What do you need help on? Cancel X

Jump to:
Would you recommend this Guide? Yes No Hide
Send Skip Hide

Dark Archon Mind Control FAQ by hades451

Version: 1.0 | Updated: 03/01/1999

Hades451's Guide to Dark Archon Mind Control
A Starcraft: Brood War FAQ
Version 1.0

Mind control was originally in the original starcraft beta.  Us beta testers 
found that mind control was too powerful and it was taken out, to be put into 
the expansion.  Although mind control seems straightforward, it has great hidden 

How to get a Dark Archon: 
pylon -> gateway -> Citadel of Adun -> Templar Archives -> Two Dark Templars -> 
Dark Archon

Dark Templars cost 125/100 and are built at gateways.  After you have two, merge 
them much in the same way as you would 2 templars.  Merging takes about as long 
as a normal archon, and costs nothing.  You should have researched mind control 
while building the two templars.

The first and best MC strategy involves MCing the opponents peons (SCVs/Drones).  
By doing this, you can then create buildings and units from that race!!!  Don't 
try to start up a race as you would normally, there is no need to pump out 
zerglings and firebats when you already have a protoss army.  However, you can 
use the other race to fill in the weaknesses the protoss have.  When capturing 
zergs, create guardians and ultralisks.  The protoss have weak air attackers 
except for carriers, and the ultralisks will complement your normal archons.  
Magic users are useful as well, but you might find yourself running out of gas 
if you create too many magic users from both races.  When capturing terrans, 
create ghosts, medics, and nuke silos.  The medics will keep you zealots and 
dragoons healed, the ghosts are good for nuking your enemy when he's too 
entrenched.  Siege tanks can complement reavers as well.  Terran Science Vessels 
will give you race specific spells like the EMP pulse and irradiate, useful if 
you're playing against other protoss players.  Ignore the wraiths and battle 
cruisers unless you've already maxed out of psi on protoss carriers.  There is 
no point in MCing Probes as you can already build protoss.  By MCing the other 
races, you can double or triple your unit limit!!!  This gives you the ability 
to ravage your opponents, IF you have enough resources.  Be careful not to 
divide your resources too heavily between the two.  Stick to upgrading your 
protoss units already in existence before upgrading other races.  This strategy 
works best in long term games when you end up having lots of resources to burn.

The second MC strategy involves MCing troop transports.  If your opponent tries 
reaver drops, just MC his shuttles and you'll control the shuttles as well as 
the reavers inside!!!   Careful timing is essential here, you'll have to pull 
off the MC before he sees your dark archon coming, otherwise he'll just drop a 
reaver which will fire and kill at your dark archon once it drains all its 
shields MCing the now empty carrier.

MC can also be used to go beyond your unit limit even if you are playing another 
protoss opponent.  You can MC his carriers (or archons, or any other unit) into 
your own army.  You can even MC past the 200 psi limit.  Theoretically, you 
could just create a whole army of dark archons (with the 200 psi limit, minus 
about 12 for peons, that's 47 dark archons) and just MC whatever comes your way.  
Anyone have the balls to try this strategy!?!

Carrying out successful MCs:

There's no point in MCing a drone only to have it killed by your opponent's 
sunken colony.  Try to take out wandering drones/SCVs that are scouting/building 
expansions.  If the drone is currently making itself into a building, send a 
zealot in to attack the building, chances are this will make your opponent 
cancel the building.  Then send the zealots away, MC it, and send in a shuttle 
to pick it up.  Also, you can shuttle drop ONE Dark Archon, then pick it back up 
as well as the now MCed drone/SCV.  This works best if you have the shuttle 
speed upgrade.  

Side Notes:

The amulet upgrade for Dark Archons is essential if you'll be doing mass Mind 
Control.  Shield Generators are also necessary to keep your Dark Archons alive 
as casting MC drains all shields.

The MC strategy should be applied with caution.  Early in the game, you won't 
have enough resources to support having 2 races at one time.  Also, you 
shouldn't rely on it, as an undefended early rush will take you out before you 
even have a chance to build the templar archives.

If you have Dark Templars that have been heavily damaged (less than 40 armor 
left), go ahead and Dark Archon them, they're worth more to you that way.  The 
Dark Archon created will not have full armor, but will have full shields 


View in: