! A single one can take out
    Tassadar in a swift explosion. If you happen to find that you're being
    followed by one, immediately open fire with your Marines or use Tassadar's
    Hallucination to create a double that you can use to lure the Infested
    Terran away. 

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

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

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

    Along the way, you'll encounter plenty of Infested Terrans just sitting
    in the middle of the path. You'll want to keep some of your ranged units
    in front to quickly quell the threat before it gets too close. You'll
    also have to contend with wall-mounted cannons. At the end of the path,
    you'll reach a staircase that leads up to the security doors you just
    unlocked. Head through and have Tassadar cast a Psionic Storm on the big
    group of Zerg units up ahead. Again, be wary of the Infested Terrans 
    standing around. Go through the gate leading southwest to find a huge
    group of Terran reinforcements. Return to the main path and proceed.
 
    Now, before you round the corner, put Tassadar behind the other units and
    form a wall. As soon as you walk far enough, an enormous group of 
    Zerglings and Hydralisks will run in. An Infested Terran or two will also
    be a part of the pack. Try to prevent the Zerg units from getting too far
    in and use Tassadar's Psionic Storm immediately. You will likely need to
    cast more than one to really significantly hurt the group. Have your 
    other units clean up any remaining Zerglings.

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

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

    >> Destroy the heart of the Conclave.

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

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

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

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

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

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

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

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

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

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

    >> Destroy the Stasis Cell.

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

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

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

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

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

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

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

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

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

    >> Use Zeratul to destroy the Zerg Cerebrates. 

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

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

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

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

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

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

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

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

   +==============================+
    MISSION TEN : EYE OF THE STORM
   +==============================+
 
    >> Destroy the Overmind.

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

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

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

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

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

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

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

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

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

                                     - - -

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

====-====-====-====-====-====-====-====-====-====-====-====-====-====-====-====
         +-+ 5. Unit Overview +-+                                     [5000]
====-====-====-====-====-====-====-====-====-====-====-====-====-====-====-====

Each race in StarCraft has its unique lineup of units, each of them with 
their own advantages and disadvantages. Following below is a list of every
single unit in StarCraft along with their respective stats, abilities, etc. 

-------------------------------------------------------------------------------
         -+- 5.1. Terran -+-                                          [5100]
-------------------------------------------------------------------------------

     Space Construction Vehicle (SCV) ~
     =------------------------------=
          Cost: 50 Minerals             
          Built At: Command Center
          Prerequisite/s: Command Center
          Hit Points: 60
          Energy: N/A

          Supply: 1                           Armor: 0 (+3 upgradeable)
          Build Time: 20                      Range: 1
          Ground Attack: 5                    Sight: 7
          Air Attack: N/A
 
          SCVs are a requirement in every Terran base. They erect buildings,
          gather minerals, and can repair mechanical units back to full 
          health. Only one SCV is able to construct a building at a time.
          Only the SCV can gather the minerals required to maintain a base.
          Ideally, you'd probably like to have quite a few in your base at
          any given moment to carry out the maintenance tasks. SCVs are 
          particularly useful when backing up a strike force as they can
          repair damaged vehicles. 

          Upgrades: 
           * Infantry Armor = Engineering Bay:
                Level 1: Cost - 100 Minerals/100 V.Gas (Armor +1)
                Level 2: Cost - 175 Minerals/175 V.Gas (Armor +2)
                Level 3: Cost - 250 Minerals/250 V.Gas (Armor +3)

     Marine ~
     =----=
          Cost: 50 Minerals             
          Built At: Barracks
          Prerequisite/s: Barracks
          Hit Points: 40
          Energy: N/A

          Supply: 1                           Armor: 0 (+3 upgradeable)
          Build Time: 24                      Range: 4 (+1 upgradeable)
          Ground Attack: 6 (+3 upgradeable)   Sight: 7
          Air Attack: 6 (+3 upgradeable)      

          The Marine is the basic unit of the Terran dominion. When used
          properly, they can deal quite a bit of damage. They're extremely
          versatile in that they can attack both ground targets and air
          targets with equal prejudice. When upgraded with U-238 Shells and
          Stim Packs, they become quite a force to be reckoned with. 

          Upgrades:
           * Infantry Weapons = Engineering Bay:  
                Level 1: Cost - 100 Minerals/100 V.Gas (Attack +1)
                Level 2: Cost - 175 Minerals/175 V.Gas (Attack +2)
                Level 3: Cost - 250 Minerals/250 V.Gas (Attack +3)
           * Infantry Armor = Engineering Bay:
                Level 1: Cost - 100 Minerals/100 V.Gas (Armor +1)
                Level 2: Cost - 175 Minerals/175 V.Gas (Armor +2)
                Level 3: Cost - 250 Minerals/250 V.Gas (Armor +3)
           * U-238 Shells = Academy:
                Cost - 150 Minerals/150 V.Gas (Sight +1)

          Special Abilities: 
           * Stim Packs = Academy:
                Cost - 100 Minerals/100 V.Gas (Uses 10 HP to temporarily 
                increase speed and rate of fire for a few seconds)

     Firebat ~
     =-----=
          Cost: 50 Minerals/25 V.Gas             
          Built At: Barracks
          Prerequisite/s: Barracks, Academy
          Hit Points: 50
          Energy: N/A

          Supply: 1                           Armor: 1 (+3 upgradeable)
          Build Time: 24                      Range: 2
          Ground Attack: 16 (+6 upgradeable)  Sight: 7
          Air Attack: N/A
  
          Firebats lack the range of the Marines, but they make up for it in
          sheer power. Their flamethrowers can hit enemies in an "arc"-like
          pattern. If enemy units group up in front of you, you can devastate
          them easily. This is particularly useful against Zerg rushes. 
          When Stim Packs are used, Firebats become that much more powerful;
          their rate of fire increases significantly to deal very heavy
          damage. Firebats, however, do suffer from a lack of anti-air 
          measures. That's why it's always best to group Firebats and Marines
          together. 

          Upgrades:
           * Infantry Weapons = Engineering Bay:  
                Level 1: Cost - 100 Minerals/100 V.Gas (Attack +2)
                Level 2: Cost - 175 Minerals/175 V.Gas (Attack +4)
                Level 3: Cost - 250 Minerals/250 V.Gas (Attack +6)
           * Infantry Armor = Engineering Bay:
                Level 1: Cost - 100 Minerals/100 V.Gas (Armor +1)
                Level 2: Cost - 175 Minerals/175 V.Gas (Armor +2)
                Level 3: Cost - 250 Minerals/250 V.Gas (Armor +3)

          Special Abilities: 
           * Stim Packs = Academy:
                Cost - 100 Minerals/100 V.Gas (Uses 10 HP to temporarily 
                increase speed and rate of fire for a few seconds)

     Ghost ~
     =---=
          Cost: 25 Minerals/75 V.Gas             
          Built At: Barracks
          Prerequisite/s: Barracks, Academy, Science Facility w/ Covert Ops
          Hit Points: 45
          Energy: 200 (+50 upgradeable)

          Supply: 1                           Armor: 0 (+3 upgradeable)
          Build Time: 50                      Range: 7
          Ground Attack: 10 (+3 upgradeable)  Sight: 9 (+2 upgradeable)
          Air Attack: 10 (+3 upgradeable)

          Ghosts are particularly useful when it comes to sneaking as opposed
          to a blunt rush. After all, they can activate personal cloaking
          and paint targets for nuclear missiles. Their Lockdown is 
          particularly useful against large mechanical targets. An entire
          rush of Battlecruisers or Carriers can be stopped instantly by a 
          ready group of Ghosts. However, their attack power and rate of
          fire leaves much to be desired. 

          Upgrades:
           * Infantry Weapons = Engineering Bay:  
                Level 1: Cost - 100 Minerals/100 V.Gas (Attack +1)
                Level 2: Cost - 175 Minerals/175 V.Gas (Attack +2)
                Level 3: Cost - 250 Minerals/250 V.Gas (Attack +3)
           * Infantry Armor = Engineering Bay:
                Level 1: Cost - 100 Minerals/100 V.Gas (Armor +1)
                Level 2: Cost - 175 Minerals/175 V.Gas (Armor +2)
                Level 3: Cost - 250 Minerals/250 V.Gas (Armor +3)
           * Ocular Implants = Covert Ops:
                Cost - 100 Minerals/100 V.Gas (Sight +2)
           * Moebius Reactor = Covert Ops:
                Cost - 150 Minerals/150 V.Gas (Energy +50)

          Special Abilities:
           * Lockdown = Covert Ops:
                Cost - 200 Minerals/200 V.Gas (Uses 100 energy to temporarily
                immobilize any mechanical unit)
           * Personal Cloaking = Covert Ops:
                Cost - 100 Minerals/100 V.Gas (Uses 25 energy + 1 energy per
                second to become invisible to all non-detecting units)
           * Nuke = Nuclear Silo:
                Cost - 200 Minerals/200 V.Gas (One time use; paints a target
                for a nuclear strike to hit)

     Vulture ~
     =-----=
          Cost: 75 Minerals            
          Built At: Factory
          Prerequisite/s: Barracks, Factory
          Hit Points: 80
          Energy: N/A

          Supply: 2                           Armor: 0 (+3 upgradeable)
          Build Time: 30                      Range: 5
          Ground Attack: 20 (+6 upgradeable)  Sight: 8
          Air Attack: N/A

          The Vulture is primarily designed for scouting. With its speed, it
          can outrun anything. Although its grenade launcher can be effective
          against small groups of infantry, Vultures really can't hold their
          own when it comes to fighting larger targets. Vultures can also
          lay Spider Mines which deal 125 damage each! They are great for
          defense and considering how cheap Vultures are, you're essentially
          getting a mine for 25 minerals (Vultures are built with three
          Spider Mines automatically). Later in the game, when Vultures 
          lose their usefulness in destroying targets, Spider Mines still
          retain their effectiveness. 

          Upgrades:
           * Vehicle Weapons = Armory:
                Level 1: Cost - 100 Minerals/100 V.Gas (Attack +1)
                Level 2: Cost - 175 Minerals/175 V.Gas (Attack +2)
                Level 3: Cost - 250 Minerals/250 V.Gas (Attack +3)
           * Vehicle Plating = Armory:
                Level 1: Cost - 100 Minerals/100 V.Gas (Armor +1)
                Level 2: Cost - 175 Minerals/175 V.Gas (Armor +2)
                Level 3: Cost - 250 Minerals/250 V.Gas (Armor +3)
           * Ion Thrusters = Machine Shop:
                Cost - 100 Minerals/100 V.Gas (Increases Vulture speed)

          Special Abilities:
           * Spider Mines = Machine Shop:
                Cost - 100 Minerals/100 V.Gas (Stocks Vultures with 3 Spider
                Mines for deployment anywhere. Spider Mines cannot be
                restocked)

     Siege Tank ~
     =--------=
          Cost: 150 Minerals/100 V.Gas        
          Built At: Factory
          Prerequisite/s: Barracks, Factory w/ Machine Shop
          Hit Points: 150
          Energy: N/A

          -- Undeployed --
          Supply: 2                           Armor: 1 (+3 upgradeable)
          Build Time: 50                      Range: 6
          Ground Attack: 30 (+9 upgradeable)  Sight: 10
          Air Attack: N/A
          -- Siege Mode --
          Ground Attack: 70 (+15 upgradeable) Range: 12
          Air Attack: N/A

          The Siege Tank is easily the most powerful unit in the game with 
          its destructive Arclite Cannon. When deployed in Siege Mode, it can
          unleash a relentless barrage of shells that can tear through 
          enemy forces within seconds. For that reason, it can serve as good
          base defense. However, Siege Tanks are more useful in base assaults.
          Deploy a whole squad of them at the outskirts of an enemy base and
          watch the fireworks commence. Siege Tanks lack anti-air capabilities,
          making them easy picking for enemy aircraft. Always make sure that
          you back up your Siege Tanks with Marines, Goliaths, or other units
          with anti-air capabilities. Obviously, in order for Siege Tanks to
          be effective, you need to research Siege Tech. 

          Upgrades:
           * Vehicle Weapons = Armory:
                Level 1: Cost - 100 Minerals/100 V.Gas (Attack +3/+5)
                Level 2: Cost - 175 Minerals/175 V.Gas (Attack +6/+10)
                Level 3: Cost - 250 Minerals/250 V.Gas (Attack +9/+15)
           * Vehicle Plating = Armory:
                Level 1: Cost - 100 Minerals/100 V.Gas (Armor +1)
                Level 2: Cost - 175 Minerals/175 V.Gas (Armor +2)
                Level 3: Cost - 250 Minerals/250 V.Gas (Armor +3)

          Special Abilities: 
           * Siege Tech = Machine Shop:
                Cost - 150 Minerals/150 V.Gas (Allows a Siege Tank to deploy
                in Siege Mode: the tank will be immobile but its range and
                weapon attack will drastically increase)

     Goliath ~
     =-----=
          Cost: 100 Minerals/50 V.Gas      
          Built At: Factory
          Prerequisite/s: Barracks, Factory, Armory
          Hit Points: 125
          Energy: N/A

          Supply: 2                           Armor: 1 (+3 upgradeable)
          Build Time: 30                      Range: 5
          Ground Attack: 12 (+3 upgradeable)  Sight: 8
          Air Attack: 20 (+12 upgradeable)

          The Goliath Combat Walker is capable of attacking both air and
          ground targets.  However, it's particularly effective against air
          targets. Although it can hold its own in a ground skirmish, its
          auto-cannons aren't remarkably powerful. The Goliath's dexterity
          makes for a great supporting unit, useful in defending Siege Tanks
          from air assaults or covering resource piles. Not only that, but
          they move fairly quickly, giving them an opportunity to chase down
          enemy air units before they run off. 

          Upgrades: 
           * Vehicle Weapons = Armory:
                Level 1: Cost - 100 Minerals/100 V.Gas (Attack +1/+4)
                Level 2: Cost - 175 Minerals/175 V.Gas (Attack +2/+8)
                Level 3: Cost - 250 Minerals/250 V.Gas (Attack +3/+12)
           * Vehicle Plating = Armory:
                Level 1: Cost - 100 Minerals/100 V.Gas (Armor +1)
                Level 2: Cost - 175 Minerals/175 V.Gas (Armor +2)
                Level 3: Cost - 250 Minerals/250 V.Gas (Armor +3)

     Wraith ~
     =----=
          Cost: 150 Minerals/100 V.Gas      
          Built At: Starport
          Prerequisite/s: Factory, Starport
          Hit Points: 120
          Energy: 200 (+50 upgradeable) 

          Supply: 2                           Armor: 0 (+3 upgradeable)
          Build Time: 60                      Range: 5
          Ground Attack: 8 (+3 upgradeable)   Sight: 7
          Air Attack: 20 (+6 upgradeable)

          When it comes to attacking ground units, the Wraith isn't exactly
          the best unit for the task. However, since the Wraith is capable of
          cloaking itself, better some damage than no damage at all. Wraiths
          are very versatile aircraft, quick, fast, and stealthy. When used
          effectively, they can really be quite an annoyance to an enemy
          force. Cloaked Wraiths can decimate enemy air forces of Carriers
          or Battlecruisers, assuming there aren't any Observers or any sort
          of detector nearby. They're also particularly useful in harassing
          units without anti-air capabilities such as Siege Tanks or Zealots.
          The only real disadvantage to Wraiths is their long build time and
          cost. 

          Upgrades: 
           * Ship Weapons = Armory:
                Level 1: Cost - 100 Minerals/100 V.Gas (Attack +3)
                Level 2: Cost - 150 Minerals/150 V.Gas (Attack +6)
                Level 3: Cost - 200 Minerals/200 V.Gas (Attack +9)
           * Ship Plating = Armory:
                Level 1: Cost - 150 Minerals/150 V.Gas (Armor +1)
                Level 2: Cost - 225 Minerals/225 V.Gas (Armor +2)
                Level 3: Cost - 300 Minerals/300 V.Gas (Armor +3)
           * Apollo Reactor = Control Tower:
                Cost - 200 Minerals/200 V.Gas (Energy +50)

          Special Abilities:
           * Cloaking Field = Control Tower:
                Cost - 150 Minerals/150 V.Gas (Uses 25 energy + 1 energy per
                second to become invisible to all non-detecting units)

     Dropship ~
     =------=
          Cost: 100 Minerals/100 V.Gas      
          Built At: Starport
          Prerequisite/s: Factory, Starport w/ Control Tower
          Hit Points: 150
          Energy: N/A

          Supply: 2                           Armor: 1 (+3 upgradeable)
          Build Time: 50                      Range: N/A
          Ground Attack: N/A                  Sight: 8
          Air Attack: N/A

          Dropships are unarmed, but they serve a very important role in 
          combat. Their eight slots can carry a number of units anywhere the
          Dropship can go. Obviously, since they don't have defenses of their
          own, it'd be best to steer clear of any enemy defenses that could
          possibly destroy it. Remember that if you lose a fully-loaded 
          Dropship, not only do you lose the Dropship itself but also every
          single unit inside of it. With the Dropship's vulnerability while
          unloading coupled with its incredibly slow unloading speed, you'd
          want to avoid dropping units in the middle of a chaotic battle.

          Upgrades:
           * Ship Plating = Armory:
                Level 1: Cost - 150 Minerals/150 V.Gas (Armor +1)
                Level 2: Cost - 225 Minerals/225 V.Gas (Armor +2)
                Level 3: Cost - 300 Minerals/300 V.Gas (Armor +3)

     Battlecruiser ~
     =-----------=
          Cost: 400 Minerals/300 V.Gas      
          Built At: Starport
          Prerequisite/s: Factory, Starport w/ Control Tower, Science Facility
                          w/ Physics Lab
          Hit Points: 500
          Energy: 200 (+50 upgradeable)

          Supply: 6                           Armor: 3 (+3 upgradeable)
          Build Time: 160                     Range: 6
          Ground Attack: 25 (+9 upgradeable)  Sight: 11
          Air Attack: 25 (+9 upgradeable)

          The Battlecruiser is the pride of the Terran Sector. Heavily-armored
          and heavily-loaded, it can take a good deal of punishment and dish
          out pain. However, Battlecruisers also have their weaknesses. Like
          any other mechanical unit, they can be affected by Lockdown, Stasis
          Field, Ensnare, etc. Battlecruisers are particularly more effective
          in large groups. With their slow rate of fire, a single Battlecruiser
          falls easy prey to a small group of Marines with Stim Packs. It's
          strongly recommended that you couple Battlecruisers with a Science
          Vessel's Defensive Matrix to make them nearly invincible. Its Yamato 
          Gun can easily decimate buildings, making Battlecruisers quite a 
          force to be reckoned with. 

          Upgrades: 
           * Ship Weapons = Armory:
                Level 1: Cost - 100 Minerals/100 V.Gas (Attack +3)
                Level 2: Cost - 150 Minerals/150 V.Gas (Attack +6)
                Level 3: Cost - 200 Minerals/200 V.Gas (Attack +9)
           * Ship Plating = Armory:
                Level 1: Cost - 150 Minerals/150 V.Gas (Armor +1)
                Level 2: Cost - 225 Minerals/225 V.Gas (Armor +2)
                Level 3: Cost - 300 Minerals/300 V.Gas (Armor +3)
           * Colossus Reactor = Physics Lab:
                Cost - 150 Minerals/150 V.Gas (Energy +50)

          Special Abilities:
           * Yamato Gun = Physics Lab:
                Cost - 100 Minerals/100 V.Gas (Uses 150 Energy to launch a
                devastating burst of energy)

     Science Vessel ~
     =------------=
          Cost: 100 Minerals/225 V.Gas      
          Built At: Starport
          Prerequisite/s: Factory, Starport, Science Facility
          Hit Points: 200
          Energy: 200 (+50 upgradeable)

          Supply: 2                           Armor: 1 (+3 upgradeable)
          Build Time: 80                      Range: N/A
          Ground Attack: N/A                  Sight: 10
          Air Attack: N/A

          Science Vessels are capable of detecting cloaked units, making them
          very effective in seeking out hidden enemies. They're also loaded
          with an arsenal of skills particularly useful on the battlefield.
          Defensive Matrix adds 250 HP to any given unit, Irradiate slowly
          eats away at a biological unit's HP, and EMP Shockwave automatically
          brings a targeted unit's energy/shields down to 0. Needless to say,
          Science Vessels are quite the "utility" unit. The only downside is
          their expensive Vespene Gas cost and of course, they're inability
          to attack. 

          Upgrades:
           * Ship Plating = Armory:
                Level 1: Cost - 150 Minerals/150 V.Gas (Armor +1)
                Level 2: Cost - 225 Minerals/225 V.Gas (Armor +2)
                Level 3: Cost - 300 Minerals/300 V.Gas (Armor +3)
           * Titan Reactor = Science Facility
                Cost - 150 Minerals/150 V.Gas (Energy +50)

          Special Abilities:
           * Defensive Matrix:
                Cost - N/A (Uses 100 Energy to generate a 250 HP shield to 
                protect a targeted unit. Wears off after 30 seconds)
           * Irradiate = Science Facility:
                Cost - 200 Minerals/200 V.Gas (Uses 75 Energy to blast a 
                target with radiation to constantly sap health for 30 seconds. 
                Affects a group of units and only damages biological units)
           * EMP Shockwave = Science Facility:
                Cost - 200 Minerals/200 V.Gas (Uses 100 Energy to bring
                targeted unit's shield/energy down to zero)

-------------------------------------------------------------------------------
         -+- 5.2. Protoss -+-                                         [5200]
-------------------------------------------------------------------------------

     Probe ~
     =---=
          Cost: 50 Minerals    
          Built At: Nexus
          Prerequisite/s: Nexus
          Hit Points: 20
          Plasma Shields: 20
          Energy: N/A

          Supply: 1                           Armor: 0 (+3 upgradeable)
          Build Time: 20                      Range: 1
          Ground Attack: 5                    Sight: 8
          Air Attack: N/A

          The Protoss Probe is the first step in establishing a Protoss base.
          Probes are charged with gathering resources and warping in buildings.
          When the need arises, they can put up a little fight, but their
          weak plasma shields make them easy targets for more combat-oriented
          units. The Probe does have an advantage to the other worker units
          of the Terran and Zerg as they can simply warp in buildings. In
          doing so, as long as the building is still warping, the Probe is
          free to move away and initiate another task. Essentially, you can
          build up an entire base quickly with just one Probe as opposed to 
          the multiple SCVs or Drones you'd probably need on Terran and Zerg,
          respectively. 

          Upgrades: 
           * Ground Armor = Forge:
                Level 1: Cost - 100 Minerals/100 V.Gas (Armor +1)
                Level 2: Cost - 175 Minerals/175 V.Gas (Armor +2)
                Level 3: Cost - 250 Minerals/250 V.Gas (Armor +3)
           * Plasma Shields = Forge:
                Level 1: Cost - 200 Minerals/200 V.Gas (Plasma Shields +1)
                Level 2: Cost - 300 Minerals/300 V.Gas (Plasma Shields +2)
                Level 3: Cost - 400 Minerals/400 V.Gas (Plasma Shields +3)

     Zealot ~
     =----=
          Cost: 100 Minerals    
          Built At: Gateway
          Prerequisite/s: Gateway
          Hit Points: 100
          Plasma Shields: 60
          Energy: N/A

          Supply: 1                           Armor: 1 (+3 upgradeable)
          Build Time: 40                      Range: 1
          Ground Attack: 16 (+6 upgradeable)  Sight: 7
          Air Attack: N/A

          Zealots are the basic foot-soldiers of the Protoss forces. However,
          they are certainly not to be underestimated. A single Zealot can
          rip through a small group of Zerglings and eliminate stationary
          Marines in seconds. Zealots are at a disadvantage against ranged
          units however because their melee attack obviously doesn't have 
          much of a range. Also, be aware that Zealots cannot attack air 
          units. Coupling Zealots with Dragoons or other anti-air units would
          certainly be a good idea. 

          Upgrades:
           * Ground Weapons = Forge:
                Level 1: Cost - 100 Minerals/100 V.Gas (Attack +2)
                Level 2: Cost - 150 Minerals/150 V.Gas (Attack +4)
                Level 3: Cost - 200 Minerals/200 V.Gas (Attack +6)
           * Ground Armor = Forge:
                Level 1: Cost - 100 Minerals/100 V.Gas (Armor +1)
                Level 2: Cost - 175 Minerals/175 V.Gas (Armor +2)
                Level 3: Cost - 250 Minerals/250 V.Gas (Armor +3)
           * Plasma Shields = Forge:
                Level 1: Cost - 200 Minerals/200 V.Gas (Plasma Shields +1)
                Level 2: Cost - 300 Minerals/300 V.Gas (Plasma Shields +2)
                Level 3: Cost - 400 Minerals/400 V.Gas (Plasma Shields +3)
           * Leg Enhancements = Citadel of Adun:
                Cost - 150 Minerals/150 V.Gas (Increases Zealot speed)

     Dragoon ~
     =-----=
          Cost: 125 Minerals/50 V.Gas
          Built At: Gateway
          Prerequisite/s: Gateway, Cybernetics Core
          Hit Points: 100
          Plasma Shields: 80
          Energy: N/A

          Supply: 2                           Armor: 1 (+3 upgradeable)
          Build Time: 40                      Range: 4 (+2 upgradeable)
          Ground Attack: 20 (+6 upgradeable)  Sight: 8
          Air Attack: 20 (+6 upgradeable)

          Whereas Zealots excel in eliminating enemies at close range,
          Dragoons are effective at taking out enemy units from afar. Their
          versatility makes them a key factor in an effective ground rush.
          A large group of Dragoons can effectively counter large units such 
          as Battlecruisers and Carriers when used efficiently. Because of
          their effectiveness against air units as well, it's always a good
          idea to put Dragoons on guard duty around a base to aid Photon
          Cannons and prevent any sort of Dropship rushes. The Dragoon's 
          greatest disadvantage is its slow firing speed. That's why it's 
          always best to have aiding Zealots or some other unit take the hits 
          while your Dragoons barrage back with their destructive anti-matter 
          particles. 

          Upgrades: 
           * Ground Weapons = Forge:
                Level 1: Cost - 100 Minerals/100 V.Gas (Attack +2)
                Level 2: Cost - 150 Minerals/150 V.Gas (Attack +4)
                Level 3: Cost - 200 Minerals/200 V.Gas (Attack +6)
           * Ground Armor = Forge:
                Level 1: Cost - 100 Minerals/100 V.Gas (Armor +1)
                Level 2: Cost - 175 Minerals/175 V.Gas (Armor +2)
                Level 3: Cost - 250 Minerals/250 V.Gas (Armor +3)
           * Plasma Shields = Forge:
                Level 1: Cost - 200 Minerals/200 V.Gas (Plasma Shields +1)
                Level 2: Cost - 300 Minerals/300 V.Gas (Plasma Shields +2)
                Level 3: Cost - 400 Minerals/400 V.Gas (Plasma Shields +3)
           * Singularity Charge = Cybernetics Core:
                Cost - 150 Minerals/150 V.Gas (Range +2)

     High Templar ~
     =----------=
          Cost: 50 Minerals/150 V.Gas
          Built At: Gateway
          Prerequisite/s: Gateway, Templar Archives
          Hit Points: 40
          Plasma Shields: 40
          Energy: 200 (+50 upgradeable)

          Supply: 2                           Armor: 0 (+3 upgradeable)
          Build Time: 50                      Range: N/A
          Ground Attack: N/A                  Sight: 7
          Air Attack: N/A

          The Protoss High Templar lacks a physical means of attacking.
          Rather, it controls an arsenal of psionic powers. The usefulness
          of Hallucination and the destructive power of Psionic Storm is
          enough reason to consider producing High Templars. Psionic Storm
          is very useful in both base defense and rushes. A targeted group
          of units stuck in a Psionic Storm will take heavy damage for the
          duration of the entire storm. Enemy rushes can be heavily damaged
          within seconds. Hallucination can be useful, creating doubles of
          any selected unit that obviously cannot attack. However, these
          holograms can still scout and appear as if they're attacking. It's
          useful in intimidating your enemy in ways such as sending in a faux 
          force of Carriers from one side to create panic when in reality, 
          you have your real Carriers moving in from a different direction. 
          When planned effectively, Hallucination can be one of the most 
          useful skills available to you. Last but not least, Templars are
          capable of fusing together to form an Archon. 

          Upgrades: 
           * Ground Armor = Forge:
                Level 1: Cost - 100 Minerals/100 V.Gas (Armor +1)
                Level 2: Cost - 175 Minerals/175 V.Gas (Armor +2)
                Level 3: Cost - 250 Minerals/250 V.Gas (Armor +3)
           * Plasma Shields = Forge:
                Level 1: Cost - 200 Minerals/200 V.Gas (Plasma Shields +1)
                Level 2: Cost - 300 Minerals/300 V.Gas (Plasma Shields +2)
                Level 3: Cost - 400 Minerals/400 V.Gas (Plasma Shields +3)
           * Khaydarin Amulet = Templar Archives:
                Cost - 150 Minerals/150 V.Gas (Energy +50)

          Special Abilities:
           * Hallucination = Templar Archives:
                Cost - 150 Minerals/150 V.Gas (Uses 100 Energy to create two 
                holographic doubles of any selected unit. The holographic
                illusion can scout, move, and appear to attack, though it
                cannot deal any damage by itself. All illusions disappear
                after 180 seconds)
           * Psionic Storm = Templar Archives:
                Cost - 200 Minerals/200 V.Gas (Uses 75 Energy to create a 
                storm that deals devastating damage in an area of effect. 
                All units, not buildings, are affected)

     Archon ~
     =----=
          Cost: N/A
          Built At: N/A
          Prerequisite/s: Two High Templars
          Hit Points: 10
          Plasma Shields: 350
          Energy: N/A

          Supply: 4                           Armor: 0 (+3 upgradeable)
          Build Time: 50                      Range: 2
          Ground Attack: 30 (+9 upgradeable)  Sight: 8
          Air Attack: 30 (+9 upgradeable)

          The intimidating Archon is the result of two High Templars 
          sacrificing themselves to transform into a raw entity of pure
          psionic energy. The new Archon lacks the previous psionic abilities
          of High Templars, but instead carries the ability to attack ground
          and air targets with a burst of relentless psionic energy. Since it
          deals splash damage as well, groups of smaller units are easily
          decimated by a few Archons. Its only weakness comes in the form of
          its frail body. Although defended by a very powerful plasma shield,
          watch out for Terran Science Vessels and their EMP Shockwaves. Once
          the Archon's shield is brought down, it's an easy target for even
          a single Marine. 

          Upgrades: 
           * Ground Weapons = Forge:
                Level 1: Cost - 100 Minerals/100 V.Gas (Attack +3)
                Level 2: Cost - 150 Minerals/150 V.Gas (Attack +6)
                Level 3: Cost - 200 Minerals/200 V.Gas (Attack +9)
           * Ground Armor = Forge:
                Level 1: Cost - 100 Minerals/100 V.Gas (Armor +1)
                Level 2: Cost - 175 Minerals/175 V.Gas (Armor +2)
                Level 3: Cost - 250 Minerals/250 V.Gas (Armor +3)
           * Plasma Shields = Forge:
                Level 1: Cost - 200 Minerals/200 V.Gas (Plasma Shields +1)
                Level 2: Cost - 300 Minerals/300 V.Gas (Plasma Shields +2)
                Level 3: Cost - 400 Minerals/400 V.Gas (Plasma Shields +3)

     Shuttle ~
     =-----=
          Cost: 200 Minerals
          Built At: Robotics Facility
          Prerequisite/s: Robotics Facility
          Hit Points: 80
          Plasma Shields: 60
          Energy: N/A

          Supply: 2                           Armor: 1 (+3 upgradeable)
          Build Time: 40                      Range: N/A
          Ground Attack: N/A                  Sight: 8
          Air Attack: N/A

          Shuttles are airborne transports capable of bringing units from 
          here to there. Shuttles lack any weapon system so they're sitting
          ducks if they sit still. Their eight slots can carry a number of 
          units anywhere the Shuttle can go. When fully upgraded, the Shuttle
          becomes the fastest transport available in the game. With the slow
          speed of certain units such as Reavers, Shuttles are very useful
          in transporting units over to enemy bases or wherever you really
          want. 

          Upgrades: 
           * Air Armor = Cybernetics Core:
                Level 1: 150 Minerals/150 V.Gas (Armor +1)
                Level 2: 225 Minerals/225 V.Gas (Armor +2)
                Level 3: 300 Minerals/300 V.Gas (Armor +3)
           * Plasma Shields = Forge:
                Level 1: Cost - 200 Minerals/200 V.Gas (Plasma Shields +1)
                Level 2: Cost - 300 Minerals/300 V.Gas (Plasma Shields +2)
                Level 3: Cost - 400 Minerals/400 V.Gas (Plasma Shields +3)
           * Gravitic Drive = Robotics Support Bay:
                Cost - 200 Minerals/200 V.Gas (Increases Shuttle speed)

     Reaver ~
     =----=
          Cost: 200 Minerals/100 V.Gas
          Built At: Robotics Facility
          Prerequisite/s: Robotics Facility, Robotics Support Bay
          Hit Points: 100
          Plasma Shields: 80
          Energy: N/A

          Supply: 4                           Armor: 0 (+3 upgradeable)
          Build Time: 70                      Range: 8
          Ground Attack: 100 (+25 upgradeable)Sight: 10
          Air Attack: N/A

          Reavers attack through small, explosive drones called scarabs. 
          Scarabs can only be manufactured by the Reaver, costing 15 Minerals
          each. For that reason, Reavers cannot be used in an extended siege
          that will run their scarab supplies dry. However, if used 
          effectively, their scarabs will devastate enemy troops and buildings
          quite easily. The scarab's splash damage can make it very effective
          against groups of oncoming Zerglings or Marines. Reavers, however,
          are not capable of attacking air targets. Note that due to the 
          Reaver's incredibly slow speed, it'd be a good idea to utilize
          Shuttles to transport Reavers back and forth. 

          Upgrades:
           * Ground Armor = Forge:
                Level 1: Cost - 100 Minerals/100 V.Gas (Armor +1)
                Level 2: Cost - 175 Minerals/175 V.Gas (Armor +2)
                Level 3: Cost - 250 Minerals/250 V.Gas (Armor +3)
           * Plasma Shields = Forge:
                Level 1: Cost - 200 Minerals/200 V.Gas (Plasma Shields +1)
                Level 2: Cost - 300 Minerals/300 V.Gas (Plasma Shields +2)
                Level 3: Cost - 400 Minerals/400 V.Gas (Plasma Shields +3)
           * Scarab Damage = Robotics Support Bay:
                Cost - 200 Minerals/200 V.Gas (Scarab damage +25)
           * Reaver Capacity = Robotics Support Bay:
                Cost - 200 Minerals/200 V.Gas (Scarab capacity +5)

     Observer ~
     =------=
          Cost: 25 Minerals/75 V.Gas
          Built At: Robotics Facility
          Prerequisite/s: Observatory
          Hit Points: 40
          Plasma Shields: 20
          Energy: N/A

          Supply: 1                           Armor: 0 (+3 upgradeable)
          Build Time: 40                      Range: N/A
          Ground Attack: N/A                  Sight: 9 (+2 upgradeable)
          Air Attack: N/A
 
          Observers are permanently cloaked and serve as the literal spies of
          the Protoss forces. They can detect other cloaked units, making
          them invaluable in deploying around bases or scouting out suspicious
          areas. Observers can be used to follow your own attack forces to
          reveal incoming cloaked Wraiths or Ghosts. Assuming your enemy has
          few detectors running, you can send in an Observer and not have to
          worry about counter-attacks. However, be wary of obvious detectors
          and of course, Scanner Sweeps. Still, the Observer's relatively
          cheap cost makes replacing them easy. The Observer has no weapon
          system. 

          Upgrades: 
           * Air Armor = Cybernetics Core:
                Level 1: 150 Minerals/150 V.Gas (Armor +1)
                Level 2: 225 Minerals/225 V.Gas (Armor +2)
                Level 3: 300 Minerals/300 V.Gas (Armor +3)
           * Plasma Shields = Forge:
                Level 1: Cost - 200 Minerals/200 V.Gas (Plasma Shields +1)
                Level 2: Cost - 300 Minerals/300 V.Gas (Plasma Shields +2)
                Level 3: Cost - 400 Minerals/400 V.Gas (Plasma Shields +3)
           * Sensor Array = Observatory:
                Cost - 150 Minerals/150 V.Gas (Sight +2)
           * Gravitic Booster = Observatory:
                Cost - 150 Minerals/150 V.Gas (Increases Observer speed)

     Scout ~
     =---=
          Cost: 300 Minerals/150 V.Gas
          Built At: Stargate
          Prerequisite/s: Stargate
          Hit Points: 150
          Plasma Shields: 100
          Energy: N/A

          Supply: 3                           Armor: 0 (+3 upgradeable)
          Build Time: 80                      Range: 4
          Ground Attack: 8 (+3 upgradeable)   Sight: 8 (+2 upgradeable)
          Air Attack: 28 (+6 upgradeable)

          Scouts are useful for more than just direct combat. For one thing,
          they're aptly named, as they make great scouts. Their speed and
          versatility is effective in hit-and-run tactics or just revealing
          enemy locations. Scouts absolutely decimate air targets, though
          their ability to hold off ground units isn't as amazing. Try to
          avoid getting into skirmishes with ground units that have anti-air
          capabilities. A group of Marines can deal quite a bit of damage to
          a group of Scouts before the latter can eliminate them. The Scout is
          very expensive, so you'd want to avoid losing them too often. 
 
          Upgrades:
           * Air Weapons = Cybernetics Core:
                Level 1: 100 Minerals/100 V.Gas (Attack +1/+2)
                Level 2: 175 Minerals/175 V.Gas (Attack +2/+4)
                Level 3: 250 Minerals/250 V.Gas (Attack +3/+6)
           * Air Armor = Cybernetics Core:
                Level 1: 150 Minerals/150 V.Gas (Armor +1)
                Level 2: 225 Minerals/225 V.Gas (Armor +2)
                Level 3: 300 Minerals/300 V.Gas (Armor +3)
           * Plasma Shields = Forge:
                Level 1: Cost - 200 Minerals/200 V.Gas (Plasma Shields +1)
                Level 2: Cost - 300 Minerals/300 V.Gas (Plasma Shields +2)
                Level 3: Cost - 400 Minerals/400 V.Gas (Plasma Shields +3)
           * Apial Sensors = Fleet Beacon:
                Cost - 100 Minerals/100 V.Gas (Sight +2)
           * Gravitic Thrusters = Fleet Beacon: 
                Cost - 200 Minerals/200 V.Gas (Increases Scout speed)

     Carrier ~
     =-----=
          Cost: 350 Minerals/250 V.Gas
          Built At: Stargate
          Prerequisite/s: Stargate, Fleet Beacon
          Hit Points: 300
          Plasma Shields: 150
          Energy: N/A

          Supply: 8                           Armor: 4 (+3 upgradeable)
          Build Time: 140                     Range: 8
          Ground Attack: 6 (+3 upgradeable)   Sight: 11
          Air Attack: 6 (+3 upgradeable)

          Carriers function through their Interceptors, little robotic flyers
          that can be manufactured inside the Carrier for 25 Minerals each.
          A Carrier relies not on its own weapons, but by deploying the
          Interceptors to attack a target. When fully upgraded, a Carrier can
          carry up to eight Interceptors. That alone is enough to deal a 
          significant amount of damage to any enemy force. Needless to say,
          a group of Carriers is all the more powerful. Carriers have very
          high sight ranges, so you can seek out targets before they can even
          see you. Use this to your advantage and have your Interceptors 
          strike while your Carriers sit away from the battle. Of course, it'd
          be a good idea to always send support with your Carriers in the 
          form of Scouts or Dragoons. An Observer would be a good investment
          as well should you run into cloaked Wraiths or the like. 

          Upgrades: 
           * Air Weapons = Cybernetics Core:
                Level 1: 100 Minerals/100 V.Gas (Attack +1)
                Level 2: 175 Minerals/175 V.Gas (Attack +2)
                Level 3: 250 Minerals/250 V.Gas (Attack +3)
           * Air Armor = Cybernetics Core:
                Level 1: 150 Minerals/150 V.Gas (Armor +1)
                Level 2: 225 Minerals/225 V.Gas (Armor +2)
                Level 3: 300 Minerals/300 V.Gas (Armor +3)
           * Plasma Shields = Forge:
                Level 1: Cost - 200 Minerals/200 V.Gas (Plasma Shields +1)
                Level 2: Cost - 300 Minerals/300 V.Gas (Plasma Shields +2)
                Level 3: Cost - 400 Minerals/400 V.Gas (Plasma Shields +3)
           * Carrier Capacity = Fleet Beacon:
                Cost - 100 Minerals/100 V.Gas (Increases Carrier capacity from
                four Interceptors to eight Interceptors)

     Arbiter ~
     =-----=
          Cost: 100 Minerals/350 V.Gas
          Built At: Stargate
          Prerequisite/s: Stargate, Arbiter Tribunal
          Hit Points: 200
          Plasma Shields: 150
          Energy: 200 (+50 upgradeable)

          Supply: 4                           Armor: 1 (+3 upgradeable)
          Build Time: 160                     Range: 5
          Ground Attack: 10 (+3 upgradeable)  Sight: 9
          Air Attack: 10 (+3 upgradeable)

          The Arbiter, with its incredibly high cost and build time should
          definitely be worth more than its puny weaponry. The Arbiter has the
          ability to put all friendly units in its immediate vicinity in a 
          cloaked state. The Arbiter, however, cannot cloak itself (neither
          can another Arbiter cloak it). This ability has an endless amount
          of uses, for a cloaked group of Protoss forces can decimate enemies
          without them even being able to fight back. Make sure that your
          Arbiter is always protected and out of the way of significant
          damage though! Two more skills that make the Arbiter a worthy 
          investment include the Recall ability, which allows you to teleport
          a select group of units to where the Arbiter is located, and Stasis
          Field, which locks a group of targeted units, preventing them from
          attacking, moving, or getting damaged altogether. 

          Upgrades: 
           * Air Weapons = Cybernetics Core:
                Level 1: 100 Minerals/100 V.Gas (Attack +1)
                Level 2: 175 Minerals/175 V.Gas (Attack +2)
                Level 3: 250 Minerals/250 V.Gas (Attack +3)
           * Air Armor = Cybernetics Core:
                Level 1: 150 Minerals/150 V.Gas (Armor +1)
                Level 2: 225 Minerals/225 V.Gas (Armor +2)
                Level 3: 300 Minerals/300 V.Gas (Armor +3)
           * Plasma Shields = Forge:
                Level 1: Cost - 200 Minerals/200 V.Gas (Plasma Shields +1)
                Level 2: Cost - 300 Minerals/300 V.Gas (Plasma Shields +2)
                Level 3: Cost - 400 Minerals/400 V.Gas (Plasma Shields +3)
           * Khaydarin Core = Arbiter Tribunal: 
                Cost - 150 Minerals/150 V.Gas (Energy +50)

          Special Abilities:
           * Recall = Arbiter Tribunal:
                Cost - 150 Minerals/150 V.Gas (Uses 150 Energy to teleport 
                a group of units to the caster)
           * Stasis Field = Arbiter Tribunal:
                Cost - 150 Minerals/150 V.Gas (Uses 100 Energy to trap a 
                group of units in a Stasis Field, preventing them from moving,
                attacking, or being damaged for 40 seconds)

-------------------------------------------------------------------------------
         -+- 5.3. Zerg -+-                                            [5300]
-------------------------------------------------------------------------------

     Drone ~
     =---=
          Cost: 50 Minerals
          Built At: Hatchery
          Prerequisite/s: Hatchery
          Hit Points: 40
          Energy: N/A

          Supply: 1                           Armor: 0 (+3 upgradeable)
          Build Time: 20                      Range: 1
          Ground Attack: 5                    Sight: 7
          Air Attack: N/A

          The Drone is the basic gathering/building unit of the Zerg, but it
          differs from the SCVs and Probes of the Terran and Protoss. Instead
          of actually constructing a building, the Drone "morphs" into a 
          building. For that reason, by putting up a building, you are 
          essentially losing a Drone in the process. Apart from that, they're
          basic gathering units, capable of mining minerals and Vespene Gas.
          Drones are also capable of burrowing (once it is researched), making
          them somewhat more effective at staying alive. Assuming an enemy
          doesn't unearth your burrowed Drones, you can have them re-emerge
          at a safer time. 

          Upgrades:
           * Zerg Carapace = Evolution Chamber:
                Level 1: Cost - 150 Minerals/150 V.Gas (Armor +1)
                Level 2: Cost - 225 Minerals/225 V.Gas (Armor +2)
                Level 3: Cost - 300 Minerals/300 V.Gas (Armor +3)
          
          Special Abilities:
           * Burrow = Hatchery
                Cost - 100 Minerals/100 V.Gas (Allows the unit to burrow 
                underground and become invisible to all non-detector units)

     Overlord ~
     =------=
          Cost: 100 Minerals
          Built At: Hatchery
          Prerequisite/s: Hatchery
          Hit Points: 200
          Energy: N/A

          Supply: N/A                         Armor: 0 (+3 upgradeable)
          Build Time: 40                      Range: 0
          Ground Attack: N/A                  Sight: 9 (+2 upgradeable)
          Air Attack: N/A

          The Zerg Overlord is responsible for a number of tasks. Their most
          important function is providing the supply for the Zerg base they're
          affiliated with. Basically, they take on the function of Terran
          Supply Depots and Protoss Pylons. Every Overlord is responsible for
          eight controls. Obviously, in order to expand your growth, you need
          to consistently build Overlords. Another function that Overlords are
          particularly useful for is transporting units. Once an Overlord
          acquires the Ventral Sacs upgrade (and preferably the Pneumatized
          Carapace or else your Overlord would move incredibly slow), it can
          serve as a transport for ground units. Finally, Overlords are
          detectors, meaning they can reveal cloaked or burrowed units. It's 
          always recommended to have an excess of Overlords lest an enemy 
          happen to shoot a few down. It's also not recommended to group all 
          of your Overlords in a corner for obvious reasons. That's just 
          stupid. 

          Upgrades:
           * Flyer Carapace = Spire:
                Level 1: Cost - 150 Minerals/150 V.Gas (Armor +1)
                Level 2: Cost - 225 Minerals/225 V.Gas (Armor +2)
                Level 3: Cost - 300 Minerals/300 V.Gas (Armor +3)
           * Antennae = Lair:
                Cost - 150 Minerals/150 V.Gas (Sight +2)
           * Pneumatized Carapace = Lair:
                Cost - 150 Minerals/150 V.Gas (Increases Overlord speed)
           
          Special Abilities:
           * Ventral Sacs = Lair:
                Cost - 200 Minerals/200 V.Gas (Allows Overlord to carry up to
                eight slots and transport units)

     Zergling ~
     =------=
          Cost: 25 Minerals
          Built At: Hatchery
          Prerequisite/s: Hatchery, Spawning Pool
          Hit Points: 35
          Energy: N/A

          Supply: 0.5                         Armor: 0 (+3 upgradeable)
          Build Time: 28                      Range: 1
          Ground Attack: 5 (+3 upgradeable)   Sight: 5
          Air Attack: N/A

          Zerglings are produced in groups of two from a single larva. For 
          that reason, it should not take long at all to amass a huge force
          of Zerglings for a massive rush. Not only that, but Zerglings are
          relatively cheap. When fully upgraded, they easily become one of
          the most powerful forces in the game when used in large numbers. 
          Their extremely low attack is countered by a very quick attack. 
          Although a single Zergling can't hold off much, a group of Zerglings 
          can mob, overwhelm, and completely tear apart enemey targets. When 
          used effectively, Zerglings become quite a force to be reckoned 
          with. 

          Upgrades: 
           * Melee Attacks = Evolution Chamber:
                Level 1: Cost - 100 Minerals/100 V.Gas (Attack +1)
                Level 2: Cost - 150 Minerals/150 V.Gas (Attack +2)
                Level 3: Cost - 200 Minerals/200 V.Gas (Attack +3)
           * Zerg Carapace = Evolution Chamber:
                Level 1: Cost - 150 Minerals/150 V.Gas (Armor +1)
                Level 2: Cost - 225 Minerals/225 V.Gas (Armor +2)
                Level 3: Cost - 300 Minerals/300 V.Gas (Armor +3)
           * Metabolic Boost = Spawning Pool:
                Cost - 100 Minerals/100 V.Gas (Increases Zergling speed)
           * Adrenal Glands = Spawning Pool:
                Cost - 200 Minerals/200 V.Gas (Faster Zergling attack)

          Special Abilities:
           * Burrow = Hatchery
                Cost - 100 Minerals/100 V.Gas (Allows the unit to burrow 
                underground and become invisible to all non-detector units)

     Hydralisk ~
     =-------=
          Cost: 75 Minerals/25 V.Gas
          Built At: Hatchery
          Prerequisite/s: Hatchery, Hydralisk Den
          Hit Points: 80
          Energy: N/A

          Supply: 1                           Armor: 0 (+3 upgradeable)
          Build Time: 28                      Range: 4 (+1 upgradeable)
          Ground Attack: 10 (+3 upgradeable)  Sight: 6
          Air Attack: 10 (+3 upgradeable)

          Hydralisks are versatile, being able to attack both air and ground
          targets with equal prejudice. Their fast rate of fire and ranged
          attack makes them deadly in groups even against large units such as 
          Battlecruisers or Carriers. Due to their relatively low cost, 
          Hydralisks are the best support unit you can count on. Though they 
          are eventually overpowered by other units higher up on the tech 
          tree, a legion of Hydralisks can still wreak havoc if used properly.

          Upgrades: 
           * Missile Attacks = Evolution Chamber: 
                Level 1: Cost - 100 Minerals/100 V.Gas (Attack +1)
                Level 2: Cost - 150 Minerals/150 V.Gas (Attack +2)
                Level 3: Cost - 200 Minerals/200 V.Gas (Attack +3)
           * Zerg Carapace = Evolution Chamber:
                Level 1: Cost - 150 Minerals/150 V.Gas (Armor +1)
                Level 2: Cost - 225 Minerals/225 V.Gas (Armor +2)
                Level 3: Cost - 300 Minerals/300 V.Gas (Armor +3)
           * Muscular Augments = Hydralisk Den:
                Cost - 150 Minerals/150 V.Gas (Increases Hydralisk speed)
           * Grooved Spines = Hydralisk Den:
                Cost - 150 Minerals/150 V.Gas (Range +1)

          Special Abilities: 
           * Burrow = Hatchery
                Cost - 100 Minerals/100 V.Gas (Allows the unit to burrow 
                underground and become invisible to all non-detector units)

     Mutalisk ~
     =------=
          Cost: 100 Minerals/100 V.Gas
          Built At: Hatchery
          Prerequisite/s: Hatchery, Spire
          Hit Points: 120
          Energy: N/A

          Supply: 2                           Armor: 0 (+3 upgradeable)
          Build Time: 40                      Range: 3
          Ground Attack: 9 (+3 upgradeable)   Sight: 7
          Air Attack: 9 (+3 upgradeable)

          Although the Mutalisk's ground attack is comparable to the attacks
          of Wraiths and Scouts, Mutalisks will be ripped apart in air-to-air
          combat. Its air attack is easily overpowered by the anti-air 
          missiles of other single-pilot aircraft. However, Mutalisks do have
          a distinct advantage in their weapon. The projectiles that they
          launch are capable of "ricocheting" off of a target and hitting 
          another target in close proximity. Mutalisks, for that reason, are
          very effective when dealing with enemies grouped closely together.
          Mutalisks make a great unit to harass the enemy with. Although not
          particularly powerful individually, they can deal quite some damage
          in larger groups. 
 
          Upgrades: 
           * Flyer Attack = Spire:
                Level 1: Cost - 100 Minerals/100 V.Gas (Attack +1)
                Level 2: Cost - 150 Minerals/150 V.Gas (Attack +2)
                Level 3: Cost - 200 Minerals/200 V.Gas (Attack +3)
           * Flyer Carapace = Spire:
                Level 1: Cost - 150 Minerals/150 V.Gas (Armor +1)
                Level 2: Cost - 225 Minerals/225 V.Gas (Armor +2)
                Level 3: Cost - 300 Minerals/300 V.Gas (Armor +3)

          Special Abilities:
           * Guardian Aspect = Greater Spire:
                (Uses up 50 Minerals/100 V.Gas to transform Mutalisk into a
                Guardian; see Guardian entry for more information) 

     Guardian ~
     =------=
          Cost: 50 Minerals/100 V.Gas
          Built At: Mutalisk (mutates from)
          Prerequisite/s: Mutalisk, Greater Spire
          Hit Points: 150
          Energy: N/A

          Supply: 2                           Armor: 2 (+3 upgradeable)
          Build Time: 40                      Range: 8
          Ground Attack: 20 (+9 upgradeable)  Sight: 11
          Air Attack: N/A

          Guardians are one of the most powerful units in the game if used
          effectively. Note that as soon as the Mutalisk transforms into the
          Guardian, it loses all anti-air capabilities. For that reason,
          anti-air support is a must. Considering how slowly the Guardian
          moves, it can become easy meat for some air units to take down.
          However, Guardians do excel in terms of range and sight. Their range
          exceeds that of all static base defenses, so you can sit on the
          outskirts and fire barrage after barrage without getting touched.
          When used in large groups, Guardians are capable of leveling bases
          in almost no time at all. 

          Upgrades: 
           * Flyer Attack = Spire:
                Level 1: Cost - 100 Minerals/100 V.Gas (Attack +1)
                Level 2: Cost - 150 Minerals/150 V.Gas (Attack +2)
                Level 3: Cost - 200 Minerals/200 V.Gas (Attack +3)
           * Flyer Carapace = Spire:
                Level 1: Cost - 150 Minerals/150 V.Gas (Armor +1)
                Level 2: Cost - 225 Minerals/225 V.Gas (Armor +2)
                Level 3: Cost - 300 Minerals/300 V.Gas (Armor +3)

     Scourge ~
     =-----=
          Cost: 12.5 Minerals/37.5 V.Gas
          Built At: Hatchery
          Prerequisite/s: Hatchery, Spire
          Hit Points: 25
          Energy: N/A

          Supply: 0.5                         Armor: 0 (+3 upgradeable)
          Build Time: 30                      Range: 1
          Ground Attack: N/A                  Sight: 5
          Air Attack: 110

          Scourges serve as kamikaze vessels that fly into enemy aerial ships
          for devastating damage. A single larva can spawn into two Scourges,
          making the mass production of these ruthless flyers quick and easy.
          Successfully flying a Scourge into an enemy vessel results in 110
          points of damage. Still not impressed? Consider this: you only need
          five Scourges to take down a Protoss Carrier! Having a swarm of 
          Scourges patrolling your base would certainly discourage any would-
          be enemy air assaults. However, be aware that Scourges are easily
          destroyed and that they are easy prey for ground units. 

          Upgrades: 
           * Flyer Carapace = Spire:
                Level 1: Cost - 150 Minerals/150 V.Gas (Armor +1)
                Level 2: Cost - 225 Minerals/225 V.Gas (Armor +2)
                Level 3: Cost - 300 Minerals/300 V.Gas (Armor +3)

     Queen ~
     =---=
          Cost: 100 Minerals/100 V.Gas
          Built At: Hatchery
          Prerequisite/s: Hatchery, Queen's Nest
          Hit Points: 120
          Energy: 200 (+50 upgradeable)

          Supply: 2                           Armor: 0 (+3 upgradeable)
          Build Time: 50                      Range: N/A
          Ground Attack: N/A                  Sight: 10
          Air Attack: N/A

          Though they are not armed with conventional weaponry, Queens are a 
          terrifying sight on the battlefield. For one, Queens are the 
          stepping stone to two special Zerg units: the Infested Terran and
          the Broodling. Queens are capable of capturing heavily damaged
          Terran Command Centers and utilize them to produce Infested Terrans,
          of which serve as mobile bombs (see Infested Terran entry). Queens
          can also launch a deadly projectile that automatically kills any
          non-robotic ground unit and spawns two Broodlings, weak Zerg units
          that deal miniscule damage, serving more as an annoyance than a
          threat. However, the utility in that ability is that a Queen can
          instantly kill any non-robotic ground unit regardless of remaining
          health. Siege Tanks and Ultralisks make great targets for the Spawn
          Broodling ability. The huge sight range that Queens bear also make
          them great for scouting because they can also speed away quickly. 
 
          Upgrades: 
           * Flyer Carapace = Spire:
                Level 1: Cost - 150 Minerals/150 V.Gas (Armor +1)
                Level 2: Cost - 225 Minerals/225 V.Gas (Armor +2)
                Level 3: Cost - 300 Minerals/300 V.Gas (Armor +3)
           * Gamete Meiosis = Queen's Nest:
                Cost - 150 Minerals/150 V.Gas (Energy +50)

          Special Abilities: 
           * Infest Terran Command Center:
                Cost - N/A (Takes over heavily damaged Command Centers to 
                produce Infested Terran as long as the Infested Command
                Center stands) 
           * Parasite: 
                Cost - N/A (Uses 75 Energy to attach a parasite to an enemy
                unit that allows the Queen to see what the attached unit sees)
           * Ensnare = Queen's Nest:
                Cost - 100 Minerals/100 V.Gas (Uses 75 Energy to launch a 
                green fluid that significantly impairs the speed and movement
                of all units caught in the spray)
           * Spawn Broodling = Queen's Nest:
                Cost - 100 Minerals/100 V.Gas (Uses 150 Energy to launch a
                spore cluster to any non-robotic unit. The unit will die and
                spawn two weak Broodlings)

     Infested Terran ~
     =-------------=
          Cost: 50 Minerals/150 V.Gas
          Built At: Infested Command Center
          Prerequisite/s: Infested Command Center
          Hit Points: 60
          Energy: N/A

          Supply: 1                           Armor: 0 (+3 upgradeable)
          Build Time: 40                      Range: 1
          Ground Attack: 500                  Sight: 5
          Air Attack: N/A

          Once you have a Queen infest a Terran Command Center, you'll have
          the option of producing the Infested Terran, a walking bomb. A few
          of these can lay waste to even the most fortified buildings before
          your enemy even knows what's going on. However, due to their 
          relatively high cost and build time, they should be used as 
          efficiently as possible. If an Infested Terran is killed before he
          reaches his target, it'd be a huge waste. Needless to say, Infested
          Terran lack anti-air capabilities and should be supported in the
          heat of battle. 

          Upgrades:
           * Zerg Carapace = Evolution Chamber:
                Level 1: Cost - 150 Minerals/150 V.Gas (Armor +1)
                Level 2: Cost - 225 Minerals/225 V.Gas (Armor +2)
                Level 3: Cost - 300 Minerals/300 V.Gas (Armor +3)

     Defiler ~
     =-----=
          Cost: 50 Minerals/150 V.Gas
          Built At: Hatchery
          Prerequisite/s: Hatchery, Defiler Mound
          Hit Points: 80
          Energy: 200 (+50 upgradeable)

          Supply: 2                           Armor: 1 (+3 upgradeable)
          Build Time: 50                      Range: N/A
          Ground Attack: N/A                  Sight: 10
          Air Attack: N/A

          Defilers are fitted with a variety of effective skills. Though 
          unarmed, they are capable of casting some of the most useful skills
          on the battlefield. Dark Swarm, for example, acts as a shroud that
          prevents outside units from targetting into the cloud. When cast 
          over a friendly ground of units, the units inside the cloud can
          attack from inside though they cannot be hit from outside the cloud.
          Plague is another devastating skill that can sap the lifeforce from
          anything. Affected objects will gradually lose HP until they are
          down to 1 or have taken 300 points of damage. 

          Upgrades: 
           * Zerg Carapace = Evolution Chamber:
                Level 1: Cost - 150 Minerals/150 V.Gas (Armor +1)
                Level 2: Cost - 225 Minerals/225 V.Gas (Armor +2)
                Level 3: Cost - 300 Minerals/300 V.Gas (Armor +3)
           * Metasynaptic Node = Defiler Mound:
                Cost - 150 Minerals/150 V.Gas (Energy +50)

          Special Abilities:
           * Consume = Defiler Mound: 
                Cost - 100 Minerals/100 V.Gas (Consumes a friendly unit to
                acquire 50 more of Energy)
           * Dark Swarm:
                Cost - N/A (Uses 100 Energy to cast a cloud over a targeted
                area, preventing outside ranged units from accurately 
                targeting into the cloud)
           * Plague = Defiler Mound:
                Cost - 200 Minerals/200 V.Gas (Uses 150 Energy to launch 
                corrosive spores at a target to deal gradually significant
                damage)
           * Burrow = Hatchery
                Cost - 100 Minerals/100 V.Gas (Allows the unit to burrow 
                underground and become invisible to all non-detector units)

     Ultralisk ~
     =-------=
          Cost: 200 Minerals/200 V.Gas
          Built At: Hatchery
          Prerequisite/s: Hatchery, Ultralisk Cavern
          Hit Points: 400
          Energy: N/A

          Supply: 4                           Armor: 1 (+3 upgradeable)
          Build Time: 60                      Range: 1
          Ground Attack: 20 (+9 upgradeable)  Sight: 7
          Air Attack: N/A

          The massive Ultralisk is certainly a sight to behold. Its massive
          jaws are capable of inflicting immense amounts of damage to its
          target. Couple that with a fairly quick attack speed, and you have
          one of the most powerful units in the game. The drawbacks to the
          Ultralisk's power is, of course, its high cost and build time. Also,
          consider that Ultralisks are incapable of attacking air units. 
          That's why it's always best to back a group of Ultralisks up with
          Hydralisks or some other form of anti-air support. 

          Upgrades: 
           * Melee Attacks = Evolution Chamber:
                Level 1: Cost - 100 Minerals/100 V.Gas (Attack +3)
                Level 2: Cost - 150 Minerals/150 V.Gas (Attack +6)
                Level 3: Cost - 200 Minerals/200 V.Gas (Attack +9)
           * Zerg Carapace = Evolution Chamber:
                Level 1: Cost - 150 Minerals/150 V.Gas (Armor +1)
                Level 2: Cost - 225 Minerals/225 V.Gas (Armor +2)
                Level 3: Cost - 300 Minerals/300 V.Gas (Armor +3)

====-====-====-====-====-====-====-====-====-====-====-====-====-====-====-====
         +-+ 6. Building Overview +-+                                 [6000]
====-====-====-====-====-====-====-====-====-====-====-====-====-====-====-====

Building up a force in StarCraft begins with the construction of a base. The
following is a list of each race's respective set of structures and their
purpose. 

-------------------------------------------------------------------------------
         -+- 6.1. Terran -+-                                          [6100]
-------------------------------------------------------------------------------

     * NOTE: All Terran structures EXCEPT for the Refinery, Supply Depot, 
             Academy, Bunker, Missile Turret, Armory, and any add-on
             structures are capable of lifting off and moving themselves
             to another suitable location (albeit at a painfully slow pace). 

     Command Center ~
     =------------=
          Cost: 400 Minerals
          Prerequisite/s: N/A
          Hit Points: 1500

          The Terran Command Center is the commanding structure in a Terran
          base and easily one of the most important. It produces SCVs, which
          are essential to constructing a base and harvesting the resources
          to make progress. All resources gathered are then transferred to
          the Command Center for processing. The Command Center can also have
          a ComSat Station and Nuclear Silo attached. Due to the significance
          of this structure, it's always a good idea to have more than one. 

          Produces:
           * Space Construction Vehicle:
                Cost - 50 Minerals

          Add-ons:
           * ComSat Station:
                Prerequisite/s - Academy
                Cost - 50 Minerals/50 V.Gas (Uses 50 Energy to reveal a 
                portion of the map)
           * Nuclear Silo:
                Prerequisite/s - Science Facility w/ Covert Ops
                Cost - 100 Minerals/100 V.Gas (Spends 200 Minerals/200 V.Gas
                to produce a nuclear missile that can then be painted via a
                Ghost and launched)

     Refinery ~
     =------=
          Cost: 100 Minerals
          Prerequisite/s: Command Center
          Hit Points: 500

          A Refinery is key to being able to utilize Vespene Gas geysers. 
          Before gas can be harvested, a Refinery must first be built over
          the geyser. Following that, the gas can then be transferred to a
          nearby Command Center by a SCV. Refineries are fairly fragile, 
          though they are cheap to build. 

     Supply Depot ~
     =----------=
          Cost: 100 Minerals
          Prerequisite/s: Command Center
          Hit Points: 500

          The Supply Depot adds 8 more units onto the supply count. This is
          required to build more units. You'd want to go to some lengths to
          protect your Supply Depots. Losing too many can be devastating to
          your ability to produce more units. 

     Barracks ~
     =------=
          Cost: 150 Minerals
          Prerequisite/s: Command Center
          Hit Points: 1000

          The Barracks is the primary training facility for infantry on the
          battlefield. From here, your infantry can be produced. For bigger
          bases, more than one Barracks may serve well to rapidly produce 
          infantry at a faster rate. 
 
          Produces:
           * Marine:
                Cost - 50 Minerals
           * Firebat:
                Cost - 50 Minerals/25 V.Gas

     Academy ~
     =-----=
          Cost: 150 Minerals
          Prerequisite/s: Barracks
          Hit Points: 500

          The Academy is the location of a few mandatory skills for infantry.
          Its usefulness early in the game alone warrants its construction.

          Upgrades: 
           * U-238 Shells:
                Cost - 150 Minerals/150 V.Gas
           * Stim Packs:
                Cost - 100 Minerals/100 V.Gas

     Bunker ~
     =----=
          Cost: 100 Minerals
          Prerequisite/s: Barracks
          Hit Points: 350
 
          Bunkers can be fitted with up to four infantry units that can then
          attack from inside the Bunker, safe from enemy fire from the 
          outside (until, obviously, the Bunker is destroyed). Suggest placing
          these in key locations such as mineral piles and choke points to 
          fend off devastating enemy attacks. 

     Engineering Bay ~
     =-------------=
          Cost: 125 Minerals
          Prerequisite/s: Command Center
          Hit Points: 850
 
          The Engineering Bay serves to upgrade infantry armor and weapons.
          Should you become reliant on infantry, having two Engineering Bays
          will allow to research both armor and weapons at the same time.

           Upgrades:
            * Infantry Weapons:
                 Level 1: Cost - 100 Minerals/100 V.Gas
                 Level 2: Cost - 175 Minerals/175 V.Gas
                 Level 3: Cost - 250 Minerals/250 V.Gas
            * Infantry Armor:
                 Level 1: Cost - 100 Minerals/100 V.Gas
                 Level 2: Cost - 175 Minerals/175 V.Gas
                 Level 3: Cost - 250 Minerals/250 V.Gas

     Missile Turret ~
     =------------=
          Cost: 100 Minerals
          Prerequisite/s: Engineering Bay
          Hit Points: 200
          Air Attack: 20

          Missile Turrets act primarily as anti-air fortifications, but they
          are also stationary detectors. For that reason, it's very important
          to place a number of Missile Turrets around your bases to fend off
          any cloaked units. Because Missile Turrets cannot hit ground 
          targets, it's strongly suggested that you support them with ground
          units.

     Factory ~
     =-----=
          Cost: 200 Minerals/100 V.Gas
          Prerequisite/s: Barracks
          Hit Points: 1250

          All Terran mechanical ground units are produced at the Factory. The
          building can be upgraded with an attached Machine Shop that unlocks
          a few more upgrades. 

          Produces: 
           * Vulture:  
                Cost - 75 Minerals
           * Siege Tank:
                Cost - 150 Minerals/100 V.Gas
           * Goliath: 
                Cost - 100 Minerals/50 V.Gas

          Add-ons:
           * Machine Shop:
                Cost - 50 Minerals/50 V.Gas (Provides upgrades: Vulture Ion
                Thrusters, Vulture Spider Mines, and Siege Tank Siege Tech)

     Starport ~
     =------=
          Cost: 150 Minerals/100 V.Gas
          Prerequisite/s: Factory
          Hit Points: 1300

          Air units are produced at the Starport. Since most air units have
          a fairly long build time, it's suggested that you have more than
          one Starport running for maximum efficiency. A Control Tower can be
          attached to provide upgrades and more advanced units. 

          Produces: 
           * Wraith:
                Cost - 150 Minerals/100 V.Gas
           * Dropship:
                Cost - 100 Minerals/100 V.Gas
           * Battlecruiser:
                Cost - 400 Minerals/300 V.Gas
           * Science Vessel:
                Cost - 100 Minerals/225 V.Gas

          Add-ons:
           * Control Tower:
                Cost - 50 Minerals/50 V.Gas (Provides upgrades: Wraith 
                Cloaking Field and Wraith Apollo Reactor)

     Armory ~
     =----=
          Cost: 100 Minerals/50 V.Gas
          Prerequisite/s: Factory
          Hit Points: 750

          All mechanical unit upgrades are researched at the Armory. It's
          strongly recommended that you have multiple buildings running at 
          one time to research upgrades much more efficiently. 

          Upgrades:
           * Vehicle Weapons:
                Level 1: Cost - 100 Minerals/100 V.Gas
                Level 2: Cost - 175 Minerals/175 V.Gas
                Level 3: Cost - 250 Minerals/250 V.Gas
           * Vehicle Plating:
                Level 1: Cost - 100 Minerals/100 V.Gas
                Level 2: Cost - 175 Minerals/175 V.Gas
                Level 3: Cost - 250 Minerals/250 V.Gas
           * Ship Weapons:
                Level 1: Cost - 100 Minerals/100 V.Gas 
                Level 2: Cost - 150 Minerals/150 V.Gas
                Level 3: Cost - 200 Minerals/200 V.Gas
           * Ship Plating: 
                Level 1: Cost - 150 Minerals/150 V.Gas
                Level 2: Cost - 225 Minerals/225 V.Gas
                Level 3: Cost - 300 Minerals/300 V.Gas

     Science Facility ~
     =--------------=
          Cost: 100 Minerals/150 V.Gas
          Prerequisite/s: Starport
          Hit Points: 850

          Much of the upgrades for the most advanced Terran units can be 
          researched at the Science Facility. Its two add-ons allow you 
          construct Battlecruisers and unlock the some of the most 
          devastating upgrades available to you. 

          Upgrades: 
           * Irradiate:
                Cost - 200 Minerals/200 V.Gas
           * EMP Shockwave:
                Cost - 200 Minerals/200 V.Gas
           * Titan Reactor:
                Cost - 150 Minerals/150 V.Gas

          Add-ons:
           * Physics Lab: 
                Cost - 50 Minerals/50 V.Gas (Provides upgrades: Battlecruiser
                Yamato Gun and Battlecruiser Colossus Reactor)
           * Covert Ops:
                Cost - 50 Minerals/50 V.Gas (Provides upgrades: Ghost 
                Lockdown, Ghost Ocular Implants, Ghost Cloaking Field, Ghost
                Moebius Reactor) 

-------------------------------------------------------------------------------
         -+- 6.2. Protoss -+-                                         [6200]
-------------------------------------------------------------------------------

     Nexus ~
     =---=
          Cost: 400 Minerals
          Prerequisite/s: N/A
          Hit Points: 750
          Plasma Shields: 750

          The primary command structure for Protoss forces, the Nexus serves
          to produce Probes for base construction and collects resources from
          delivering Probes. Due to the structure's importance, it's strongly
          recommended that you defend all of your Nexuses with as much 
          vigilance as possible. 

          Produces: 
           * Probe:
                Cost - 50 Minerals

     Assimilator ~
     =---------=
          Cost: 100 Minerals
          Prerequisite/s: Nexus
          Hit Points: 450
          Plasma Shields: 450
 
          Assimilators are built atop Vespene Gas geysers to allow Probes to
          harvest the gas from the geyser. Once the building is constructed,
          the gas can then be transferred by a Probe to a nearby Nexus and
          processed. 

     Pylon ~
     =---=
          Cost: 100 Minerals
          Prerequisite/s: Nexus
          Hit Points: 300
          Plasma Shields: 300

          Pylons serve two main purposes. First off, in order to expand your
          base, you have to build buildings within the powered radius of a 
          Pylon. If, for any reason, a building loses its Pylon connection,
          it becomes unpowered and incapable of functioning. Pylons also add
          8 to the supply count. In order to expand your forces, more Pylons
          must therefore be constructed. 

     Gateway ~
     =-----=
          Cost: 150 Minerals
          Prerequisite/s: Nexus
          Hit Points: 500
          Plasma Shields: 500

          Infantry units are trained and produced at the Gateway. Due to the
          slow speed of Protoss infantry production, it's always recommended
          that you have more than one Gateway to greatly speed up unit
          creation. 

          Produces: 
           * Zealot:
                Cost - 100 Minerals
           * Dragoon:
                Cost - 125 Minerals/50 V.Gas
           * High Templar: 
                Cost - 50 Minerals/150 V.Gas

     Forge ~
     =---=
          Cost: 150 Minerals
          Prerequisite/s: Nexus
          Hit Points: 550 
          Plasma Shields: 550

          The ground unit upgrades can be researched at the Forge. It's 
          strongly recommended that you upgrade Plasma Shields because that
          effects every unit. Suggest building more than one Forge to speed
          up research. 

          Upgrades: 
           * Ground Weapons:
                Level 1: Cost - 100 Minerals/100 V.Gas 
                Level 2: Cost - 150 Minerals/150 V.Gas 
                Level 3: Cost - 200 Minerals/200 V.Gas 
           * Ground Armor:
                Level 1: Cost - 100 Minerals/100 V.Gas
                Level 2: Cost - 175 Minerals/175 V.Gas 
                Level 3: Cost - 250 Minerals/250 V.Gas
           * Plasma Shields:
                Level 1: Cost - 200 Minerals/200 V.Gas
                Level 2: Cost - 300 Minerals/300 V.Gas 
                Level 3: Cost - 400 Minerals/400 V.Gas

     Cybernetics Core ~
     =--------------=
          Cost: 200 Minerals
          Prerequisite/s: Gateway
          Hit Points: 500
          Plasma Shields: 500

          All air unit upgrades can be researched at the Cybernetics Core. 
          Should you find it necessary to construct two Cybernetics Cores to
          speed up research, don't hesitate to do so. The Dragoon's essential
          Singularity Charge can also be researched here.

           * Air Weapons:
                Level 1: 100 Minerals/100 V.Gas 
                Level 2: 175 Minerals/175 V.Gas 
                Level 3: 250 Minerals/250 V.Gas 
           * Air Armor:
                Level 1: 150 Minerals/150 V.Gas 
                Level 2: 225 Minerals/225 V.Gas 
                Level 3: 300 Minerals/300 V.Gas 
           * Singularity Charge:
                Cost - 150 Minerals/150 V.Gas

     Shield Battery ~
     =------------=
          Cost: 100 Minerals
          Prerequisite/s: Gateway
          Hit Points: 200
          Plasma Shields: 200
          Energy: 200

          Shield Batteries can be an incredible asset both defensively and
          offensively. The purpose of the structure is to recharge the shields
          of any selected unit that you lead to it. When built along the
          perimeter of your base, you can use it on your defending units to
          extend their lifeforce. On the other hand, Shield Batteries can be 
          effective when assaulting an enemy base, especially when they're 
          built very close to the enemy's front lines. 

     Photon Cannon ~
     =-----------=
          Cost: 200 Minerals
          Prerequisite/s: Forge
          Hit Points: 100
          Plasma Shields: 100
          Ground Attack: 20
          Air Attack: 20

          Photon Cannons are incredibly fragile. However, they can deliver
          quite a punch against both air and ground targets. Their detector
          status allows them to see cloaked units and reveal them. Although
          fairly expensive, Photon Cannons are an invaluable defensive 
          measure to any base. 

     Robotics Facility ~
     =---------------=
          Cost: 200 Minerals/200 V.Gas
          Prerequisite/s: Cybernetics Core
          Hit Points: 500
          Plasmas Shields: 500

          The Robotics Facility serves to produce the robotic units in the
          Protoss arsenal. In times of need, considering constructing more
          than one Robotics Facility to speed up unit production. 

          Produces:
           * Shuttle:
                Cost - 200 Minerals
           * Reaver:
                Cost - 200 Minerals/100 V.Gas
           * Observer:
                Cost - 25 Minerals/75 V.Gas

     Robotics Support Bay ~
     =------------------=
          Cost: 150 Minerals/100 V.Gas
          Prerequisite/s: Robotics Facility
          Hit Points: 450
          Plasma Shields: 450

          The Robotics Support Bay is responsible for all things related to
          the Reaver and Shuttle. The various upgrades the Robotics Support 
          Bay provides are crucial to Reavers and Shuttles.

          Upgrades:
           * Scarab Damage:
                Cost - 200 Minerals/200 V.Gas
           * Reaver Capacity:
                Cost - 200 Minerals/200 V.Gas
           * Gravitic Drive: 
                Cost - 200 Minerals/200 V.Gas

     Observatory ~
     =---------=
          Cost: 50 Minerals/100 V.Gas
          Prerequisite/s: Robotics Facility
          Hit Points: 250
          Plasma Shields: 250
 
          Yes, the little Observer is so important that it gets its own 
          building. The two upgrades the building provides are very important
          to Observers. Keep in mind that the Observatory is a very fragile
          building and should be protected with that in mind. 

          Upgrades:
           * Sensor Array:
                Cost - 150 Minerals/150 V.Gas
           * Gravitic Booster:
                Cost - 150 Minerals/150 V.Gas

     Stargate ~
     =------=
          Cost: 150 Minerals/150 V.Gas
          Prerequisite/s: Cybernetics Core
          Hit Points: 600
          Plasma Shields: 600
 
          All non-robotic aircraft are warped in via the Stargate. Due to the
          high build time for Protoss air units, more than one Stargate is
          recommended. 

          Produces:
           * Scout:
                Cost - 300 Minerals/150 V.Gas
           * Carrier:
                Cost - 350 Minerals/250 V.Gas
           * Arbiter:
                Cost - 100 Minerals/350 V.Gas

     Fleet Beacon ~
     =----------=
          Cost: 300 Minerals/200 V.Gas
          Prerequisite/s: Stargate
          Hit Points: 500
          Plasma Shields: 500
 
          The Protoss Fleet Beacon is one of the most expensive buildings in
          the game. It's for good reason though because the Fleet Beacon is
          responsible for some of the most important upgrades regarding air
          units and is the primary stepping stone to build Carriers. 

          Upgrades: 
           * Apial Sensors: 
                Cost - 100 Minerals/100 V.Gas
           * Gravitic Thrusters:
                Cost - 200 Minerals/200 V.Gas
           * Carrier Capacity: 
                Cost - 100 Minerals/100 V.Gas

     Citadel of Adun ~
     =-------------=
          Cost: 150 Minerals/100 V.Gas
          Prerequisite/s: Cybernetics Core
          Hit Points: 450 
          Plasma Shields: 450

          The Citadel of Adun provides the Leg Enhancement upgrade for 
          Zealots. Along with that, it is also a prerequisite for the Templar
          Archives. 

          Upgrades: 
           * Leg Enhancement:
                Cost - 150 Minerals/150 V.Gas

     Templar Archives ~
     =--------------=
          Cost: 150 Minerals/200 V.Gas
          Prerequisite/s: Citadel of Adun
          Hit Points: 500
          Plasma Shields: 500

          The Protoss Templar Archives is the key to the production of High
          Templars. Needless to say, it becomes one of the more important
          Protoss structures higher up the tech tree. 

          Upgrades:
           * Psionic Storm:
                Cost - 200 Minerals/200 V.Gas
           * Hallucination: 
                Cost - 150 Minerals/150 V.Gas
           * Khaydarin Amulet: 
                Cost - 150 Minerals/150 V.Gas

     Arbiter Tribunal ~
     =--------------=
          Cost: 200 Minerals/150 V.Gas
          Prerequisite/s: Fleet Beacon, Templar Archives
          Hit Points: 500
          Plasma Shields: 500
 
          Upon construction of this building, the invaluable Arbiter becomes
          unlocked. The essential upgrades for said unit are all available in
          this building. 

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

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

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

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

          Produces:
           * Drone:
                Cost - 50 Minerals

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

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

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

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

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

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

     Hydralisk Den ~
     =-----------=
          Cost: 100 Minerals/50 V.Gas
          Prerequisite/s: Spawning Pool
          Hit Points: 850
 
          As the name implies, the Hydralisk Den is responsible for all
          Hydralisk upgrades. Once this structure is built, you will be 
          allowed to produce Hydralisks. 

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

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

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

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

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

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

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

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

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

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

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

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

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

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

          Apart from allowing you to create Mutalisks and Scourges, you can 
          upgrade flyer weapons and carapaces as well. The Spire can be 
          eventually be upgraded into a Greater Spire once requirements are 
          met. 

          Upgrades: 
           * Flyer Attack:
                Level 1: Cost - 100 Minerals/100 V.Gas
                Level 2: Cost - 150 Minerals/150 V.Gas
                Level 3: Cost - 200 Minerals/200 V.Gas
           * Flyer Carapace:
                Level 1: Cost - 150 Minerals/150 V.Gas
                Level 2: Cost - 225 Minerals/225 V.Gas
                Level 3: Cost - 300 Minerals/300 V.Gas

     Queen's Nest ~
     =----------=
          Cost: 150 Minerals/100 V.Gas
          Prerequisite/s: Lair
          Hit Points: 850

          The Queen's Nest is one of the most important Zerg structures. Not
          only is it required to upgrade Lairs to Hives, but of course, the
          various upgrades and special abilities of the Queen can be 
          developed here. 

          Upgrades: 
           * Ensnare:
                Cost - 100 Minerals/100 V.Gas
           * Spawn Broodling:
                Cost - 100 Minerals/100 V.Gas
           * Gamete Meiosis:
                Cost - 150 Minerals/150 V.Gas

     Hive ~
     =--=
          Cost: 200 Minerals/150 V.Gas
          Prerequisite/s: Pre-existing Lair, Queen's Nest
          Hit Points: 2500

          The final upgrade for the Hatchery is the Hive. With 2500 HP, it's
          the most durable structure in all of StarCraft. The Hive unlocks 
          three more Zerg structures, the Nydus Canal, Defiler Mound, and
          Ultralisk Cavern. These structures make up the top of the tech tree.

     Greater Spire ~
     =-----------=
          Cost: 100 Minerals/150 V.Gas
          Prerequisite/s: Pre-existing Spire, Hive
          Hit Points: 1000
 
          The sole purpose of the Greater Spire is to unlock the ability to
          produce Guardians. Mutalisks will be given the option to morph into
          Guardians. The Greater Spire is also considerably more durable than
          a regular Spire. 

     Nydus Canal ~
     =---------=
          Cost: 150 Minerals
          Prerequisite/s: Hive
          Hit Points: 250

          Nydus Canals serve as gateways between distanced segments of the
          map. When you build one, you first construct an entrance node.
          Once that is built, an exit node must be built elsewhere on the map
          to serve as an exit point for all units entering the Nydus Canal.
          The exit MUST be built on creep (note that it can be built on enemy
          creep). Once your system is set up, you can transfer units from one
          end of the Nydus Canal to the other end. If used effectively, Nydus
          Canals can become a significant advantage. 

     Defiler Mound ~
     =-----------=
          Cost: 100 Minerals/100 V.Gas
          Prerequisite/s: Hive
          Hit Points: 850

          Defiler Mounds allow you to spawn the dreaded Defiler. All upgrades
          related to Defilers (Plague, Consume, Metasynaptic Node) can be 
          researched here. 

          Upgrades: 
           * Consume:
                Cost - 100 Minerals/100 V.Gas
           * Plague: 
                Cost - 200 Minerals/200 V.Gas
           * Metasynaptic Node:
                Cost - 150 Minerals/150 V.Gas

     Ultralisk Cavern ~
     =--------------=
          Cost: 150 Minerals/200 V.Gas
          Prerequisite/s: Hive
          Hit Points: 600

          The Ultralisk Cavern allows you to spawn Ultralisks. The structure
          lacks any upgrades (well, before Brood War at least) and basically
          serves only the task of allowing the creation of Ultralisks. 

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

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

     Version 1.0 - The guide is complete. 250 KB

     Version 1.1 - Fixed a few formatting issues. 250 KB

====-====-====-====-====-====-====-====-====-====-====-====-====-====-====-====
         +-+ 8. Legal Disclaimers +-+                                 [8000]
====-====-====-====-====-====-====-====-====-====-====-====-====-====-====-====

This FAQ is the property of its author, Quan Jin. All rights reserved. 

Any stealing, selling for profit or altering of this document without the
author's expressed consent is strictly prohibited. You may download this file 
for personal and private use only. 

StarCraft is a registered trademark of Blizzard. The author (Quan Jin) is not 
affiliated with Blizzard in any way or form. All other trademarks are the 
property of their respective owners. 

====-====-====-====-====-====-====-====-====-====-====-====-====-====-====-====
         +-+ 9. Credits and Closing +-+                               [9000]
====-====-====-====-====-====-====-====-====-====-====-====-====-====-====-====

I hope you enjoyed the guide. Log onto Battle.net sometime and we might see
each other sometime. Email me for my tag. 

[-----------------------------------------------------------------------------]
 
Battle.net - Provided stats for some of the units/buildings in the appendices.

GameFAQs - I've been with them for almost four years now. Don't plan on
           quitting anytime soon. 

The FCSB - They didn't help too much but what can I say, where would I be 
           without a few of them? Major props to these great board members who 
           are also prized FAQ writers.

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             / __ \____ ______/ /__   | |  / /___  _____/ /____  _  __
            / / / / __ `/ ___/ //_/   | | / / __ \/ ___/ __/ _ \| |/_/
           / /_/ / /_/ / /  / ,<      | |/ / /_/ / /  / /_/  __/>  <  
          /____.'\__,_/_/  /_/|_|     |___/\____/_/   \__/\___/_/|_|  

                             -= Game on Forever =-